Prevents potentially making copies or doing silly things by accident
with the System instance, particularly given our current core is
designed (unfortunately) around one instantiable instance.
This will prevent the accidental case of:
auto instance = System::Instance();
being compiled without warning when it's supposed to be:
auto& instance = System::Instance();
550d662 load_store_exclusive: Define s == t state to be Constraint_NONE
0b69381 A64/translate: Allow for unpredictable behaviour to be defined
6d236d4 system: Implement MRS CNTFRQ_EL0
6cbb6fb A32/testenv: Add missing headers
6729328 externals: Update xbyak to v5.67
1812bd2 Squashed 'externals/xbyak/' changes from 2794cde7..671fc805
9a95802 externals: Document subtrees
714a840 A64: Implement SQ{ADD, SUB}, and UQ{ADD, SUB}'s vector variants
8cab459 A64: Implement UQADD/UQSUB's scalar variants
18a8151 ir: Add opcodes for unsigned saturating add and subtract
a5660ee x64/reg_alloc: Use type alias for array returned by GetArgumentInfo()
29489b5 ir/value: Use type alias CoprocessorInfo for std::array<u8, 8>
e23ba26 status_register_access: Add support for bits 0 and 1 of mask to MSR
55190bd fuzz_with_unicorn: Split utility functions into fuzz_util
23b049d A32/translate/load_store: Correct detection of writeback
7ec9f15 A32/translate: Add TranslateSingleInstruction
efeecb4 A32/ir_emitter: Bug fix: IREmitter::ExceptionRaised using incorrect opcode
08d1d19 A32/decoders: Split instruction list into include file
2d929cc tests: Refactor unicorn_emu to allow for A32 unicorn
f672368 microinstruction: Improve assert messages
7ebff50 emit_x64_vector: EmitVectorNarrow16: AVX512 implementation
edce230 emit_x64_vector: EmitVectorNarrow32: prefer pblendw to loading constant
Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
We can make the enum class type compatible with fmt by providing an
overload of operator<<.
While we're at it, perform proper bounds checking. If something exceeds
the array, it should be a hard fail, because it's, without a doubt, a
programmer error in this case.
Many of these aren't necessary and will cause this file to be required
to be recompiled whenever any changes to those files are made, which
lengthens compile times for no reason.
This also removes an unused metadata variable from AppLoader_XCI
Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.
The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.
Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.
Instanced vertex arrays are not yet implemented.
These currently aren't used and contain commented out source code that
corresponds to Dolphin's JIT. Given our CPU code is organized quite
differently, we shouldn't be keeping this around (at the moment it just
adds to compile times marginally).
The filter is returned via const reference, so this was making a
pointless copy of the entire filter every time a message was being
pushed into the logger instance.
Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
This lets us bypass certain hangs in some games like Breath of the Wild.
We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.