362 lines
22 KiB
Markdown
362 lines
22 KiB
Markdown
+++
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date = "2017-11-09T09:46:00-04:00"
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title = "Citra Progress Report - 2017 September"
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tags = [ "progress-report" ]
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author = "anodium"
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forum = 5005
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+++
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Winter arrives once more, and like I mentioned in [August's progress report](/entry/citra-progress-report-2017-august),
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I am extremely excited for what's in store. In fact, many of the really big goodies
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I've decided to seperate to their own articles, which should be coming up in the
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next few weeks.
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There's also been many changes this month that improve the speed of emulation across
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the board, on top of the usual improvements in accuracy and features. And because
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of that, I've dubbed this month #Speedtember. Let's dive right in.
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{{% callout %}}
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Hello everyone! We're all terribly sorry for the delay in getting this progress
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report out the door, but our main technical writer [anodium](https://github.com/anodium),
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was just a bit busy surviving both Hurricane Irma and Maria. Although she's a
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trooper and claims it's not an excuse for the delay, we find that her personal
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safety is a tad more important. We're all glad that she's safe and sound, and in
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a state where she can keep pumping out quality articles for Citra!
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{{% /callout %}}
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## [Switchable Page Tables](https://github.com/citra-emu/citra/pull/2952) by [MerryMage](https://github.com/MerryMage)
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Citra has a component called [dynarmic](https://github.com/MerryMage/dynarmic),
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which recompiles ARM11 code to x86-64 code at run time, and then executes that
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generated code, rather than interpreting the ARM11 instructions directly.
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Because the 3DS has a 32 bit address bus, it can address 2^32 unique memory locations.
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And because the 3DS can address data down to a byte, it can address up to 2^32
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unique bytes, or about 4 gigabytes of memory. When considering that no 3DS has ever
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been released with more than 256 *mega*bytes of memory, this sounds absurd! And
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it is... unless you consider that a 3DS uses chunks of that huge address space to
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address peripherals, among other things. This is called memory-mapped input/output
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(MMIO), and is a great use of millions of addresses that would otherwise have
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been ignored, plus it also allows handling IO the exact same way memory is handled,
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so the design can be a bit simpler as it doesn't need special circuitry to handle IO.
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Herein lies our problem. Because that code is now being run on a PC, those MMIO
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devices don't actually exist anymore, so Citra needs to handle those reads and
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writes itself. There's a few ways to go about it, but the simplest and most naïve
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is to replace every memory read or write with a function that checks if that address
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is mapped to memory or IO. Unfortunately, this is extremely slow, and we can't
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afford to have extremely slow address translation when games can access memory
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upwards of a few hundred thousand times per second.
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With this, [MerryMage](https://github.com/MerryMage) has changed this behaviour so
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that rather than replacing a read/write with a function, it instead translates the
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address using a page table, and then tries to access that address directly. On the
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page table, all addresses that map to memory simply have a memory address written down.
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But on addresses that map to IO, it has address 0 written down. Trying to read or
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write to memory address 0 on x86 is illegal for every process except the
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operating system... and Citra tries to do it anyways!
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When an invalid memory address (or a memory address that that process doesn't have
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permission to access) is read from or written to, x86 CPUs throw a page fault exception.
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Citra takes advantage of this behaviour by also registering an exception handler
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for page faults. If a page fault is thrown, Citra knows the game tried to access IO,
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and thus recompiles the memory read/write to a direct call to Citra's IO functions.
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This makes the usual case (memory access) extremely fast, and the less usual case
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slow, but only the first time it happens. Subsequent IO accesses use the recompiled
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functions which are faster.
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This technique is called fastmem, and is not new at all. In fact, Dolphin uses
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it extensively in its JIT recompiler to speed up memory access as well. And thanks
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to [MerryMage](https://github.com/MerryMage)'s hard work, this same technique is
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now used extensively by Citra.
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## [Give each process its own page table](https://github.com/citra-emu/citra/pull/2842) by [Subv](https://github.com/Subv)
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In order to support running multiple processes at the same time, like your computer,
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Citra implements virtual memory, in which each process has its own page table.
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The page table represents a translation from the process' virtual addresses, to
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the 3DS' physical (or "real") addresses.
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Before this, because Citra did not support multiple page tables, it also didn't
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support running multiple processes at once, such as a game and the software keyboard
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applet. Now, thanks to [Subv](https://github.com/Subv), Citra has an important
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building block in place.
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## [Add support for loading application updates](https://github.com/citra-emu/citra/pull/2927) by [shinyquagsire23](https://github.com/shinyquagsire23)
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Nintendo 3DS titles are contained within `*.app` files on the SD card or on the
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game cartridge, in the [NCCH container format](https://www.3dbrew.org/wiki/NCCH).
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This format is further divided into two formats, CXI and CFA, which stand for
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__C__TR e__X__ecutable __I__mage and __C__TR __F__ile __A__rchive, respectively.
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CXIs contain executable code, whereas CFAs cannot. CFAs usually accompany a CXI
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to provide other features such as the digital instruction manual, the Download Play
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child application, or in the case of game cartridges, system updates.
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Both types of NCCH start with a header, and then followed by either an ExeFS
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image, a RomFS image, or both. The entire structure of an NCCH header may be best
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explained by a diagram:
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{{< figure src="/images/entry/citra-progress-report-2017-september/ncch.png"
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title="Solid lines are required sections, dashed lines cannot be used in some cases, and dotted lines are optional sections." >}}
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Now, games and applications need updates from time to time, and 3DSes handle these
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by installing the update as a seperate title from the base game. From that point
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on, whenever the user tries to launch the game, instead of loading the
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extended header (or [ExHeader](https://www.3dbrew.org/wiki/ExHeader) for short)
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and ExeFS image from the base game's NCCH, it replaces them with the update's
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ExHeader and ExeFS on launch. As for RomFS, the 3DS System Software will actually
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load both the base game's and the update's RomFS image, rather than replacing one
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with the other. Games are left to their own devices on how to handle these, and
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so the methods used per game can vary, though they usually just replace changed
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files, picking files from the base game RomFS if they haven't been modified.
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Citra, before this PR, had the code for loading games and reading NCCH files all
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mixed into one big piece that fit in with everything else. With this patch,
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[shinyquagsire23](https://github.com/shinyquagsire23) has seperated the loader
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from the NCCH reader, allowing the loader to read multiple NCCHs at once. Additionally,
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whenever a game is loaded, the loader would also check if there is an update title
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installed on Citra's [virtual SD card](/wiki/user-directory/). If there is, it
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would replace the update ExHeader and ExeFS, and load the update RomFS as well.
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Just like a real console!
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Most games worked out of the box with updates, and because they wrote the code
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with accuracy in mind, this very same PR has also laid part of the foundation
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needed to handle other features such as DLC support or even using real 3DS SD cards!
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Though, do note that we don't have any estimates on either those or any other
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features, as no one is actively working on either.
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## [Implement geometry shader](https://github.com/citra-emu/citra/pull/2865) by [wwylele](https://github.com/wwylele)
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The PICA200 GPU has a pipeline similar to [OpenGL's pipeline](https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview)
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for rendering 3D objects into a 2D display. I won't go through them all here,
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only the optional geometry shader step. Just after the vertex shader step, if
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enabled, all the vertices are processed by a shader kernel (which is a small
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program that runs directly on a GPU), taking as many vertices as the kernel
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wants as input, and outputting as many vertices as the kernel wants.
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Because the kernel in the geometry shader is allowed as many inputs and outputs
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as it wants, it is significantly more powerful and flexible than the vertex shader,
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whose kernel is restricted to only one vertex at a time, both for input and output.
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But for that same reason, geometry shaders are much more complex to program, and
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so many games simply disable it. The games that do not disable it though, tend to
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use it very extensively, to the point of completely breaking graphics if it's not
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implemented.
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Multiple uses have been found in the wild for geometry shaders, including but absolutely
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not limited to:
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- Taking one vertex as input, and outputting a rectangle of vertices which can
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be textured with a sprite. Pokémon uses this extensively to render particles
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whenever a move is used. Monster Hunter takes it a step further and renders
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*all of its HUD and GUI* with this kernel.
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- Taking a handful of vertices as input, and outputting even more vertices which
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are interpolations between the inputs, thus making the resulting mesh look smoother
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and less jagged when rendered.
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At first glance, geometry shaders looked like an easy problem, since they use the
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same instruction set and format as vertex shaders, so a lot of the same code could
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be reused. At *second* glance, it turned out that configuring inputs and outputs
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for geometry shaders is much more complex than it is for vertex shaders.
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There were actually three attempts to implement geometry shaders in Citra. The first
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was written by [ds84182](https://github.com/ds84182) about two years ago, only to
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be abandoned due to not knowing how the configuration of them was done. The second
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attempt was written by [JayFoxRox](https://github.com/JayFoxRox), but was also
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abandoned for the same reason.
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But, after extensive research on geometry shaders was made by [fincs](https://github.com/fincs),
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the API was implemented in [ctrulib](https://github.com/smealum/ctrulib) and
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[citro3d](https://github.com/fincs/citro3d), and examples were written to demonstrate
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how to use it. Now that the community knew exactly how they worked, [wwylele](https://github.com/wwylele)
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picked up where [JayFoxRox](https://github.com/JayFoxRox) left off, cleaned up
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the code he wrote, and added the missing pieces.
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After almost three years, and three different attempts to make it work, Citra now
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has a full, complete, and correct implementation of geometry shaders!
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## [Implement custom clip plane](https://github.com/citra-emu/citra/pull/2900) by [wwylele](https://github.com/wwylele)
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After the geometry shader (or the vertex shader, if it wasn't enabled), the vertices
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are "assembled" into a collection of triangles. After *that*, to make rendering
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more efficient, the triangles are then compared to 6 planes that make up the cube
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in which objects are actually visible by the camera. Any triangles outside of that
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cube are deleted, and any triangles that are partially inside the cube are split
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by the sides of the cube, and the resulting triangle outside of the cube is also
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deleted.
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But the 3DS allows games to add a 7th plane whose position is fully customizable.
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Although no games are known to use this feature right now, it is indeed a feature
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of the 3DS' GPU. Because implementing it was fairly straightforward,
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[wwylele](https://github.com/wwylele) decided to just go ahead and implement it,
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in case someone decided to use it in the future.
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## [Optimized Morton](https://github.com/citra-emu/citra/pull/2951) by [huwpascoe](https://github.com/huwpascoe)
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Morton code is a function that interleaves multi-dimensional numbers into a one-dimensional
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number. Although it may seem like a very esoteric function, it's actually extremely
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useful in fields like linear algebra, databases, and what the 3DS uses it for:
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texture mapping.
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Computers have an intermediate chunk of memory between RAM and the CPU called a
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cache. Caches are seperated into lines, each of which can hold one data item. GPUs
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also have a cache, also seperated into lines. Because they are seperated like this,
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if a texture is loaded into the cache, it would have to span multiple cache lines,
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or even not fit into the cache completely, thus making transformations on it slow,
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as it would have to load and store pieces of it from RAM multiple times.
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To avoid this, GPUs can Morton encode textures so that two-dimensional manipulations
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are more likely to only need data already in the cache. Textures that have been
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Morton coded are usually referred to as swizzled or twiddled textures.
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{{< figure src="/images/entry/citra-progress-report-2017-september/morton-koopa.png#floatright"
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title="Not this Morton!" >}}
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In the function that Morton is implemented, there was a lookup table on Morton
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codes in the comments, and [huwpascoe](https://github.com/huwpascoe) thought it'd
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be best if we just use the lookup table directly. It worked just as well as before,
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but required less than a third of the math. Because this function is called so
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often during emulation (a rough estimate from them is about "millions of times a
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second"), this change although small, made very big changes in CPU performance.
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## [Add draw for immediate and batch modes](https://github.com/citra-emu/citra/pull/2921) by [jroweboy](https://github.com/jroweboy)
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The 3DS' GPU has two main modes for drawing to the screen, immediate and batch
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mode. In the former, the GPU takes and immediately draws every vertex as it is
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handed to it. In the latter, the GPU accepts vertices given to it, but doesn't
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actually bother drawing them until absolutely necessary, saving a bit of time
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from not having to go through the drawing procedure for every individual vertex.
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Although most games don't use immediate mode at all due to it being extremely
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slow, a handful do use it for a handful of visual effects, like New Super Mario
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Bros. 2.
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About a year ago when the GPU code on Citra was rewritten, a handful of calls to
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the drawing routine were removed, as it was believed they were unnecessary. Turns
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out, one of the calls was actually needed for some effects in games, as it handled
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immediate mode drawing. This wasn't noticed for a very long time, as most games
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appeared to carry on with no side-effects at all from the rewrite, but was eventually
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found after some research courtesy of [ds84182](https://github.com/ds84182).
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## [Interpolate audio samples on a frame-by-frame basis](https://github.com/citra-emu/citra/pull/2858) by [MerryMage](https://github.com/MerryMage)
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When a 3DS game needs some sort of audio processing, they can access the 3DS' DSP,
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or __D__igital __S__ound __P__rocessor. It's another processor, alongside the ARM9
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and ARM11, that is given a firmware to run, which in turn is given a bunch of audio
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samples and parameters by the game. The DSP then plays back the buffer in chunks
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of about 5 milliseconds. Each one of these chunks is called an audio frame.
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As of today, we don't know how the DSP exactly works, and we don't know how any
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of the firmwares exactly work. (Did I forget to mention earlier there's multiple
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versions of the firmware?) But we do know how to use it, and from there we can
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reimplement its behaviour directly in Citra. Which is exactly what [MerryMage](https://github.com/MerryMage)
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did back in June of 2016, which in turn brought [audio support for the first time](/entry/hle-audio-comes-to-citra/)
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in Citra.
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This approach, although having the advantages of being easier to implement, easier
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to understand in code, and has a higher potential of being faster, it has the
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disadvantage that accuracy suffers significantly, especially when shortcuts are
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taken for the sake of speed. One of these shortcuts was in the audio interpolation,
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which is a way of inferring more audio samples from relatively very few existing
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samples.
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On a real 3DS, games are allowed to interpolate different audio frames with
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different functions, even when in they're in the same buffer. On the other hand,
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Citra interpolated the entire buffer with one function as soon as it was loaded.
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This led to various effects and music in games to sound strange or inaccurate in
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some way.
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One example of this is Deku Link's footsteps in *The Legend of Zelda: Majora's Mask 3D*.
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Here's the output of a real 3DS console, for reference:
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{{< audio src="/images/entry/citra-progress-report-2017-september/deku-hardware.ogg" >}}
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And here's the output of Citra, before this was fixed:
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{{< audio src="/images/entry/citra-progress-report-2017-september/deku-pre2858.ogg" >}}
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Now that it's been fixed, his footsteps sound a lot better:
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{{< audio src="/images/entry/citra-progress-report-2017-september/deku-post2858.ogg" >}}
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Audio emulation in Citra is still somewhat inaccurate for now, though
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[MerryMage](https://github.com/MerryMage) is gradually working on fixing and
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improving it. Perhaps some day we may even be able to emulate the DSP firmware
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directly, which will be much more accurate than merely emulating its behaviour.
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## [Use deque instead of vector for the audio buffer](https://github.com/citra-emu/citra/pull/2958) by [Subv](https://github.com/Subv)
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Whenever the DSP consumes some frames from the audio buffer, Citra deletes them
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from it. This normally wouldn't pose any problems, but because the buffer was
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being stored as a vector, this led to some uneccessary operations. Namely, the
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C++ standard requires that all the data of a standard vector be in one contiguous
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block of memory. Because deleting frames from the buffer breaks this rule, Citra
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would automatically (1) allocate a new block of memory, (2) copy the entire buffer
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into that new block of memory, and (3) deallocate the old block of memory, thus
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deleting the old buffer.
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These steps are huge waste of time, as Citra doesn't need to guarantee that the
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audio buffer is in one contiguous block. So [Subv](https://github.com/Subv) changed
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the type of the buffer from a vector to a deque, which is essentially a queue that
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you can remove data from both the beginning and end of it. Because the contiguity
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requirement doesn't exist in deques, Citra doesn't do the uneccessary copying,
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leading to huge speed boosts in audio bound titles like Super Mario 3D Land, and
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even the Home Menu. Now, both run significantly faster!
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## [Add mingw64 compile support to appveyor](https://github.com/citra-emu/citra/pull/2912) by [jroweboy](https://github.com/jroweboy)
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When a program is written in a high-level programming language, such as C++, Rust,
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or Go, before the program can be run on a machine, it must be translated or "compiled"
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to machine code. Although it is possible to do this translation by hand, it is
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usually extremely difficult to do so and very time consuming. So instead, we have
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a program called a compiler than can automatically do this translation for us.
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This is also why a program compiled for an ARM machine cannot be run directly on
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an x86 machine, even when the source can work on either machine without issues.
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Instead this program must be translated, interpreted, or recompiled from source
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to x86. (In fact, this translation is exactly what [dynarmic](https://github.com/MerryMage/dynarmic)
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does to run code from a 3DS.)
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Every statement in a program must have an exact, unambiguous definition of what
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it does (its semantics). But, in the same way that a statement that means one
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thing can be written many different ways, and different compilers can translate the
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same statement many different ways.
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On Windows, there's two popular C++ compilers available as of today: MSVC++, which
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is the compiler Microsoft has written for Windows, and MINGW GCC, which is actually
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a port of the Linux `gcc` compiler to Windows. For better or worse, MINGW GCC
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optimizes Citra a little better than MSVC++, and so [jroweboy](https://github.com/jroweboy)
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has changed the Citra AppVeyor build script to add support for MINGW GCC as well
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as MSVC++. Do note that the MSVC++ builds are only available through GitHub, since
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they're only useful for debugging, and MINGW GCC builds are faster in most, if
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not all, cases, which is why the installer will only install those. This change
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also has closed the gap in performance the new Nightly builds had compared to
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the old Bleeding Edge builds.
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## [Load different shared font depending on the region](https://github.com/citra-emu/citra/pull/2915) by [wwylele](https://github.com/wwylele)
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Remember that last month [wwylele](https://github.com/wwylele) changed Citra so
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that instead of loading the shared font from a seperate file, it would
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[load it from the system archive](https://citra-emu.org/entry/citra-progress-report-2017-august/)?
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This builds on top of that behaviour. You see, a 3DS doesn't have a shared font,
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it has *four*. One contains glyphs for Latin script (for English, Spanish, Italian,
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French, etc.) and Japanese scripts, another contains glyphs for Traditional Chinese,
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the third font contains those for Simplified Chinese, and the last font contains
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the ones for Korean.
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Before this PR, Citra would simply load the first shared font regardless of game
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or region. This made non-Latin or non-Japanese script games display completely
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incorrect characters at best, or crash at worst. Now Citra will load the appropriate
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shared font from the system archive depending on the region selected, just like
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a real console! Though, this will not work on machines that only have the
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`shared_font.bin` file, because it only contains the shared font for the region
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of the console it was dumped from. (e.g.: If you dump a Korean console, it'll
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only contain the Korean font.) If you want to use this feature, you must dump
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the system archive using the latest version of [`3dsutils`](https://github.com/citra-emu/3dsutils).
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## Et. al.
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And of course, big thanks to [everyone who's contributed](https://github.com/citra-emu/citra/graphs/contributors?from=2017-08-31&to=2017-09-30&type=c)
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this September, because Citra as a whole would not be the same without everyone
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involved having placed their pieces, big or small.
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