The previous implementation of Force25BitPrecision was essentially a
translation of the x86-64 implementation. It worked, but we can make a
more efficient implementation by using an AArch64 instruction I don't
believe x86-64 has an equivalent of: URSHR. The latency is the same as
before, but the instruction count and register count are both reduced.
The new `dispatcher_no_timing_check` is the same as `dispatcher_no_check`
except it includes the "stepping check" in debug mode. This lets us avoid
the `m_enable_debugging ? dispatcher : dispatcher_no_check` dance.
Maybe "tail call" isn't quite the right term for what this code
is doing, since it's jumping to the dispatcher rather than
returning, but it's the same optimization as for a tail call.
Jumping to `dispatcher` requires first subtracting the downcount,
otherwise `dispatcher` may unpredictably jump to CoreTiming::Advance,
which could break determinism compatibility with JitArm64. We should
jump to `dispatcher_no_check` instead.
The breakpoint check in Jit.cpp makes it redundant.
Normally this redundant check doesn't cause any issues, but if you
create a breakpoint and enable logging without breaking, you get two
log messages if the breakpoint is at the beginning of a block. See
https://bugs.dolphin-emu.org/issues/13044.
This is also a tiny performance improvement for when debugging is
active, since we no longer check for breakpoints for blocks that never
had any breakpoints to begin with.
Micro-optimization. Some CPUs can fuse CMP+B, TST+B, arith+CBZ, etc.
I also moved things around for CMP+CSET and TST+CSET - which I'm not sure
if any CPUs support - but it doesn't hurt anything, so I might as well.
Improves accuracy but isn't known to affect any games.
This turned out to be fairly convenient to implement; ORing with the
PPC default NaN will quieten SNaNs and do nothing to QNaNs.
This is the first step of getting rid of the controller indirection
on Android. (Needing a way for touch controls to provide input
to the emulator core is the reason why the controller indirection
exists to begin with as far as I understand it.)
This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
Fixes a Rogue Squadron II regression from 9d73583.
This set_dirty stuff is pretty tricky to reason about. I thought I
was clever when coming up with set_dirty, but maybe I was too clever
for my own good...
In case the register we're binding is the same as the immediate register,
we should fetch the immediate before calling BindToRegister. The way
the register cache currently works, calling GetImm after BindToRegister
actually does work, but it's better to not rely on it.
Compared to the previous solution of using big `synchronized` blocks,
this makes GameFileCacheManager's executor thread release and re-lock
the lock when possible, giving the GUI thread a chance to do a
(comparatively) quick getOrAdd call if it needs to.
This reverts commit fb265b610d.
The optimization in that commit is safe when the executor thread is
writing and the GUI thread is reading, but I had failed to take into
account that it's unsafe when the GUI thread is writing and the executor
thread is reading. (The native UpdateAdditionalMetadata function loops
through m_cached_files, which is unsafe if another thread is adding
elements to m_cached_files simultaneously.)
Losing out on this optimization isn't too bad, because
719930bb39 makes it very unlikely that
both threads will want the lock at the same time.
Because of the previous commit, this is needed to stop DolphinQt from
forgetting that the user pressed ignore whenever any part of the config
is changed.
This commit also changes the behavior a bit on DolphinQt: "Ignore for
this session" now applies to the current emulation session instead of
the current Dolphin launch. This matches how it already worked on
Android, and is in my opinion better because it means the user won't
lose out on important panic alerts in a game becase they played another
game first that had repeated panic alerts that they wanted to ignore.
For Android, this commit isn't necessary, but it makes the code cleaner.
If GameFile.getCustomCoverPath returns a mangled URI, we need to
unmangle it before passing it to Picasso, since Picasso has no
concept of Dolphin's mangled URIs.
In the past, directory initialization could fail for two reasons:
The user was rejecting the storage permission, or external storage
wasn't mounted. With the introduction of scoped storage, the first of
these two couldn't happen anymore; if the user rejects the storage
permission, we just use the app-specific directory instead of the
dolphin-emu directory.
By making it so Dolphin force quits if external storage isn't mounted,
we can get rid of our code for handling retrying directory initialization
after it fails. I think this slight hit to UX is worth it considering
that basically nobody has an Android device with detachable primary
external storage anymore. And the UX hit is very small; the user just has
to manually open the app again after remounting external storage. The
toast about external storage not being mounted will still be displayed.
The recent merge of the splash screen PR may have made it so that the
code for handling directory initialization failing doesn't work anymore.
To be completely honest, I'm not sure how to even test this in 2022.
Fixes the Dolphin bug mentioned in
https://github.com/dolphin-emu/hwtests/issues/45.
Because this doesn't fix any observed behavior in games (no, 1080°
Avalanche isn't affected), I haven't implemented this in the JITs,
so as to not cause unnecessary performance degradations.
This was causing a bug in the rounding of paired single multiplication
operands. If Force25BitPrecision was called for quad registers, the
element size of its ADD instruction would get treated as if it was 16
instead of the intended 64, which would cause the result of the
calculation to be incorrect if the carry had to pass a 16-bit boundary.
Fixes one of the two bugs reported in
https://bugs.dolphin-emu.org/issues/12998.
Previously, we had WBFS and CISO which both returned an upper bound
of the size, and other formats which returned an accurate size. But
now we also have NFS, which returns a lower bound of the size. To
allow VolumeVerifier to make better informed decisions for NFS, let's
use an enum instead of a bool for the type of data size a blob has.
For a few years now, I've been thinking it would be nice to make Dolphin
support reading Wii games in the format they come in when you download
them from the Wii U eShop. The Wii U eShop has some good deals on Wii
games (Metroid Prime Trilogy especially is rather expensive if you try
to buy it physically!), and it's the only place right now where you can
buy Wii games digitally.
Of course, Nintendo being Nintendo, next year they're going to shut down
this only place where you can buy Wii games digitally. I kind of wish I
had implemented this feature earlier so that people would've had ample
time to buy the games they want, but... better late than never, right?
I used MIT-licensed code from the NOD library as a reference when
implementing this. None of the code has been directly copied, but
you may notice that the names of the struct members are very similar.
https://gitlab.axiodl.com/AxioDL/nod/blob/c1635245b881ed0004ff5e616896579ce1b19164/lib/DiscIONFS.cpp
Needed for the next commit. NFS disc images are hashed but not encrypted.
While we're at it, also get rid of SupportsIntegrityCheck.
It does the same thing as old IsEncryptedAndHashed and new HasWiiHashes.
Without this, if the user finishes selecting a directory before
directory initialization finishes, MainPresenter.onDirectorySelected
will segfault when trying to read the MAIN_RECURSIVE_ISO_PATHS setting.
An alternative would be to use AfterDirectoryInitializationRunner
after the user selects the directory instead of before, but it might
be confusing for the user to deal with the usage statistics prompt
when they were expecting to add a folder.