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Some reporting cleanups
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@ -165,6 +165,7 @@ bool ElfReader::LoadRelocations(const Elf32_Rel *rels, int numRelocs) {
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if (t_type != R_MIPS_LO16) {
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if (t_type != R_MIPS_16) {
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// Let's play it safe for now and skip. We've only seen this type.
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// These exists in some popular games like Assassin's Creed: Bloodlines and GTA: VCS: (https://report.ppsspp.org/logs/kind/1187)
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ERROR_LOG_REPORT(Log::Loader, "ELF relocation HI16/%d pair (instead of LO16) at %08x / %08x", t_type, addr, corrLoAddr);
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continue;
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} else {
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@ -101,7 +101,7 @@ namespace MIPSInt
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int func = (op >> 16) & 0x1F;
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// Let's only report this once per run to be safe from impacting perf.
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static bool reportedAlignment = false;
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static bool loggedAlignment = false;
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// It appears that a cache line is 0x40 (64) bytes, loops in games
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// issue the cache instruction at that interval.
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@ -120,9 +120,10 @@ namespace MIPSInt
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int size = 0x40 + (addr & 0x3F);
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MIPSComp::jit->InvalidateCacheAt(alignedAddr, size);
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// Using a bool to avoid locking/etc. in case it's slow.
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if (!reportedAlignment && (addr & 0x3F) != 0) {
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WARN_LOG_REPORT(Log::JIT, "Unaligned icache invalidation of %08x (%08x + %d) at PC=%08x", addr, R(rs), imm, PC);
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reportedAlignment = true;
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if (!loggedAlignment && (addr & 0x3F) != 0) {
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// These are seen exclusively in Lego games, and are really no big deal. Reporting removed.
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WARN_LOG(Log::JIT, "Unaligned icache invalidation of %08x (%08x + %d) at PC=%08x", addr, R(rs), imm, PC);
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loggedAlignment = true;
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}
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if (alignedAddr <= PC + 4 && alignedAddr + size >= PC - 4) {
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// This is probably rare so we don't use a static bool.
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@ -254,7 +254,7 @@ namespace Reporting
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// Returns only the hostname part (e.g. "report.ppsspp.org".)
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static std::string ServerHostname() {
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if (!IsEnabled())
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return NULL;
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return "";
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std::string host = ServerHost();
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size_t length = ServerHostnameLength();
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@ -1349,8 +1349,7 @@ void GPUCommon::FlushImm() {
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}
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void GPUCommon::Execute_Unknown(u32 op, u32 diff) {
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if ((op & 0xFFFFFF) != 0)
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WARN_LOG_REPORT_ONCE(unknowncmd, Log::G3D, "Unknown GE command : %08x ", op);
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// Do nothing. We used to report here, but we're confident we have them all so no need to report unknown.
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}
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void GPUCommon::FastLoadBoneMatrix(u32 target) {
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