Commit Graph

5788 Commits

Author SHA1 Message Date
emoose e9eca0a4c9 [Kernel/CPU] Support loading import libraries
This mostly works the same as https://github.com/xenia-project/xenia/pull/1354, with a couple minor fixes (thanks to Dr. Chat for the suggestions!)
Eg. the library will only be loaded inside SetupLibraryImports now, instead of inside GetModule - this seems like a better solution, as Dr. Chat said GetModule could be used in places that aren't meant to load any extra modules.

Libraries loaded by guest code (eg. LoadLibrary) should still execute under the same thread as the caller now too - I'm sure I already had code for this in the PR already, but seems not... maybe forgot to commit or something.
So now only libraries that are included in the import headers will have a guest thread created to run DllMain (as there wouldn't be any guest threads available to run it inside, since the main XEX is still being loaded)

I've also added some code in this commit to wait for this DllMain thread to complete before continuing the import load, which should help prevent any race conditions.

With these changes Fuzion Frenzy 2 will now get to the intro movies (as long as signin_state > 0) but quickly freezes during them... unsure why this happens.
(the old imports PR also did the same AFAIK, and apparently also broke BF3, haven't been able to test that yet though)
2020-02-23 19:48:43 +00:00
illusion f5f8d0dd90 ugh 2020-02-19 03:39:55 -05:00
Gliniak 6bafca650a [Stack] Set default fill value to 0 instead of 0xBE
It prevents corruption in few games
2020-02-19 03:36:17 -05:00
Margen67 fdc56b6408 Add SDL2 to GitHub Actions and Azure Pipelines 2020-02-19 03:36:17 -05:00
illusion98 9ffdac324d fix fps counter transparency 2020-02-19 03:36:17 -05:00
Cancerous ca0fc1cd88 [D3D12] Adjust mip size in certain cases to fix techland games 2020-02-19 03:36:17 -05:00
Margen67 8a9b8c8cde [CI] Moar minor changes
Exclude subdirectories of docs and .github;
 This fixes GitHub Actions triggering Azure.
Remove unneeded cd commands.

GitHub Actions:
 Use shorter version numbers.
2020-02-19 03:36:17 -05:00
Cancerous 65cc74e114 [HID] - fix my mistake in SDL input merge fixes 2020-02-19 03:36:17 -05:00
Cancerous 0f5445aa3c [HID] SDL Input PR merge fixes 2020-02-19 03:36:17 -05:00
Cancerous 753d973699 [Main] - change the delay to check updates to a day 2020-02-19 03:36:16 -05:00
Cancerous adca56b122 [Main] - Add a check for new builds
Now that we're using GitHub Actions to automate copying the builds to releases, we can pretty easily query the releases API and get the last build date and link to the downoad.
2020-02-19 03:36:16 -05:00
Margen67 abce6dcdaa [GitHub Actions] Rename to CI, formatting
Also don't use master version of Actions, and make asset_path look nicer.
2020-02-19 03:36:16 -05:00
Cancerous 0fa3bf6ca5 [CPU] - skip some operations that cost precious time in mutex lock/unlock that are called frequently for some gains when not debugging 2020-02-19 03:36:16 -05:00
Margen67 298bb04791 [CI] Print CPU 2020-02-19 03:36:16 -05:00
Margen67 9c090d09af [README.md] Formatting, add Azure badge back, fix comments 2020-02-19 03:36:16 -05:00
Margen67 20398cf6f3 [Azure Pipelines] Remove AVX512, build for all branches (again) 2020-02-19 03:36:16 -05:00
Margen67 6388ede83a [GitHub Actions] Disable fail-fast 2020-02-19 03:36:16 -05:00
chss95cs@gmail.com c908d6c9b3 Fixed shit precision in RECIP, made multiplication codegen less garbage 2020-02-19 03:36:16 -05:00
chss95cs@gmail.com 8067115b2e Juicy optimization goodness 2020-02-19 03:36:16 -05:00
illusion98 67a83e3c21 automatic aspect ratio change
aspect ratio will now change if internal resolution is set to anything 4:3 (i.e 640x480, 1024x768, 1600x1200.. etc.)
2020-02-19 03:36:16 -05:00
illusion98 0c260b5cfa Replace main xenia redirects with canary 2020-02-19 03:36:16 -05:00
emoose d9886ae75e [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.
2020-02-19 03:36:16 -05:00
emoose 8d51cf3044 [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 :/
2020-02-19 03:36:16 -05:00
emoose 09108c2c9e [Kernel] Small merge fix for stfs-headers-new 2020-02-19 03:36:15 -05:00
emoose 62c32b7780 [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.
2020-02-19 03:36:15 -05:00
emoose b64fd3392f [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.
2020-02-19 03:36:15 -05:00
emoose 29e8d695be [VFS] Fix StfsContainerDevice::total_allocation_units() 2020-02-19 03:36:15 -05:00
emoose f119f5b206 [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...
2020-02-19 03:36:15 -05:00
emoose 0a037ee453 [XAM] Use correct path for STFS headers 2020-02-19 03:36:15 -05:00
emoose 99d659abdd [VFS] Add StfsHashEntry struct to view hash entry flags in more detail
+ small adds to StfsHeader
2020-02-19 03:36:15 -05:00
emoose 88dd5330a8 [VFS] Fix sketchy ReadMagic function...
Haven't been able to test yet though - hope it's reading in the correct endian!
2020-02-19 03:36:15 -05:00
emoose 68d4723d02 [Kernel/VFS] Add maximum size for thumbnails read from headers 2020-02-19 03:36:15 -05:00
emoose 2460b7f70f [Kernel] Support XCONTENTFLAG flags inside CreateContent 2020-02-19 03:36:15 -05:00
emoose e2fb6c5843 [Kernel/VFS] Write more fields in STFS headers when creating 2020-02-19 03:36:15 -05:00
emoose b0909b490b [Kernel] Use user_language value as the slot to retrieve STFS strings from 2020-02-19 03:36:15 -05:00
emoose fe995d1175 [Core] Add add kPolish & kRussian to XLanguage 2020-02-19 03:36:15 -05:00
emoose e5bea5f9c9 [Kernel] Fix travis errors in XContentMetadata? 2020-02-19 03:36:15 -05:00
emoose b41d51a7a4 [Kernel] CreateContent: create headers.bin file with the content info 2020-02-19 03:36:14 -05:00
emoose 5c23c4043c [VFS] Add set_* functions (eg. set_display_name) to XContentMetadata 2020-02-19 03:36:14 -05:00
emoose 20c612cd42 [Kernel/VFS] Improve STFS/XContent structures
Mostly the same as 6a3c712aad
2020-02-19 03:36:14 -05:00
emoose 266d987fc7 [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.
2020-02-19 03:36:14 -05:00
emoose ab8281b711 [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.
2020-02-19 03:36:14 -05:00
emoose b4ecb8b8fc [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.
2020-02-19 03:36:14 -05:00
emoose dc25bf5961 [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.
2020-02-19 03:36:14 -05:00
Cancerous a303eb7866 [Config] - add config cvars for internal resolution 2020-02-19 03:36:14 -05:00
Gliniak d7c1b11c67 [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?
2020-02-19 03:36:14 -05:00
Margen67 e0b3116240 Rename exe to xenia-canary, simplify CI steps, remove SSE2
SSE2 was only for troubleshooting Fable II, and didn't do anything anyway.
2020-02-19 03:36:13 -05:00
chrisps 931d45bdd6 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.
2020-02-19 03:36:13 -05:00
Cancerous 93584b831e [CPU] Enable repetitive computation pass of optimizations from Chrispy 2020-02-19 03:36:13 -05:00
Margen67 2cbbca30e3 [Actions] Exclude .azure-pipelines.yml 2020-02-19 03:36:13 -05:00