Decreases total Wii state save time (not counting compression) from
~570ms to ~18ms.
The compiler can't remove this check because of potential aliasing; this
might be fixable (e.g. by making mode const), but there is no reason to
have the code work in such a braindead way in the first place.
- DoVoid now uses memcpy.
- DoArray now uses DoVoid on the whole rather than Doing each element
(would fail for an array of STL structures, but we don't have any of
those).
- Do also now uses DoVoid. (In the previous version, it replicated
DoVoid's code in order to ensure each type gets its own implementation,
which for small types then becomes a simple load/store in any modern
compiler. Now DoVoid is __forceinline, which addresses that issue and
shouldn't make a big difference otherwise - perhaps a few extra copies
of the code inlined into DoArray or whatever.)
The only possible functionality change is that s_efbAccessRequested and
s_swapRequested are no longer reset at init and shutdown of the OGL
backend (only; this is the only interaction any files other than
MainBase.cpp have with them). I am fairly certain this was entirely
vestigial.
Possible performance implications: efbAccessReady now uses an Event
rather than spinning, which might be slightly slower, but considering
the slow loop the flags are being checked in from the GPU thread, I
doubt it's noticeable.
Also, this uses sequentially consistent rather than release/acquire
memory order, which might be slightly slower, especially on ARM...
something to improve in Event/Flag, really.
This shouldn't affect functionality. I'm not sure if the breakpoint
distinction is actually necessary (my commit messages from the old
dc-netplay last year claim that breakpoints are broken anyway, but I
don't remember why), but I don't actually need to change this part of
the code (yet), so I'll stick with the trimmings change for now.
In particular, even in code that only runs on x86-64, you can't use
PRIx64 for size_t because, on OS X, one is unsigned long and the other
is unsigned long long and clang whines about the difference. I guess
you could make a size_t specifier macro, but those are horribly ugly, so
I just used casting.
Anyone want to make a nice (and slow) template-based printf?
Now without bare 'unsigned'.
(1) Rename ABI_ALL_CALLEE_SAVED to ABI_ALL_CALLER_SAVED, because that's
what it was actually defined as (and used as). Derp.
(2) RegistersInUse is always used for the purpose of saving registers
before calling a C++ function in the middle of a JIT block (without
flushing). There is no need to save callee-saved registers in this
case. Change the name to CallerSavedRegistersInUse and mask with
ABI_ALL_CALLER_SAVED.
Nothing obvious broke when starting up a Melee game. (I added a test
for anything actually being masked out; it happens, but in this
particular case seemed to occur at most a few dozen times per second, so
the actual performance benefit is probably negligible.)
This is undefined behavior in C++, and a clang warning suggests it is
actually producing bad code as a result:
../Source/Core/VideoCommon/BPFunctions.cpp:164:45: warning: comparison of constant 4294967295 with expression of type 'PEControl::PixelFormat' is always false [-Wtautological-constant-out-of-range-compare]
if (new_format == old_format || old_format == (unsigned int)-1)
Between C++11 and C++14, volatile types stopped being trivially
copyable. The serializer has no reason to care about this distinction,
so tack on remove_volatile.
Parsing Gecko codes (in any manner) is much like parsing HTML with regex
- that w̷a̶y̸ l̵i̷e̴s̵ m̴̲a̵͈d̵̝n̵̙ę̵͎̞̼̙̼͔̞͖͎̝s̵̨̬̱͍͓͉̠̯̤͙̝s̷͍̲̲̭̼͍͎͖̤̭̘. Luckily, with the embedded codehandler.bin,
the monstrosity may remain at only one implementation. Anyway, removing
the inserted_asm_codes thing probably speeds up the interpreter a bit.
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses. A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory. Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.
And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
- Add support for std::set and std:pair.
- Switch from std::is_pod to std::is_trivially_copyable, to allow for
types that have constructors but trivial copy constructors. Easy,
except there are three different nonstandard versions of it required
on different platforms, in addition to the standard one.
(Read_Opcode_JIT and Write_Opcode_JIT read/write from unrelated memory
areas.* Rename the latter and refactor.)
*except at the one specific exception handler where it doesn't. I
have no idea what this is supposed to do, but it probably doesn't do
it correctly. For now, remove the exception.
(1) The alternative doesn't compile.
(2) Despite "unlimited" sounding like a hack, it's actually
significantly more correct then the alternative, which is no
emulated icache.
(3) Easier to wrap my head around.
It incorrectly continued to test EAX after it was changed to load
directly to the assigned register.
Also switch from a flush to ABI_PushRegistersAndAdjustStack, to avoid
needless flushing in the no-idle case.
And fix some stuff up. It would probably be good to unify the stack
handling some more rather than having ABI_PushRegistersAndAdjustStack do
part of it and ABI_AlignStack the rest, causing unnecessary subtract
instructions on Linux x86 (only).
As part of that, change SafeLoadToEAX to SafeLoadToReg, and have JitIL
use that, which should fix fastmem on JitIL.
This should also fix a potential stack corruption issue with x86.
It's extremely unsafe, unused (not exposed in the GUI and not present in
any gameconfigs), and mostly obviated by fastmem. Although this type of
thing could theoretically be useful someday for fastmem support with
MMU, it's probably not the best way to do it, the existing
implementation is way too simplistic, and it can always be dug up to
provide support for a new implementation if needed.
Not like it's a big deal to keep it working, but it really seems
pointless.
- Don't use %lu for size_t; they're different on Linux x86.
- has_warned_about_drivers is only used on win32, so only declare it
there to avoid a unused variable warning.
He claims they don't work on that revision either, but from a quick
Google they (most of them?) seem to be intended for it, so keep them in
case they're useful for anyone.
This properly fixes default gecko codes.
It makes perfect sense to have two separate cheat windows and two
separate code paths for the different code formats, right?
Instead of copying data into and out of a fake CONTEXT structure with
only a few entries, use the platform specific structure directly with a
typedef and macros. This is needed because fastmem writes need to be
able to access any register from BackPatch. It adds a fair number of
repetitive defines, but it's better than the alternative.
Also define _M_* in a common location, and clean up code that these
changes break (including DSPJit files that assume X86 yet are compiled
on ARM for some reason...)
Dolphin is obviously not marketed as being for educational purposes
only, and claiming otherwise in the about screen would not have any
legal weight, so don't insult everyone's intelligence.