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https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-28 13:55:39 -06:00
compile fixes
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parent
79025787da
commit
19a99dec41
@ -2,9 +2,9 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/assert.h"
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#include "common/config.h"
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#include "common/elf_info.h"
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#include "common/logging/log.h"
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#include "core/emulator_settings.h"
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#include "core/file_sys/fs.h"
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#include "core/libraries/disc_map/disc_map.h"
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#include "core/libraries/font/font.h"
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@ -108,7 +108,7 @@ bool validateModuleId(s32 id) {
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}
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// Cannot load debug modules on retail hardware.
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if (isDebugModule(id) && !Config::isDevKitConsole()) {
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if (isDebugModule(id) && !EmulatorSettings.IsDevKit()) {
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return ORBIS_SYSMODULE_INVALID_ID;
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}
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@ -154,7 +154,7 @@ s32 loadModuleInternal(s32 index, s32 argc, const void* argv, s32* res_out) {
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std::string mod_name = std::string(mod.name);
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// libSceGnmDriver case
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if (index == 0xd && Config::isDevKitConsole()) {
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if (index == 0xd && EmulatorSettings.IsDevKit()) {
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// There are some other checks involved here that I am not familiar with.
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// Since we're not exactly running libSceGnmDriver LLE, this shouldn't matter too much.
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mod_name.append("_padebug");
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@ -168,7 +168,7 @@ s32 loadModuleInternal(s32 index, s32 argc, const void* argv, s32* res_out) {
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}
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// libSceVrTracker case
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if (index == 0xb3 && Config::isDevKitConsole()) {
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if (index == 0xb3 && EmulatorSettings.IsDevKit()) {
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mod_name.append("_debug");
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}
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@ -178,7 +178,7 @@ s32 loadModuleInternal(s32 index, s32 argc, const void* argv, s32* res_out) {
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// PS4 Pro running in enhanced mode
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mod_name.append("ForNeoMode");
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} else if ((mod.flags & OrbisSysmoduleModuleInternalFlags::IsNeo) != 0 &&
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Config::isNeoModeConsole()) {
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EmulatorSettings.IsNeo()) {
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// PS4 Pro running in base mode
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mod_name.append("ForNeo");
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}
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@ -188,7 +188,7 @@ s32 loadModuleInternal(s32 index, s32 argc, const void* argv, s32* res_out) {
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// Now we need to check if the requested library is allowed to LLE.
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// First, we allow all modules from game-specific sys_modules
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const auto& sys_module_path = Config::getSysModulesPath();
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const auto& sys_module_path = EmulatorSettings.GetSysModulesDir();
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const auto& game_specific_module_path =
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sys_module_path / game_info->GameSerial() / mod_name;
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if (std::filesystem::exists(game_specific_module_path)) {
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@ -295,7 +295,7 @@ s32 loadModule(s32 id, s32 argc, const void* argv, s32* res_out) {
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for (s64 i = requested_module.num_to_load - 1; i >= 0; i--) {
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// Modules flagged as debug modules only load for devkits
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u32 mod_index = requested_module.to_load[i];
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if ((!Config::isDevKitConsole() &&
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if ((!EmulatorSettings.IsDevKit() &&
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g_modules_array[mod_index].flags & OrbisSysmoduleModuleInternalFlags::IsDebug) != 0) {
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continue;
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}
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@ -357,7 +357,7 @@ s32 unloadModule(s32 id, s32 argc, const void* argv, s32* res_out, bool is_inter
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OrbisSysmoduleModuleInternal dep_mod = g_modules_array[mod.to_load[i]];
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// If this is a debug module and we're not emulating a devkit, skip it.
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if ((dep_mod.flags & OrbisSysmoduleModuleInternalFlags::IsDebug) != 0 &&
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!Config::isDevKitConsole()) {
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!EmulatorSettings.IsDevKit()) {
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continue;
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}
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@ -394,7 +394,7 @@ s32 preloadModulesForLibkernel() {
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// These are skipped unless this console is a devkit.
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if ((module_index == 0x12 || module_index == 0x1e || module_index == 0x24 ||
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module_index == 0x26) &&
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!Config::isDevKitConsole()) {
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!EmulatorSettings.IsDevKit()) {
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continue;
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}
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@ -405,13 +405,13 @@ s32 preloadModulesForLibkernel() {
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// libSceDbgAssist is skipped on non-testkit consoles.
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// For now, stub check to non-devkit.
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if (module_index == 0x23 && !Config::isDevKitConsole()) {
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if (module_index == 0x23 && !EmulatorSettings.IsDevKit()) {
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continue;
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}
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// libSceRazorCpu, skipped for old non-devkit consoles.
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if (module_index == 0x25 && sdk_ver < Common::ElfInfo::FW_45 &&
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!Config::isDevKitConsole()) {
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!EmulatorSettings.IsDevKit()) {
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continue;
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}
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@ -70,7 +70,8 @@ void Linker::Execute(const std::vector<std::string>& args) {
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static_tls_size = module->tls.offset = module->tls.image_size;
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// Map libSceLibcInternal
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const auto& libc_internal_path = Config::getSysModulesPath() / "libSceLibcInternal.sprx";
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const auto& libc_internal_path =
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EmulatorSettings.GetSysModulesDir() / "libSceLibcInternal.sprx";
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if (std::filesystem::exists(libc_internal_path)) {
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LoadModule(libc_internal_path);
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}
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