It turns out that the offsets of the data in the return buffer matter: the
offset 0x340 is hardcoded into the code that uses the result.
With that fixed, get rid of the completely wrong 0x80000000 hack.
psq_st performs one store, and psq_ld one load, from the perspective of the
MMU; getting this wrong leads to potentially incorrect behavior (incorrect page
faults, weirdness with the gather pipe, etc.). Fix this, and stop masking
the address when checking for gather pipe writes.
Also a bunch of cleanup.
This came up from the discussion we were having prior about dumping half of a kilobyte of VFP registers to the stack is insanity.
This was due to me basically copying exactly what I did on ARMv7's paired loadstores, where the impact is less since we only use the bottom 64bits of
the VFP registers.
So I decided to think about how to improve upon this since I got called out on my terrible code.
The solution I have come up with is instead of jumping to the common ASM routine and having that check if it needs to take the fastmem or slowmem
routes, just inline the check in to the JIT block and jump to either a fastmem or slowmem handler.
Fairly simple, and this allows us to only flush the registers that are required when doing so. Should give a reasonable increase in performance for
games that use the slowmem path quite a lot.
We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
Activity Monitor can start activities by using adb to invoke it.
This will allow us to set the user directory and autostart file from adb.
adb shell am start -n org.dolphinemu.dolphinemu/.gamelist.GameListActivity -e AutoStartFile /sdcard/AC.gcz -e UserDir /sdcard/dolphin-emu2/
This allows more automated testing to be done with Dolphin on Android.
Cleared the default mapping of hotkeys as they were conflicting with the key shortcuts.
Removed the Open, Change Disc, Refresh List and Exit hotkeys as they work only when driven from the menu.
- Simplified the locking mechanism when controllers were updated
- Reloaded the config of the controls instead of re-initialising the control plugins
- Fixed controls being unresponsive after the Refresh button was pressed
- Disables the hotkeys while the controller config is open
* Halving the number of hotkeys checked for (there were extra for future use)
* Gets the controller status once before parsing hotkeys
* Checks for the GUI lock once before parsing hotkeys
* Removed some redundant memsets
Clamping a rectangle correctly requires fully clamping all four
coordinates in the general case.
This should fix issue 6923, sort of; at least, it fixes the part where a
rectangle ends up with a nonsensical height after being clamped.
This is unused, and since it had the same value as FL_OUT_D, it was unnecessarily setting the rS register as an output, even on instructions that only have FL_OUT_D set.
This is good for performance when FileMontior is selected
but the log level only is set to notice or warning.
The ability to do this wasn't available until recently:
1ed41672f5
A bit more efficient if we are only pushing two VFP registers.
We can probably be a bit more efficient in the future by mixing paired loadstores in to the other paths as well.
Previously on FPR pushing and popping we would do a single STR/LDR per quad FPR we wanted to push/pop.
In most of our cases when we are pushing and popping VFP registers they will be consecutive registers that will save more efficiently using the NEON
loadstores that can do up to four quad registers.
So this can potentially cutting instructions down to ~1/4th the amount of instructions if the registers are all consecutive.
On the Cortex-A57 this is basically just an icache improvement, but on the Nvidia Denver this may be optimized to be more efficient. Either way it's a
win.
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
Previously InitControllers() would be called every poll duration, setting this boolean to false which would prevent said sybsystems from deinitializing correctly.
Technically fixes a memory leak (which wouldn't matter because the timer is only created once and destroyed on shutdown).
Also starting and stopping the timer does not cause leaks.