This removes wrappers for ES_DIVerify and ES::LoadWAD. They are not
really useful as we can simply call the ES function directly, and
it is actually somewhat confusing because both functions are static
and are not tied to a particular ES instance.
This allows Dolphin to stay up-to-date about what title is currently
running, which fixes savestates, screenshots, etc. after an ES_Launch.
Same limitation as with MIOS: currently, GameINIs are not reloaded,
because it's a pain with the current config system. It'll happen
when the new config system is done, and this commit makes it much
easier to do!
Some members are shared between ES instances, and they are just global
variables in IOS.
This is more efficient than getting the installed titles or setting the
current active title tons of times for no reason.
This changes ES to keep track of the active title properly,
just like IOS:
* It is NOT changed on resource manager open/close.
* It is reset on IOS reload.
* It is changed by ES_DIVerify and ES_Launch.
IOS stores the active title in a structure like this:
struct ESTitleContext
{
Ticket* ticket;
TMD* tmd;
u32 active;
};
With this commit, we also do keep the Ticket and TMD around. This
makes some of the DI ioctlvs (which return data about the current
active title) trivial to implement in the future.
This fixes the System Menu not being able to see update partitions
and also allows us to change Dolphin's active game info in the future.
Currently, slowmem is used at any time that memory breakpoints are in use. This commit makes it so that whenever the DBAT gets updated, if the address is overllaping any memchecks, it forces the use of slowmem. This allows to keep fastmem for any other cases and noticably increases performance when using memory breakpoints.
This fixes ES_GetTMDView and ES_GetTMDViewSize to return -106
(FS_ENOENT) if the title does not exist (and more specifically when no
TMD exists in the NAND). This allows installed (or not installed) IOSes
to be detected properly.
It makes absolutely no sense to have asserts for what is obviously an
error condition. And they should definitely not cause Dolphin to crash
because it assumes that everything is valid, and Dolphin should not
report those to the user either, as it is very obviously a bug in the
emulated software and there is nothing the user (or we) can do.
This commit replaces all of the request asserts with proper checks
and adds missing checks for some ioctlvs. We still do not check sizes
yet; this will be done later.
Before #4581, an invocation of `SetBlendMode` could invoke
`glBlendEquationSeparate` and `glBlendFuncSeparate` even when it was
setting `glDisable(GL_BLEND)`. I couldn't figure out how to map the old
behavior over to the new BlendingState code, so I changed it to always
call the two blend functions.
Fixes https://bugs.dolphin-emu.org/issues/10120 : "Sonic Adventure 2
Battle: graphics crash when loading first Dark level".
Currently, slowmem is used at any time that memory breakpoints are in use. This commit makes it so that whenever the DBAT gets updated, if the address is overllaping any memchecks, it forces the use of slowmem. This allows to keep fastmem for any other cases and noticably increases performance when using memory breakpoints.
The vector was not constructed with the proper size, which results in a
buffer overflow as we were using memcpy.
This commit fixes that mistake and also uses a safer way of copying the
ticket view data (std::vector::insert instead of memcpy).
This commit fixes ES_Launch to work mostly the same as the real IOS
(except temporary, internal files such as /sys/launch.sys and title
handling; the latter will be handled in a future PR).
First of all, this adds two IOS functions, which correspond to two
IOS syscalls: 0x41 (boot_ppc) and 0x42 (boot_ios).
boot_ios() writes the new version to 0x3140, loads the new kernel,
which then proceeds to reinit IPC and load modules as part of its
boot process. Note that this doesn't include writing to any of the
other constants in the 0x3100 region.
In Dolphin, this is implemented by changing the active IOS
version variable, writing to 0x3140 and resetting all devices. This
has exactly the same effect as the real syscall.
The other syscall, boot_ppc(), writes code to the EXI boot buffer,
pokes all constants to memory before bootstrapping the PPC with a
binary from the NAND.
We skip the low level stuff and just load the DOL to memory (and set
the PPC's PC to 0x3400), which is essentially what IOS does.
The other change is mostly related to how ES_Launch is handled.
With a real IOS, if the launched title type is 00000001 (system) and
the title is not 1-2 (System Menu), ES calls boot_ios().
Otherwise, ES handles the launch as a PPC title. It reads the TMD
to determine the required IOS version. If it is the same, boot_ppc()
is called directly. If not, ES saves the title to launch to the NAND
before launching the new IOS. After the new IOS has finished booting,
it will notice the flag and then launch the requested title.
What this commit does is really just implement this logic into IOS HLE.
The result is a fix for a regression introduced by SetupMemory,
where reloading an IOS would have overwritten some OS constants.
This fixes booting games from the disc channel.