This regressed in 0a906f553fe7699d1c863a464211f74b6c306a0f, I think (though I haven't confirmed it). Mario Tennis and Luigi's Mansion both use these for some reason (as far as I can tell, the data isn't actually used; it's just extra data included for no reason)
DataReader is generally jank - it has a start and end pointer, but the end pointer is generally not used, and all of the vertex loaders mostly bypassed it anyways.
Wrapper code (the vertex loaer test, as well as Fifo.cpp and OpcodeDecoding.cpp) still uses it, as does the software vertex loader (which is not a subclass of VertexLoader). These can probably be eliminated later.
0e02ddcf52ed86060ac1a0a85fa144738fa5163c removed separate logic for tiled versus non-tiled EFB peek caches, and as part of that made it so that color peeks updated the frame access mask even when a non-tiled cache is in use. However, the same change was not made for depth peeks. I'm not sure if this affected anything in practice.
`ImGui::GetIO` performs an assertion that a context exists, and if one doesn't then things will likely crash. Unfortunately this crash is hard to consistently reproduce.
I recently talked to a homebrew developer who was trying to add exception
handlers at link time but found out that Dolphin was overwriting their
exception handlers. I figure that's not the usual way to do exception
handlers, but... making us load the executable after setting up memory
rather than before is easy, and matches what we do when booting discs,
so I suppose there's no reason not to do it. It also matches the intent
of why Dolphin is writing default exception handlers – we're writing
them because some homebrew relies on exception handlers being left
around from whatever program was running before it (see 3dd777be70).
Let's take advantage of ARM64's input register shifting one last time,
shall we?
Before:
0x1280005b mov w27, #-0x3
0x1b1b7f18 mul w24, w24, w27
After:
0x4b180b18 sub w24, w24, w24, lsl #2
ARM64's flexible shifting of input registers also allows us to calculate
a negative power of two in one instruction; shift the input of a NEG
instruction.
Before:
0x128001f7 mov w23, #-0x10
0x1b1a7efa mul w26, w23, w26
0x93407f58 sxtw x24, w26
After:
0x4b1a13fa neg w26, w26, lsl #4
0x93407f58 sxtw x24, w26
If the destination register doesn't equal the input register, using it
to temporarily hold the immediate value is fair game as it'll be
overwritten with the result of the multiplication anyway. This can
slightly reduce register pressure.
Before:
0x52800659 mov w25, #0x32
0x1b197f5b mul w27, w26, w25
After:
0x5280065b mov w27, #0x32
0x1b1b7f5b mul w27, w26, w27