Moved AchievementManager Init further down in the MainWindow constructor; its original position was because it had an impact on the contents of the menu bar, and this is no longer the case.
Whenever JitBaseBlockCache::Clear() got called, it threw away the memory mapping for the fast block map and created a new one. This new mapping typically got mapped at the same address at the old one, but this is not guaranteed. The pointer to the mapping gets embedded in the generated dispatcher code in Jit64AsmRoutineManager::Generate(), which is only called once on game boot, so if the new mapping ended up at a different address than the old one, the pointer in the ASM pointed at garbage, leading to a crash.
This fixes the issue by guaranteeing that the new mapping is mapped at the same address.
While both fastmem and the BLR optimization depend on fault handling,
the BLR optimization doesn't depend on fastmem, and there are cases
where you might want the BLR optimization but not fastmem. For me
personally, it's useful when I try to use a debugger on Android and have
to disable fastmem so I don't get SIGSEGVs all the time, but it would be
especially useful for iOS users.
When we execute a JIT block, we have to make sure that both the PC and
the DR/IR bits of MSR are the same as they were when the block was
compiled. When jumping to a block from the dispatcher, this is done in
the way you would expect: By checking the PC and the relevant MSR bits.
However, when returning to a block using the BLR optimization, we only
check the PC. Checking the MSR bits is done by instead resetting the
stack when the MSR changes, making PC checks afterwards fail.
Except... We were only resetting the stack on rfi instructions. There
are actually many more ways for the MSR to change, and we weren't
covering those at all. I looked into resetting the stack on all of them,
but it would be pretty cumbersome both in terms of writing the code and
in terms of how often at runtime we'd have to reset the stack, so I
think the better option would be to check the MSR bits along with the
PC. That's what this commit implements.
Because CPU thread config changed callbacks are no longer instant,
g_Config.iEFBScale doesn't yet contain the new value when the hotkey OSD
code tries to read it.
Should fix https://bugs.dolphin-emu.org/issues/13343.
There's no reason not to allow this now that these settings are
cleanly integrated into the new config system. (Actually, maybe
we could even have done this before the previous commit...)
This fixes a problem where changing the JIT debug settings on
Android while a game was running wouldn't cause the changed settings
to apply to code blocks that already had been compiled.
Resolve warning caused by using values from two different enums in a
conditional expression which was deprecated in c++20.
The warning in question is clang -Wdeprecated-anon-enum-enum-conversion
and gcc -Wenum-compare.
We had one implementation of this type of data structure in Arm64Emitter
and one in VideoCommon. This moves the Arm64Emitter implementation to
its own file and adds begin and end functions to it, so that VideoCommon
can use it.
You may notice that the license header for the new file is CC0. I wrote
the Arm64Emitter implementation of SmallVector, so this should be no
problem.