This would fix the User and Supervisor modes entering an exception and being unable to service it as they have no way to return to Kernel mode.
The CPU would get stuck in a coprocessor unusable exception loop servicing or exiting it.
See VR4300 user manual #6.4.1, or #6.3.5, Operating Modes.
Implemented the LH opcode.
Something isn't quite right, as not all cases were fixed (RDP hello world works, but I8RLEVideo, I8VideoDecode and a few others still aren't totally right). Also, some games still incorrectly set the User mode among other bits in the status register.
- Blitting the frame buffer works for 240p and 480p, though due to the usage of the scale-up values, some lines don't make it through in 480p. Additionally, something is wrong with 16-bit buffers.
- Running the window thread on the main thread since the main thread created the window. Windows isn't able to poll SDL events on a different thread.
- Disposing the SDL window on the thread which created it instead of relying on the finaliser to destroy it. Not doing so triggers a segfault as DestroyRenderer gets called. No need to destroy textures when disposing of the renderer as it does it.
- Display string for Point struct.
Previously, it would cause infinite looping when iterating a value downwards, as the code relied on underflow logic to eventually return true in comparisons. With unsigned numbers, that would never occur.
Specifically, some ROMs iterate the TLB index down and used a BGEZ opcode.