Instead of opening... and... closing... files... after... every...
file... operation... (which can be slow, especially if a virus scanner
is running), we catch attempts to open the same file twice and
only open one copy of the file.
Dolphin uses threads, but never actually pulled them it. Normally
some library we depend on would pull threads in, but there are
potential builds that forget to pull in threads.
Not deleted, because it's the only option for some other operating
systems such as FreeBSD or any other slightly exotic operating
system someone might try and run dolphin on.
On the first boot of Pokemon Snap it copies a 144KB file to the Wii's
NAND, but it only copies 32 bytes per IPC write call.
This was causing dolphin to open and close the same file over 4000
times. This wouldn't usually be a huge issue, except some operating
systems (namely Windows) allow 3rd party programs (namely antivirus
software) to hook all accesses to the filesystem.
This causes the antivirus software to scan the same file for viruses
4000+ times, which is kind of slow.
This fix reduces the initial boot time of pokemon snap from 3+ min
to just a few seconds. Could also improve other games which write
things to NAND.
Will break a few things, see the next commit for an improved fix.
Yet another story of games loading weird shit into registers.
For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.
But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.
The Fix: We don't call GetPointer until we are sure the vertex array
has been enabled.
For floating loads with a known address, this eliminates the pattern of:
mov r12d, 80001014
mov rdx, r12d
mov rdx, dword ptr [rbp+rdx]
and generates a nice simple:
mov rdx, dword ptr [rbp+00001014]
Instead of swaping each word of the elf code section(s) looking
for a match to our pattern, we swap the pattern just once (at
compile time) and test against our swapped pattern.
* Don't claim to support any features we don't, like relocation
* Actually zero-out BSS sections, as memory might not be already
zeroed.
* Deleted commented out code.
* Removed GetPointer, updated to more modern interface methods.
* Updated pointer types style from "u32 *x" to "u32* x"
* The file already exsists, otherwise we wouldn't have gotten
this far in the boot.
* We have already checked if it's a Wii or GameCube elf,
besides, it's too late to change our minds now anyway.
* On Wii - Don't call EmulatedBS2, it can never succeed as
it knows nothing about booting elfs. Just call the
SetupWiiMemory directly if needed.
* On GameCube - We still call EmulatedBS2_GC, but we stop
it from running Apploader, which might boot something
unexpected from the default iso or DVD root folder.
Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
Previously it was packed into spare slots in clippos.xy and normal.w,
but it's ugly and more importantly it's causing bugs.
This was discovered during the debugging of a zfreeze branch, which
expected clippos.xy to be xy position coordinates in clipspace (as
the name suggested).
Turns out the stereoscopy shader had also run into this trap, modifying
clippos.x (introducing errors with per-pixel lighting).
This commit has been moved outside of the zfreeze PR for fast merging.
Fixes#7917
The first memset was clearing the delicate bits of the std::string
in the struct, causing segfaults.
I also removed the rest of the memsets because they were paranoid,
unneeded and waseful. We shouldn't be managing the ssl libraries
structs for it.
I checked and the ssl library's functions were already memsetting
those structs as needed.
We will now rely on Memory::CopyFromEmu to do bounds checking.
Some games actually load palettes from 0x00000000, despite the
fact no valid palette data should ever be there.
Fixes Issue 7792.
JitIL's fastmem was stubbed out when Sonicadvance1 merged JitARMIL
into the tree. Since JitARMIL has been deleted, I simply re-arrange
the inheritance to base JitIL on Jitx86Base, so it can inherit the
backpatch function.
Povray Benchmark: 1985 seconds to 1316 seconds.
Has been broken since the flags-opt merge. The idle skipping code in
JitIL was very brittle and depended on the IL of it's inputs not
changing in any way.
flags-opt changed the IR generated by the cmp instruction, which is part
of the idle loop, causing JitIL to break in really weird ways, which
were almost impossible to track down.
This fixes various wii games crashing/not booting and the Regspill
error on (all?) gamecube mmu games.
GetOpInfo was returning null pointers for invalid ops in subtables
instead of asserting an error. This was causing segfaults when the
jit tried to jit invalid code.
Previously it would fall through to the mmu code path, and raise a dsi
exception, which it would never check for, so it would continue
executing code silently.
The Invalid bit on the x87 fpu is sticky, so once a single NaN goes
through the old code on CPUs without sse4.1 all future floats are
mutilated.
Patch to emulate PTEST by Fiora.
Fixes issue 7237 and issue 7510.
Based on advice from tueidj we implement this method based on how
TVs actually determin the field order.
Removes spammy messages about "Invalid field order"
The two instances of this class were sharing a frac variable causing
audio glitches when both were running (which is now all the time).
Fixes issue 7463 (Since DTK merge, audio has staic in it).
Old code dumped the efb, which was no-longer relevant since the
backend gained xfb support.
New code dumps the colour texture which is about to be rendered to
the screen so correctly reflects the bypassXFB option.
A previous PR changed a whole lot of min/maxes to std::min/std::max
but made a mistake here and used a templated min which cast it's
arguments to unsigned instead of casting return value.
This resulted in glitchy artifacts in bright areas (See issue 7439)
I rewrote the code to use a proper clamping function so it's cleaner
to read.
Another issue from #334 with the casting moved from the output of
min to it's inputs.
This is a non-issue on 64 bit machines, but if dolphin is compiled
on an OS with size_t == u32 (say ARM) then remainingSize could be
truncated.
Restored the casting to the original order before #334.
Fifoplayer depends on the old behaviour of videosoftware (and the other
hardware backends in non virtual/real xfb modes) where the framebuffer
gets rendered directly to the screen.
Really fifoplayer should call BeginFrame/EndFrame when it finished
rendering a frame, but adding this hack back in is simpler.
This adds xfb support to the videosoftware backend, which increases it's
accuracy and more imporantly, enables the usage of many homebrew apps
which write directly to the xfb on the videosoftware backend.
Conflicts:
Source/Core/VideoBackends/Software/SWRenderer.cpp
Source/Core/VideoBackends/Software/SWmain.cpp
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.
This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
The pal version of SSBB has a 640x568 xfb, which is larger than the efb.
Increase the size of the static textures and put in some runtime checks
to prevent buffer overruns.
* Don't force a frame to be progressive if it's already progressive.
* Don't assume the framebuffer will be 640 pixels wide
* Remember to offset the Luma channel by 16.
This commit fixes issues with PAL games which use the incorrect feild
ordering.
We move all code that deals with indivudal fields from the indivudal
video plugins and VideoCommon and make VideoInterface always pass in
the start address of the whole XFB into VideoCommon.