If an ISB is issued, the changes on the memory wouldn't be reflected
Now we emulate "instruction cache" properly by just telling the mechanism to re-fetch the entire page again (to make ANY changes visible immediately)
This mainly fixes a potential issue where an ISB is emitted before a branch on the same codepage.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3576
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
interpreter was never called in practice and doesn't do anything other than just crash
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3547
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Normally, language_entries contained plain UTF-8 names.
In BotW v1.9.0, that title block is no longer directly readable as old UTF-8, so we were parsing binary data as text and going nuts.
...
In patch_manager.cpp (ParseControlNCA), I added a validity check: If update title text is unreadable, we keep update metadata but copy only the base language_entries block (0x0000..0x2FFF) so the game name is valid again.
UPDATE:
managed to decode the new language entries is a raw headerless zlib deflate.
added support for proper detection and inflation.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3585
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
It seems to be related to the fact multimap on xbyak doesn't properly work if it's unordered
It also seems to NOT play nice at all with unstable iterators (like those found on ankerl) - either we use boost or just let xbyak use normal std
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3589
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
standard std::unordered_map and std::unordered_set sucks, hadn't found drop-in replacement for multimap, but this change should bring a nice perf boost for x86_64 :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3438
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Originally was a test for Qt 6.9.3. Still broken, I have absolutely zero idea how to fix it.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3559
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
(Merge of #3495 + #3108)
This PR works around to simplify math operations on hot pointers inside the access and requests to the cache of buffers and texture cache, removing previous logic of indirection and replaced by a PoD approach.
This will ensure less CPU times spended on the same request and flow directly into another chain of the render, in the same way, command queue currently uses an internal mutex that constraints the flow of data within the GPU threads, we're moving over a single command, I verified to keep using mutexes instead of internal mutex + mutex per operation, which are resolved by themselves.
In simplier words, this aims to improve performance on those games and devices where the waits for next orders on GPU commands were heavier than a single verification.
Co-Authored-by: @CamilleLaVey
Co-Authored-by: @Lizzie
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3579
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Microsleep removal may have regressed AOC in msvc
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3563
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
httplib doesn't like when you include the protocol, as it would seem
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3558
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Just displays min, max, avg frametime/fps, alongside a chart of FPS in
the last 30 seconds.
Notes:
- Qt Charts is now required
- FPS/frametime collector now runs 2x as often. TODO: keep status bar at
500ms, but put perf overlay at 250ms
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3537
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This improves frame pacing control, fixes accumulated drift, and adds the ability to change it while the game is running.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3535
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
<video src="/attachments/9a1b2e43-0acf-4a40-9be5-db93b1164111" title="Regressions" controls></video>
This PR fixes Sonic's broken graphics.
- EDS3 hard coded as _WIN32 default broke graphics and was the issue. Manually adjusting EDS[0-3] per-game/global settings can not fix graphics.
- EDS2 hard coded as _WIN32 default fixes graphical issues. Manually adjusting EDS[0-3] per-game/global settings works as intended.
- EDS0 as _WIN32 default was also tested and works. Old logic behavior before #292 regression.
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3532
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
should make JIT translation a bit faster - especially for non-fastmem
test if thumb still werks
previously:
we read 32-bits one by one, and do translation **for each u32 we read**
now:
one big read of 4096 bytes (aligned of course), only 1 VAddr translation
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3459
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
results in way better codegen (less noise for movs and all dat)
i think it was removed by accident by me, oops
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3519
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Allows regalloc to more aggressively take on registers for immediate codepath; also uses lea for stc/adc (since carry can equate +1 in some cases)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2958
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
this results in removed reloads for any code that uses those heavily :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3518
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Closes#3344
Adds slow and turbo modes with configurable speeds that can then be
toggled by the user. Behavior is:
- Standard/slow limit, toggle turbo = turbo
- Turbo limit, toggle turbo = standard
- Standard/turbo limit, toggle slow = slow
- Slow limit, toggle slow = standard
Enabling the turbo/slow mode enables the frame limiter unconditionally.
This has some conflicts with VSync. For example when I set my refresh
rate to 60hz and enable vsync, turbo mode does nothing. Not sure how to
go about fixing this, @MaranBr probably knows better the proper
solution.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3525
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This allows users to choose how the emulator manages frame pacing to reduce stuttering and provide a smoother and more consistent frame rate.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3494
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>