The PC offset ADRP() path takes a s32 value, but the input offset was
being tested as abs(ptr) < 0xFFFFFFFF. This caused values between
0x80000000 and 0xFFFFFFFF to incorrectly use this path, despite the
offsets not being representable in an s32.
This caused a crash in the VertexLoader on android 8.1 immediate in wind
waker (and possibly all other apps on android 8.1) as the jit and data
sections happened to be loaded 4gb apart in virtual memory, causing some
pointers to hit this
Some homebrew expect exception handlers to be present -- which is
almost always the case on console, since most of the time homebrew are
launched from either a libogc or SDK title) -- and break if they are
not. To fix this, we just need to include default, dummy handlers.
Set HID0, HID4, GPR1 to values that are used by libogc for
initialisation. This makes boots more similar to a launch
from the HBC or another loader, since normally the registers
have already been initialised by the loader.
This fixes a crash in homebrew that assume GPR1 points to a correct
location and attempt to use it before initialising registers.
This only works if GCPadNew.ini and Dolphin.ini files are not already in the dolphin config folder. Any advice would be helpful. I'd really like to tackle the UI and wiring for deadzones, radius, etc.
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
These three instructions use the B field (bits 16-20 of the opcode)
to determine what the operand register is. However, the code was
using the path that uses the C field (bits 21-25).
This amends the code to use the B field (and also fixes the 64-bit PPC
opcodes, because why not?).
Fixes issue 10683.
This fixes the rendering of the scan visor in Metroid Prime 2: Echoes,
as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/
The alpha channel was off-by-one on Ivy Bridge due to the rounding
after multiplication with colmat. This commit removes this matrix
altogether in most cases, making them simple GLSL swizzles.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.
Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.