These tends to get requested from either pure GDB or Ghidra. They reduce the verbosity of the communications. The QSupported packet is also important to implemnent for future proofing too.
The stub was made with the assumption that the GDB architecture is rs6000:6000, but the closest is actually powerpc:750 which features much more SPR that the gekko supports, but it also has slightly different ID. This commit now assumes the more proper powerpc:750.
It's always a good sign when the comments say "this will definitely
crash" and "I don't know if this is for a good reason".
Fixes https://bugs.dolphin-emu.org/issues/12762.
These GetPointer calls could cause crashes, in part because the
callers didn't do null checks and in part because GetPointer
inherently is unsafe to use for accesses larger than 1 byte.
The actual values don't matter since we overwrite all of the relevant fields, but other bits were not initialized (e.g. the top 12 bits of X10Y10), so the warning was semi-valid.
Previously, EFB copies would be in the middle of other objects, as objects were only split on primitive data. A distinct object for each EFB copy makes them easier to spot, but does also mean there are more objects that do nothing when disabled (as disabling an object only skips primitive data, and there is no primitive data for EFB copies).
This also adds the commands after the last primitive data but before the next frame as a unique object; this is mainly just the XFB copy. It's nice to have these visible, though disabling the object does nothing since only primitive data is disabled and there is no primitive data in this case.
It became irrelevant in 952dfcd610, when the define was removed; now, the code the comment is referring to is in JitRegister.cpp, and oprofile is controlled by cmake.
My change in 867cd99 caused farcode to fill up much more than before.
Most games still ran fine, but certain games would have multiple
cache clears per minute, on top of being overall slow.
Maybe there's something prettier we can do about this than just
allocating more RAM, but we have the resource budget for making
Dolphin use more RAM, so I consider increasing the size of the
cache to be a good solution at least for the time being.
At least for Prince of Persia: The Forgotten Sands, 48 MB isn't
enough to stop the cache clears, but 64 MB is. (I only played the
game for a few minutes when testing, though.)