Commit Graph

5841 Commits

Author SHA1 Message Date
illusion aa154a4a23 Revert "fix fps counter transparency"
This reverts commit 3fcfcfd96e.
2020-04-08 03:21:03 +11:00
Margen67 5d4c8d92fb [Azure Pipelines+GitHub Actions] Yet moar changes
Save one robocopy by copying LICENSE to the build folder instead of copying it twice.

Azure Pipelines:
 Switch artifact preparation to PowerShell to be consistent with GitHub Actions.
2020-04-08 03:21:03 +11:00
Margen67 b5b2eb73c4 [CI] Even moar changes
Remove CPU info step.

Azure Pipelines:
  Remove unneeded robocopy for SDL2.dll, use direct path for artifact instead.

GitHub Actions:
  Update ISSUE_TEMPLATE exclusion.
  Name stuff.
  Switch back to default shell/robocopy for artifact preparation.
  Seperate xenia-vfs-dump artifact.

GitHub Actions/AppVeyor:
  Add -mx1 to 7z (supposedly faster)
2020-04-08 03:21:02 +11:00
Margen67 1f0e5e8b7a [Azure Pipelines] Don't double zip artifacts
Also seperate them.
2020-04-08 03:21:02 +11:00
Margen67 26ac5b3410 [README] Add AppVeyor link, uncomment compatibility 2020-04-08 03:21:02 +11:00
illusion ea448e5508 ugh 2020-04-08 03:21:02 +11:00
Gliniak 61b50fcf82 [Stack] Set default fill value to 0 instead of 0xBE
It prevents corruption in few games
2020-04-08 03:21:02 +11:00
Margen67 13ab17dcad Add SDL2 to GitHub Actions and Azure Pipelines 2020-04-08 03:21:02 +11:00
illusion98 7055d7fa56 fix fps counter transparency 2020-04-08 03:21:02 +11:00
Margen67 eff645a14c [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.
2020-04-08 03:21:02 +11:00
Cancerous d6eab82ad4 [HID] - fix my mistake in SDL input merge fixes 2020-04-08 03:21:02 +11:00
Cancerous 6840d6fbec [HID] SDL Input PR merge fixes 2020-04-08 03:21:01 +11:00
Cancerous e45145e5b8 [Main] - change the delay to check updates to a day 2020-04-08 03:21:01 +11:00
Cancerous 103a42b934 [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.
2020-04-08 03:21:01 +11:00
Margen67 880a02e394 [GitHub Actions] Rename to CI, formatting
Also don't use master version of Actions, and make asset_path look nicer.
2020-04-08 03:21:01 +11:00
Cancerous 99e2ab5741 [CPU] - skip some operations that cost precious time in mutex lock/unlock that are called frequently for some gains when not debugging 2020-04-08 03:21:01 +11:00
Margen67 3a648e8a0c [CI] Print CPU 2020-04-08 03:21:01 +11:00
Margen67 dfc08eb334 [README.md] Formatting, add Azure badge back, fix comments 2020-04-08 03:21:00 +11:00
Margen67 f583a41095 [Azure Pipelines] Remove AVX512, build for all branches (again) 2020-04-08 03:21:00 +11:00
Margen67 c6cc8ccefa [GitHub Actions] Disable fail-fast 2020-04-08 03:21:00 +11:00
chss95cs@gmail.com 5afe3a8ae2 Fixed shit precision in RECIP, made multiplication codegen less garbage 2020-04-08 03:21:00 +11:00
chss95cs@gmail.com 5cba3c8747 Juicy optimization goodness 2020-04-08 03:21:00 +11:00
illusion98 aba2ba70f5 automatic aspect ratio change
aspect ratio will now change if internal resolution is set to anything 4:3 (i.e 640x480, 1024x768, 1600x1200.. etc.)
2020-04-08 03:21:00 +11:00
illusion98 6a6444abe7 Replace main xenia redirects with canary 2020-04-08 03:21:00 +11:00
emoose 2caa6f63b5 [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.
2020-04-08 03:21:00 +11:00
emoose ef6e0a32c3 [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 :/
2020-04-08 03:20:59 +11:00
emoose e62ac39d4b [Kernel] Small merge fix for stfs-headers-new 2020-04-08 03:20:59 +11:00
emoose 5ae486866b [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.
2020-04-08 03:20:59 +11:00
emoose c89a3eb170 [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.
2020-04-08 03:20:59 +11:00
emoose 1f31d53235 [VFS] Fix StfsContainerDevice::total_allocation_units() 2020-04-08 03:20:59 +11:00
emoose a71602befd [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...
2020-04-08 03:20:59 +11:00
emoose 69785259a5 [XAM] Use correct path for STFS headers 2020-04-08 03:20:58 +11:00
emoose 7ae59c7a28 [VFS] Add StfsHashEntry struct to view hash entry flags in more detail
+ small adds to StfsHeader
2020-04-08 03:20:58 +11:00
emoose b49bb45a12 [VFS] Fix sketchy ReadMagic function...
Haven't been able to test yet though - hope it's reading in the correct endian!
2020-04-08 03:20:58 +11:00
emoose 8fc4f77a7d [Kernel/VFS] Add maximum size for thumbnails read from headers 2020-04-08 03:20:58 +11:00
emoose e0f69cddc5 [Kernel] Support XCONTENTFLAG flags inside CreateContent 2020-04-08 03:20:58 +11:00
emoose 833e36e051 [Kernel/VFS] Write more fields in STFS headers when creating 2020-04-08 03:20:57 +11:00
emoose 72daead6af [Kernel] Use user_language value as the slot to retrieve STFS strings from 2020-04-08 03:20:57 +11:00
emoose e91b9f4ca1 [Core] Add add kPolish & kRussian to XLanguage 2020-04-08 03:20:57 +11:00
emoose 7df5c32f24 [Kernel] Fix travis errors in XContentMetadata? 2020-04-08 03:20:57 +11:00
emoose 7c4b164dd7 [Kernel] CreateContent: create headers.bin file with the content info 2020-04-08 03:20:57 +11:00
emoose f71a094832 [VFS] Add set_* functions (eg. set_display_name) to XContentMetadata 2020-04-08 03:20:57 +11:00
emoose 086cb670a7 [Kernel/VFS] Improve STFS/XContent structures
Mostly the same as 6a3c712aad
2020-04-08 03:20:57 +11:00
emoose a3b6046129 [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.
2020-04-08 03:20:56 +11:00
emoose cafb2c0d5b [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.
2020-04-08 03:20:56 +11:00
emoose 7cde420634 [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.
2020-04-08 03:20:56 +11:00
emoose 9f6cd43909 [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.
2020-04-08 03:20:56 +11:00
Cancerous ea0db4aee9 [Config] - add config cvars for internal resolution 2020-04-08 03:20:56 +11:00
Gliniak 72880bf383 [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?
2020-04-08 03:20:56 +11:00
Margen67 7477f020bc Rename exe to xenia-canary, simplify CI steps, remove SSE2
SSE2 was only for troubleshooting Fable II, and didn't do anything anyway.
2020-04-08 03:20:56 +11:00