This allows for some very primitive auto-automated testing, by comparing known good frames.
As this happens on the TA level, it doesn't actually require rendering (and thus it's server friendly)
Two new config entries under the new [testing] namespace control behavior
- ta.HashLogFile, file where data should be logged, empty if not logging
- ta.HashCheckFile, past log to check against, empty if not checking
The emu will crash via verify if the logs don't match, and exit(1) if they do
- Adapted for indexed, async rendering, shared ta decoder
- This blits via a quick-and-hacky GDI blitter for now
- SSE/MMX intrins based, so not very portable
- A rather not good "reference" implementation
- At least, it's not terribly slow though
- GetTexture moved to Renderer interface
THIS IS A MESS. Sorry @angelXwind :p. We'll have to clean up and merge for r8, but most of the nasty work is there.
What works:
- full init, memalloc, mprotects, etc
- boot
- gles2
What doesn't:
- Exceptions for page faults
- Breaks texture cache
- Breaks dynarec because of fastpath
- segfaults don't work, needs special mach exc_server magic that still eludes me after 5 hours
- Dynarecs. RWX issues, and broken buffer mappings. Also some minnor linking stuff (most of it is taken care of)
- Audio. I just killed it off.
- All of the ui. Was getting in the way of me not knowing how to edit story boards...
- Input
Also, merged branch 'skmp/mac86-hackport' into skmp/ios-wip
Have fun~
- Texkill needs to be done before texture allocation, which is now done during parsing (texture-sync update)
- palette_update needs to be called from the emu thread, before kicking off the render