It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.
And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.
Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
This 'absolutely not' a read of uninitialized memory is '100% not'
the cause of our non-deterministic behavior on the Intel NUC.
If there was a such an error, it would show up on all FifoCi
backends equally. This is 'probably' unrelated to the fact that
the Intel NUC is the only fifoci runner not running under virtualization.
If there were two commands in the buffer at once, it would only run the
first because of an error in UpdateInput.
If you sent the command "SET C" it would segfault because of a logic
issue in ParseCommand.
This addresses a bit of thread unsafety mentioned in a comment, and
fixes a 'ScheduleEvent_Threadsafe from main thread' message.
To make this work nicely, make PauseAndLock call DeclareAsCPUThread -
i.e. while you have the CPU thread locked, you can consider yourself the
CPU thread.
This check is not useful anymore since that website is not running their own
buildbots anymore. It's also trivially bypassable -- it just happened to work
when the builds were fully automated over there.
If a disc image is malformed in a specific way, Dolphin
will try to allocate a lot of memory, making it crash.
To avoid that, this change adds an artificial limit for
the size of file systems that Dolphin will try to load.
Currently only works on unix, but can be extended to other systems. Can
also be extended to do wiimotes.
Searches the Pipes folder for readable named pipes and creates a dolphin
input device out of them. Send controller inputs to the game by writing
to the file. Commands are described in Pipes.h.