Reusing the slowmem handlers of existing blocks meshes badly
with reusing the empty space left when destroying blocks.
I don't think reusing slowmem handlers was much of a gain anyway.
This is done entirely through interpreter fallbacks. It would
probably be possible to implement this using host exception
handlers instead, but I think it would be a lot of complexity
for a rarely used feature, so let's not do it for now.
For performance reasons, there are two settings for this feature:
One setting which does enables just what True Crime: New York City
needs and one setting which enables it all. The latter makes
almost all float instructions fall back to the interpreter.
Instead of having a single GUI checkbox for "Always Hide Mouse Cursor",
I have instead opted to use radio buttons so the user can swap between
different states of mouse visibility. "Movement" is the default
behavior, "Never" will hide the mouse cursor the entire time the game is
running, and "Always" will keep the mouse cursor always visible.
Previously the unhide of movement mouse_timer reset occurred within case MouseButtonPress.
Additionally, there was a redundant expression in the if statement for cursor locking.
Now works with games that deliberately avoid invalidating TMEM because
they know textures are too large to fit:
* Sonic Riders
* Metal Arms: Glitch in the System
* Godzilla: Destroy All Monsters Melee
* NHL Slapshot
* Tak and the Power of Juju
* Night at the Museum: Battle of the Smithsonian
* 428: Fūsa Sareta Shibuya de
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.
Previously, if you have "Hotkeys Require Window Focus" disabled, you could repeatedly use the "Open" hotkey, for example, to stack File Open windows over top of each other over and over.
This commit allows the hotkey manager to disable/enable on QFileDialog creation and destruction.
Currently the logic for addressing the individual TexUnits is splattered all
across dolphin's codebase, this commit attempts to consolidate it all into a
single place and formalise it using our new TexUnitAddress struct.
MappingWindow is modal, yet the user can use hotkeys while the window is active. I believe hotkeys should not be recognized while this window is active.
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.
PR #10066 added functionality to call std::abort when a panic alert occurs; however, that PR only implemented it for MsgAlert and not MsgAlertFmtImpl, meaning that the functionality was not used with PanicAlertFmt (only PanicAlert, which is not used frequently).
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.
Previously, s_temp_input was being used for BOTH the savestate's and the movie's input printout in the panic alert.
This commit simply performs memcpy from the correct vector for the movInput printout.
Previously, the file dialog window was ambiguous between saving or loading a .dtm. This commit simply gives a bit more context to differentiate the two windows.
Previously, when playing back a movie, you could not see the total frame count of a movie, only the total number of input polls.
This change simply shows the total frame count on movie playback.
Note that this change also results in the framecount and framecount total ALWAYS being displayed if show_movie_window is true, regardless of whether or not m_ShowFrameCount is true. I believe this is fine, as TASers are much more likely to reference the framecount than the input poll count.
Previously, only the number of total input polls would be shown in the window title when playing back a movie. This simply adds the VI / frame count total as well, which is a much more relevant number to look at while TASing.
If this commit is not applied, then the previous commit will cause hotkeys to be saved if there is a syntax error when hitting "OK" and the user presses the X to close the window.
This commit only applies changes to hotkey config if no syntax error occurs.
Previously you could type whatever gibberish you wanted into the formula bar, press OK, and receive a modal syntax error window. Closing the syntax error window would cause the hotkey config window to close as well, and your gibberish would be applied to the hotkey assignment.
This commit requires that a syntax error does not occur before accept() is called.
Previously, using TAS Input to activate the digital L and R buttons would not show these inputs in the Input Display. This commit adds the digital L and R presses to the Input Display, and also displays just "L" or "R" if the analog is set to 255.
There are certain hotkeys that we absolutely want to be able to use
without being in-game. Presently, no hotkeys are recognized unless we
are in-game.
I've identified and moved the following hotkeys to be checked before the
HotkeyScheduler checks to see if the Core is running:
- Open
- Exit
- Start Recording
- Refresh Game List
Note that Play Recording should also be implemented here, however it
looks like there is no signal for a PlayRecording() function, so this
will have to be handled in a later PR once that signal is created and
implemented.
Now that we have enum helpers for inserting values into packets and have
migrated all other enumerations over, there's no need to keep this alias
around any longer.
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.
Previously, it was not clear where the boundary of the StickWidget was when interacting outside of the circle. This aims to restore the gray square present in the Wx-era.
Apparently some phones (at least some from Samsung) don't expose the
system file manager in the system settings despite it being the
only on-device file manager that can open app-specific directories...
This enables scoped storage for new Dolphin installs on Android 11
and up (along with a few other changes in behavior which unlike
scoped storage are uncontroversial). Existing installs are unaffected.
We have to do this in order to be able to release updates on
Google Play from November 2021 and on.
The following settings are currently not SAF compatible,
and might never be due to the performance impact:
Dump Path
Load Path
Resource Pack Path
Wii NAND Root
This commit makes us show a message to the user if they try to
change one of these settings while scoped storage is active.
I don't want to entirely remove the settings from being listed
in the settings activity, because it's important that the user
is able to reset them if they were set to something custom in
a previous version of Dolphin.
This lets Dolphin function without the user granting access to
external storage. We need this for scoped storage compatibility.
When scoped storage is not active, we still ask for permission to
access external storage the first time the app is started so that
we can use the existing dolphin-emu folder if there is one. But
if it doesn't exist, or the user denies the permission, or scoped
storage is active, the app-specific directory will be used instead.
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.
Over time OnData() has become a huge function-long case statement that
attempts to manage numerous packet-related behaviors, which makes it a
little difficult to reliably ensure certain handling doesn't interfere
with another case's. It's also mildly annoying to navigate due to its
size.
To make it a little easier to read and find the specific behavior, we
can break the relevant pieces of code out into their own functions.
When RenderDoc is attached, wglShareLists fails for some reason (see baldurk/renderdoc#2361). wglCreateContextAttribsARB has a parameter for the share context, so there's no reason to use a separate wglShareLists call.
Co-authored-by: baldurk <baldurk@baldurk.org>
Previous code from #7950 only clamps correctly when the efb copies
left and top coordinates are (0, 0)
Now we should handle all situations.
Spyro: A hero's tail is an example of a game that does an oversized
EFB copy with a non-zero origin.
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 way the address check will take up less icache (since it's
only emitted once for each routine rather than once for each
psq_st instruction), and we also get address checking for psq_l.
Matches Jit64's approach.
The disadvantage: In the slowmem case, the routines have to
push *every* caller-saved register onto the stack, even though
most callers probably don't need it. But at long as the slowmem
case isn't hit frequently, this is fine.
In the case of the JitAsm routines, we can't actually use
backpatching. Still, I would like to gather all the load and
store instructions in one place to make future changes easier.
This adjusts the NaN replacement logic introduced in #9928 to work around the HLSL compiler optimizing away calls to isnan, which caused that functionality to not work with ubershaders on D3D11 and D3D12 (it did work with specialized shaders, despite a warning being logged for both; that warning is also now gone). Note that the `D3DCOMPILE_IEEE_STRICTNESS` flag did not solve this issue, despite the warning suggesting that it might.
Suggested by @kayru and @jamiehayes.
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...
Previously in Read_U64 and Write_U64 the value that was read or written
would be truncated to a 32-bit value before being passed off to the
memcheck handler, which can result in incorrect values being logged out.
Lets us simplify SDRUpdated() a little bit.
This also fixes the layout of UReg_SDR1. Turns out this struct has been
incorrect (from a little-endian perspective) the entire time and went
unnoticed, since the union was never used.
These are trivial to resolve.
Converting the structure member into a u32 results in no increase in
structure size, as it's making use of the three extra padding bits in
the structure.
On a real Wii, these constants are normally written by the system menu
(maybe even as part of common SDK code?)
However, they're cleared by IOS whenever a PPC title is launched.
IOS memsets 0x0-0x3fff and then manually writes some constants
in low MEM1. PR #4723 added most of the writes in the 0x31xx region
but left out the four writes to the legacy constant region.
Previously Dolphin didn't actually clear 0-0x3fff so those constants
would stick around after a system menu execution.
011f7789e0 exposed those missing writes.
Prompted by https://dolphin.ci/#/builders/24/builds/985
A 1-character typo in a recent PR caused FifoCI builds to break
horribly and spew millions of panic alerts until buildbot crashed.
This PR adds a new config option -- defaulting to off -- that allows
Dolphin to abort early on when a panic alert occurs instead of
continuing forever.