Jit64::dcbz's fast path bypasses the dcache, so we shouldn't use it if
accurate dcache is turned on. This fixes the graphical corruption that
would occur in Mario Kart Wii's menu FMVs with accurate dcache.
JitArm64 never had this problem, because it implements dcbz in a
different way. It calls EmitBackpatchRoutine, which already has a check
for accurate dcache.
Rename `AUTO_UPDATE_BETA_INDEX` to `AUTO_UPDATE_RELEASE_INDEX` and
`AUTO_UPDATE_BETA_STRING` to `AUTO_UPDATE_RELEASE_STRING`.
Add a comment explaining that `AUTO_UPDATE_RELEASE_STRING = "beta"` for
backward compatibility reasons.
`OpenModeToAndroid("r")` is conceptually wrong, since we're opening a
binary file. It should be either `OpenModeToAndroid("rb")` or just
`"r"`. But either way it evaluates to `"r"`, so this doesn't affect
behavior.
The following settings were excluded:
* Port 1-4 ROM: We're only supporting Game Boy Player for now
* Save in Same Directory as the ROM: Implementation nightmare due to SAF
SAF for save files is a huge can of worms because they're managed in a
more complicated way than asking the user to select an existing file,
so I won't be touching save files for now.
Don't set `s_update_triggered` if the updater process fails to be
created. This will allow users in that situation to try to start an
update later without having to restart Dolphin first.
We used to create User/Logs/ as a side effect of creating
User/Logs/Mail/, but the creation of User/Logs/Mail/ was removed in
8cbfee2, so now nothing is creating User/Logs/ anymore. Let's explicitly
create it.
Give MixerFifo a variable sample rate dividend.
Handle byte-swapping and stereo channel construction outside of MixerFifo to better handle the custom layouts of each stream.
- Row height is no longer hardcoded to `24`; instead, the height is
determined by the font height of the currently selected debug font.
- Header height has been reduced (a factor of the font height) as it
only serves as a column resizer.
- A `OnDebugFontChanged()` slot has been connected to properly update
the widget on debug font changes.
| Before | After |
| --- | --- |
| <img alt="Registers widget (before)" title="Registers widget (before)" src="https://github.com/user-attachments/assets/8a6644f9-1081-4ac8-9fff-c79ddb73e103" /> | <img alt="Registers widget (after)" title="Registers widget (after)" src="https://github.com/user-attachments/assets/67f799d0-8afd-4081-bb40-3d7a76ddc705" /> |
After an EFB operation is turned into a texture, if there is a graphics mod action that provides a custom material, update the EFB texture with the material
This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB). The flow is similar to the normal draw material but distinguishes itself by not needing a UID. The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
* Add a 'AfterEFB' function to graphics mod action that can return a Material
* Rename previous EFB graphics mod function to 'BeforeEFB' to differentiate from 'AfterEFB'
* Rename previous XFB graphics mod function to 'BeforeXFB' to mirror EFB
Moved JVS IO emulation from SI_DeviceAMBaseboard into new JVSIOBoard class.
Sega/Namco board-specific functionality is handled by derived JVSIOBoard classes.
Game input is now sourced from IOPorts rather than being hard coded into JVS IO handlers.
SI_DeviceAMBaseboard: Use IOPorts for status switch input.
Created IOAdapter classes for FZeroAX games.
Created SerialDevice classes for MarioKartGP and FZeroAX FFB steering wheels.
Added game-specific input handling to the various IOAdapter classes.
Some users seem to be under the impression that the panic alert is
saying that enabling MMU will fix the issue, but that's not what it
actually says. Let's try to make this a bit clearer.
Override AGP-bundled R8 in settings.gradle.kts:
- classpath("com.android.tools:r8:9.1.34") from r8-releases/raw
This resolves :app:minifyReleaseWithR8 failing with:
java.lang.IndexOutOfBoundsException: Index -1 out of bounds for length 0
Bug report: https://issuetracker.google.com/issues/495458806
Co-Authored-By: OatmealDome <julian@oatmealdome.me>
I think we've gotten all the useful reports we can get from this now.
Nowadays we're just getting repeated reports of issues we already know
about, like https://bugs.dolphin-emu.org/issues/12321.
Set the default value of `Config::MAIN_WASAPI_DEVICE` to `default`
instead of `Default`. This fixes an issue where `AudioPane`'s `Output
Device` combo would be blank if `WASAPI` was selected and the user had
never changed the value of `Output Device`.
We don't have to worry about backward compatibility with users who have
`Default` in their config because config values aren't written unless
they've been changed at some point from the default, and the combo has
always saved `default` instead of `Default`.
Audio still worked during emulation in this situation because the
fallback for an unrecognized device name is the default device.
To help prevent similar situations in the future references to
`MAIN_WASAPI_DEVICE`'s default value now call `GetDefaultValue` instead
of hardcoding the expected default, or use the new helper function
`Config::IsDefaultValue`.
This was causing the achievement runtime to shutdown in the middle
of a disc change even if the resulting disc was valid, which was
causing achievements like the ones in Resident Evil for completing
the entire game in a single session to break midway through.
Also adds a log to notify the user when the disc change is invalid
(e.g. different game inserted).
Significantly rewrote ICCardReader and DeckReader functionality.
Dual IC card slots of VirtuaStriker4 + Gekitou now work.
IC cards are automatically inserted/ejected in VirtuaStriker4 + Gekitou + Avalon.
IC card data is saved to a file.
Avalon deck contents are loaded from a JSON file.
Added IOPorts class to handle bespoke GPIO functionality.
This should stop AchievementManager::LoadGame from being called for the
default ISO when CBoot::BootUp is booting something other than a disc or
IPL (most notably, the Wii Menu), while still detecting all disc changes
that happen while a disc game is running.
Don't copy null terminators from the log's `header.gameid` into
`FifoDataFile`'s `m_game_id`.
Doing so would cause an infinite loop in `Core::GenerateScreenshotName`
as the various concatenations and `fmt::format` calls would then
effectively drop all the timestamps and disambiguating arbitrary numbers
since they followed the null terminator in the gameid, and so the
`File::Exists` calls would always return true.
Fixes https://bugs.dolphin-emu.org/issues/14002.
In some Triforce games (e.g. _F-Zero AX_), the bytes that follow the
region flag in the `boot.id` file (at `0x38`) happen to be `0x00`.
However, in other games (e.g _Mario Kart Arcade GP 2_), it seems the
region flag is padded with `0xFF`.
_Mario Kart Arcade GP 2_ (`boot.id` in the USA version):
```
00000 0000: 42 54 49 44 00 00 01 E0 00 00 00 01 00 00 00 01 BTID.... ........
00000 0010: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF ........ ........
00000 0020: 47 43 41 4D 00 00 01 C0 07 D3 05 0F 00 00 00 07 GCAM.... ........
00000 0030: 53 42 4E 4C 00 00 00 00 0E FF FF FF FF FF FF FF SBNL.... ........
-----------
^
|
region flag
```
When the region flag was tested in `switch` statements (where a single
byte was expected in the `case`s), the test would fail, depending
on the game.
This issue would lead to the wrong calculation of the country in
`VolumeDisc::GetCountry()`, which was then used to build the game ID in
`VolumeDisc::GetGameID()`.
The solution is to test using only the least meaningful byte in the
region flag.
Unexpected game IDs were first noticed with USA version of _Mario Kart
Arcade GP 2_, which was wrongly assigned the same game ID that is given
to the Japan version (i.e. `GNLJ82`). The correct game ID for the USA
version is `GNLE82`.
Check the return value of calls to `GetBuffer` and stop the `WASAPI
handler` sound thread if they fail.
This prevents a crash due to a null pointer dereference if `GetBuffer`
is unable to retrieve a buffer, which could be triggered during
emulation by disabling the selected WASAPI output device in the Windows
Sound settings.
The status bar shows the number of games in your collection. If any
games are hidden by the platform, region, or search filters it will also
show how many games are visible and how many are filtered.
The visibility of the status bar can be toggled from the menu by
selecting `View`->`Show Game Count`.
Implements https://bugs.dolphin-emu.org/issues/9517.
Reasons:
- Only 0.000341% of all Android users were on API 21-23 in the last 365 days.
- These devices are old and likely do not run Dolphin well.
- Android 5.x and 6.0 have been without security updates for about 8 years.
- Staying on API 21–23 blocks AndroidX updates, including Lifecycle.