CreateDirectory does not create missing parent directories. If that
behaviour is desired, CreateFullPath should be used instead.
(These small misuses went unnoticed since the previous implementation
of CreateDirectory automatically created parent directories.)
Previously, the FS root directory would get created as a side
effect of calling CreateDirectory during boot (since the
implementation was sloppy and used File::CreateFullDir).
Since CreateDirectory no longer does that, it is necessary to ensure
that the FS root directory does exist by creating it explicitly.
Some official titles rely on implementation details of Nintendo's
FS sysmodule and will not work properly if those are changed.
Notably, some games and older versions of the System Menu appear
to be relying on the order of files returned by FS::ReadDirectory
and will either fail to find their save data (for Bolt) or
outright crash (for the System Menu).
Some titles also actually expect filesystem metadata to be correct.
One title that has been confirmed to do this is DQX, which generates
paths based on the GID of files within its own title directory.
While it is easy to make workarounds for these issues -- and in fact
we already do have some for the sysmenu and DQX, having hacks
is obviously nonideal and adding yet another hack would be required
to fix Bolt -- one that would be even uglier.
Furthermore, while it is currently unknown whether any official
title cares about permissions, the lack of FS metadata means that
we are unable to implement them if that turns out to be desirable
or necessary.
By adding a FST, we can implement things correctly and solve all
those problems without hacks.
Apart from DQX, the sysmenu and Bolt, this changeset also fixes
the Photo Channel complaining about corrupted system files
on the initial launch.
This first commit adds the basic structures and functions that
are necessary to load, save, query and update our version of the FST.
For simplicity, a binary format that is inspired from Nintendo's FST
structure was chosen for serialization. It is not expected to ever
receive an update.
PS: an update on the NAND image backend:
A long time ago I had planned to add another FS backend which would
be using a NAND image/blob as the storage. While I have already
written an implementation that has been tested, solves all the
aforementioned issues and more, produces images that are fully
compatible with IOS's FS driver, I feel like NAND images raise too
many issues: savestate sizes, code complexity and maintenance cost.
Since many fixes and additions that are part of that implementation
(e.g. FS timings, utility structures, FST) have already been merged
or will be submitted as part of this changeset, I will likely not
submit the branch.
Migrates the shader generator off the use of a global array, eliminating
the use of some global state. This also allows us to move the shader
generation over to using fmt in a subsequent change.
Add a function that safely returns whether a character is printable
i.e. whether 0x20 <= c <= 0x7e is true.
This is done in several places in our codebase and it's easy to run
into undefined behaviour if the C version defined in <cctype>
is used instead of this one, since its behaviour is undefined
if the character is not representable as an unsigned char.
This fixes MemoryViewWidget.
This is an alternative to PR 8557 and PR 8558. The way this PR solves
the problem is essentially the same as what we had before PR 8394
(except the code we had back then only worked because it was broken).
Currently, we do not display every second frame in 25fps/30fps games
which run to vsync. This improves performance as there's less rendering
for the GPU to perform, but when combined with vsync, could cause frame
pacing issues.
This commit adds an option to force every frame generated by the console
to be displayed to the host, which may improve pacing for these games.
This works around Linux drivers for DS4 (Playstation 4) controllers splitting the device into three separate event nodes which makes configuration difficult.
To prevent collisions of input names in combined devices more descriptive names are now used when possible.
This updates the lint script to require clang-format 9 and reformats
existing source code. Since VS2019 ships with clang-format 9 this
should make auto reformats less painful.
This also updates the clang-format configuration to set
BraceWrapping.AfterCaseLabel to true to ensure consistent brace
style; otherwise clang-format 9+ defaults to putting braces on
the same line as switch case labels.
Was checking over this old code, and saw a comment calling me out for a lack of documentation.
It might be half a decade late, but better late then never.