Removed unneeded code
Removed unused code
Added EINPROGRESS to fix networking on Linux systems
Added function NetworkBufferCheck and NetworkCMDBufferCheck to verify buffer sizes
Added NetworkCMDBufferRead/NetworkCMDBufferWrite/NetworkBufferRead/NetworkBufferWrite
Added multiply buffer size checks
Rewrote GetGameType()
Moved AMMediaboard::Shutdown to DVDInterface::Shutdown()
Changed JVSIOMessage overrun check
Changed SwapBuffers function to be a member function
Added sanity checks for buffer sizes
Added translation prefix for Triforce buttons
Updated text for misconfigurations when trying to boot normal games with Triforce hardware connected
Fixed NAMCAM for Mario Kart GP
In the unit test I'm adding in the next commit, I want to call
MemoryManager::Init, but initializing all the hardware that
MemoryManager::InitMMIO calls into would be cumbersome.
Calling MemoryManager::InitMMIO from MemoryManager::Init was a bit
strange anyway. Because MemoryManager::Init is called about halfway
through HW::Init, some of the hardware that MemoryManager::InitMMIO
calls into isn't initialized yet.
Most systems that Dolphin runs on have a page size of 4 KiB, which
conveniently matches the page size of the GameCube and Wii. But there
are also systems that use larger page sizes, notably Apple CPUs with
16 KiB page sizes. To let us create host mappings on such systems, this
commit implements combining guest mappings into host page sized mappings
wherever possible.
For this to work for a given mapping, not only do four (in the case of
16 KiB) guest mappings have to exist adjacent to each other, but the
corresponding translated addresses also have to be adjacent, and the
lowest bits of the addresses have to match. When I tested a few games,
the following percentages of guest mappings met these criteria:
Spider-Man 2: 0%-12%
Rogue Squadron 2: 39%-42%
Rogue Squadron 3: 28%-41%
So while 16 KiB systems don't get as much of a performance improvement
as 4 KiB systems, they do still get some improvement.
Removing and readding every page table mapping every time something
changes in the page table is very slow. Instead, let's generate a diff
and ask Memmap to update only the diff.
Page table mappings are only used when DR is set, so if page tables are
updated when DR isn't set, we can wait with updating page table mappings
until DR gets set. This lets us batch page table updates in the Disney
Trio of Destruction, improving performance when the games are loading
data. It doesn't help much for GameCube games, because those run tlbie
with DR set.
The PowerPCState struct has had its members slightly reordered. I had to
put pagetable_update_pending less than 4 KiB from the start so AArch64's
LDRB (immediate) can access it, and I also took the opportunity to move
some other members around to cut down on padding.
Previously we've only been setting up fastmem mappings for block address
translation, but now we also do it for page address translation. This
increases performance when games access memory using page tables, but
decreases performance when games set up page tables.
The tlbie instruction is used as an indication that the mappings need to
be updated.
There are some accuracy downsides:
* The TLB is now effectively infinitely large, which matters if games
don't use tlbie when modifying page tables.
* The R and C bits for page table entries get set pessimistically rather
than when the page is actually accessed.
No games are known to be broken by these inaccuracies, but unfortunately
the second inaccuracy causes a large performance regression in Rogue
Squadron 3. You still get the old, more accurate behavior if Enable
Write-Back Cache is on.