Commit Graph

4710 Commits

Author SHA1 Message Date
gibbed e2346ee539 [PPC] Support basic form of sc. 2020-02-11 06:45:57 -06:00
illusion98 b619e482da Merge remote-tracking branch 'upstream/master' into canary-old-update 2020-02-11 05:50:15 -05:00
Gliniak d241a98189 [Kernel] Rewrote ObReferenceObjectByHandle 2020-02-10 20:52:23 -06:00
Triang3l 014d03193e [D3D12] Convert dxbc_shader_translator_om.cc to new DXBC emission code 2020-02-10 23:50:26 +03:00
Joel Linn 160f218210 [APU/Linux] Implement cross platform audio using SDL2 library. 2020-02-10 14:01:47 -06:00
Joel Linn 64f3925c7d [HID/Linux] Implement cross platform controller input using SDL2 library. 2020-02-10 13:41:19 -06:00
Joel Linn 498b73612f Link against SDL2.
- Use MSVC delayed loading on Windows.
- Rely on system libraries for Linux.
- Add libsdl2-dev to Travis.
2020-02-10 13:41:19 -06:00
Rados??aw Gli??ski 404aa82147 [CPU] Implemented instructions: rldclx, rldcrx 2020-02-09 16:48:50 -06:00
gibbed 0b3cdf2aaa [Base] Fix non-Windows bit_scan_forward. 2020-02-09 16:37:52 -06:00
Prism Tutaj fc37f3e93a [App] Fix discord cvar 2020-02-09 16:21:51 -06:00
Joel Linn 2aa008e02e [HID] Fix Demo for XInput 2020-02-09 16:19:39 -06:00
Gliniak 0d866aa173 [CPU] Increased maximum function count 2020-02-09 15:47:29 -06:00
Silent 684f9fedec [Base] Remove kMaxPath from Windows, it should not be used
All instances of kMaxPath or MAX_PATH being used have been removed,
and removing this constant is supposed to encourage writing code
without artificial constraints on path length.
2020-02-09 14:02:37 -06:00
Silent f392347673 [GPU] Remove MAX_PATH limit from Shader::Dump 2020-02-09 14:02:37 -06:00
Silent d3a73022fd [UI] Remove MAX_PATH limit from WM_DROPFILES
Also required const-ifying a file drop message.
2020-02-09 14:02:22 -06:00
Silent 96a9397349 [Base] Remove MAX_PATH limit from GetUserFolder
Replace SHGetFolderPath with SHGetKnownFolderPath to remove the limit
2020-02-09 14:01:39 -06:00
Silent 6f2c39d8d1 [Base] Remove MAX_PATH limit from to_absolute_path
Let _wfullpath allocate memory by itself to remove the limit
2020-02-09 14:01:39 -06:00
gibbed 74c95c64d2 [Kernel] Ignore page size with base addr allocs.
Changes NtAllocateVirtualMemory so that it ignores specified page size when a
base address is specified.

Fixes a crash seen in N3 demo boot.
2020-02-09 06:54:27 -06:00
Justin Moore 96a7908c28 [Base] Fix formatting errors accidentally introduced 2020-02-08 16:30:17 -06:00
Justin Moore 7ed6296bb2 [Base] Call SetThreadDescription to name threads on versions of Windows that support it. 2020-02-08 21:12:42 +00:00
noshbar 2ce455fc73 [Base] Initialize file 'open_access' flag before using it.
In the 'OpenExisting' function, 'open_access' is used to create the flags for opening the file.
However, it is not set to zero, so could end up being incorrect file modes, potentially even emptying the file for appending, which would be bad.

This simply initialises it to zero first.
2020-02-08 14:43:46 -06:00
Gliniak 7a094d23a7 [Stack] Set default fill value to 0 instead of 0xBE
It prevents corruption in few games
2020-02-08 00:04:50 -05:00
illusion98 11d48f5dff Merge remote-tracking branch 'upstream/master' into canary-old-update 2020-02-07 05:47:35 -05:00
Triang3l 85fb028faa [D3D12] Cleaner DXBC emission code, port ROV prologue to it 2020-02-07 09:42:43 +03:00
illusion98 4ddfffd009 Merge remote-tracking branch 'upstream/master' into canary-old-update 2020-02-06 06:03:48 -05:00
illusion98 46f3f95cf4 fix fps counter transparency 2020-02-06 04:21:01 -05:00
Cancerous c994b1d1e1 [UI] - remove some useless code 2020-02-06 04:21:01 -05:00
Cancerous a38dc43a73 [D3D12] Adjust mip size in certain cases to fix techland games 2020-02-06 04:21:01 -05:00
Cancerous 6923e5e898 [D3D12] Fix some textures in Nascar games 2020-02-06 04:21:01 -05:00
Prism Tutaj 1cce25d5e7 [CPU] Change thunk layout and fix Linux thunk misalignment 2020-02-05 09:49:29 -06:00
Joel Linn f0723c211b [UI] Fix frame leak on context loss. 2020-02-05 09:48:31 -06:00
Joel Linn 2c99228041 [UI] Use ticks as frame time instead of file time.
File time is not as accurate as its resolution suggests.
This results in a zero time delta between frames for high fps.
2020-02-05 09:48:31 -06:00
illusion98 c3f3bd8701 [UI] Add F2 Hotkey to open current git commit in browser 2020-02-05 09:46:30 -06:00
Cancerous edad2135db [HID] SDL Input PR merge fixes 2020-02-04 06:35:44 -05:00
illusion98 b8549002a6 Merge remote-tracking branch 'JoelLinn/feature-hid-sdl' into canary-old-update 2020-02-04 06:32:30 -05:00
illusion98 a7f6fd6ef6 Add F2 Hotkey to open current commit ID URL 2020-02-04 06:31:58 -05:00
Triang3l 211e30d791 [GPU] Remove repeated word in a comment 2020-02-02 21:07:51 +03:00
Triang3l 4061445087 [GPU] Remove unused kConstantInt/Bool shader operands 2020-02-02 21:05:00 +03:00
illusion98 910a21f424 Merge remote-tracking branch 'JoelLinn/feature-apu-sdl' into canary-old-update (PR 1498) 2020-02-01 03:36:32 -05:00
Cancerous 2772d8a7f5 [UI] - less impact to limiting frames 2020-01-29 06:39:49 -05:00
Cancerous d6a650a4f9 [CPU] - skip some operations that cost precious time in mutex lock/unlock that are called frequently for some gains when not debugging 2020-01-29 06:39:48 -05:00
Cancerous 90012608ce [UI] add crude fps limiter for games that are too fast 2020-01-29 06:39:48 -05:00
Cancerous fb5cf78e82 just boring formatting consistancy 2020-01-29 06:39:48 -05:00
Silent 38bf6c8822 [Kernel] Make XexUnloadImage fully release the image
Previously XexUnloadImage did not cleanup the image fully,
and if XexLoadImage was to be called again on the same module,
it was not initialized fully, leading to a crash when using it.
2020-01-27 06:35:10 -06:00
Silent 9d48e904da [Kernel] (Partially) fix module refcounting
.xex module handles were retained twice in several places,
possibly causing them to leak.
More placed may have to be fixed too.
2020-01-27 06:35:10 -06:00
Silent f278e30d21 [Kernel] Fix SHA1 and SHA256 state endianness
Fixes malfunctioning SHA256 hash,
corrupting its state between Update and Finish calls.
2020-01-27 06:33:39 -06:00
chss95cs@gmail.com 1fb575fbe4 Fixed shit precision in RECIP, made multiplication codegen less garbage 2020-01-25 03:38:52 -05:00
chss95cs@gmail.com 41bdfa4b7b Juicy optimization goodness
Search constant table for XMM/float/double data for LoadConstantXmm
Added several fast paths for bitwise and in x64_sequences

Optimized codegen for add-carry
2020-01-23 19:14:02 -05:00
illusion98 90ce6c2910 automatic aspect ratio change
aspect ratio will now change if internal resolution is set to anything 4:3 (i.e 640x480, 1024x768, 1600x1200.. etc.)
2020-01-23 06:36:31 -05:00
illusion98 1d1c54ca6e Replace main xenia redirects with canary 2020-01-21 04:29:53 -05:00
emoose 183ff64551 [App] Move NullDevice mounting code back into emulator.cc
Fixes Xenia not being able to locate unpacked XEXs..
Ideally this should be inside xenia_main.cc though, need to figure out some way to get it working there.
2020-01-20 19:30:29 -05:00
emoose 55f98d3770 [VFS] Clear out cache partition when game writes FATX header
Writing FATX header likely means the game is trying to format it, so we'll help it along by deleting the contents too.
HostPathDevice actually loads in all the file entries when its first inited though, so we also have to re-init the HostPathDevice for the cache partition too :/
2020-01-20 19:30:29 -05:00
emoose 90c0f72378 [Kernel] Small merge fix for stfs-headers-new 2020-01-20 19:30:29 -05:00
emoose b7c51821b0 [VFS] Skip reading from STFS hash table if file has contiguous flag.
If this flag is set there shouldn't be any need to read from the hash tables, we can just read from each subsequent block number.
We'll only trust this flag if the package is read-only (LIVE/PIRS) though, in CON packages we'll always read from hash tables.
2020-01-20 19:30:29 -05:00
emoose c0ffadb56e [VFS] Check hash of STFS hash tables (& cache them) when reading, fallback if invalid.
This'll try salvaging any corrupt packages loaded in: normally we find the block numbers belonging to a file by reading them from the hash table.
Seems there's some packages out there (eg. Mass Effect 2 demo) that have corrupt hash tables though, so using the block numbers from there just results in a crash.
By verifying the hash of each hash table we can detect if this is the case, and if so we can try just using current_block_number + 1 instead of use any invalid block number.
(we also let the user know about the corrupt table in the log file)

In LIVE/PIRS packages this should hopefully let us get the correct data, since files are usually stored inside consecutive blocks in those package types.
It's doubtful that it'd help much with CON ones though, since those are pretty much a living filesystem.
The older & more used a CON package is, the more likely blocks will be fragmented throughout the file...
Reading from the hash table is the only way to properly read data from these, using current_block + 1 likely won't help much (we'd be going wxPirs-mode, in a way :P)

CON packages do have something that might help with this though: redundant hash blocks, where each hash table is actually made up of two blocks.
Maybe in future we can find a way to automatically use the secondary block whenever the primary one is invalid.
2020-01-20 19:30:28 -05:00
emoose 930f348650 [VFS] Fix StfsContainerDevice::total_allocation_units() 2020-01-20 19:30:28 -05:00
emoose d1c685afb3 [XAM] Fix Halo 3 aborting save load after XamShowDeviceSelectorUI call
Should let Halo 3 savegames work now (Resume Solo Game...)

This changes XamShowDeviceSelectorUI code to pretty much the same code as xenia-master, with some param checks added from XAM.
Looks like it was 0xB notification which made Halo 3 abort (looks like thats for when storage devices are added/removed)
I guess Halo doesn't like to see that notify just after it was told the device it could make use of?

I reverted the function to master since I don't really think the threading stuff is needed any more.
AFAIK the threads just turned out to be a band-aid fix for the issue in https://github.com/xenia-project/xenia/pull/1417, where games could only ever see a single notification for a given ID.
(Since we'd send the first notify in one thread, then wait a little while before sending in another thread, that'd gave it enough time to see both notifys - but now with the fix from that PR this band-aid isn't needed)
If there's actually any regressions from removing the threading code we can easily put it back in (I'd be really interested in any games that might require this kind of thing too)

The way these functions are handled (and really everything that uses XOVERLAPPED) isn't really correct tho, since they'll cause blocking in the caller thread while it does the work which the actual XAM impls don't do AFAIK.
There probably should be a seperate thread that handles all that, completing the overlapped etc, but I really don't think the way I did it with this band-aid fix was the best way for it...
2020-01-20 19:30:28 -05:00
emoose 58605ba04a [XAM] Use correct path for STFS headers 2020-01-20 19:30:28 -05:00
emoose c3551636e1 [VFS] Add StfsHashEntry struct to view hash entry flags in more detail
+ small adds to StfsHeader
2020-01-20 19:30:28 -05:00
emoose 7eb5fa230a [VFS] Fix sketchy ReadMagic function...
Haven't been able to test yet though - hope it's reading in the correct endian!
2020-01-20 19:30:28 -05:00
emoose 79081ca272 [Kernel/VFS] Add maximum size for thumbnails read from headers 2020-01-20 19:30:28 -05:00
emoose 7bf3d257ef [Kernel] Support XCONTENTFLAG flags inside CreateContent 2020-01-20 19:30:28 -05:00
emoose 5321bb37d5 [Kernel/VFS] Write more fields in STFS headers when creating 2020-01-20 19:30:27 -05:00
emoose 58a97950e2 [Kernel] Use user_language value as the slot to retrieve STFS strings from 2020-01-20 19:30:27 -05:00
emoose f5d01f79a1 [Core] Add add kPolish & kRussian to XLanguage 2020-01-20 19:30:27 -05:00
emoose 150baf986c [Kernel] Fix travis errors in XContentMetadata? 2020-01-20 19:30:27 -05:00
emoose 43043a1feb [Kernel] CreateContent: create headers.bin file with the content info 2020-01-20 19:30:27 -05:00
emoose ccfdd307a2 [VFS] Add set_* functions (eg. set_display_name) to XContentMetadata 2020-01-20 19:30:27 -05:00
emoose 2e56e68549 [Kernel/VFS] Improve STFS/XContent structures
Mostly the same as 6a3c712aad
2020-01-20 19:30:27 -05:00
emoose 436c49ca74 [XAM] Return error in XamContentGetLicenseMask if we're not running from package
This fixes Halo CEA putting itself into a packaged/demo mode, where it doesn't perform some DVD checks & skips cache mounting, and probably other things too.
Now CEA should actually mount & write some stuff into the cache dir while the intro cinematic plays
(first writes a pak_stream.s3dpak file, then after a few seconds into the intro video it writes fileList.ps, which seems to have some strange values inside..)

I also added an exception to the code for arcade titles, since they'll probably need to use XamContentGetLicenseMask even when ran outside of a package.
2020-01-20 19:30:27 -05:00
emoose a1dcca9a4f [Kernel] Support reading XEX privileges > 31
These get stored in different header IDs, 0-31 is inside 0x30000, 32-63 is in 0x30100, and 64+ is probably in 0x30200, etc.
Not sure if any games actually try checking these extended privileges, but hopefully this code should help if any do.
2020-01-20 03:48:58 -05:00
emoose be2e83f365 [Kernel] Fix some games hanging due to mount_cache / 0xB privilege
Sega Rally Revo has a weird check for the 0xB privilege, if it's set the game bails out for some reason, a bunch of code doesn't get executed and the game hangs.
Fortunately we can kludge a way around this: the cache code we're trying to influence with the 0xB privilege always seems to check for the 0x17 privilege just beforehand.
The bailout code doesn't, instead it checks for 0xB first and then 0x17 - so we can just add a check to only return true for 0xB once we've already seen 0x17.
2020-01-20 03:48:28 -05:00
emoose 55ce179ff2 [VFS] Use SectorsPerCluster provided by game for cache drive.
This fixes some games (eg. Halo: CEA) not mounting cache.
It seems some games use different SectorsPerClusters values, which then changes the value it expects from NtQueryVolumeInformationFile.
Since we'd always respond with a static value this would make the game think that mounting failed, and it'd bail out of the cache-mounting code.

Now we capture the SectorsPerCluster value when the game writes it to the cache-partition header, and update the NullDevice's sectors_per_allocation_unit with it.
2020-01-20 03:48:28 -05:00
Cancerous 7446d74ac4 [Config] - add config cvars for internal resolution 2020-01-19 20:11:06 +11:00
Gliniak a3fcaf24b5 [XMA] Removed spam message about 0x601 register.
This will make logs more readable and little lighter

Todo: Find out what that register means. It doesn't even have description.
My best guess is that it is used for sync?
2020-01-19 20:11:05 +11:00
Margen67 a5515274f3 Rename exe to xenia-canary, simplify CI steps, remove SSE2
SSE2 was only for troubleshooting Fable II, and didn't do anything anyway.
2020-01-19 20:11:05 +11:00
chrisps 374e4f105f Smaller ComputeMemoryAddress/Offset sequence
Replace a movzx after setae in both ComputeMemoryAddressOffset and ComputeMemoryAddress with a xor_ of eax prior to the cmp. This reduces the length in bytes of both sequences by 1, and should be a moderate ICache usage reduction thanks to the frequency of these sequences.
2020-01-19 20:11:05 +11:00
Cancerous d9e85436be [CPU] Enable repetitive computation pass of optimizations from Chrispy 2020-01-19 20:11:05 +11:00
illusion98 08abe2593f Revert "Adding Xmm Select table, GetRawXMM"
This reverts commit 784d705e36 and d1ab6915c4.
2020-01-16 19:32:42 +11:00
Gliniak 83cd4ac837 [XAM/Content] Implemeneted XamContentCreateInternal
I'm not exactly sure about amount of parameters,
so I used them from XamContentCreate and it matches quite nicely.

Now Fifa Street returns correct file creation (and it does the file),
but on next run it is corrupted :/
2020-01-16 19:32:41 +11:00
chrisps 8d94247cc9 Adding Xmm Select table, GetRawXMM 2020-01-16 19:32:41 +11:00
chrisps 76ddf3fe20 Adding Xmm Select table, GetRawXMM 2020-01-16 19:32:41 +11:00
chrisps e5e1da3fe7 Optimized CONVERT_I64_TO_F64 with neat overflow trick
Reduced instruction count from 11 to 8, eliminated a movq stall.
2020-01-16 19:32:41 +11:00
Cancerous 3524f3ff64 [XAM] remove 0xB notification following a4aa4d8edc for Halo 3 saves 2020-01-16 19:32:41 +11:00
emoose 062af5944b [Kernel] Only set privilege 0xB if mount_cache is set 2020-01-16 19:32:40 +11:00
emoose 174e82064c [HID] Improved WinKey GetKeystroke code
Seems the double-keypress issue was because of XINPUT_KEYSTROKE_REPEAT: Xenia would add that to keyup events, but seems REPEAT is only meant for keydown (well SR1 treats it as a keydown event at least)
2020-01-15 18:04:26 +11:00
emoose 5505b52bad [HID] Remove keyboard_keyup cvar, doesn't seem needed anymore
I guess something to get CoD4 console working must have fixed SR1 double-keypress issue!
2020-01-15 17:54:15 +11:00
emoose f8bb466401 [HID] Make WinKey GetCapabilities return success, fixes CoD4 console 2020-01-15 15:45:01 +11:00
emoose ebb50fd40c [XAM/HID] Add more support for keyboards & fill in unicode member of keystroke
CoD4 requires the unicode member to write text into the dev console, Win32's ToUnicode function seems to work fine for this.
Xam functions have been updated to support keyboard devices too, which *should* let CoD4 detect the keyboard and let you use it to open console etc..
Seems the XEX still needs a 1 byte patch for it to work tho :( no idea why, does keyboard work on actual X360 without any patching?
2020-01-15 15:45:01 +11:00
chss95cs@gmail.com d948308e19 Added lea based multiply optimization for pow2+1 values below 16. Added magicgu2 division magic number optimization for INT_64 and INT_32. Added in my HIR optimization subpass but disabled all but 3 of the optimization rules. 2020-01-15 15:45:00 +11:00
emoose 35cd090218 [XAM/User] Only set buffer_size if it's too small
CoD4 calls this with a huge 0x4000 buffer, and then if the buffer_size returned is any smaller it asserts & stops running...
Need to check if this is actually how it should work, but this should help get some CoD4 running
2020-01-15 15:45:00 +11:00
emoose c558a85161 [HID] Add keyboard_keyup cvar (default true) since dash needs keyups to work properly
Made this a cvar since SR1 will double-press when it sees both keydown & keyup, strange.
2020-01-15 15:45:00 +11:00
emoose 79ea233a4a [XAM/HID] Add keyboard_passthru cvar, allows XInputGetKeystroke to receive proper keyboard events
Maybe useful for debug games, or games modded to allow in-game consoles.
2020-01-15 15:45:00 +11:00
emoose 1b5df3ef0a [XAM] Update XNetQosServiceLookup with actual XNQOS struct
Taken from the xboxstubs.h file linked just above it.
2020-01-15 15:45:00 +11:00
emoose d8cba696ec [XAM] Better stub for XNetQosServiceLookup, add XNetQosRelease
Based on the NetDll_XNetDnsLookup code, this should fix Saints Row TU1 trying to access the QoS data even though we returned an error.
2020-01-15 15:45:00 +11:00
emoose 4fe2fe6bd0 [App] Add cache: -> \Cache0 symlink
I think this should be safe to do, seems games will only make use of either cache:, or cache0: & cache1:, not both kinds, so shouldn't be any risk of conflict.
cache: might only be used in older SDK cache code, at least so far I've only seen it used in the older Halo 3 Beta build.
2020-01-15 15:45:00 +11:00
emoose 7537bbe936 [XAM] Load SPA achievement data from DLC content if it exists
This'll load in and convert the SPA data from the spa.bin inside DLC (marketplace / 00000002) content, into the profile GPDs.
(note that changes from the new SPA won't show in the log-file achievement list until game is restarted!)
Also fixed some minor log bugs to do with endianness...

The existing SPA code should make sure only additions from the SPA are loaded in, eg. achievements that were added - achievements that might be missing shouldn't make any difference.
e.g. it should be able to perform a load like:
  base game (20 achievements) -> DLC2 (50 achievements) -> DLC1 (30 achievements)
and the final GPD will contain the 50 achievements, from the SPA which contained the most.

Only additions from new SPAs will be loaded, any achievement changes (like a description text change or something) won't have any effect.
Not sure if we should try adding things to support that or not...
I'd guess that the X360 would probably support it, but if there isn't anything that takes advantage of it, is it worth us supporting?
2020-01-15 15:44:59 +11:00
illusion98 71817de10e Add commit number 2020-01-12 16:37:53 +11:00
emoose fb5ec343f2 [VFS] Some more STFS code improvements
Reverted to older BlockToOffsetSTFS code (with some improvements, now named STFSDataBlockToBackingBlock)
Split the To*Offset functions into ToBackingBlock & To*Offset funcs, for later use when we need the actual block numbers instead of the offsets.
Store the num blocks per hash table & block step count in the device instance, instead of calculating it each time.
Add read_only_package() & root_table_secondary() getters to the STFS descriptor struct (note: will be replaced with better stuff once stfs-headers is eventually merged)
2020-01-12 15:37:51 +11:00
Gliniak 7c314af0d3 [XAM/Party] Added stub for: XamPartyGetUserListInternal
It will allow to run dashboard with signin_state = 2

Should we create different xam file for XamParty functions?

ToDo: Finish struct that store user info
2020-01-12 15:37:50 +11:00