- Import naomi code from nullDC, modify and cleanup
- Only unprotected dimm-board support, custom lst files
- Still a compile option
- Boots naomi bios and some games, no input yet
This required moving the SH4_TCB outside the exe, as new tables that belong on the executable are ignored.
This isn't perfect, but there's a large area to scan for available address space so it shouldn't be a problem
- Basic pixel pipeline, a bit better triangle tests, specialized render handlers
- Textures w/ point filtering. Not very smart is it goes 32 -> 16 -> 32 bpp, but works.
- The texture cache is shared rather inelegantly w/ OpenGL one
- Culling
- PParam sorting (shared w/ GL)
The texturing and color blending paths are ugly and slow
- 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
Using external function pointers is broken after the rec-cpp structural changes,
and relatively low priority so disabled for now.
Fixes builds on arm, non-android (see #720)
Since read_params, packet_cmd, read_buff, pio_buff, ata_cmd, cdda and
ByteCount have not been declared static, they are visible in other
translation units. Since their structs are anonymous, their types have
internal linkage only. Thus, accessing them in other translations units
is impossible anyway.
By declaring them static, we're giving it internal linkage so that
neither the type nor the variable are visible in other translation
units.
Here are the errors:
../../core/hw/gdrom/gdromv3.cpp:50:3: warning: anonymous type with no
linkage used to declare variable '<anonymous struct> read_params' with
linkage
} read_params;
^
../../core/hw/gdrom/gdromv3.cpp:83:3: warning: anonymous type with no
linkage used to declare variable '<anonymous struct> packet_cmd' with
linkage
} packet_cmd;
^
../../core/hw/gdrom/gdromv3.cpp:91:3: warning: anonymous type with no
linkage used to declare variable '<anonymous struct> read_buff' with
linkage
} read_buff;
^
../../core/hw/gdrom/gdromv3.cpp💯3: warning: anonymous type with no
linkage used to declare variable '<anonymous struct> pio_buff' with
linkage
} pio_buff;
^
../../core/hw/gdrom/gdromv3.cpp:106:3: warning: anonymous type with no
linkage used to declare variable '<anonymous struct> ata_cmd' with
linkage
} ata_cmd;
^
../../core/hw/gdrom/gdromv3.cpp:122:3: warning: anonymous type with no
linkage used to declare variable '<anonymous struct> cdda' with linkage
} cdda;
^
../../core/hw/gdrom/gdromv3.cpp:156:4: warning: anonymous type with no
linkage used to declare variable '<anonymous union> ByteCount' with
linkage
} ByteCount;
^
- Nest shil implementations to shilop_##name::form::impl for easier template matching
- Add more direct handlers
- Add prints if a direct handler isn't found
- Remove multiple indirect handlers, leave them for fallback
This adds the ability to simply close the emulator when launched
externally and prevents changes designed for linux from generating
conflicting controller configurations on Android (and may be needed for
iOS as well).
- 32 bit code was "fudgy" on this, so simplified via 64bit counters for edge detection
- Maths to count cycles were wrong
- Let's not do 32 bit wrapped maths after beers without any kind of pen-and-paper design
Should fix#594, also see #645
This works, but is extremelly hacky. Must be started without attached debugger, lldb doesn't want to let go of EXC_BAD_ADDRESS, but reicast really depends on it getting delivered as SIGSEGV/SIGBUS. Also xcode has a really bad day upon seeing the jit code. Oh well.
There's some dynarec bug that causes color corruption on bios logo/boot triagles, TA crash on ikaruga and infinitive loop on crazy taxi. I'd guess some fp-memory-write thingy, abi, or smth. Too bad.
- Force code to compile in arm mode (arm jit -> thumb mem functions is complicated)
- SIGILL, SIGBUS. Works w/o Mach exceptions and EXC_BAD_ADDRESS
- Code buffers move to __TEXT, munmapped && memmapped to actually work
- Primitive input. Button + start, or left (works to get out of bios date screen)
- Fixup emitter for thumb2/interworking (didn't work though, reverted to arm cc)
- Block Manager: Disable mem saving / page fault alloc-on-demand logic
- Move cycle counter to r11, r9 is not clean on iOS. Remove r11 from reg alloc list
- Cache flushes for iOS
- log to log.txt
- load game.chd
This is very simplistic, but can already boot and run many games
Known working so far
- Dead Or Alive 2 LE
- Head Hunter
- Marvel VS Capcom 2
Not working
- (Almost) all others
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