2016-05-02 09:57:04 +00:00
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#pragma once
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2016-10-27 21:16:58 +00:00
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#include <nall/hash/hash.hpp>
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2016-05-02 09:57:04 +00:00
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2019-01-16 00:46:42 +00:00
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namespace nall::Hash {
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2016-05-02 09:57:04 +00:00
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2016-10-27 21:16:58 +00:00
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struct CRC64 : Hash {
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Update to v106r59 release.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
2018-08-26 06:49:54 +00:00
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using Hash::input;
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CRC64(array_view<uint8_t> buffer = {}) {
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reset();
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input(buffer);
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}
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2016-05-02 09:57:04 +00:00
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2016-10-27 21:16:58 +00:00
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auto reset() -> void override {
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2016-05-02 09:57:04 +00:00
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checksum = ~0;
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}
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2016-10-27 21:16:58 +00:00
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auto input(uint8_t value) -> void override {
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2016-05-02 09:57:04 +00:00
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checksum = (checksum >> 8) ^ table(checksum ^ value);
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}
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2016-10-27 21:16:58 +00:00
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auto output() const -> vector<uint8_t> {
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vector<uint8_t> result;
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Update to v106r47 release.
byuu says:
This is probably the largest code-change diff I've done in years.
I spent four days working 10-16 hours a day reworking layouts in hiro
completely.
The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.
Windows, GTK2, and now GTK3 are fully supported.
Windows is getting the initial window geometry wrong by a bit.
GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.
Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.
Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.
The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.
Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.
higan crashes when you load a game, so that's not good. bsnes works
though.
bsnes also has the start of a localization engine now. Still a long way
to go.
The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
2018-07-14 03:59:29 +00:00
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for(auto n : reverse(range(8))) result.append(~checksum >> n * 8);
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2016-10-27 21:16:58 +00:00
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return result;
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2016-05-16 09:51:12 +00:00
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}
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2016-05-02 09:57:04 +00:00
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auto value() const -> uint64_t {
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return ~checksum;
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}
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private:
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static auto table(uint8_t index) -> uint64_t {
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static uint64_t table[256] = {0};
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static bool initialized = false;
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if(!initialized) {
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initialized = true;
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for(auto index : range(256)) {
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uint64_t crc = index;
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for(auto bit : range(8)) {
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crc = (crc >> 1) ^ (crc & 1 ? 0xc96c'5795'd787'0f42 : 0);
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}
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table[index] = crc;
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}
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}
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return table[index];
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}
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2016-10-27 21:16:58 +00:00
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uint64_t checksum = 0;
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2016-05-02 09:57:04 +00:00
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};
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2019-01-16 00:46:42 +00:00
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}
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