This code has been an absolute mess since the trophy rework. This eliminates several redundant loops through game trophy files, and separates the logic into it's own function.
* Remove old config backend
Trophy key migration now uses the toml library directly, like our config transfer code.
* Don't retrieve user_dir in main
No longer needed.
* Fix version number.
* Use the packages.x86_64-linux namespace.
* linux. prepend no longer required.
* Created build-shadps4 module.
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* Move dependency list to generator function parameters.
* Using call package to run builder.
* Pull in matching names and use inherit.
* Paths need to be wrapped in a "".
* Put , on the packages.
* And inherit does not need any , .
* Fixups.
* release and releaseWithDebugInfo now use the same builder.
* Set default pacakge to releaseWtihDebugInfo.
* Rename to build, moved down a directory and deleted modules/
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* Seperated devshell into shell.nix
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* Double ".nix"
* Nix Formatting.
* Included missing dependencies for shell.
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* Update Lock file.
* Removed old unused shell.nix.
* Collapse shell and build into flake.nix
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* Window bar patch
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* Removed unused patches list.
* As older nix shell was removed. Also remove old documentation.
* Create a mkderivation wrapper lambda.
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* Removed execName
* Call new wrappers instead of duplicated mkDerivation.
* Removed finalAttrs
* Use more semi-colons
* Used clang and the build environment instead of the standard gcc.
* Replaced "git" with current nightly version.
* Automatically pass the required environment variables into the development shell instead of requiring them as part of cmake command.
* Change to an if statement because ! hurts the brain.
* Added perf to devshell package list.
* Added Nix formatter.
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* Collision with the ++ operator in the environment variable.
* Nix Format.
* Set dummy GameController's m_connected to false
* Remove this check and handle it differently
* Save one reverse lookup on a map
this is mostly irrelevant on performance
* i have no clue so let's just log stuff
* apparently this is the correct default
* swap this to debug logging
* the loathsome clang-formatter
* Revert "shader_recompiler: Pad number of TES passthrough outputs to fragment inputs if needed"
This reverts commit 6436063025.
* Revert "shader_recompiler: Only forward declared number of vertex inputs. (#4293)"
This reverts commit 47f5cc1437.
* sigaddset, sigdelset, sigismember
* Some define fixups
Based on decomp, PS4 sigset is defined as a u32[4]. This doesn't change any behavior, but makes my decomp-based sigaddset and sigdelset implementations function appropriately.
Additionally, define handler and sigaction functions as PS4_SYSV_ABI.
* Fix returns
* Implement signal, export _sigintr
In libkernel, signal just uses sigaction. No harm in implementing it, since we've got our own implementations for everything except sigaction (and sigaction is implemented for Unix platforms).
* Fix and cleanup posix_select defines
Swaps use of defines for just having static functions, and fixes the pd_set_posix struct to match FreeBSD/Orbis properly (sizeof(long) == 4 on Windows, which does not match Orbis).
* Fix siginfo struct
Again, sizeof(long) differs on different platforms. Need to use our proper typedef to ensure accuracy.
* Clang, the bane of my existance.
* Oops
* move np_score to /np_score folder
* added more logging to np functions
* using common np_error file
* moved web_api to dedicated folder
* implemented some context creations for np_score so logging would be more productive
* implement sceAudio3dPortCreate and closer implementation to sceAudio3dPortOpen
* clang format and forgot to remove some lines
* refactor port creation, small cleanups and openal
* rename parameter arguments
* idk might be correct
* floor size_this to closest multiple of 8
* Fix nids for strcmp vs strncmp
Co-Authored-By: m33ts4k0z <3597723+m33ts4k0z@users.noreply.github.com>
* Fix sign_bit_set logic
Co-Authored-By: m33ts4k0z <3597723+m33ts4k0z@users.noreply.github.com>
* Fix IterateDirectory on mounts
IterateDirectory would just retrieve the base path when trying to iterate /app0, since GetHostPath for the other path types would still return the base path.
Co-Authored-By: m33ts4k0z <3597723+m33ts4k0z@users.noreply.github.com>
* Fix function resolves
If multiple modules export the same library and module, then we would only check the first one we find for the symbol. This can end up breaking the font library stack
Co-Authored-By: m33ts4k0z <3597723+m33ts4k0z@users.noreply.github.com>
* Update fs.cpp
Co-Authored-By: m33ts4k0z <3597723+m33ts4k0z@users.noreply.github.com>
* Oops
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Co-authored-by: m33ts4k0z <3597723+m33ts4k0z@users.noreply.github.com>
* Fix flip status on close
* Store equeues by handle instead of pointer
As is, a game could call sceKernelDeleteEqueue on the equeue registered for flip/vblank events, and terminate the equeue while our VideoOut driver retains a valid pointer to it.
Changing to storing the equeue handle means we can check if the equeue still exists and prevent this.
* Remove flip and vblank events on sceVideoOutClose
* Don't forget to clear vectors
* Oops
Intended to erase the memset on FlipStatus, not VblankStatus.
* Add proper SDK checks for language values
Fixes some crashes caused by otherwise valid languages in older titles.
* Rename firmware constants
Makes more sense this way, and works better in case we find an SDK check added in a more minor update.
Instead of 1.00 being 10, 1.50 being 15, and so on, this commit changes 1.00 to 100, 1.50 to 150, and so on.
* Claaaaang
* more uri work based on decompile and tests
* fix includes
* fix loader stubs
* cleanups
* sceHttpParseStatusLine matches decompile and tests
* sceHttpParseResponseHeader implemenation and tests
* try fixing no-internet path in sendrequest
* minimal state machine to support proper erroring of no-internet available
* more improvements
* more implementation based on stephen's comments
* some more fixes based on decompile
* add parameters and logging
* added sceHttpUriBuild , fixes to sceHttpUriEscape ,sceHttpUriParse
* return an error to statuscode , this should be enough for no-connection