There was a longstanding hack that defined ucontext_t manually to work
around the lack of this header on the Android NDK. However, it looks
like newer NDK versions now have it like good little POSIX boys, and my
recent header reshuffle broke the build on those versions, presumably
because the real and fake definitions of ucontext_t end up included in
the same file where they weren't under the old organization.
Rather than try to revert the conflict, this commit just removes the
hack. The buildbot's NDK will need to be upgraded.
Changes the read speed of GC discs from 3 MiB/s to 2-3.3 MiB/s,
depending on the location of the data. I also attempted to change the
speeds for Wii discs, but it has very little effect right now because
Wii games use IPC_HLE instead of DVDInterface. It does affect Wii
homebrew that reads Wii discs, though.
This was interesting implementing.
Our generic QueryPerformanceCounter function on ARMv7 was so slow that profiling a block was impossible.
I waited about five minutes and I couldn't even get a single frame to output.
This instead uses ARMv7's PMU to get cycle counts, which are a relatively minor performance drop in my testing.
One disadvantage of this method is that the kernel can lock us out of using these co-processor registers, but it seems to work on my Jetson board.
Another disadvantage is that we aren't having block times in "real" time but cycles instead, not too big of a deal.
This also removes instruction run counts from profiling because that's just annoying and we don't expose an interface for even getting those results
from our UI.
This implements a new system for fastmem backpatching on ARMv7 that is less of a mindfsck to deal with.
This also implements stfs under the default loadstore path as well, not sure why it was by itself in the first place.
I'll be moving the rest of the loadstore methods over to this new way in a few days.
These are causing issues in games. In particular you get pink on the screen in Animal Crossing.
Disable until fully investigated.
This also disables fastmem on floating point loadstore instructions which are horribly broken and won't actually backpatch when an invalid read/write
is encountered.
m_strGPUDeterminismMode can be set by either the global or game
settings. Either way, it's then supposed to be parsed into an enum,
m_GPUDeterminismMode. However, the code to do this was placed right
after checking for game settings, which doesn't happen at all if there
isn't a valid title ID. Move it outside the if block.