Commit Graph

5779 Commits

Author SHA1 Message Date
chrisps 8f1e6f3980 Adding Xmm Select table, GetRawXMM 2020-04-08 03:20:54 +11:00
chrisps b79f33526d Optimized CONVERT_I64_TO_F64 with neat overflow trick
Reduced instruction count from 11 to 8, eliminated a movq stall.
2020-04-08 03:20:54 +11:00
Cancerous 07d4be65f9 [XAM] remove 0xB notification following a4aa4d8edc for Halo 3 saves 2020-04-08 03:20:54 +11:00
emoose d6eac0e85d [Kernel] Only set privilege 0xB if mount_cache is set 2020-04-08 03:20:54 +11:00
emoose 7d45be0a0e [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)
2020-04-08 03:20:53 +11:00
emoose 579f5ebbfa [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!
2020-04-08 03:20:53 +11:00
emoose 28478e440c [HID] Make WinKey GetCapabilities return success, fixes CoD4 console 2020-04-08 03:20:53 +11:00
Margen67 711615734d Comment out Azure badge 2020-04-08 03:20:53 +11:00
emoose 99b43306f8 [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?
2020-04-08 03:20:53 +11:00
chss95cs@gmail.com 77f2ff8b34 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. 2020-04-08 03:20:53 +11:00
emoose 91c2811559 [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
2020-04-08 03:20:53 +11:00
emoose 1c1025fc4e [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.
2020-04-08 03:20:52 +11:00
emoose bf6d4dcda0 [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.
2020-04-08 03:20:52 +11:00
emoose 51ba83d315 [XAM] Update XNetQosServiceLookup with actual XNQOS struct
Taken from the xboxstubs.h file linked just above it.
2020-04-08 03:20:52 +11:00
emoose 726eb73339 [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.
2020-04-08 03:20:52 +11:00
emoose e007efbfa7 [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.
2020-04-08 03:20:52 +11:00
Nathan 04852a7a27 [Git] Added /cache0/, /cache1/, and recent.txt to .gitignore 2020-04-08 03:20:52 +11:00
emoose b0097d16eb [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?
2020-04-08 03:20:51 +11:00
illusion98 d06678b2b0 Add commit number 2020-04-08 03:20:51 +11:00
emoose f82cdfb539 [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)
2020-04-08 03:20:51 +11:00
Gliniak dc444a4a2d [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
2020-04-08 03:20:51 +11:00
emoose 0d5f164408 [VFS] Add some STFS magic numbers, skip hash table checks for read only packages 2020-04-08 03:20:51 +11:00
emoose 5ec81298f2 [VFS] Fix GetHashEntry for level 2 entries... 2020-04-08 03:20:51 +11:00
emoose c552a853e0 [VFS] Fix BlockToHashBlockOffset's level 2 case (blockStep0 -> blockStep1)
& changed code to switch statement instead.
2020-04-08 03:20:51 +11:00
emoose deb9661852 [VFS] Improve STFS GetBlockHash function - now gets hash from correct hash table.
This should hopefully allow Xenia to be more compatible with larger / more made-use-of profiles.

Each hash table actually consists of two hash tables for redundancy, which table is used is decided by the hash table level above it.
Previously there was some code to try swapping which table to use if a flag isn't set, but the code ended up being commented out & unused...

After looking at some other X360 mod tools sources I've managed to come up with this solution, which visits each hash-level it can to retrieve the correct table number to use.
Really this is probably a little inefficient, the code I based this on would actually cache each table in memory to make these visits a lot quicker, maybe should look into doing the same here.
For packages with read_only_package() == true, this maybe isn't even necessary too - but it's probably worth keeping it as-is just in case though.
2020-04-08 03:20:51 +11:00
emoose 259a3e44ff [XAM] Add some proper error codes to a few XamUser functions
It might be worth finding games/apps that use these functions and see what error codes they check against...
2020-04-08 03:20:50 +11:00
emoose 2cb5ee9b24 [XAM] Simplify XamShowDeviceSelectorUI, update an old device ID
Storing the content type inside the device ID from DeviceSelectorUI shouldn't be needed now.
AFAIK it was only used so that we could extract it later inside XamContentGetDeviceData, but that wasn't actually how GetDeviceData was meant to work.
2020-04-08 03:20:50 +11:00
Gliniak eca7c7efc7 Removed useless file that survived rebase 2020-04-08 03:20:50 +11:00
Gliniak 6245da3876 [Log] Added information about implementation state 2020-04-08 03:20:50 +11:00
Gliniak 4475f8f13a Revert "[XAM/User] Added title_id == 0 check for few User functions"
This reverts commit 05433007c5.
2020-04-08 03:20:49 +11:00
Gliniak 8db3d4bed2 [XAM/User] Added title_id == 0 check for few User functions
Games like to report title_id as 0 (it is expected behaviour).
0 in this case means currently opened title
2020-04-08 03:20:49 +11:00
Gliniak 3c94b7e6cc [GPU] InitializeRingBuffer - Clear buffer space to prevent random data readout 2020-04-08 03:20:49 +11:00
emoose dcfc9321f8 [XAM] Add XamShowCreateProfileUI & XamProfileCreate impl.
Seems to kinda work, xshell uses XamProfileCreate and says that it's successful at least.
Dash uses the ShowUI function, but doesn't seem to login to the created profile correctly for some reason... restarting with the toml configured for the new profile does seem to work though.
2020-04-08 03:20:49 +11:00
emoose a2037b15bc [VFS] Oops, fix wrong BlockToOffset result for non-CON packages 2020-04-08 03:20:49 +11:00
emoose ff5246facb [Kernel] Fix XamReadTile not returning profile pic, breaking dash profile...
This caused dash not to load profile anymore, since dash passes user_index == kNone...
The new method should be closer to how things are actually meant to work.
2020-04-08 03:20:49 +11:00
emoose 344a5a0d74 [VFS] Port new BlockToOffsetSTFS algo from stfs-headers
65ca664fdb
This should give better compatibility with CON packages - ie. profiles taken from actual consoles should hopefully extract properly without errors, now there's shouldn't be any need for extracting them with Velocity/Horizon first.
2020-04-08 03:20:48 +11:00
emoose 4abd958c18 [XMP] Add extra checks from XAM to help prevent dash host crash 2020-04-08 03:20:48 +11:00
emoose e93d09dac2 [User] Add some extra checks from XAM to Read/WriteProfileSettings exports 2020-04-08 03:20:48 +11:00
emoose 43950115b6 [XAM/User] Fix wrong error code given when ReadProfileSettings buffer is too small
Strange, seems ReadProfileSettings returns this error as the result code instead of the xoverlapped error code - it could be possible other Xam functions do the same too.
This fixes Crackdown loading (thanks Gliniak for the tip about buffer size), hope it doesn't break any other games though.
2020-04-08 03:20:48 +11:00
emoose 64012d4e1b [XAM/User] Fix dashboard GPD overwrite when loading new game 2020-04-08 03:20:48 +11:00
emoose 93e1b18980 [XAM/User] Allow titles to actually access title-specific settings
Would only allow access to dash GPD previously...
I'm not sure if we need to setup the XPROFILE_TITLE_SPECIFIC settings in advance or not though, really it should be on the games to do this themselves, but not sure whats actually needed...

This should probably fix games that would save progress to profile (Halo 3 progression, etc.), haven't actually noticed any changes myself yet though.
2020-04-08 03:20:48 +11:00
emoose e2e5205b24 [User/XAM] Oops, fix null pointer deref 2020-04-08 03:20:48 +11:00
emoose be410a9cab [XAM/User] Try logging in to any available profile when XUID isn't set
Now the XUID doesn't need to be set at all for Xenia to try logging into an available profile (as long as signin_state != 0, previously this needed XUID to be set to '1')

So from a default install, you should be able to just drop an X360 profile into the right profiles dir, and when you run Xenia it'll login to it automatically for you, no config changes needed!

This applies to all 4 user slots, just set their signin states, drop 4 profiles in and it should log them all into each one seperately, then you can edit the config with specific profile XUIDs for each user.

Xenia should now only generate a default XeniaUser profile when no profiles are available for a user.
2020-04-08 03:20:47 +11:00
emoose 21bbc40d2c [XAM/User] Add UserIndex enum, handle special UserIndexes inside KernelState::user_profile 2020-04-08 03:20:47 +11:00
emoose 5148749d1f [XAM/User] Add support for multiple signed-in users/profiles
This adds support for multiple profiles to Xenia, profiles can be configured with the [Profiles] user_*_xuid / user_*_state config settings.
If state is non-zero (1 = offline, 2 = LIVE), the profile will be counted as logged-on - either with a generated XeniaUser gamertag, or if the XUID is set to 1 the first available profile will be loaded.
The XUID can also be set to the offline-XUID (E000...) of an existing profile, to sign in the user as that profile.
(Profiles should be stored in the Xenia content/FFFE07D1/00010000/ folder, either as an STFS package or an extracted folder)

All the XamUser* functions have been updated to support multiple user_index's provided to them too.
(there's still issues with weird indexes like 0xFF, 0x7FF9... being given though, still dunno what's with that, the KernelState::user_profile() code will treat 0xFF as 0)

I'm not really sure if this is the most ideal way to do things though, but it does appear to work fine, at least Halo 3 does detect the profiles with state > 0 fine.

TODO: look into changing up xam_content to make use of user_index & profiles.
It shouldn't be too difficult now to emulate the same content paths X360 uses (seperating content by XUID etc)
Would probably be a good idea, since it'd probably be needed for us to support multiple profiles properly, so that they don't all share savegames etc...
2020-04-08 03:20:47 +11:00
emoose 65180c6965 [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)
2020-04-08 03:20:47 +11:00
emoose b74c87f4e1 [Xam/Content] Remove unused ResolveGameUserContentPath func
(not needed since we store this stuff inside GPD now)
2020-04-08 03:20:46 +11:00
emoose e1b10fbed7 [XAM] Allow loading profile from STFS (extracts package automatically!)
Profiles can now be placed as either an extracted folder with GPDs, or an STFS package, inside the Documents\Xenia\content\FFFE07D1\00010000\ directory
eg. Documents\Xenia\content\FFFE07D1\00010000\E0000E07FA53D7F1
(this roughly matches the same location as X360 stores it)

If loading an STFS package the package will first get extracted to <path>.dir/, and then the profile is loaded/saved into that directory.
(originally was going to mount the package and read everything in-memory, but then realized how hard adding new files/modifying/etc would be.. VFS doesn't allow mixing two devices into the same mount_path afaik)

Code for extraction is taken from xenia-vfs-dump (as StfsContainerDevice::ExtractToFolder)

A [XAM]profile_xuid config option is added too, which should let you pick which profile to load from the FFFE07D1\00010000\ folder if you have multiple there.
(at least I hope it should - something like "profile_xuid = 0xE0000E07FA53D7F1" will work I hope... cpptoml might have issues with hex digits though, not sure, will investigate later...)
If profile_xuid isn't set (left at -1), Xenia will just load whatever the first file/folder inside there is.
2020-04-08 03:20:46 +11:00
emoose f3fc85786c [Base] Change DEFINE_uint64 -> DEFINE_int64, cpptoml seems to have issues with uint64..
Tried setting a uint64 setting to -1 (FFFF FFFF FFFF FFFF), which made it throw a out of range exception when loading the toml...
Internally it uses int64 to parse numbers, so I guess it doesn't work well with converting to uint64?
Changing everything from uint64->int64 seems to solve it though, now -1 works fine.
2020-04-08 03:20:46 +11:00
emoose 361bb350f0 [VFS] Fix STFS file table info being read in wrong endian 2020-04-08 03:20:46 +11:00