* Log filters cleanup
* Clearer dialog options for config update
* Smaller button labels
These don't auto-resize, and I don't want to read SDL's docs for something so small.
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
* initial openal backend
* linux fix?
* camera module updated
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
* initial openal backend
* linux fix?
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
It's possible we're merging with a later memory area. If that occurred here, we would end up iterating past where we need to be, which then messes up logic.
SDL_SetWindowFullscreen is asynchronous on Windows. Without
SDL_SyncWindow, the window may not have finished transitioning
to borderless fullscreen before the Vulkan surface and swapchain
are created, causing borderless mode to silently fail at startup.
This is most visible with Immediate (No VSync) present mode where
the swapchain is created quickly, but the fix is correct for all
present modes.
SDL3 docs state: "On asynchronous windowing systems, this acts as a
synchronization barrier for pending window state." and SDL_SyncWindow
is listed as the recommended follow-up to SDL_SetWindowFullscreen.
https://wiki.libsdl.org/SDL3/SDL_SyncWindowFixes#3945
* int32-modifiers
GCN VOP3 abs/neg modifier bits always operate on the sign bit (bit 31)
regardless of instruction type. For integer operands this means:
abs = clear bit 31 (x & 0x7FFFFFFF)
neg = toggle bit 31 (x ^ 0x80000000)
* int64-modifiers
Previously GetSrc64<IR::U64> completely ignored input modifiers
for integer operands. Now unpacks to two U32s, modifies the high
dword's bit 31 (= bit 63 of the 64-bit value), and repacks.
* V_MUL_LEGACY_F32
GCN V_MUL_LEGACY_F32: if either source is zero, result is +0.0
regardless of the other operand (even NaN or Inf). Standard IEEE
multiply produces NaN for 0*Inf. The fix adds a zero-check select
before the multiply.
* fallback for IMAGE_STORE_MIP when not natively supported
* Lod should be treated as absolute, independent of sharp's base_level (judging by other implemented instructions)
* fix descriptor set layouts
* dumb error
* force fallback for testing
* treat Lod as relative to base_level
* optimization when lod index is constant
* Test
* More robust logic for storing and freeing dummy data
Anything heap allocated is invalidated when the function returns. Use malloc to allocate the string instead, and make sure to free those allocations in sceSslFreeCaCerts.
* Fix game arguments.
Tested with Crash Team Racing Nitro Fueled
* Fix the fix
This callback runs unconditionally, so only perform erase if we actually place anything in gameArgs
Now that dynamic HLE loads happen after the eboot loads, HLEs for most "preload" modules wouldn't detect if you didn't have libSceRtc dumped. This was because, while we stored all the new symbols from the HLE lib, we weren't relocating loaded modules to use these symbols.
* To implement ImageAtomicCmpSwap
...but it doesn't work, so here it shall stay.
* a fix
* Clang
* Add to MayHaveSideEffects
I missed this while digging through IR code.
* improve signal emulation
* make the sce function use the new posix ones
* ifdefing away the issues
* fix me being very tired yesterday night
* let macOS handle SIGRT signals with the native sigaction call instead of an early error return
* windows still has no clue what the fuck is going on
* the loathsome clang-formatter
* fix oact
* return the guest handler, not the host one
* Clear any existing signal mask for game threads.
* don't rely on implementation specific things
* Fix Windows support and sceKernelRaiseException bug
* Review suggestions
@kalaposfos13 suggested I push these.
---------
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* Replace sysmodule enums with table
Dumped this from the 12.52 module, using a script I created.
* Better documentation
* Separate from system libraries
That system folder is going to be getting quite large if I left all the sysmodule stuff in there.
* More arrays from library
* Found another preload list
Ghidra really hates decompiling libSceSysmodule, so I didn't notice this one at first.
Also documented specific versions tied to each preload list.
* Start work on implementation
* Some basic implementations
* Initial stub for module loading
Just enough to see if the logic functions appropriately.
* Clang
* sceSysmoduleLoadModule
Now I need to get sceSysmodulePreloadModuleForLibkernel done so that we don't have bugs from not loading internal LLEs.
* sceSysmoduleLoadModuleInternal
* sceSysmodulePreloadModuleForLibkernel
I have successfully broken quite literally everything.
I shall debug this tomorrow.
* Slight fix
* Maybe fix?
* Change log
Enjoy the log spam 😄
* Increased defined stub count
Now that libc and libSceLibcInternal loads later, all the auto stubs are getting consumed by it.
* sceSysmoduleUnloadModule stub
Also a couple fixes. Sysmodule does pass argc and argv to game modules, but only after loading them once to check binaries.
Shouldn't matter for the most part.
* Clang
* Less stubs
2 thousand is seemingly enough.
* sceSysmoduleLoadModuleInternalWithArg
Doesn't hurt to have, since Apex Legends calls it.
* Oops
* Oops 2
* Rename isModuleLoaded to getModuleHandle
Review comment
* Remove debug game module loads
These cases only trigger when specific sceRegMgr key values are set, and for our purposes, we can treat that case as false.
* Allow preloading to fail
For kalaposfos
* Clang
* stencil fixes hope it fixes driveclub
* revert image copy to the one that had driveclub worked
* reverted texture cache change
* some more fixes and reverts
* added logging for overlap again
Cyberpunk's issue seems to actually come from the incrementing in the loop. It wasn't clear while debugging, but the problem is that the pattern the game supplies causes match to fail when str_wild_it hits the end, and then tries iterating past end due to the loop condition.
Our pattern matching code seems broken for the case Cyberpunk triggers, but since I'm not aware of the intricacies of how real hardware behaves, best to just revert the loop condition change and instead break the loop before the broken iteration.
* Force resolver errors when not connected to network
Error values are based on real hardware testing.
sceNetResolverGetError is based on libSceNet decompilation.
* Update net_resolver.h