If the last write to a register comes before the last read of it,
we can write the register to ppcState after the last write instead of
after the last read. This will hopefully help spread out m_ppc_state
writes across a code block, improving pipelining. Also, if there's a
conditional branch that's after the last write but before the last read,
instead of needing to emit one m_ppc_state write on each side of the
branch, we now only need to emit one m_ppc_state write.
A note about the changes made to stmw and mfcr: These instructions don't
write to any GPRs or CRs respectively – they only read from them.
With this commit, there are no longer any cases where registers get
written back to m_ppc_state after an instruction that just reads from
them, so we can get rid of all STP logic from these two instructions.
lmw still needs its STP logic, since that one does write to registers.
When calling `ShowMessageAlert` with a given `MsgType`, log the alert
with a `LogLevel` matching the `MsgType` instead of always using
`LogLevel::LERROR`.
SendGameStatus() was writing SyncIdentifierComparison as a u32 but the server reads it as a u8 enum, so the server always gets 0 (SameGame). This bug was introduced in commit 66276ac.
Remove the [[maybe_unused]] annotation from various parameters that are
unconditionally unused and comment out their names instead. This makes
it unambiguous that the variables are unused, while making the remaining
[[maybe_unused]] annotations more reliable indicators that those
variables are in fact used in some contexts.
These parameters are mostly in overridden functions where the override
doesn't need that particular variable.
Make `s_is_adapter_wanted` and the elements of `s_config_rumble_enabled`
atomic.
The CPU thread reads `s_is_adapter_wanted` and `s_config_rumble_enabled`
in `Output`, while the host thread writes to them in `RefreshConfig`.
The simplest way to trigger this race is to close the `Settings` window
while playing a game with the adapter active.
The 0x8000 alignment in DirectoryBlob is needed for Wii disc group encryption,
but for GC/Triforce it inflates file offsets unnecessarily. Use 0x20 alignment
for Triforce (matching original disc layout) while keeping 0x8000 for GC due
to DTK audio streaming requirements.
On Triforce games with many files, the inflated offsets can land in the
AMMediaboard DIMM memory range (0x1F000000-0x1F800000). Reads from that
region return SRAM data instead of disc data, causing the game to hang.
Skip the DIMM range when assigning per-file data offsets if any portion of
the file would overlap [0x1F000000, 0x1F800000).
This fixes VolumeVerifier potentially calling TMDReader::GetIOSId for
invalid TMDs.
VolumeVerifier also has a call to TMDReader::GetContent that doesn't
check if the TMD is valid. In practice, this can't get called with an
invalid TMD because the previous commit made it so GetContentOffsets
returns an empty vector if the TMD is invalid, but I've added a check
inside TMDReader::GetContent just to be on the safe side.
I also made VolumeVerifier show a specifically worded problem if the
ticket or TMD is invalid. Before, invalid TMDs in Wii discs and WADs
and invalid tickets in WADs would show a more generic problem.
EGL is the de-facto GL context initialization API, including on X11
where it provides many additional features over GLX.
I’m planning on adding support for selecting the GPU (adapter in
Dolphin-speak) also to OpenGL, similarly to the Vulkan backend, and that
will require EGL, so let’s remove the legacy API first.