Commit Graph

5824 Commits

Author SHA1 Message Date
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
chrisps e59ea2e8e1 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.
2020-04-08 03:20:55 +11:00
Cancerous 02e5d24eca [CPU] Enable repetitive computation pass of optimizations from Chrispy 2020-04-08 03:20:55 +11:00
Margen67 f277f09cc7 [Actions] Exclude .azure-pipelines.yml 2020-04-08 03:20:55 +11:00
Margen67 19104ea815 [Azure] Don't build tests here either, only build on canary-test 2020-04-08 03:20:55 +11:00
Margen67 b0d7b0cfac [AppVeyor] Actually disable tests 2020-04-08 03:20:55 +11:00
Margen67 58da603f5c Update README.md 2020-04-08 03:20:55 +11:00
Margen67 8b2d1fa2ff [GitHub Actions] Only create releases for canary 2020-04-08 03:20:55 +11:00
Margen67 82d0d9f319 [README.md] Move Discord to top 2020-04-08 03:20:55 +11:00
illusion98 09f7bd31ed Replace Appveyor with GitHub Action for Windows Binaries 2020-04-08 03:20:55 +11:00
Gliniak 5ebfa7b136 [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 :/
2020-04-08 03:20:54 +11:00
Margen67 3be3852e5d [GitHub Actions] Fetch full commit history 2020-04-08 03:20:54 +11:00
chrisps 0fba30768b Adding Xmm Select table, GetRawXMM 2020-04-08 03:20:54 +11:00
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