If the delimiters of a memory aren't exactly the same as an address, but their size includes the memory breakpoint delimiter, the break will not go through. This makes it so that you can specify a search for a memory breakpoint with a data size and will check if the data fits with that size on all memory breakpoints so the breaks go through.
Dolphin assumes that content 0 is opening.bnr, without checking
whether content 0 exists or if it is even supposed to be there (it's
only there for channels). This results in sometimes reading garbage.
This adds a check to only try to read names from content 0's header
if the title is a channel (channel, system channel or game channel).
Trying to return to the Wii Menu from a game is the easiest
way to trigger this error. Just saying 0000000100000002
when that happens doesn't mean much to most users.
The Tools > Load System Menu option displays the version of the
installed Wii Menu. This commit changes the way we display that
version, like so: "Load System Menu 514P" -> "Load System Menu 4.3E"
The numbers are from http://wiibrew.org/wiki/System_Menu
The FrameBufferManager::CreateTexture (from the OpenGL backend) method introduced by commit 69cedf41 incorrectly compares the texture variable (which contains a name provided by glGenTextures) against GL_TEXTURE_2D_MULTISAMPLE_ARRAY and GL_TEXTURE_2D_MULTISAMPLE.
It should instead use the texture_type variable for this (as done in the first branch of the if).
5.0-2712 made ES's code for setting the game ID use the
title ID converted to hex (except for disc titles) instead
of using a 6-char game ID like before. Then, 5.0-2830 made
us use that code even when loading game INIs. This breaks the
expectations of both users and the game INIs we ship with.
This commit makes Dolphin use 6-char game IDs for all
titles (unless the 6-char ID would contain unprintable
characters, which is the case with e.g. the Wii Menu).
I'm also putting unprintability checks in VolumeWad
for consistency.
Places all of the SI code under the SerialInterface namespace instead of
only the main source file. This keeps all SI code under a common name,
as well as out of the global namespace
This commit should have zero performance effect if SSBOs are supported.
If they aren't (e.g. on all Macs), this commit alters FramebufferManager
to attach a new stencil buffer and VertexManager to draw to it when
bounding box is active. `BBoxRead` gets the pixel data from the buffer
and dumbly loops through it to find the bounding box.
This patch can run Paper Mario: The Thousand-Year Door at almost full
speed (50–60 FPS) without Dual-Core enabled for all common bounding
box-using actions I tested (going through pipes, Plane Mode, Paper
Mode, Prof. Frankly's gate, combat, walking around the overworld, etc.)
on my computer (macOS 10.12.3, 2.8 GHz Intel Core i7, 16 GB 1600 MHz
DDR3, and Intel Iris 1536 MB).
A few more demanding scenes (e.g. the self-building bridge on the way
to Petalburg) slow to ~15% of their speed without this patch (though
they don't run quite at full speed even on master). The slowdown is
caused almost solely by `glReadPixels` in `OGL::BoundingBox::Get`.
Other implementation ideas:
- Use a stencil buffer that's separate from the depth buffer. This would
require ARB_texture_stencil8 / OpenGL 4.4, which isn't available on
macOS.
- Use `glGetTexImage` instead of `glReadPixels`. This is ~5 FPS slower
on my computer, presumably because it has to transfer the entire
combined depth-stencil buffer instead of only the stencil data.
Getting only stencil data from `glGetTexImage` requires
ARB_texture_stencil8 / OpenGL 4.4, which (again) is not available on
macOS.
- Don't use a PBO, and use `glReadPixels` synchronously. This has no
visible performance effect on my computer, and is theoretically
slower.
GCMemcard.h has quite a bit of different classes implemented within it
that could likely be split up into other files to make it a little
easier to read. However, they should be moved into their own folder
first so that they don't clutter up the base HW directory.
Defaulting to SSL verification off, *and* forcing it to be off even
when the emulated software asks us to enable it is very bad behaviour,
inaccurate and insecure.
Because the old option defaulted to off, we have to change the INI
option name to force the new default to be used. Unfortunate,
but without this we cannot ensure our users' security.
LoadPatches was apparently never being called when booting
Wii discs. Maybe this will fix the recent regression with
cheat codes not getting loaded? I don't know how this
managed to work to begin with, though...
(The call was also moved for WADs, just for consistency.)
ES.cpp was becoming pretty huge. This commit splits the ES code into
several files:
* Main ES (launch, UID, current title directory and title ID, etc.)
* Device identity and encryption (ID and cert, keys, encrypt/decrypt)
* Title management (imports, exports, deletions)
* Title contents (open/close/read/seek)
* Title information (titles, stored contents, TMDs)
* Views (for tickets and TMDs)
This prevents truncation when assigning to this member in the
constructor. This isn't size-critical code, so opting for the more
straightforward assignment is fine here.
Advantages:
* Simpler code in general
* No extra volume objects created
* Now actually notices if the disc or partition gets
changed while the core is running
* No longer picks up on disc access done by the GUI
(it used to do so as long as the core was running)
* Gets rid of a Core dependency in DiscIO
There are two performance disadvantages:
* FileMonitor is now a bit slower when used with VolumeDirectory
because FileMonitor now always uses the FileSystemGCWii code
for finding filenames instead of VolumeDirectory finding the
filename on its own and directly hooking into FileMonitor.
But this isn't such a big deal, because it's happening on the
DVD thread, and my currently unmerged file system PR will make
FileSystemGCWii's file finding code about as fast as
VolumeDirectory's.
* FileMonitor's creation of the file system object is now
done on the CPU thread instead of the DVD thread, and
it will be done even if FileMonitor logging is disabled.
This will be fixed in the next commit.
PR #3582 removed VolumeIsValid, then PR #3582 added a call
to VolumeIsValid, then both PRs were merged without either
of them being rebased on top of the other.
There's no point in creating a volume without a blob,
since essentially all the functionality of a volume
requires a blob to be used.
Also, VolumeCreator doesn't support creating volumes
without blobs (it can't even figure out the volume type
unless it gets a blob), so it's currently impossible
for a volume to be created without a blob.