Before, we used a replace hook and didn't write anything there. Now, we write a BLR instruction to immediately return, and then use a start hook. This makes the behavior a bit clearer (though it shoudln't matter in practice).
Most of these correspond to changes made in devkitPro/libogc@b1b8ecab3a.
The numeric vlaues of ACC0 and ACC1 in Dolphin are different (see b06d38389b, though I'm not sure when this difference first appeared). Technically it's not even necessary to list the registers at the start like this anymore, but old programs do it, so it seems useful to have a test that covers it.
The binary itself does not need to be changed; the warnings were simply stating that "although you wrote $ACL0, the generated binary instead is using $ACC0" or similar; by changing the code to use $ACC0 directly the warnings are resolved.
https://bugs.dolphin-emu.org/issues/12977 indicates that this happens on startup of Spider-Man 2, even in single-core. I don't have the game, so I can't directly determine why this is happening, but presumably real hardware does not hang in this case, so we can make it less obtrusive.
I'm not sure what the XMM0 check was supposed to be, but the 0xCC008000 one is for the fifo and is handled elsewhere now (look for `optimizeGatherPipe`).
This struct is the only one in BPMemory that uses u64 as its base. These fields are to allow viewing it as two u32s instead. It's not used by Dolphin right now, but it is used in the copy of BPMemory.h used by hwtests.
This also changes the behavior for the invalid gamma value, which was confirmed to behave the same as 2.2.
Note that currently, the gamma value is only used for XFB copies, even though hardware testing indicates it also works for EFB copies. This will be changed in a later commit.
The only remaining casts for these types that I know of are in TextureInfo (where format_name is set to the int version of the format, and since that affects filenames and probably would break resource packs, I'm not changing it) and in TextureDecoder_Common's TexDecoder_DrawOverlay, which will be handled separately.
Before, Free Look would accept background input by default, which means it was easy to accidentally move the camera while typing in another window. (This is because HotkeyScheduler::Run sets the input gate to `true` after it's copied the hotkey state, supposedly for other threads (though `SetInputGate` uses a `thread_local` variable so I'm not 100% sure that's correct) and for the GBA windows (which always accept unfocused input, presumably because they won't be focused normally).
These values were obtained by setting a breakpoint at a game's entry point, and then observing the register values with Dolphin's register widget.
There are other registers that aren't handled by this PR, including CR, XER, SRR0, SRR1, and "Int Mask" (as well as most of the GPRs). They could be added in a later PR if it turns out that their values matter, but probably most of them don't.
This fixes Datel titles booting with the IPL skipped (see https://bugs.dolphin-emu.org/issues/8223), though when booted this way they are currently missing textures. Due to somewhat janky code, Datel overwrites the syscall interrupt handler and then immediately triggers it (with the `sc` instruction) before they restore the correct one. This works on real hardware due to icache, and also works in Dolphin when the IPL runs due to icache, but prior to this change `HID0.ICE` defaulted to 0 so icache was not enabled when the IPL was skipped.
DSPHLE::Initialize sets the halt and init bits to true (i.e. m_dsp_control.Hex starts as 0x804), which is reasonable behavior (this is the state the DSP will be in when starting a game from the IPL, as after `__OSStopAudioSystem` the control register is 0x804).
However, CMailHandler::m_halted defaults to false, and we only call CMailHandler::SetHalted in DSPHLE::DSP_WriteControlRegister when m_dsp_control.DSPHalt changes, so since DSPHalt defaults to true, if the first thing that happens is writing true to DSPHalt, we won't properly halt the mail handler.
Now, we call CMailHandler::SetHalted on startup. This fixes Datel titles when the IPL is skipped with DSP HLE (though this configuration only works once https://bugs.dolphin-emu.org/issues/8223 is fixed).
This fixes booting Datel titles with DSPHLE (see https://bugs.dolphin-emu.org/issues/12943). Datel messed up their DSP initialization code, so it only works by receiving a mail later on, but if halting isn't implemented then it receives the mail too early and hangs.
It's cleared whenever the uCode changes, so there's no reason to clear it in a destructor or during initialization.
I've also renamed it to ClearPending.
The # option means that 0x is prepended already, so the old code resulted in 0x0xDEADBEEF instead of the intended 0xDEADBEEF. WriteMailboxLow was already correct.
This change makes assembling DSPTestText match DSPTestBinary, though HermesText doesn't yet match HermesBinary.
The test data was originally added on April 18, 2009 in e7e4ef4481. Then, set16 and set40 were swapped on April 22, 2009 89178f411c, which updated the DSPSpy version of dsp_code, but not the version in DSPTool used for testing. So, when the test was made, the assembled data matched the text, but a few days after it no longer did.
Similarly, on Jul 7, 2009 in 1654c582ab the conditional instructions were adjusted, and 0x1706 was changed from JRL to JRNC and 0x0297 was changed from JGE to JC.
For what it's worth, devkitPro made the same changes on May 31, 2010 in https://github.com/devkitPro/gamecube-tools/commit/8a65c85c9b4748ed3dab3c0c85aeb0df95d58cfb and updated their version of the asnd ucode (which is this ucode) on June 11, 2011 in https://github.com/devkitpro/libogc/commit/b1b8ecab3af3745c8df0b401abd512bdf5fcc011 (though this update also includes other feature changes). Note that at the time, they didn't reassemble the ucode unless they made changes to it; the assembled was stored in the repo until https://github.com/devkitPro/libogc/compare/bfb705fe1607a3031d18b65d603975b68a1cffd4~...d20f9bdcfb43260c6c759f4fb98d724931443f93.
This fixes the following failures with Hermes:
!! 0015 : 8e00 vs 8f00 - set16 vs set40
!! 016f : 8e00 vs 8f00 - set16 vs set40
and with Hermes:
!! 0014 : 8e00 vs 8f00 - set16 vs set40
!! 0063 : 8e00 vs 8f00 - set16 vs set40
!! 019b : 1706 vs 1701 - jrnc $AR0 vs jrl $AR0
!! 01bf : 0297 vs 0290 - jc 0x01dc vs jge 0x01dc
!! 01d2 : 0297 vs 0290 - jc 0x01dc vs jge 0x01dc
Hermes has the remaining failures:
!! 027b : 03c0 vs 03a0 - andcf $AC1.M, #0x8000 vs andf $AC1.M, #0x8000
!! 027d : 029d vs 0294 - jlz 0x027a vs jnz 0x027a
Before, both 1441 and 147f would disassemble as `lsr $acc0, #1`, when the second should be `lsr $acc0, #-1`, and both 14c1 and 14ff would be `asr $acc0, #1` when the second should be `asr $acc0, #-1`. I'm not entirely sure whether the minus signs actually make sense here, but this change is consistent with the assembler so that's an improvement at least.
devkitPro previously changed the formatting to not require negative signs for lsr and asr; this is probably something we should do in the future: https://github.com/devkitPro/gamecube-tools/commit/8a65c85c9b4748ed3dab3c0c85aeb0df95d58cfb
This fixes the HermesText and HermesBinary tests (HermesText already wrote `lsr $ACC0, #-5`, so this is consistent with what it used before.)
For instance, ending with 0x009e (which you can do with CW 0x009e) indicates a LRI $ac0.m instruction, but there is no immediate value to load, so before whatever garbage in memory existed after the end of the file was used.
The bounds-checking also previously assumed that IRAM or IROM was being used, both of which were exactly 0x1000 long.
This hack was added in 8f0cbefbe5, and the part of it in SI_DeviceGCAdapter is present on Android already, so I don't see any reason why this part doesn't apply to Android.
This is mostly a brainless merge, #ifdef-ing anything that doesn't match between the two while preserving common logic. I didn't rename any variables (although similar ones do exist), but I did change one log that was ERROR on android and NOTICE elsewhere to just always be NOTICE. Further merging will follow.