* Using OrbisKernelTimespec under clock_gettime, orbis_clock_gettime, sceKernelClockGettime to fix compatibility issues.
* final fix test
* Roamic suggestions
* rewrite splash
removed Splash class
rewrite using imgui texture manager
fix crashes & old validation error
* handle games with abnormal aspect ratios
* Export sceVideoOutGetBufferLabelAddress
It's an exported function, used by red_prig's BLACKSQUAR2 homebrew sample.
This also fixes the function's return type accordingly.
* More sceVideoOutGetBufferLabelAddress fixups
Library decomp shows a hardcoded return 16 on success. Not sure why it does that, but it never hurts to be accurate.
Also needs to have an openOrbis-specific export to get it to work with the homebrew sample I'm testing.
* Final fixups
Removed the port assert and added asserts in libSceGnmDriver for when sceVideoOutGetBufferLabelAddress calls fail.
* host_shaders: support for includes
* video_core: add a simpler vulkan asserts
* video_core: refactored post processing pipeline to another file
* renderer_vulkan: add define param to compile shader utility
* video_core: fsr implementation
* devtools: show resolution & fsr state
* Fix error return on sceKernelMunmap
FreeBSD docs state that len <= 0 is a EINVAL return.
* Early return on ReleaseDirectMemory with len = 0
Calls to these two functions with len = 0 cause an assert in CarveDmemArea. Since there's no memory to release, an early return should be safe here.
* Remove check for negative length in munmap
Addresses review comment
* Adding top button option for trophy pop up
* Ui fix
* Clang format
* improvements to trophy pr
* improvements
* Note: The sound will only work in QT versions
* -.
* Update path_util.cpp
* Update path_util.cpp
* centered text when using top and bottom option
* Clang
* trophy viewer now opens in window not fullscreen
---------
Co-authored-by: DanielSvoboda <daniel.svoboda@hotmail.com>
* Change systemserivce param ID calling to debug only
Some games, including Namco Museum Archives spam this.
* Update userservice.cpp
Also reduces log spam in Dysmantle.
* Custom Trophy images
* text and button - settings
* Description
* +
* plural
* translation for 'Trophy earned!'
* Revert: translation for 'Trophy earned!'
* play audio
* fixes crash due to having too many trophies
The game 'My Name is Mayo' has so many trophies in sequence that when overlapping them, the emulator ended up crashing, so if there is something on the screen and a new trophies are achieved, it will clear and show the new one.
* Animations, config: position, duration
* -
* TR
* fix sdl/qt
* clang \O/
* Side menu with filter options. Sorting
* +TR
* fix showHiddenCheck
* Time Unlocked
* Fixes ghost text, larger image, black text in light theme
* Button - Delete Trophy
* limits the width of Description - showMaximized
* changing column positions
* useEuropeanDateFormat
en_US, zh_CN, zh_TW, ja_JP, ko_KR, lt_LT, nb_NO, nl_NL
useEuropeanDateFormat = false
* ir_passes: Add barrier at end of block too
* vk_platform: Always assign names to resources
* texture_cache: Better overlap handling
* liverpool: Avoid resuming ce_task when its finished
* spirv_quad_rect: Skip default attributes
Fixes some crashes
* memory: Improve buffer size clamping
* liverpool: Relax binary header validity check
* liverpool: Stub SetPredication with a warning
* Better than outright crash
* emit_spirv: Implement round to zero mode
* liverpool: queue::pop takes the front element
* image_info: Remove obsolete assert
The old code assumed the mip only had 1 layer thus a right overlap could not return mip 0. But with the new path we handle images that are both mip-mapped and multi-layer, thus this can happen
* tile_manager: Fix size calculation
* spirv_quad_rect: Skip default attributes
---------
Co-authored-by: poly <47796739+polybiusproxy@users.noreply.github.com>
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
* Add back fixed trophy type icons to trophy viewer
* Remove unused declaration until it is needed again
* Fix trophy pop-up icons
* Adjust size and alignment based on trophy name length
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* Include trophy rarity icons in pop up, remove newlines from viewer
Fix layout
Update platinum.png
Fix linux and apple
* Smaller type icons, center text vertically
* use original icons
* MacOS fixes
* Address Review comments
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
test
* Move trophy type to leftmost and trophy art to rightmost
* Embed resources
* Revert packaging of resources with builds
---------
Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* Added all stubs + logging
* Added back memory and math functions from the original code + added some more math functions
* More string functions, snprintf, memmove and setjmp
* Add longjmp + clang
* gmtime, __cxa_atexit and log what functions some games use
* Add Mspace unreachable
* Renaming
* Take out mspace functions to their own file
* Factor out io to a new file
* Empty str and memory files
* Overloaded functions be like:
* str
* memory + math +clang
* clang...
* adjustments :D
* longjmp is questionable
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
Unity, being the awful game engine it is, checks for a return value of zero to determine if sceKernelLoadStartModule failed. This results in it throwing an error code into sceKernelDlsym's handle parameter when the module it's searching for doesn't exist.
* Handle errors in sceKernelAllocateDirectMemory
* Improve accuracy of error cases
Some of our existing cases are normally EAGAIN returns.
* Improve logging on errors
* Clang
* TEMPORARY HACK FOR NBA TESTS
This will be removed before this PR is marked as ready, and is only here to make sure the other NBA games (and perhaps DOA3) work if some missing init behavior is handled.
* Revert "TEMPORARY HACK FOR NBA TESTS"
This reverts commit a0e27b0229.
* Change error message
* Fix event data for VideoOut events
Fix is based on some decompilation work shared by red_prig.
* Cleanup
* Oops
* Style fixes
* Clang
* Fix libSceVideoOut event idents
Based on some decompilation work, events coming from libSceVideoOut use a separate set of values for identifiers. These values are only converted to OrbisVideoOutEventId values during calls to sceVideoOutGetEventId.
For convenience, I've placed all relevant identifiers into a enum called OrbisVideoOutInternalEventId.
Thanks to @red_prig for the tips.
* Fix?
Seems like `static_cast<u32>(hint) & 0xFF == event.ident` here, and doing those right shifts on the event.ident winds up breaking stuff.
Without this change, the if always fails because event_id was getting set to 0 instead.
* Clang
* added support for loading keyboard config from file
* final minor update before pull request
* fix messing up the merge
* fix waitEvent to correctly handle mouse inputs
* add license
* Applied coding style fixes
* clang-format fucked up the .ini file
* actually fix clang changing ini syntax
use relative path for the ini file
* remove big commented out code blocks,
and fixed platform-dependent code
* fix windows hating me
* added mouse config option
* added toggle for mouse movement input (f7)
* fix license and style
* add numpad support i accidentally left out
* added support for mouse wheel (to buttons only)
* if keyboard config doesn't exist, autogenerate it
* added keybinds for "walk mode"
* Mouse movement input is now off by default
* code cleanup and misc fixes
* delete config file since it is now autogenerated
* F6 = F7 + F9
* added better mouse handling with config options
* Added capslock support
* fix clang-format
* Added support for mod key toggle key
* F6 and F7 are removed, F9 captures and enables the mouse
* Encapsulated globals and new classes in a new namespace
* Added mouse side button support
* Added per-game config
* relocated input parser to the new namespace
* changed parser parameters to make it possible to use it from the gui
* added home, end, pgup and pgdown
* Resolved merge conflict and refactored code
* Updated default keybindings
* Changed input handling to be single-threaded
* General code cleanup
* Start working on new backend
* Mouse polling, CMakeLists, and basic framework
* Output update handling, and reworked file creating, reading and parsing
* Parsing works now
* Single key button inputs work now
* Axis outputs work now
* Wheel works now (for me), l2/r2 handling improvements, and misc bugfixes
* Downgraded prints to log_debug, and implemented input hierarchy
* Implemented key toggle
* Added mouse parameter parsing
* clang-format
* Fixed clang and added a const keyword for mac
* Fix input hierarchy
* Fixed joysick halfmodes, and possibly the last update on input hierarchy
* clang-format
* Rewrote the default config to reflect new changes
* clang
* Update code style
* Updated sorting to accomodate for that one specific edge case
* Fix default config and the latest bug with input hiearchy
* Fix typo
* Temporarily added my GUI
* Update cmakelists
* Possible fix for Gravity Rush
* Update Help text, default config, and clang
* Updated README with the new keybind info
* okay so maybe the gravity rush fix might have slightly broken the joystick halfmode and key toggle
* Fixed mistakenly overwriting the last opened config with the default one if the GUI is opened multiple times in a session
* Updated Help descriptions and fixed mouse movement default parameters
* Fix crash if the Help dialog was opened a second time
If it's closed with the top right close button instead of clicking the Help button again, a required flag wasn't reset, making the next click on Help try to close a nonexistent window and segfault
* Added closing the config also closing the Help window, and fixed more segfaults due to mismatched flags
* Initial controller support
* clang and debug print cleanup
* Initial axis-to-button logic
* Updated Help text
* Added 'Reset to Default' button in GUI
* Minor text and description updates + fixed an issue with Help text box rendering
* Fix button-to-touchpad logic and l2/r2 handling, as they are both axes and buttons
The touchpad's button state was correctly handled, so games that use that were fine, but the touchDown flag was always set to true, so games that use this flag had problems, like Gravity Rush
* Fix merge conflict
* Clang
* Added back back button to touchpad binding
* Added touchpad button handling
* Added end-of-line comments and fixed some crashes happening with the VS debugger
* Apply recent changes from kbm-only
* Deadzone + initial directional axis-to-button mapping
* Added that one missing space in the README. Are you all happy now?
* Fixups from making everything use SDL
* Revert directional joystick code and fix a memory leak
* Change config directory name again to conform to project standards
* Clang
* Revert the old deeadzone code and properly add the new one
* Clang
* savedata: rewrite save memory functions to handle slot id & better backup management
* savedata: auto-restore backup if needed
* safe save backup shutdown
replaced exit by quick_exit
If the emulator code is above a 40-bit address, the embedded shaders need to use address-hi to work. Embedded VS shader already supplies it, PS shader should as well.
* Error return on sceNpGetAccountIdA
Confirmed through hardware testing, this returns ORBIS_NP_ERROR_SIGNED_OUT on a signed out console.
Parameters are based on fpPS4 code.
* Fix compile
* Move errors to separate file
* Cleanup function headers
Swaps user_ids to use our OrbisUserServiceUserId type, and fixes parameter names to align with our coding standards.
* Add proper parameter checks
* Implement sceNpGetAccountId
This function takes an online_id, uses an NpManager function to get the user_id, then uses that user_id to perform the same internal functions as sceNpGetAccountIdA.
* Implement sceNpHasSignedUp
* Fix sceNpGetAccountId
Further hardware testing shows that these always write 0 to account_id when failing.
* Update np_manager.cpp
* presenter: render the game inside a ImGui window
* presenter: render the previous frame to keep the render rendering
* swapchain: fix swapchain image view format not being converted to unorm
* devtools: fix frame graph timing
* Auto-generate libSceHttp2
* Improved stub for sceHttp2Init
Needed for updated versions of Cyberpunk 2077.
Parameters are based on fpPS4, while the stub itself is based on similar stubs in our other networking libraries.
* Clang
I guess the line length calculations in the moduleGenerator are still not perfect?
* Auto-generate libSceSsl2 stubs
* Copy over sceSslInit stub
* Update CMakeLists.txt
* Swap to Lib_Ssl2 log category
* Fix compile
Since libSceSsl has many functions of the same name, these functions get treated as overloaded functions and break compiling.
* Clang
* handle getdents + fix condition + add info to description
* fix not handling dents errors
* to not overwrite it, only gather separate update entries when normal folder is done
* fix always setting entries to 0 and guest name including "UPDATE"
* reset indexes on completion
* don't use concat, fixes long standing bug
* make sce_module module loading take both paths into account
* coroutine code prettification
* asc queues submission refactoring
* better asc ring context handling
* final touches and review notes
* even more simplification for context saving
* shader_recompiler: Tessellation WIP
* fix compiler errors after merge
DONT MERGE set log file to /dev/null
DONT MERGE linux pthread bb fix
save work
DONT MERGE dump ir
save more work
fix mistake with ES shader
skip list
add input patch control points dynamic state
random stuff
* WIP Tessellation partial implementation. Squash commits
* test: make local/tcs use attr arrays
* attr arrays in TCS/TES
* dont define empty attr arrays
* switch to special opcodes for tess tcs/tes reads and tcs writes
* impl tcs/tes read attr insts
* rebase fix
* save some work
* save work probably broken and slow
* put Vertex LogicalStage after TCS and TES to fix bindings
* more refactors
* refactor pattern matching and optimize modulos (disabled)
* enable modulo opt
* copyright
* rebase fixes
* remove some prints
* remove some stuff
* Add TCS/TES support for shader patching and use LogicalStage
* refactor and handle wider DS instructions
* get rid of GetAttributes for special tess constants reads. Immediately replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR
* stop relying on GNMX HsConstants struct. Change runtime_info.hs_info and some regs
* delete some more stuff
* update comments for current implementation
* some cleanup
* uint error
* more cleanup
* remove patch control points dynamic state (because runtime_info already depends on it)
* fix potential problem with determining passthrough
---------
Co-authored-by: IndecisiveTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* texture_cache: Improve support for stencil reads
* libraries: Supress some spammy logs
* core: Support loading font libraries
* texture_cache: Remove assert