Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.
Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.
As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.
A minor adjustment to TryParse() was required, as our generic function
was doing the following:
N tmp = 0;
which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:
N tmp;
which is sufficient, as the value is attempted to be initialized
immediately under that statement.
Switching to blank NAND when emulation is running is an extremely bad
idea. It's akin to opening up a Wii and replacing the NAND chip while
you're playing a game on it.
Except we're not even replacing it with a NAND that has the same
contents. The blank NAND has nothing in it except the save file for
the current game, which is likely to result in the emulated software
getting inconsistent results and possibly even crashing depending on
how it caches title information.
An example of games that check the saves for other games is
Mario Kart Wii -- it checks the filesystem for Super Mario Galaxy saves
to decide whether to unlock characters. With this 'switch NAND
while emulation is active' misfeature, this will likely break.
And that's the main problem: it encourages sloppy emulation and no one
really knows how many things it can break.
Just don't let the user do horrible things like that during emulation.
If they want to use a blank NAND, they can do so by starting input
recording before launching a game. It's likely they will want to do
this if they plan to share their DTM anyway.
Given this is actually a part of the Host interface, this should be
placed with it.
While we're at it, turn it into an enum class so that we don't dump its
contained values into the surrounding scope. We can also make
Host_Message take the enum type itself directly instead of taking a
general int value.
After this, it'll be trivial to divide out the rest of Common.h and
remove the header from the repository entirely
Initialising Wii filesystem contents should be done after Boot and
not in HW to ensure that we operate with the correct title context
and to make sure required title directories exist (so that Movie and
Netplay code can copy data from and to the temporary NAND).
- Smplification of graphics backend startup/shutdown.
- Don't send complete message until CPU is ready to execute.
- Remove redundant stop message.
- Remove OSD message with backend name.
Core::PauseAndLock requires all calls to it to be balanced, like this:
const bool was_unpaused = Core::PauseAndLock(true);
// do stuff on the CPU thread
Core::PauseAndLock(false, was_unpaused);
Aside from being a bit cumbersome, it turns out all callers really
don't need to know about was_unpaused at all. They just need to do
something on the CPU thread safely, including locking/unlocking.
So this commit replaces Core::PauseAndLock with a function that
makes both the purpose and the scope of what is being run on the
CPU thread visually clear. This makes it harder to accidentally run
something on the wrong thread, or forget the second call to
PauseAndLock to unpause, or forget that it needs to be passed
was_unpaused at the end.
We also don't need comments to indicate code X is being run on the
CPU thread anymore, as the function name makes it obvious.
The config must only be restored after the HW has shut down, not while
it is still running, because the HW can still query the config, which
can lead to inconsistent states.
This fixes WiiRoot not being able to copy back saves on shutdown.
They have been broken since 2 years and no one has noticed,
which shows that no one really cares.
And it's arguable whether showing the CPU info is really useful.
* Move out boot parameters to a separate struct, which is not part
of SConfig/ConfigManager because there is no reason for it to
be there.
* Move out file name parsing and constructing the appropriate params
from paths to a separate function that does that, and only that.
* For every different boot type we support, add a proper struct with
only the required parameters, with descriptive names and use
std::variant to only store what we need.
* Clean up the bHLE_BS2 stuff which made no sense sometimes. Now
instead of using bHLE_BS2 for two different things, both for storing
the user config setting and as a runtime boot parameter,
we simply replace the Disc boot params with BootParameters::IPL.
* Const correctness so it's clear what can or cannot update the config.
* Drop unused parameters and unneeded checks.
* Make a few checks a lot more concise. (Looking at you, extension
checks for disc images.)
* Remove a mildly terrible workaround where we needed to pass an empty
string in order to boot the GC IPL without any game inserted.
(Not required anymore thanks to std::variant and std::optional.)
The motivation for this are multiple: cleaning up and being able to add
support for booting an installed NAND title. Without this change, it'd
be pretty much impossible to implement that.
Also, using std::visit with std::variant makes the compiler do
additional type checks: now we're guaranteed that the boot code will
handle all boot types and no invalid boot type will be possible.
This is more reliable, as this guarantees subsystems will be
shut down in the same order they were initialised (if they were
initialised). It also allows us to stop keeping track of what needs to
be shut down manually and just return in case of errors.
This should prevent the emulator from getting totally stuck when
the boot process does fail.
This changes the main IOS code (roughly the equivalent of the kernel)
to a class instead of being a set of free functions + tons of static
variables.
The reason for this change is that keeping tons of static variables
like that prevents us from making an IOS instance and reusing IOS
code easily.
Converting the IOS code to a class also allows us to mostly decouple
IOS from the PPC emulation.
The more interesting changes are in Core/IOS/IOS. Everything else is
mostly just boring stuff required by this change...
* Because the devices themselves call back to the main IOS code
for various things (getting the current version, replying to a
request, and other syscall-like functions), just like processes in
IOS call kernel syscalls, we have to pass a reference to the kernel
to anything that uses IOS syscalls.
* Change DoState to save device names instead of device IDs to simplify
AddDevice() and get rid of an ugly static count.
* Change ES_Launch's ack to be sent at IOS boot, now that we can do
this properly.
Some widescreen hacks (see below) properly force anamorphic output, but
don't make the last projection in a frame 16:9, so Dolphin doesn't
display it correctly.
This changes the heuristic code to assume a frame is anamorphic based on
the total number of vertex flushes in 4:3 and 16:9 projections that
frame. It also adds a bit of "aspect ratio inertia" by making it harder
to switch aspect ratios, which takes care of aspect ratio flickering
that some games / widescreen hacks would be susceptible with the new
logic.
I've tested this on SSX Tricky's native anamorphic support, Tom Clancy's
Splinter Cell (it stayed in 4:3 the whole time), and on the following
widescreen hacks for which the heuristic doesn't currently work:
Paper Mario: The Thousand-Year Door (Gecko widescreen code from Nintendont)
C202F310 00000003
3DC08042 3DE03FD8
91EEF6D8 4E800020
60000000 00000000
04199598 4E800020
C200F500 00000004
3DE08082 3DC0402B
61CE12A2 91CFA1BC
60000000 387D015C
60000000 00000000
C200F508 00000004
3DE08082 3DC04063
61CEE8D3 91CFA1BC
60000000 7FC3F378
60000000 00000000
The Simpsons: Hit & Run (AR widescreen code from the wiki)
04004600 C002A604
04004604 C09F0014
04004608 FC002040
0400460C 4082000C
04004610 C002A608
04004614 EC630032
04004618 48220508
04041A5C 38600001
04224344 C002A60C
04224B1C 4BDDFAE4
044786B0 3FAAAAAB
04479F28 3FA33333
This is only ever queried and not set outside of the Core.cpp, so this
should just be hidden internally and just have a function exposed that
allows querying it.
Advantages:
* Simpler code in general
* No extra volume objects created
* Now actually notices if the disc or partition gets
changed while the core is running
* No longer picks up on disc access done by the GUI
(it used to do so as long as the core was running)
* Gets rid of a Core dependency in DiscIO
There are two performance disadvantages:
* FileMonitor is now a bit slower when used with VolumeDirectory
because FileMonitor now always uses the FileSystemGCWii code
for finding filenames instead of VolumeDirectory finding the
filename on its own and directly hooking into FileMonitor.
But this isn't such a big deal, because it's happening on the
DVD thread, and my currently unmerged file system PR will make
FileSystemGCWii's file finding code about as fast as
VolumeDirectory's.
* FileMonitor's creation of the file system object is now
done on the CPU thread instead of the DVD thread, and
it will be done even if FileMonitor logging is disabled.
This will be fixed in the next commit.
The recent IOS initialization changes caused the Bluetooth device to
no longer exist before "starting" IOS (as it should be…), which meant
that Core could not activate Wii remotes during the boot process
anymore.
But that is actually completely useless, because we can just have the
emulated Bluetooth code itself activate Wii remotes as appropriate,
at the right moment.
This implements MIOS's PPC bootstrapping functionality, which enables
users to start a GameCube game from the Wii System Menu.
Because we aren't doing Starlet LLE (and don't have a boot1), we can
just jump to MIOS when the emulated software does an ES_LAUNCH or uses
ioctlv 0x25 to launch BC.
Note that the process is more complex on a real Wii and goes through
several more steps before getting to MIOS:
* The System Menu detects a GameCube disc and launches BC (1-100)
instead of the game. [Dolphin does this too.]
* BC, which is reportedly very similar to boot1, lowers the Hollywood
clock speed to the Flipper's and then launches boot2.
* boot2 sees the lowered clock speed and launches MIOS (1-101) instead
of the System Menu.
MIOS runs instead of IOS in GC mode and has an embedded GC IPL (which
is the code actually responsible for loading the disc game) and a PPC
bootstrap code. To get things working properly, we simply need to load
both to memory, then jump to the bootstrap code at 0x3400.
Obviously, because of the way this works, a real MIOS is required.
It held a raw pointer to a IOS::HLE::Device::BluetoothEmu that is not
guaranteed to exist (and of course, nothing checked that it wasn't
nullptr), but what is more, it's totally unnecessary because we have
IOS::HLE::GetDeviceByName().
Since we cannot always inform the host that Wii remotes are
disconnected from ES, that is now done in BluetoothEmu's destructor.