This macro (that has unfortunately become the de-facto way of
introducing targets) has a lot of disadvantages that outweigh the fact
that you avoid writing two extra lines of CMake script.
- It encourages the use of variables. In a build system the last thing
we want to care about is mutable state that can be avoided.
- It only handles linking in the libraries and nothing else. It's a
laziness macro.
- We should be explicit about what we're doing by introducing the target
first, not last.
This gets the ball rolling by migrating Core off the macro. Note that
this is essentially 1-to-1 unrolling of the macro, therefore we're
still linking in all libraries as public, even though that may not be
necessary.
This can be revisited once everything is off the macro for a quicker
transition period.
This is only ever memset to zero and never used again.
This also gets rid of an instance of undefined behavior considering the
draft standard for C++17 (N4659) states at [dcl.type.cv] paragraph 5:
"
The semantics of an access through a volatile glvalue are implementation-defined.
If an attempt is made to access an object defined with a volatile-qualified type
through the use of a non-volatile glvalue, the behavior is undefined.
"
Before this, DolphinQt2 would crash at boot with an assertion error
when using a Windows debug build, at least if the Dolphin GUI
language was set to English.
Depending on which constructor is invoked, m_id or m_compute_program_id
can end up in an uninitialized state. We should ensure that the object
is completely initialized to something deterministic regardless of the
constructor taken.
A very basic hardware test shows that the ARMMSG doesn't change until
IOS replies. (People could have disassembled IOS to verify this too...)
Console:
sending request at 00034640 - ARMMSG 133e0fa0
00000000000000000000000000000010(ack) - ARMMSG 133e0fa0
00000000000000000000000000000100(reply) - ARMMSG 00034640
Dolphin, prior to this fix:
sending request (00034640) - ARMMSG 133e0fa0
00000000000000000000000000000011(ack) - ARMMSG 00034640
00000000000000000000000000000100(reply) - ARMMSG 00034640
Dolphin, after this fix:
sending request at 00034640 - ARMMSG 133e0fa0
00000000000000000000000000000011(ack) - ARMMSG 133e0fa0
00000000000000000000000000000100(reply) - ARMMSG 00034640
(Yes, note that the X1 bit is still set. This is a bug that I will
fix in the next commit.)
The IPC interrupt is triggered when IY1/IY2 is set and Y1/Y2 is written
to even when this results in clearing the bit.
This shouldn't change anything in practice but it's a difference
that Dolphin wasn't taking into account, which made me waste some time
when I was writing a hwtest :/
This adjusts IOS IPC timing to be closer to actual hardware:
* Emulate the IPC interrupt delay. On a real Wii, from the point of
view of the PPC, the IPC interrupt appears to fire about 100 TB ticks
after Y1/Y2 is seen.
* Fix the IPC acknowledgement delay. Dolphin was much, much too fast.
* Fix Device::GetDefaultReply to return more reasonable delays. Again,
Dolphin was way too fast. We now use a more realistic, average reply
time for most requests.
Note: the previous result from https://dolp.in/pr6374 is flawed.
GetTicketViews definitely takes more than 25µs to reply.
The reason the reply delay was so low is because an invalid
parameter was passed to the libogc wrapper, which causes it to
immediately return an error code (-4100).
* Fix the response delay for various replies that come from the kernel:
fd table full, unknown resource manager / device, invalid fd,
unknown IPC command.
Source: https://github.com/leoetlino/hwtests/blob/af320e4/iostest/ipc_timing.cpp
This replaces usages of the non-standard __FUNCTION__ macro with the standard
mandated __func__ identifier.
__FUNCTION__ is a preprocessor definition that is provided as an
extension by compilers. This was the only convenient option to rely on
pre-C++11. However, C++11 and greater mandate the predefined identifier
__func__, which lets us accomplish the same thing.
The difference between the two, however, is that __func__ isn't a
preprocessor macro, it's an actual identifier that exists at function
scope. The C++17 draft standard (N4659) at section [dcl.fct.def.general]
paragraph 8 states:
"
The function-local predefined variable __func__ is defined as if a
definition of the form
static const char __func__[] = "function-name ";
had been provided, where function-name is an implementation-defined
string. It is unspecified whether such
a variable has an address distinct from that of any other object in the
program.
"
Thankfully, we don't do any macro or string concatenation with __FUNCTION__
that can't be modified to use __func__.
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
Fixes a crash which could occur in platforms which do not support
buffer_storage, and EFB2RAM is enabled (which indirectly uses the
attributeless buffer).
While the code is namespaced out properly, the files weren't separated
into their own directory. This moves the files so that introducing a general
interface is easier in the future for supporting other architectures.
Lowest hanging fruit I could find with a profiler.
Not sure this stuff actually needs to be done, but assuming it is, why
not do it quickly? 10x faster, goes from 1% CPU to 0.09%.
Yes, this commit is only to blame OSX and Mali. Through the former supports unsynchronized mappings, the latter supports *no* way to stream dynamic data at all. Let's try to make bad news, as they ignore friendly feature requests. Maybe we just need to make more noise...