Various formatting and consistency fixes

This commit is contained in:
Stevoisiak committed 2014-11-13 22:42:18 -05:00
1 parent 5fb94230cd
commit b25e1a2eb4
61 files changed
+143 -178

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+1 -1
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@@ -305,7 +305,7 @@ bool CBoot::EmulatedBS2_Wii()
{
INFO_LOG(BOOT, "Faking Wii BS2...");
// setup wii memory
// setup Wii memory
DiscIO::IVolume::ECountry CountryCode = DiscIO::IVolume::COUNTRY_UNKNOWN;
if (VolumeHandler::IsValid())
CountryCode = VolumeHandler::GetVolume()->GetCountry();
+1 -1
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@@ -86,7 +86,7 @@ bool CBoot::Boot_WiiWAD(const std::string& _pFilename)
if (titleID == TITLEID_SYSMENU)
HLE_IPC_CreateVirtualFATFilesystem();
// setup wii mem
// setup Wii memory
if (!SetupWiiMemory(ContentLoader.GetCountry()))
return false;
+1 -1
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@@ -88,7 +88,7 @@ bool BootCore(const std::string& _rFilename)
StartUp.bRunCompareClient = false;
StartUp.bRunCompareServer = false;
// This is saved seperately from everything because it can be changed in SConfig::AutoSetup()
// This is saved separately from everything because it can be changed in SConfig::AutoSetup()
config_cache.bHLE_BS2 = StartUp.bHLE_BS2;
// If for example the ISO file is bad we return here
+2 -2
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@@ -104,10 +104,10 @@ struct SConfig : NonCopyable
SysConf* m_SYSCONF;
// save settings
// Save settings
void SaveSettings();
// load settings
// Load settings
void LoadSettings();
// Return the permanent and somewhat globally used instance of this struct
+5 -5
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@@ -358,7 +358,7 @@ void EmuThread()
}
Pad::Initialize(s_window_handle);
// Load and Init Wiimotes - only if we are booting in wii mode
// Load and Init Wiimotes - only if we are booting in Wii mode
if (core_parameter.bWii)
{
Wiimote::Initialize(s_window_handle, !s_state_filename.empty());
@@ -398,7 +398,7 @@ void EmuThread()
Host_UpdateDisasmDialog();
Host_UpdateMainFrame();
// Determine the cpu thread function
// Determine the CPU thread function
void (*cpuThreadFunc)(void);
if (core_parameter.m_BootType == SCoreStartupParameter::BOOT_DFF)
cpuThreadFunc = FifoPlayerThread;
@@ -582,15 +582,15 @@ bool PauseAndLock(bool doLock, bool unpauseOnUnlock)
if (doLock ? s_pause_and_lock_depth++ : --s_pause_and_lock_depth)
return true;
// first pause or unpause the cpu
// first pause or unpause the CPU
bool wasUnpaused = CCPU::PauseAndLock(doLock, unpauseOnUnlock);
ExpansionInterface::PauseAndLock(doLock, unpauseOnUnlock);
// audio has to come after cpu, because cpu thread can wait for audio thread (m_throttle).
// audio has to come after CPU, because CPU thread can wait for audio thread (m_throttle).
AudioCommon::PauseAndLock(doLock, unpauseOnUnlock);
DSP::GetDSPEmulator()->PauseAndLock(doLock, unpauseOnUnlock);
// video has to come after cpu, because cpu thread can wait for video thread (s_efbAccessRequested).
// video has to come after CPU, because CPU thread can wait for video thread (s_efbAccessRequested).
g_video_backend->PauseAndLock(doLock, unpauseOnUnlock);
return wasUnpaused;
}
+3 -3
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@@ -45,9 +45,9 @@ void Shutdown();
std::string StopMessage(bool, std::string);
bool IsRunning();
bool IsRunningAndStarted(); // is running and the cpu loop has been entered
bool IsRunningInCurrentThread(); // this tells us whether we are running in the cpu thread.
bool IsCPUThread(); // this tells us whether we are the cpu thread.
bool IsRunningAndStarted(); // is running and the CPU loop has been entered
bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
bool IsCPUThread(); // this tells us whether we are the CPU thread.
bool IsGPUThread();
void SetState(EState _State);
+1 -1
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@@ -253,7 +253,7 @@ static void AddEventToQueue(Event* ne)
}
}
// This must be run ONLY from within the cpu thread
// This must be run ONLY from within the CPU thread
// cyclesIntoFuture may be VERY inaccurate if called from anything else
// than Advance
void ScheduleEvent(int cyclesIntoFuture, int event_type, u64 userdata)
+1 -1
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@@ -153,7 +153,7 @@ u16 dsp_read_accelerator()
// TODO: Take GAIN into account
// adpcm = 0, pcm8 = 0x100, pcm16 = 0x800
// games using pcm8 : Phoenix Wright Ace Attorney (Wiiware), Megaman 9-10 (WiiWare)
// games using pcm16: gc sega games, ...
// games using pcm16: GC Sega games, ...
// Check for loop.
// Somehow, YN1 and YN2 must be initialized with their "loop" values,
+1 -1
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@@ -182,7 +182,7 @@
#define EXP_4 4 // 0x0008
#define EXP_ACCOV 5 // 0x000a accelerator address overflow
#define EXP_6 6 // 0x000c
#define EXP_INT 7 // 0x000e external int (message from cpu)
#define EXP_INT 7 // 0x000e external int (message from CPU)
struct DSP_Regs
{
+1 -1
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@@ -47,6 +47,6 @@ public:
// calls must be balanced and non-recursive (once with doLock true, then once with doLock false).
// intended (but not required) to be called from another thread,
// e.g. when the GUI thread wants to make sure everything is paused so that it can create a savestate.
// the return value is whether the cpu was unpaused before the call.
// the return value is whether the CPU was unpaused before the call.
static bool PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
};
+3 -3
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@@ -135,10 +135,10 @@ struct ARAM_DMA
}
};
// So we may abstract gc/wii differences a little
// So we may abstract GC/Wii differences a little
struct ARAMInfo
{
bool wii_mode; // wii EXRAM is managed in Memory:: so we need to skip statesaving, etc
bool wii_mode; // Wii EXRAM is managed in Memory:: so we need to skip statesaving, etc
u32 size;
u32 mask;
u8* ptr; // aka audio ram, auxiliary ram, MEM2, EXRAM, etc...
@@ -645,7 +645,7 @@ static void Do_ARAM_DMA()
}
// (shuffle2) I still don't believe that this hack is actually needed... :(
// Maybe the wii sports ucode is processed incorrectly?
// Maybe the Wii Sports ucode is processed incorrectly?
// (LM) It just means that dsp reads via '0xffdd' on WII can end up in EXRAM or main RAM
u8 ReadARAM(u32 _iAddress)
{
+2 -2
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@@ -185,7 +185,7 @@ void DSPHLE::DoState(PointerWrap &p)
m_MailHandler.DoState(p);
}
// Mailbox fuctions
// Mailbox functions
unsigned short DSPHLE::DSP_ReadMailBoxHigh(bool _CPUMailbox)
{
if (_CPUMailbox)
@@ -237,7 +237,7 @@ void DSPHLE::DSP_WriteMailBoxLow(bool _CPUMailbox, unsigned short _Value)
}
}
// Other DSP fuctions
// Other DSP functions
u16 DSPHLE::DSP_WriteControlRegister(unsigned short _Value)
{
DSP::UDSPControl Temp(_Value);
@@ -312,7 +312,7 @@ struct AXPBWii
u16 pad[12]; // align us, captain! (32B)
};
// TODO: All these enums have changed a lot for wii
// TODO: All these enums have changed a lot for Wii
enum
{
AUDIOFORMAT_ADPCM = 0,
+12 -12
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@@ -38,22 +38,22 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
INFO_LOG(DSPHLE, "Switching to GBA ucode");
return new GBAUCode(dsphle, crc);
case 0x3ad3b7ac: // Naruto3, Paper Mario - The Thousand Year Door
case 0x3ad3b7ac: // Naruto 3, Paper Mario - The Thousand Year Door
case 0x3daf59b9: // Alien Hominid
case 0x4e8a8b21: // spdemo, ctaxi, 18 wheeler, disney, monkeyball 1/2,cubivore,puzzlecollection,wario,
// capcom vs snk, naruto2, lost kingdoms, star fox, mario party 4, mortal kombat,
// smugglers run warzone, smash brothers, sonic mega collection, ZooCube
// nddemo, starfox
case 0x07f88145: // bustamove, ikaruga, fzero, robotech battle cry, star soldier, soul calibur2,
// Zelda:OOT, Tony hawk, viewtiful joe
case 0xe2136399: // billy hatcher, dragonballz, mario party 5, TMNT, ava1080
case 0x4e8a8b21: // spdemo, Crazy Taxi, 18 Wheeler, Disney, Monkeyball 1/2, Cubivore, Nintendo Puzzle Collection, Wario,
// Capcom vs. SNK 2, Naruto 2, Lost Kingdoms, Star Fox, Mario Party 4, Mortal Kombat,
// Smugglers Run Warzone, Smash Brothers, Sonic Mega Collection, ZooCube
// nddemo, Star Fox
case 0x07f88145: // bustamove, Ikaruga, F-Zero GX, Robotech Battle Cry, Star Soldier, Soul Calibur 2,
// Zelda:OOT, Tony Hawk, Viewtiful Joe
case 0xe2136399: // Billy Hatcher, Dragon Ball Z, Mario Party 5, TMNT, 1080° Avalanche
case 0x3389a79e: // MP1/MP2 Wii (Metroid Prime Trilogy)
INFO_LOG(DSPHLE, "CRC %08x: AX ucode chosen", crc);
return new AXUCode(dsphle, crc);
case 0x6ba3b3ea: // IPL - PAL
case 0x24b22038: // IPL - NTSC/NTSC-JAP
case 0x42f64ac4: // Luigi
case 0x42f64ac4: // Luigi's Mansion
case 0x4be6a5cb: // AC, Pikmin
INFO_LOG(DSPHLE, "CRC %08x: JAC (early Zelda) ucode chosen", crc);
return new ZeldaUCode(dsphle, crc);
@@ -61,7 +61,7 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
case 0x6CA33A6D: // DK Jungle Beat
case 0x86840740: // Zelda WW - US
case 0x56d36052: // Mario Sunshine
case 0x2fcdf1ec: // Mario Kart, zelda 4 swords
case 0x2fcdf1ec: // Mario Kart, Zelda 4 Swords
case 0x267fd05a: // Pikmin PAL
INFO_LOG(DSPHLE, "CRC %08x: Zelda ucode chosen", crc);
return new ZeldaUCode(dsphle, crc);
@@ -76,8 +76,8 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
case 0x2ea36ce6: // Some Wii demos
case 0x5ef56da3: // AX demo
case 0x347112ba: // raving rabbits
case 0xfa450138: // wii sports - PAL
case 0x347112ba: // Raving Rabbids
case 0xfa450138: // Wii Sports - PAL
case 0xadbc06bd: // Elebits
case 0x4cc52064: // Bleach: Versus Crusade
case 0xd9c4bf34: // WiiMenu
+2 -2
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@@ -146,7 +146,7 @@ public:
}
private:
// These map CRC to behaviour.
// These map CRC to behavior.
// DMA version
// - sound data transferred using DMA instead of accelerator
@@ -173,7 +173,7 @@ private:
{
case 0x6ba3b3ea: // IPL - PAL
case 0x24b22038: // IPL - NTSC/NTSC-JAP
case 0x42f64ac4: // Luigi
case 0x42f64ac4: // Luigi's Mansion
case 0x4be6a5cb: // AC, Pikmin NTSC
return true;
default:
+1 -1
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@@ -296,7 +296,7 @@ void CEXIIPL::TransferByte(u8& _uByte)
case REGION_WRTC0:
case REGION_WRTC1:
case REGION_WRTC2:
// WII only RTC flags... afaik just the wii menu initialize it
// WII only RTC flags... afaik just the Wii menu initialize it
default:
if ((m_uAddress >> 6) < ROM_SIZE)
{
+1 -1
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@@ -60,7 +60,7 @@ private:
int ring_pos;
u8 ring_buffer[64 * sample_size];
// 0 to disable interrupts, else it will be checked against current cpu ticks
// 0 to disable interrupts, else it will be checked against current CPU ticks
// to determine if interrupt should be raised
u64 next_int_ticks;
void UpdateNextInterruptTicks();
+1 -1
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@@ -190,7 +190,7 @@ static const char *Debug_GetInterruptName(u32 _causemask)
void SetInterrupt(u32 _causemask, bool _bSet)
{
// TODO(ector): add sanity check that current thread id is cpu thread
// TODO(ector): add sanity check that current thread id is CPU thread
if (_bSet && !(m_InterruptCause & _causemask))
{
+1 -1
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@@ -270,7 +270,7 @@ void Init()
g_StatusReg.Hex = 0;
g_EXIClockCount.Hex = 0;
//g_EXIClockCount.LOCK = 1; // Supposedly set on reset, but logs from real wii don't look like it is...
//g_EXIClockCount.LOCK = 1; // Supposedly set on reset, but logs from real Wii don't look like it is...
memset(g_SIBuffer, 0, 128);
changeDevice = CoreTiming::RegisterEvent("ChangeSIDevice", ChangeDeviceCallback);
+1 -1
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@@ -14,7 +14,7 @@
#include "Core/HW/SI_DeviceDanceMat.h"
#include "Core/HW/SystemTimers.h"
// --- Dance mat gamecube controller ---
// --- Dance mat GameCube controller ---
CSIDevice_DanceMat::CSIDevice_DanceMat(SIDevices device, int _iDeviceNumber)
: ISIDevice(device, _iDeviceNumber)
, m_TButtonComboStart(0)
+1 -1
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@@ -7,7 +7,7 @@
#include "Core/HW/SI_Device.h"
#include "InputCommon/GCPadStatus.h"
// standard gamecube controller
// standard GameCube controller
class CSIDevice_DanceMat : public ISIDevice
{
private:
@@ -14,7 +14,7 @@
#include "Core/HW/SI_DeviceGCController.h"
#include "Core/HW/SystemTimers.h"
// --- standard gamecube controller ---
// --- standard GameCube controller ---
CSIDevice_GCController::CSIDevice_GCController(SIDevices device, int _iDeviceNumber)
: ISIDevice(device, _iDeviceNumber)
, m_TButtonComboStart(0)
+1 -1
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@@ -8,7 +8,7 @@
#include "InputCommon/GCPadStatus.h"
// standard gamecube controller
// standard GameCube controller
class CSIDevice_GCController : public ISIDevice
{
private:
@@ -15,7 +15,7 @@
#include "Core/HW/SI_DeviceGCSteeringWheel.h"
#include "Core/HW/SystemTimers.h"
// --- standard gamecube controller ---
// --- standard GameCube controller ---
CSIDevice_GCSteeringWheel::CSIDevice_GCSteeringWheel(SIDevices device, int _iDeviceNumber)
: ISIDevice(device, _iDeviceNumber)
, m_TButtonComboStart(0)
@@ -7,7 +7,7 @@
#include "Core/HW/SI_Device.h"
#include "InputCommon/GCPadStatus.h"
// standard gamecube controller
// standard GameCube controller
class CSIDevice_GCSteeringWheel : public ISIDevice
{
private:
+1 -1
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@@ -237,7 +237,7 @@ void Init()
// System internal sample rate is fixed at 32KHz * 4 (16bit Stereo) / 32 bytes DMA
AUDIO_DMA_PERIOD = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32);
// Emulated gekko <-> flipper bus speed ratio (cpu clock / flipper clock)
// Emulated gekko <-> flipper bus speed ratio (CPU clock / flipper clock)
CP_PERIOD = GetTicksPerSecond() / 10000;
Common::Timer::IncreaseResolution();
@@ -1085,7 +1085,7 @@ void Wiimote::ReadData(const wm_read_data* const rd)
file.close();
}
// read mem to be sent to wii
// read memory to be sent to Wii
memcpy(block, m_eeprom + address, size);
}
break;
@@ -331,7 +331,7 @@ bool Wiimote::Step()
if (!m_read_requests.empty())
{
ReadRequest& rr = m_read_requests.front();
// send up to 16 bytes to the wii
// send up to 16 bytes to the Wii
SendReadDataReply(rr);
//SendReadDataReply(rr.channel, rr);
+2 -2
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@@ -338,7 +338,7 @@ struct wm_report
struct wm_leds
{
u8 rumble : 1;
// real wii also sets bit 0x2 (unknown purpose)
// real Wii also sets bit 0x2 (unknown purpose)
u8 : 3;
u8 leds : 4;
};
@@ -347,7 +347,7 @@ struct wm_leds
struct wm_report_mode
{
u8 rumble : 1;
// unsure what "all_the_time" actually is, the real wii does set it (bit 0x2)
// unsure what "all_the_time" actually is, the real Wii does set it (bit 0x2)
u8 all_the_time : 1;
u8 continuous : 1;
u8 : 5;
@@ -167,7 +167,7 @@ u32 CWII_IPC_HLE_Device_di::ExecuteCommand(u32 _BufferIn, u32 _BufferInSize, u32
{
case DVDLowInquiry:
{
// (shuffle2) Taken from my wii
// (shuffle2) Taken from my Wii
Memory::Write_U32(0x00000002, _BufferOut);
Memory::Write_U32(0x20060526, _BufferOut + 4);
// This was in the oubuf even though this cmd is only supposed to reply with 64bits
@@ -84,7 +84,7 @@ bool CWII_IPC_HLE_Device_fs::IOCtlV(u32 _CommandAddress)
{
case IOCTLV_READ_DIR:
{
// the wii uses this function to define the type (dir or file)
// the Wii uses this function to define the type (dir or file)
std::string DirName(HLE_IPC_BuildFilename(Memory::GetString(
CommandBuffer.InBuffer[0].m_Address, CommandBuffer.InBuffer[0].m_Size)));
@@ -172,7 +172,7 @@ bool CWII_IPC_HLE_Device_hid::IOCtl(u32 _CommandAddress)
{
/*
ERROR CODES:
-4 Cant find device specified
-4 Can't find device specified
*/
u32 dev_num = Memory::Read_U32(BufferIn+0x10);
@@ -785,7 +785,7 @@ bool CWII_IPC_HLE_Device_net_ip_top::IOCtl(u32 _CommandAddress)
optval[4], optval[5],optval[6], optval[7], optval[8], optval[9], optval[10], optval[11], optval[12], optval[13], optval[14],
optval[15], optval[16], optval[17], optval[18], optval[19]);
//TODO: bug booto about this, 0x2005 most likely timeout related, default value on wii is , 0x2001 is most likely tcpnodelay
//TODO: bug booto about this, 0x2005 most likely timeout related, default value on Wii is , 0x2001 is most likely tcpnodelay
if (level == 6 && (optname == 0x2005 || optname == 0x2001))
{
ReturnValue = 0;
@@ -531,14 +531,14 @@ private:
// Seconds between 1.1.1970 and 4.1.2008 16:00:38
static const u64 wii_bias = 0x477E5826;
// Returns seconds since wii epoch
// Returns seconds since Wii epoch
// +/- any bias set from IOCTL_NW24_SET_UNIVERSAL_TIME
u64 GetAdjustedUTC() const
{
return Common::Timer::GetTimeSinceJan1970() - wii_bias + utcdiff;
}
// Store the difference between what the wii thinks is UTC and
// Store the difference between what the Wii thinks is UTC and
// what the host OS thinks
void SetAdjustedUTC(u64 wii_utc)
{
+3 -3
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@@ -542,16 +542,16 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
{
// The interface for this is extremely silly.
//
// Imagine a physical device that links three Gamecubes together
// Imagine a physical device that links three GameCubes together
// and emulates NetPlay that way. Which GameCube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual GameCube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three gamecubes, then every single
// you have a 3P game with three GameCubes, then every single
// controller should be plugged into slot 1.
//
// If you have a 4P game, then one of the Gamecubes will have
// If you have a 4P game, then one of the GameCubes will have
// a controller plugged into slot 1, and another in slot 2.
//
// The slot number is the "local" pad number, and what player
@@ -120,7 +120,7 @@ void Interpreter::rfid(UGeckoInstruction _inst)
m_EndBlock = true;
}
// sc isn't really used for anything important in gc games (just for a write barrier) so we really don't have to emulate it.
// sc isn't really used for anything important in GameCube games (just for a write barrier) so we really don't have to emulate it.
// We do it anyway, though :P
void Interpreter::sc(UGeckoInstruction _inst)
{
+1 -1
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@@ -160,7 +160,7 @@ enum Opcode
InterpreterBranch,
IdleBranch, // branch operation belonging to idle loop
ShortIdleLoop, // Idle loop seen in homebrew like wii mahjong,
ShortIdleLoop, // Idle loop seen in homebrew like Wii mahjong,
// just a branch
// used for exception checking, at least until someone
+2 -2
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@@ -34,8 +34,8 @@ void EnableCompression(bool compression);
bool ReadHeader(const std::string& filename, StateHeader& header);
// These don't happen instantly - they get scheduled as events.
// ...But only if we're not in the main cpu thread.
// If we're in the main cpu thread then they run immediately instead
// ...But only if we're not in the main CPU thread.
// If we're in the main CPU thread then they run immediately instead
// because some things (like Lua) need them to run immediately.
// Slots from 0-99.
void Save(int slot, bool wait = false);