Commit Graph

5837 Commits

Author SHA1 Message Date
emoose 0793e03068 [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.
2020-07-24 21:22:40 +11:00
Cancerous 5bd89b4306 [HID] SDL Input fixes 2020-07-24 21:22:29 +11:00
emoose 4079a7bb8a [HID] Allow winkey driver to use the first unused user index
This removes the user_index == 0 requirement from the InputSystem code, and updates WinKeyInputDriver to use the first non-connected user index if it can.

Eg. if you had 2 XInput controllers plugged in, those two will take up user index 0 and 1, and keyboard will take user index 2.
If all four indexes are taken up already, the WinKey driver will be disabled.

(This is done by passing already-setup drivers to each drivers Setup function: since WinKey is the last to be setup, this'll let it query the XInput driver and find which user_index it should handle)
2020-07-24 21:10:22 +11:00
illusion 0a2489d44c automatic aspect ratio change
aspect ratio will now change if internal resolution is set to anything 4:3
(i.e 640x480, 1024x768, 1600x1200.. etc.)
2020-07-15 05:22:45 +11:00
Cancerous 99ff1c9b19 [CPU] - skip some operations that cost precious time in mutex lock/unlock that are called frequently for some gains when not debugging 2020-07-15 05:22:45 +11:00
Cancerous b2c37c26ce [Config] - add cvars for internal resolution 2020-07-15 05:22:45 +11:00
Cancerous b3820be4da [CPU] Enable repetitive computation pass of optimizations from Chrispy 2020-07-15 05:22:44 +11:00
chss95cs@gmail.com bfc31f8706 Fixed shit precision in RECIP, made multiplication codegen less garbage 2020-07-15 05:22:44 +11:00
chss95cs@gmail.com 364937e836 Juicy optimization goodness 2020-07-15 05:22:44 +11:00
chrisps 27d12f1130 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.
2020-07-15 05:22:44 +11:00
chrisps a6e021ee3d Adding Xmm Select table, GetRawXMM 2020-07-15 05:22:44 +11:00
chrisps 53e9c06d3d Optimized CONVERT_I64_TO_F64 with neat overflow trick
Reduced instruction count from 11 to 8, eliminated a movq stall.
2020-07-15 05:22:44 +11:00
chss95cs@gmail.com 3587be4cd2 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. 2020-07-15 05:22:44 +11:00
Rados??aw Gli??ski 079fdfceca Fixed Mask incorrectness. Does mask_ == 0x01 means accept all?
Affected Games:
- Grid 2 (freezes)
- Skate. (Menu Soundtrack)
- Crackdown 2 Demo (ingame freeze)
2020-07-15 05:22:44 +11:00
illusion 332e8c0cbb CI: ugh
Temporary revert until margen fix it
2020-07-15 05:22:37 +11:00
Margen67 af4e3908b4 Canary-ize CI 2020-07-15 05:19:24 +11:00
Margen67 a1ea59cc55 [xenia-build] AVX(2/512) 2020-07-15 05:19:24 +11:00
Margen67 4b5a082704 Rename exe to xenia_canary 2020-07-15 05:19:24 +11:00
Margen67 68d78bd087 Update README.md 2020-07-15 05:19:24 +11:00
emoose 78c728b81d Add impl. for DmGetXboxName, stub 5 functions Stubs: DmGetXbeInfo, DmIsDebuggerPresent, DmRegisterCommandProcessor, DmRegisterCommandProcessorEx This helps progress some debug builds of games, DmGetXboxName error codes are based on what some games seem to expect from it. Will probably be a good idea to move most of this to xbdm_info.cc soon. 2020-07-15 04:35:43 +11:00
emoose 9719627296 Include XEX version in log 2020-07-15 04:35:43 +11:00
emoose c74c2a5511 Fix XEX version numbers not being output correctly
Couldn't find a way to get bitfields & byte-swapping to play well together, so this was the best I could come up with... at least the proper version numbers will show in the log file now :)
2020-07-15 04:35:43 +11:00
emoose b4f088fb00 Allow XEX to continue load after ApplyPatch fails This should be safe to do hopefully, most errors happen before any part of the XEX is modified, and the errors that can happen after modification should be very rare/impossible thanks to the earlier checks. It might be good to write up some way to revert any changes though... 2020-07-15 04:35:43 +11:00
emoose 602c1d1dac Check patch MediaID if patch signature check failed
This should let us make sure patches are being applied to the right XEX, without needing to rely on the signature.
2020-07-15 04:35:43 +11:00
emoose 35a3a60631 Fix heap corruption by XEXP header patch not resizing headers correctly This should hopefully fix GTA IV's TU (for media ID 6AC07221 at least) 2020-07-15 04:35:43 +11:00
emoose d47f2a6ef1 Fixes to allow games to make use of cache partitions
Happy new year! Here's my first commit of the 2020s :)

With these fixes, Halo 3 Epsilon will now write cached map data & other things (autosaves/datamine...) to the cache0/cache1 partitions, (as long as mount_cache cvar is set)
(Halo 3 retail will also write some things to cache with this, but oddly doesn't cache map stuff... which is strange because Epsilon was built only a day or two after the retail build, so I'm not sure why it'd work differently...
Maybe retail needs a TU applied for it to work or something like that)
Other games should hopefully work with cache now too (AFAIK the problem was in SDK library code, that a lot of games probably share)
No idea if this will actually improve anything though, but at least things will work closer to what games expect :)

The way this works is by tricking the cache-partition code (staticly linked into the game exe) into thinking that the Partition0/Cache0/Cache1 devices are valid.
To do that I made another kind of VFS device, the NullDevice, which just takes in a list of paths to handle.
Whenever an IO request is made to one of these paths, the NullDevice can simply pretend to the game that everything was successful, which satisfies the requirements needed for caching.

It also makes use of another trick: setting TitleInsecureCacheDrive XEX permission, which seems to skip a huge chunk of cache-init code (STFC filesystem device registration & stuff like that)
I'm not sure if this would work with every single revision of the STFC/cache code though...
At least in Halo 3 the retail code will handle the TitleInsecureCacheDrive case for us fine, but maybe older/more recent versions don't include functionality for it, need to look into it some more.
(I did try an impl. without needing this permission months ago, got pretty far with it but got caught on one tiny issue that I couldn't figure out... too bad I didn't find out about this permission earlier!)
2020-07-15 04:35:43 +11:00
Cancerous d6136ad8bc stubs for 9199 (eventually) 2020-07-15 04:35:43 +11:00
Cancerous 523fbcf130 further ajustment to buffer size to fix regression 2020-07-15 04:35:43 +11:00
Cancerous 5c7032c826 title update fixup - breaks xex1 temporarily 2020-07-15 04:35:43 +11:00
illusion98 79d6893eec Title Update fixup
Co-Authored-By: aerosoul94 <aerosoul94@hotmail.com>
2020-07-15 04:35:43 +11:00
Cancerous 144e2eb51c - adjusting XAMEnumerate buffer size to fix Angry Birds and Resonance of Fate - thanks Gliniak 2020-07-15 04:35:43 +11:00
Cancerous 6587672b19 icon fix 2020-07-15 04:35:43 +11:00
illusion98 6caa874305 Change default config file name 2020-07-15 04:35:42 +11:00
illusion98 5aee57cae8 Change window title
xenia -> xenia-canary
2020-07-15 04:35:42 +11:00
Cancerous 3be412ba84 New Icons 2020-07-15 04:35:42 +11:00
illusion98 2651a60712 Add command to show fps in titlebar 2020-07-15 04:35:42 +11:00
illusion98 7683e0847c Change ID and new description 2020-07-15 04:35:42 +11:00
illusion98 cfb417c2a5 Add Time Elasped and Description Text
Display Time Elapsed when idle or playing a game
Display description when hovering over the icon
2020-07-15 04:35:42 +11:00
chss95cs@gmail.com 17930b1810 Add constant folding for OPCODE_ROTATE_LEFT 2020-07-15 04:35:42 +11:00
chss95cs@gmail.com 063444254c Reuse flag results in OPCODE_BRANCH_TRUE codegen if the preceding instruction was a comparison that already set the cpu flags 2020-07-15 04:35:42 +11:00
Gliniak b65d8b2963 [Kernel/Xam] XamEnumerate: Disable zeroing memory 2020-07-15 04:35:42 +11:00
Gliniak c43fedebce [Kernel] Do not load module explicitly
Application should be responsible for loading xex modules
2020-07-15 04:35:42 +11:00
Gliniak 6353577c6d [Kernel/Xam] Fixed non-empty directories removal 2020-07-15 04:35:42 +11:00
Gliniak 2c3e1def64 [Kernel/Xam] Fixed wrong path creation related to saved content 2020-07-15 04:35:42 +11:00
Gliniak 3fd16eed90 RtlTimeToTimeFields Check for highest defined time_t value. 2020-07-15 04:35:42 +11:00
emoose 64144ffdca Add more mount paths for the local directory
This adds more mount paths for the XEX's local directory to Emulator::LaunchXexFile, so any XEXs that try to use these mountpoints can load files from the XEX directory.

Mount points added:
- \Device\Harddisk0\Partition0 -  original mountpoint used by Xenia
- \Device\Harddisk0\Partition1 - some games/apps seem to use this to refer to HDD1:
- \Device\Harddisk0\Partition1\DEVKIT
  Used by xshell.xex, gets linked as E: (aka "development drive")
  Even if a DEVKIT folder exists inside the local folder, it seems we still have to add this mount point explicitly.

- \Device\LauncherData
  Also used by xshell.xex for various UI resources
  The xlaunch.fdf file is normally mounted via DmMountFdfxVolume to this path (xlaunch.fdf is a FATX formatted container)
  By mounting this xshell can retrieve extracted resources from the local dir.

- \SystemRoot
  Normally refers to the NAND, used by dash.xex to retrieve XZP resources when they aren't inside xam.xex.
  Other apps also use this to refer to other system XEXs/resources
  By mounting it we can just place any needed resources in the local dir.
2020-07-15 04:35:42 +11:00
emoose d3c3dc5cf6 Add PVR register to mfspr
PVR stores the processor/motherboard revision, the latest I could find seems to be 0x710800 which is probably a Corona.
XShell tries to retrieve this during launch to print it on the console (search "XSHELL: CPUPVR" on pastebin for some examples)
Xenia crashes because it's unimplemented, so I just made it return 0x710800. It could be worth moving this to be a constant somewhere though.

IIRC hypervisor/kernel uses this for some things too, but since we don't emulate those it's not much of a problem, but there could still be other XEXs which use it for something.
2020-07-15 04:35:42 +11:00
emoose ee1b7b4e64 Add more XConfig settings & --xconfig_initial_setup flag
This just adds some extra XConfig settings that the dashboard tries to retrieve.

The XCONFIG_USER_RETAIL_FLAGS setting gets used to decide whether to show the initial setup/OOBE wizard or not.
Since the OOBE currently isn't usable in Xenia (mostly due to missing XamProfile* exports, afaik), this setting is by default set to skip it.
But if that isn't desired the --xconfig_initial_setup flag can be used to un-set it.
2020-07-15 04:35:42 +11:00
emoose b7857d77c6 ContentManager: add more checks for folder-packages
Fixes problems with folder packages not being created
2020-07-15 04:35:42 +11:00
emoose ab41204a61 UserModule: try searching for & mounting TU packages to load XEXP patches from.
This uses ContentManager to look for title updates, updates should be inside Content\[TitleID]\000B0000\
The updates can either be made up of an STFS package, or a folder containing extracted update files.

The update will then be mounted under update:\, so games that rely on loading updated assets from the TU should also work with it.
2020-07-15 04:35:42 +11:00