When an ACCOV is triggered, the accelerator stops reading back anything
and updating the current address until the YN2 register is set.
This is kept track of internally by the DSP; this state is not exposed
via any register.
However, we need to emulate this behaviour correctly because some
ucodes rely on it (notably AX GC); failure to emulate it will result
in reading past the end and start address for non-looped voices.
Slightly cleaner, allows DSP accelerator behaviour to be
added to both HLE and LLE pretty easily, and makes the accelerator
easier to unit test.
I chose to include all accelerator state as private members, and
to expose state that is accessible via registers with getters/setters.
It's more verbose, yes, but it makes it very clear what is part of
the accelerator state and what isn't (e.g. coefs).
This works quite well for registers, since the accelerator can do
whatever it wants internally. For example, the start/end/current
addresses are masked -- having a getter/setter makes it easier to
enforce the mask.
The logic is entirely the same; only the inputs and outputs are
different, so deduplicating makes sense.
This will make fixing accelerator issues easier.
Based on hardware tests, masking occurs for the accelerator registers.
This fixes Red Steel and Far Cry Vengeance, which rely on this behavior
when reading back the current playback position from the DSP.
Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
Fixes https://bugs.dolphin-emu.org/issues/10265 (Star Wars: The Clone
Wars hangs on loading screen with DSP-HLE and JIT Recompiler).
The Clone Wars hangs upon initial boot if this interrupt happens too
quickly after submitting a command list. When played in DSP-LLE, the
interrupt lags by about 160,000 cycles, though any value greater than or
equal to 814 will work. In other games, the lag can be as small as 50,000
cycles (in Metroid Prime) and as large as 718,092 cycles (in Tales of
Symphonia!).
All credit to @hthh, who put in a heroic(!) amount of detective work and
discovered that The Clone Wars tracks a "AXCommandListCycles" variable
which matches the aforementioned 160,000 cycles. It's initialized to ~2500
cycles for a minimal, empty command list, so that should be a safe number
for pretty much anything a game does (*crosses fingers*).
This change centralizes all of the path handling and file writing logic
in DumpDSPCode. DSP-HLE also gains the feature of DSP-LLE to
automatically disassemble dumped code and write it to an accompanying
text file.
This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
Making changes to ConfigManager.h has always been a pain, because
it means rebuilding half of Dolphin, since a lot of files depend on
and include this header.
However, it turns out some includes are unnecessary. This commit
removes ConfigManager includes from files which don't contain
SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the
ConfigManager include is not used).
(I've also had to get rid of some indirect includes.)