There are two reasons for this.
1. Using Dolphin's logging system lets the user decide whether
the printout should go to the terminal, the GUI, or a file.
fmt::print always prints to stdout... unless you're on Android, in
which case it does nothing at all, because Android disables stdout.
2. The Windows version of Dolphin crashes when you use fmt::print.
Yes, really. The crash happens because a call to std::fprint in
fmt::v7::detail::fwrite_fully returns that less characters were
written than requested, which fmt handles by throwing an exception.
(As always, Dolphin does not use exception handling.)
I'm not sure why std::fprint is doing this, but since switching
away from using fmt::print is a good idea due to the previous point
anyway, I'd say it's best to just switch.
This string is extremely likely to be mistranslated without the
proper context. Actually, it's probably impossible to translate
this string in a good way to some languages, but I'm not sure how
to solve that. Let's at least add an i18 comment for now.
Yes, that's right! It's time to add even more NKit warnings,
because users still don't understand what NKit is or how it works!
More specifically, some users seem to be under the impression that
converting an NKit file to for instance RVZ using Dolphin's convert
feature will result in a normal RVZ file, when it in fact results in
an NKit RVZ file (since NKit is not a container format in the sense
that GCZ/WIA/RVZ/WBFS/CISO is, but rather a kind of trimmed ISO).
I can hardly blame users for not knowing this, because it's not
intuitive unless you know the technical details of how NKit works.
The purpose of this class was to keep track of state which the
emulation core was already keeping track of. This is rather risky -
if we update the state of one of the two without updating the other,
the two become out of sync, leading to some rather confusing problems.
This duplicated state was removed from EmulationState in the
previous commits, so now there isn't much left in the class.
Might as well move its members directly into EmulationFragment.
Special shoutout to Android for not having RTL compatible
variants of nextFocusRight and nextFocusLeft.
Ideally we would have some way to block the user from using
the d-pad to switch between the two panes when in portrait mode,
or make the list pane act as if it's to the left of the details
pane rather than the right when the details pane is open, but I
don't know of a good way to do this. SlidingPaneLayout doesn't
really seem to have been implemented with d-pad navigation in mind.
Thankfully, landscape is the most important use case for gamepads.
The way I'm implementing events using LiveData feels rather
unorthodox, but I'm not aware of anything in the Android framework
that would let me do it in a better way... One option I did
consider was wrapping the cheat lists in LiveData and observing
those, but then CheatsAdapter wouldn't know which cheat had
changed, only that there was some kind of change to the list,
necessitating the use of the not recommended notifyDataSetChanged.
If W0 is locked when fpr.RW is called, the indirectly called
ConvertSingleToDoubleLower may need to emit a push+pop, so it's
better for fresx/frsqrtex to call RW before locking W0 than after.
This is a proper fix for the issue that 3071a1d was a workaround for.
It wasn't some kind of bug in the register cache that had laid dormant,
it was a simple mistake made in b24b79e.
Fixes a regression from ecf86bb.
The GPR allocation_order is initialized with only 28 elements,
so the 29th element ends up getting zero initialized.
Very sneaky bug...
Optimize division by a constant into multiplication. This method is
also used by GCC and LLVM.
We also add optimized paths for divisors 0, 1, and -1, because they
don't work using this method. They don't occur very often, but are
necessary for correctness.
This path isn't really any faster in the normal case,
but it does let us skip waiting for the lock to be available,
which makes a huge difference if the lock is already taken.
It seems like we spend a lot of the game list scanning time in
updateAdditionalMetadata, which I suppose makes sense considering
how many different files that function attempts to open.
With the addition of just one little atomic operation, we can make
it safe to call updateAdditionalMetadata without holding a lock.
FindAllGamePaths may take a little while, and holding the
gameFileCache lock isn't actually necessary until it's time to
put the results returned by FindAllGamePaths into gameFileCache.
The downside of this change is that we have to do an extra
round of JNI in between FindAllGamePaths and Update,
but I don't think that's much of a problem.
Since the merge of b24b79e, we've gotten reports that the
following games are broken on JitArm64:
* Sonic Heroes
* The SpongeBob SquarePants Movie
* Astérix & Obélix XXL
* The Incredibles: Rise of the Underminer
Disabling the register cache avoids the issue, so the cause
of the bug might not actually have anything to do with the
newly implemented instructions. Nevertheless, I don't want
to ship a beta with this problem present, so I would like to
disable these instructions for the time being.
HandleFastmemFault works correctly when faults only happen in
expected locations, but it does some things that are rather
dangerous for faults in unexpected locations, like decrementing
an iterator without checking whether it's equal to begin.
This change cleans up the logic by making m_fault_to_handler's
key be the end of the fastmem region instead of the start.
We were using a "value" register to avoid clobbering physical_addr,
but this isn't actually needed anymore. The only bits we need from
physical_addr after we start clobbering it are bits 5-9, and
those bits are identical in effective_addr and physical_addr,
so we can read them from effective_addr instead.
I found it a little bit annoying that you can't start typing
the desired address immediately after opening the window.
Also getting rid of the window's ? button while I'm at it.
When you come across a cheat code in a place like the Dolphin
wiki, it's often posted like this:
$16:9 Widescreen
0441187C 3FE38E39
Sometimes users try to paste this in its entirety into the Code
field, which leads to Dolphin reporting an error on the first line.
I think it would be nice to make this a little smoother by having
Dolphin accept having a first line that starts with $.
When making 92d1d60, I checked whether the ~0x1f masking in dcbx
actually was necessary. I came to the conclusion that it wasn't,
so I removed it. However, I hadn't checked the second half of
InvalidateICache closely enough - the masking is actually needed.
This commit re-adds the masking, but this time in C++ code instead
of in jitted code in order to save icache. Though I suppose the
difference doesn't matter all that much, since this is in farcode
and all...
Hopefully fixes https://bugs.dolphin-emu.org/issues/12612.
This implements the behavior described in
https://bugs.dolphin-emu.org/issues/12565.
Thank you to eigenform, delroth, phire, marcan, segher, and Extrems
for all helping in one way or another with the efforts to reverse
engineer this behavior, and to Rylie for reporting the issue.
Write_U16_Swap leaves the upper 32 bits alone. Reimplementing this
correctly in the JIT would require more than one instruction,
so let's just call Write_U16_Swap instead, like Jit64 does.
One of the following commits will add emulation of a quirk
that only happens when writing to memory which is mapped as
write-through or cache-inhibited, so let's keep track of
which memory is mapped in this way.
It was believed that this only mattered when the rounding mode was
set to round to infinity, which games generally don't do, but it
can also affect the sign of the output when the inputs are all zero.
So it turns out you have to pass XMM0 as the clobber register
to HandleNaNs, because HandleNaNs uses BLENDVPD and BLENDVPD
implicitly uses XMM0, and nobody noticed when I broke this in
2c38d64 because nobody plays the one game that needs accurate NaNs.