std::call_once is guaranteed to execute the given callable object
exactly once. This guarantee holds even if the function is called
concurrently from several threads.
Given that, we can replace the mutex and boolean flag with
std::call_once and a std::once_flag to perform the same behavior.
Previously, every entry pair within the map would be copied. The reason
for this is subtle.
A std::map's internal entry type is defined as:
std::pair<const Key, Value>
but the loop was declaring it as:
std::pair<Key, Value>
These two types aren't synonymous with one another and so the compiler
is required to always perform a copy.
Using structured bindings avoids this (as would plain auto or correcting
the explicit type), while also allowing the use of more appropriate
names compared to first and second.
std::function is allowed to heap allocate in order to hold any necessary
bound data in order to execute properly (e.g. lambdas with captures), so
this avoids unnecessary reallocating.
While current usages of ParseLine aren't problematic, this is still a
public function that can be used for other purposes. Essentially makes
the function handle potential external inputs a little nicer.
We can just utilize map's insert_or_assign() function and check the
return value to determine whether or not we need to insert the key into
the keys_order vector.
All supported platforms now have easy access to a compiler with C++17
support.
C++17 potentially allows for some nice cleanups and removes the need
for standard library backports (optional/variant).
See discussion at https://dolp.in/pr6264#discussion_r158134178
Different address spaces can be chosen in the memory view panel.
* Effective (or virtual): Probably the view people mostly want. Address
translation goes through MMU.
* Auxiliary: ARAM address space. Does not display anything in Wii mode.
* Physical: Physical address space. Only supports mem1 and mem2 (wii
mode) so far.
MemoryWatcher only works on Linux and affects emulation determinism due
to scheduling additional events, which causes NetPlay to desync.
Considering that this interface is a rather specialized use case, the
communication with it is kinda crappy *and* it's affecting emulation, I
think it's best to just axe it and come up with a better implementation
of the functionality.
* The high half of regOp is immediately overwritten so the value in it is irrelevant.
* MOVSD produces an unnecessary dependency on the high half of regOp.
* MOVAPS is implemented as a register rename on modern microarchitectures.
There is no reason to use MOVAPD over MOVAPS, for two reasons:
* There has never been a microarchitecture with separate single and double domains.
* MOVAPD is one byte longer than MOVAPS