2015-09-28 11:56:46 +00:00
|
|
|
Icarus::Icarus() {
|
2016-01-30 06:40:35 +00:00
|
|
|
database.famicom = BML::unserialize(string::read(locate("Database/Famicom.bml")));
|
|
|
|
database.superFamicom = BML::unserialize(string::read(locate("Database/Super Famicom.bml")));
|
2016-08-17 22:04:50 +00:00
|
|
|
database.masterSystem = BML::unserialize(string::read(locate("Database/Master System.bml")));
|
Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
|
|
|
database.megaDrive = BML::unserialize(string::read(locate("Database/Mega Drive.bml")));
|
2016-01-30 06:40:35 +00:00
|
|
|
database.gameBoy = BML::unserialize(string::read(locate("Database/Game Boy.bml")));
|
|
|
|
database.gameBoyColor = BML::unserialize(string::read(locate("Database/Game Boy Color.bml")));
|
|
|
|
database.gameBoyAdvance = BML::unserialize(string::read(locate("Database/Game Boy Advance.bml")));
|
2016-08-17 22:04:50 +00:00
|
|
|
database.gameGear = BML::unserialize(string::read(locate("Database/Game Gear.bml")));
|
2016-01-30 06:40:35 +00:00
|
|
|
database.wonderSwan = BML::unserialize(string::read(locate("Database/WonderSwan.bml")));
|
|
|
|
database.wonderSwanColor = BML::unserialize(string::read(locate("Database/WonderSwan Color.bml")));
|
|
|
|
database.bsMemory = BML::unserialize(string::read(locate("Database/BS Memory.bml")));
|
|
|
|
database.sufamiTurbo = BML::unserialize(string::read(locate("Database/Sufami Turbo.bml")));
|
2015-09-28 11:56:46 +00:00
|
|
|
}
|
|
|
|
|
2015-08-21 11:29:53 +00:00
|
|
|
auto Icarus::error() const -> string {
|
|
|
|
return errorMessage;
|
|
|
|
}
|
|
|
|
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
auto Icarus::success(string location) -> string {
|
2015-08-21 11:29:53 +00:00
|
|
|
errorMessage = "";
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
return location;
|
2015-08-21 11:29:53 +00:00
|
|
|
}
|
|
|
|
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
auto Icarus::failure(string message) -> string {
|
2015-08-21 11:29:53 +00:00
|
|
|
errorMessage = message;
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
return {};
|
2015-08-21 11:29:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto Icarus::manifest(string location) -> string {
|
2016-05-16 09:51:12 +00:00
|
|
|
location.transform("\\", "/").trimRight("/").append("/");
|
2015-08-21 11:29:53 +00:00
|
|
|
if(!directory::exists(location)) return "";
|
|
|
|
|
Update to v099r16 release (public beta).
byuu says:
Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux
I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 11:53:24 +00:00
|
|
|
auto type = Location::suffix(location).downcase();
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".fc") return famicomManifest(location);
|
|
|
|
if(type == ".sfc") return superFamicomManifest(location);
|
2016-08-17 22:04:50 +00:00
|
|
|
if(type == ".ms") return masterSystemManifest(location);
|
Update to v100r02 release.
byuu says:
Sigh ... I'm really not a good person. I'm inherently selfish.
My responsibility and obligation right now is to work on loki, and
then on the Tengai Makyou Zero translation, and then on improving the
Famicom emulation.
And yet ... it's not what I really want to do. That shouldn't matter;
I should work on my responsibilities first.
Instead, I'm going to be a greedy, self-centered asshole, and work on
what I really want to instead.
I'm really sorry, guys. I'm sure this will make a few people happy,
and probably upset even more people.
I'm also making zero guarantees that this ever gets finished. As always,
I wish I could keep these things secret, so if I fail / give up, I could
just drop it with no shame. But I would have to cut everyone out of the
WIP process completely to make it happen. So, here goes ...
This WIP adds the initial skeleton for Sega Mega Drive / Genesis
emulation. God help us.
(minor note: apparently the new extension for Mega Drive games is .md,
neat. That's what I chose for the folders too. I thought it was .smd,
so that'll be fixed in icarus for the next WIP.)
(aside: this is why I wanted to get v100 out. I didn't want this code in
a skeleton state in v100's source. Nor did I want really broken emulation,
which the first release is sure to be, tarring said release.)
...
So, basically, I've been ruminating on the legacy I want to leave behind
with higan. 3D systems are just plain out. I'm never going to support
them. They're too complex for my abilities, and they would run too slowly
with my design style. I'm not willing to compromise my design ideals. And
I would never want to play a 3D game system at native 240p/480i resolution
... but 1080p+ upscaling is not accurate, so that's a conflict I want
to avoid entirely. It's also never going to emulate computer systems
(X68K, PC-98, FM-Towns, etc) because holy shit that would completely
destroy me. It's also never going emulate arcade machines.
So I think of higan as a collection of 2D emulators for consoles
and handhelds. I've gone over every major 2D gaming system there is,
looking for ones with games I actually care about and enjoy. And I
basically have five of those systems supported already. Looking at the
remaining list, I see only three systems left that I have any interest
in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in
any way committing to emulating any of these, but ... if I had all of
those in higan, I think I'd be content to really, truly, finally stop
writing more emulators for the rest of my life.
And so I decided to tackle the most difficult system first. If I'm
successful, the Z80 core should cover a lot of the work on the SMS. And
the HuC6280 should land somewhere between the NES and SNES in terms of
difficulty ... closer to the NES.
The systems that just don't appeal to me at all, which I will never touch,
include, but are not limited to:
* Atari 2600/5200/7800
* Lynx
* Jaguar
* Vectrex
* Colecovision
* Commodore 64
* Neo-Geo
* Neo-Geo Pocket / Color
* Virtual Boy
* Super A'can
* 32X
* CD-i
* etc, etc, etc.
And really, even if something were mildly interesting in there ... we
have to stop. I can't scale infinitely. I'm already way past my limit,
but I'm doing this anyway. Too many cores bloats everything and kills
quality on everything. I don't want higan to become MESS v2.
I don't know what I'll do about the Famicom Disk System, PC-Engine CD,
and Mega CD. I don't think I'll be able to achieve 60fps emulating the
Mega CD, even if I tried to.
I don't know what's going to happen here with even the Mega Drive. Maybe
I'll get driven crazy with the documentation and quit. Maybe it'll end
up being too complicated and I'll quit. Maybe the emulation will end up
way too slow and I'll give up. Maybe it'll take me seven years to get
any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone
will pool money to hire a hitman to come after me. Who knows.
But this is what I want to do, so ... here goes nothing.
2016-07-09 04:21:37 +00:00
|
|
|
if(type == ".md") return megaDriveManifest(location);
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".gb") return gameBoyManifest(location);
|
|
|
|
if(type == ".gbc") return gameBoyColorManifest(location);
|
|
|
|
if(type == ".gba") return gameBoyAdvanceManifest(location);
|
2016-08-17 22:04:50 +00:00
|
|
|
if(type == ".gg") return gameGearManifest(location);
|
2016-01-30 06:40:35 +00:00
|
|
|
if(type == ".ws") return wonderSwanManifest(location);
|
|
|
|
if(type == ".wsc") return wonderSwanColorManifest(location);
|
2015-12-19 09:00:27 +00:00
|
|
|
if(type == ".bs") return bsMemoryManifest(location);
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".st") return sufamiTurboManifest(location);
|
|
|
|
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
Update to v096r06 release.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
2016-01-13 10:47:45 +00:00
|
|
|
auto Icarus::import(string location) -> string {
|
2016-05-16 09:51:12 +00:00
|
|
|
location.transform("\\", "/").trimRight("/");
|
2015-08-21 11:29:53 +00:00
|
|
|
if(!file::exists(location)) return failure("file does not exist");
|
|
|
|
if(!file::readable(location)) return failure("file is unreadable");
|
|
|
|
|
Update to v099r16 release (public beta).
byuu says:
Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux
I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 11:53:24 +00:00
|
|
|
auto name = Location::prefix(location);
|
|
|
|
auto type = Location::suffix(location).downcase();
|
2015-08-21 11:29:53 +00:00
|
|
|
if(!name || !type) return failure("invalid file name");
|
|
|
|
|
|
|
|
auto buffer = file::read(location);
|
|
|
|
if(!buffer) return failure("file is empty");
|
|
|
|
|
|
|
|
if(type == ".zip") {
|
|
|
|
Decode::ZIP zip;
|
|
|
|
if(!zip.open(location)) return failure("ZIP archive is invalid");
|
|
|
|
if(!zip.file) return failure("ZIP archive is empty");
|
|
|
|
|
Update to v099r16 release (public beta).
byuu says:
Changelog:
- hiro: BrowserDialog can navigate up to drive selection on Windows
- nall: (file,path,dir,base,prefix,suffix)name =>
Location::(file,path,dir,base,prefix,suffix)
- higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad"
- higan/tomoko: allow loading files via icarus on the command-line
once again
- higan/tomoko: (begrudging) quick hack to fix presentation window focus
on startup
- higan/audio: don't divide output audio volume by number of streams
- processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania
- fixed compilation regressions on Windows and Linux
I'm happy with where we are at with code cleanups and stability, so I'd
like to release v100. But even though I'm not assigning any special
significance to this version, we should probably test it more thoroughly
first.
2016-07-04 11:53:24 +00:00
|
|
|
name = Location::prefix(zip.file[0].name);
|
|
|
|
type = Location::suffix(zip.file[0].name).downcase();
|
2015-08-21 11:29:53 +00:00
|
|
|
buffer = zip.extract(zip.file[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(type == ".fc" || type == ".nes") return famicomImport(buffer, location);
|
|
|
|
if(type == ".sfc" || type == ".smc") return superFamicomImport(buffer, location);
|
2016-08-17 22:04:50 +00:00
|
|
|
if(type == ".ms" || type == ".sms") return masterSystemImport(buffer, location);
|
|
|
|
if(type == ".md" || type == ".smd" || type == ".gen") return megaDriveImport(buffer, location);
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".gb") return gameBoyImport(buffer, location);
|
|
|
|
if(type == ".gbc") return gameBoyColorImport(buffer, location);
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if(type == ".gba") return gameBoyAdvanceImport(buffer, location);
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2016-08-17 22:04:50 +00:00
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if(type == ".gg") return gameGearImport(buffer, location);
|
2016-01-30 06:40:35 +00:00
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|
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if(type == ".ws") return wonderSwanImport(buffer, location);
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|
|
if(type == ".wsc") return wonderSwanColorImport(buffer, location);
|
2015-12-19 09:00:27 +00:00
|
|
|
if(type == ".bs") return bsMemoryImport(buffer, location);
|
2015-08-21 11:29:53 +00:00
|
|
|
if(type == ".st") return sufamiTurboImport(buffer, location);
|
|
|
|
|
|
|
|
return failure("unrecognized file extension");
|
|
|
|
}
|
|
|
|
|
Update to v097r14 release.
byuu says:
This is a few days old, but oh well.
This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t.
I'm slowly pushing for (u)int(8,16,32,64) to use my custom
Integer<Size>/Natural<Size> classes instead. But it's going to be one
hell of a struggle to get that into higan.
2016-02-16 09:11:58 +00:00
|
|
|
auto Icarus::concatenate(vector<uint8_t>& output, string location) -> void {
|
2015-08-21 11:29:53 +00:00
|
|
|
if(auto input = file::read(location)) {
|
|
|
|
auto size = output.size();
|
|
|
|
output.resize(size + input.size());
|
|
|
|
memory::copy(output.data() + size, input.data(), input.size());
|
|
|
|
}
|
|
|
|
}
|