Retry and abort don't have default labels, so you end up with blank
buttons on both Windows and Linux. Fix it.
Retry is used by the portable mode settings dialog. I'm not sure if
abort is used anywhere.
A very slight refactor of commit 9eadf3 to also handle a future case where the
audio has a dialog but the GS doesn't (currently both conditions are false).
The dialog was already modal for the GS window, but the main window wasn't
blocked and pcsx2 could crash if, e.g. the user tried to close the main window
while the recording dialog was visible.
Fixes#879
CID 146870 (#1 of 1): Negative array index write (NEGATIVE_RETURNS)
5. negative_returns: Using variable xmmreg as an index to array ...
Open discussion: how to handle correctly bad register allocation?
Currently negative index is returned and a message printed. It means
we need to propagate the index check everywhere in order to not use it.
I suspect that Instruction Generation is more or less corrupted so
potentially we could just fire an exception.
There were bugs in the UI handling that allowed you to resume emulation
when the memory card dialog was opened, which could potentially cause
data loss/corruption.
Make the memory card dialog modal to prevent this. Although it's
possible to do with a modeless dialog, the solution will be much more
complicated and less future proof.
This also fixes the emulation resume bug after closing the memory card
dialog.
-This was actually a bug, may improve some games that were buggy in superVU, but these functions aren't often used.
-Coverity CID 146865 & 146864: In recVUMI_ESIN(VURegs *, int): Missing break statement between cases in switch statement (CWE-484)
-Coverity CID 146863 & 146862: In recVUMI_EEXP(VURegs *, int): Missing break statement between cases in switch statement (CWE-484)
-Coverity CID 146855 & 146854: In recVUMI_EATAN(VURegs *, int): Missing break statement between cases in switch statement (CWE-484)
-Left in so future checks can see what's going on.
-Coverity CID 146818: In ISOreadSector(unsigned char *, unsigned int, int): Code can never be reached because of a logical contradiction (CWE-561)
-Coverity CID 146868: In R5900::Dynarec::OpcodeImpl::recWritebackHILOMMX(int, int, int, int): Negative value used to index an array in a write operation (CWE-129)
-Coverity CID 146817: In R5900::Interpreter::OpcodeImpl::MMI::PMFHL(): Code can never be reached because of a logical contradiction (CWE-561)
-This code is used by both the Interpreter and Recompiler, however it was probably never checked because nothing much uses it. Out of 248 games, it was called 0 times.
All combobox text can now be seen in full without having to click on the
combobox.
The internal and custom resolution stuff has been moved into the Hardware
Mode Settings groupbox since it doesn't affect software mode.
The dialog has also been rearranged a bit.
shaders/GSdx.fx is now the default location and is no longer hardcoded.
The external shader and external shader config can now be selected. (The
OpenGL renderer already has this feature.)
Note: It is still possible to not use a config file, just use an invalid
value for shaderfx_conf.
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.
Benefits:
Allows external shaders to be split into a config file and a shader file
without hardcoding the config file name.
Less code.
Yes, I more or less used the same message as the dx11 one.
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.
Benefits:
Easier move to D3DCompile when it becomes necessary.
Allows external shaders to be split into a config file and a shader
file without hardcoding the config file name.
Less code.
There was a version check in the menu handling, but Windows 8.1 and
Windows 10 weren't recognised and some pre Windows 98 code was used.
This is a combination of the following wxWidgets upstream commits.
9280f836c2569d0f50301a1117f7ba144e5240d2
1966dfb17d7cb106d1dfb44df6a15b92ba3b8d5f
c87c432033f4277bc9995a4de1390a59b810a005
a8c98a119145a77b1313337314853de75562e4ab
Thanks to micove for finding the commits.
OpenGL does not use the cdecl calling convention (which is the default
calling convention for GSdx on Windows). Since DebugOutputToFile is used
by OpenGL, it needs to use the same calling convention that OpenGL uses.
This fixes a debug build crash when the OpenGL renderers are used and
debug_opengl is nonzero in the ini.
-Coverity CID 146821: In _mVUflagPass(microVU &, unsigned int, unsigned int, unsigned int, std::vector<unsigned int, std::allocator<unsigned int>> &): Code can never be reached because of a logical contradiction (CWE-561)
-Coverity CID 146822: In mVUcompileSingleInstruction(microVU &, unsigned int, unsigned int, microFlagCycles &): Code can never be reached because of a logical contradiction (CWE-561)
CID 146904 (#1 of 1): Out-of-bounds write (OVERRUN)
10. overrun-local: Overrunning array VU->ialu of 8 16-byte elements at element index 8 (byte offset 128) using index i (which evaluates to 8).
CID 146903 (#1 of 1): Out-of-bounds write (OVERRUN)
10. overrun-local: Overrunning array VU->fmac of 8 32-byte elements at element index 8 (byte offset 256) using index i (which evaluates to 8).
Console.Error() can trigger some exceptions (like out of memory)
v2:
Add a default fallback catch(...) in case someone badly add a new
exception in the codebase