* gcm: Fix tile offset setting
highest bit signifyies location, so ignore that while reading the offset.
* rsx-capture: Fix tile binding
fixes division by zero when dividing by pitch when the tile is not bound.
* rsx-capture: Fix zcull binding
lf_queue<>: unbound FIFO queue with dynamic linked-list
lf_value<>: concurrently-assignable value readable without locking at the cost of memory (using dynamic linked list)
Add atomic_t<>::compare_exchange
- POS does not have to be fetched from ATTR[0]
- Confirmed with UC1 that uses WEIGHT for positions
- At least one POS stream has to exist to feed the position attribute which cannot repeat for a single triangle
- Matching attachments with resource id fails because drivers are reusing
handles!
- Properly sets up stale fbo ref counting and removal
- Properly sets up resource reference test with subsequent removal to
avoid using a broken fbo entry
- Orders flushing to preserve memory at all cost
- Avoids false positive where flushing overlapping sections can falsely invalidate another with head/tail test
- Forcefully downloads and reuploads data from the CPU in case of unexpected overlaps
- Properly detect correct size of newly created blit targets
- Remember to clear any existing views when changing the default component map!
- These dependencies have #defines which enable code related to them
in rpcs3 and rpcs3_ui targets. They are only used in rpcs3_emu but
HAVE_* defines have to be defined in rpcs3 and rpcs3_ui targets also,
so they have to have PUBLIC visibility so defines carried over
CMake: Fix Alsa and Pulse audios being disabled
- HAVE_PULSE and HAVE_ALSA were not defined in rpcs3 target
Fixup libevdev
* CMake: Refactor build to multiple libraries
- Refactor CMake build system by creating separate libraries for
different components
- Create interface libraries for most dependencies and add 3rdparty::*
ALIAS targets for ease of use and use them to try specifying correct
dependencies for each target
- Prefer 3rdparty:: ALIAS when linking dependencies
- Exclude xxHash subdirectory from ALL build target
- Add USE_SYSTEM_ZLIB option to select between using included ZLib and
the ZLib in CMake search path
* Add cstring include to Log.cpp
* CMake: Add 3rdparty::glew interface target
* Add Visual Studio CMakeSettings.json to gitignore
* CMake: Move building and finding LLVM to 3rdparty/llvm.cmake script
- LLVM is now built under 3rdparty/ directory in the binary directory
* CMake: Move finding Qt5 to 3rdparty/qt5.cmake script
- Script has to be included in rpcs3/CMakeLists.txt because it defines
Qt5::moc target which isn't available in that folder if it is
included in 3rdparty directory
- Set AUTOMOC and AUTOUIC properties for targets requiring them (rpcs3
and rpcs3_ui) instead of setting CMAKE_AUTOMOC and CMAKE_AUTOUIC so
those properties are not defined for all targets under rpcs3 dir
* CMake: Remove redundant code from rpcs3/CMakeLists.txt
* CMake: Add BUILD_LLVM_SUBMODULE option instead of hardcoded check
- Add BUILD_LLVM_SUBMODULE option (defaults to ON) to allow controlling
usage of the LLVM submodule.
- Move option definitions to root CMakeLists
* CMake: Remove separate Emu subtargets
- Based on discussion in pull request #5032, I decided to combine
subtargets under Emu folder back to a single rpcs3_emu target
* CMake: Remove utilities, loader and crypto targets: merge them to Emu
- Removed separate targets and merged them into rpcs3_emu target as
recommended in pull request (#5032) conversations. Separating targets
probably later in a separate pull request
* Fix relative includes in pad_thread.cpp
* Fix Travis-CI cloning all submodules needlessly
Preprocess . and .. correctly
Don't use recursive locking
Also use std::string_view
Fix format system for std::string and std::string_view
Fix fmt::merge for std::string_view
- NOTE: The address swizzle index is only for use as src. The address registers are only used one channel at a time.
- When the destination of ARL, the encoding is the same as the other temp registers
- Retag resources reprotected under flush_always rules
- Properly check for blit resource fitting taking into account format
mismatch, pitch mismatch and typeless transfers
Remove vm::ptr operator %
This was a bad idea but explicit_bool_t was created almost for it
Other removed types are unused and have little to no meaning
- The x value contains the VP output value interpolated across primitive surface
- The y coordinate contains the fog fraction according to the selected fog formula
Remove "atomic operator" classes
Remove test, test_and_set, test_and_reset, test_and_complement global functions
Simplify atomic_t<> with constexpr if, remove some garbage
Redesign bs_t<> to use class, mark its methods constexpr
Implement atomic_bs_t<> for optimizations
Remove unused __bitwise_ops concept (should be in other header anyway)
Bitsets can now be tested via safe bool conversion
cellMicEnd would get stuck waiting for the cellMic thread to finish, but
it never does because micInited is still true.
Fixes Resistance: Fall of Mankind getting stuck after the menu
With older builds CMake will error out with `CXX_STANDARD is set to invalid value '17'`
CXX_STANDARD 17 was added on CMake 3.8.X as found in the 3.8.2 documentation: https://cmake.org/cmake/help/v3.8/prop_tgt/CXX_STANDARD.html
Also removes leftover from old VS2015/2017 mixed instructions, removes "Not GCC 6.1" since we require 7.3+ now and bumps Xcode to 10. Proper MacOS instructions will be added afterwards by someone else.
- Newer nvidia drivers are not exposing IMMEDIATE present mode unless you change options in nvidia control panel
This can cause severe performance degradation unless the vsync option is set to "off" in control panel
- Some games overflow the program buffer e.g Resistance games
The observed overflow is one instruction longer, likely an engine bug
with counting instructions
- Tags framebuffer resources on first use (when on_write is called to verify memory)
- Texture cache now selects the best match and even sorts atlas writes with memory write order to avoid older data showing over newer one
- Some formats are proven to ignore swizzle flag
- DXT compressed textures
- COMPRESSED_BG_GB class textures
- Some applications are using swizzled wide integer formats so those are confirmed to swizzle
- Use proper time checking; depending on what is being done one 'tick' can
be almost a millisecond long or several nanoseconds
- Avoid spamming the system timer unless necessary
- A possible deadlock is still present if rsx is trying to get a super_ptr whilst the vm lock holder is in an access violation
This patch makes this scenario very unlikely since each block need only be touched once
- Implement forced reading when calling update method to sync partial lists
- Defer conditional render evaluation and use a read barrier to avoid extra work
- Fix HLE gcm library when binding tiles & zcull RAM
- Do not do a full sync on a texture read barrier
- Avoid calling zcull sync in FIFO spin wait
- Do not flush memory to cache from the renderer side; this method is now obsolete
invalidate_range_impl_base does not mark all textures that will only be
unprotected as dirty when doing a deferred flush, since that is done by
flush_all.
However, if there are no sections to flush, the deferred flush will
use the same code path as non-deferred flushes for unprotecting textures
and forget to mark them as dirty.
This commit fixes this bug.
The existing implementation restarts the loop immediately after
finding a range_data instance that updates the trampled_range.
This commit refactors this method to continue the loop with the updated
trampled_range, and then repeat only those range_data instances that
were iterated through before the trampled_range was last updated.
As a result, the number of total iterations required is reduced.
When the trampled range changes, get_intersecting_set restarts the
outer loop. However, due to an off-by-one error, it skips the first
cache entry when doing so. This can cause a texture not to be
correctly unlocked, which could lead to issues or even deadlocks.
This commit fixes this off-by-one error.
If "address" is not page-aligned, the calculated end address for the
corresponding page is incorrect which can lead to false positives,
causing some textures to be re-uploaded unnecessarily.
This commit fixes this typo.
- Defer compilation process to worker threads
- vulkan: Fixup for graphics_pipeline_state.
Never use struct assignment operator on vk** structs due to padding after sType member (4 bytes)
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
- Adds dead code elimination
- Fix absolute branch target addresses to take base address into account
- Patch branch targets relative to base address to improve hash matching
- Bumps shader cache version
- Enables shader logging option to write out vertex program binary,
helpful when debugging problems.
- Fix program abort logic to never abort before resolving later label addresses
Fixes jumping over broken code and jumping over END markers
- TEXTURE_CONTROL2 has indexing range of [0..15] without stride skipping!
This register does not have interleaving with other texture registers
- Track shader address poke as it seems to invalidate programs as well
- Avoid re-locking memory if there is no reason to do so (no draws issued)
- Actively bound regions should always get written to the backing cache
- Forcefully read memory during download if writes to the target have occured since last sync event
- Unroll main compute queue loop
- Do NOT run GPU cores on mappable memory! This has a dreadful impact on performance for obvious reasons
- Enable dynamic SSBO indexing (affects AMD)
- Make loop unrolling and loop length variable depending on hardware and find optimum
Build SPU cache after PPU, fix mixing progress
SPU ASMJIT: add support for Giga mode
SPU ASMJIT: use the same spu.log location as SPU LLVM
SPU: improve spu.log disasm
SPU: improve trampolines, unify with SPU ASMJIT
SPU: decode interrupt handler address from BR/BRA at 0x0
SPU LLVM: support Mega/Giga modes
SPU LLVM: implement function chunks
SPU LLVM: use PHI nodes, value visibility across basic blocks
SPU LLVM: implement function chunk table
New simple memory manager for LLVM (bugfix)
- Region pitch of 64 (disabled) can be used to indicate packed contents - do not assume it is the actual pitch!
- Also fixes interaction of AA factors with lockable_region size
- Use names for overlay command config and vertex data instead of std::pair.
- Make a couple of compiled_resource constructors explicitly named functions.
- Used to transfer D32S8 data where it makes sense to use this variant
- On nvidia cards, it is very slow to move aspects from D24S8 probably due to the format being faked.
For this reason, the unsafe variant is used for both D16 and D24S8 to avoid the heavy performance loss
- RADV does not keep a mapping ptr around for subsequent remap and falls back to heavy amdgpu methods every time
Explicitly manage pointer in the ring buffer structure to fix this
- Compute is now used to assist in some parts of blit operations, since there are no format conversions with vulkan like OGL does
- TODO: Integrate this into all types of GPU memory conversion operations instead of downloading to CPU then converting
- Removes the old depth scaling using an overlay.
It was never going to work properly due to per-pixel stencil writes being unavailable
- TODO: Preserve stencil buffer during ARGB8->D32S8 shader conversion pass
- Some applications (e.g Backbreaker) use an evil hack to resolve MSAA.
The application respecifies a formerly AA region as a region with no AA then performs a framebuffer feedback lookup.
The old memory keeps AA during read, but writes back to itself with AA resolved.
This is evil on several levels but it just happens to work on PS3
Returning CELL_OK in sceNpManagerRequestTicket2 makes NPEB01268 loop indefinitely trying to check the downloaded content.
Telling that the system is offline escapes the loop and make the game go further.
Moves NPEB01268/BLES01794 from Intro to Ingame.
Disable extra modes for SPU LLVM for now.
In Mega mode, SPU Analyser tries to determine complete functions.
Recompiler tries to speed up returns via 'stack mirror'.
* Support for using arbitrary firmware fonts
* Support for specifying font extension in `font` constructor (useful for most firmware fonts that use .TTF)
- The benefits of FIFO optimizations are huge in some cases.
The optimizations also do not break any tested applications so no need to disable with strict mode
- A debug option is provided to disable this behaviour for testing
- Matches ps3 accuracy for all tested values with few exceptions
- Do not enter the host OS kernel if waiting for less than 500us to avoid scheduler issues
- Improves cleanup code to consist of 2 parts, remove then dispose. Remove
does not deallocate the item until dispose is called on it, allowing the
backends to first deallocate external references.
- Caller is responsible for managing list locking and tracking disposable list
of items when external references have been cleaned up before using
dispose method.
1. rsx: Rework section synchronization using the new memory mirrors
2. rsx: Tweaks
- Simplify peeking into the current rsx::thread instance.
Use a simple rsx::get_current_renderer instead of asking fxm for the same
- Fix global rsx super memory shm block management
3. rsx: Improve memory validation. test_framebuffer() and
tag_framebuffer() are simplified due to mirror support
4. rsx: Only write back confirmed memory range to avoid overapproximation errors in blit engine
5. rsx: Explicitly mark clobbered flushable sections as dirty to have them
removed
6. rsx: Cumulative fixes
- Reimplement rsx::buffered_section management routines
- blit engine subsections are not hit-tested against confirmed/committed memory range
Not all applications are 'honest' about region bounds, making the real cpu range useless for blit ops
- main_window::CreateThumbnailToolbar into main_window::Init
- also moved the log message for "Recent Game Not Valid" from Error to Warning (only the common occurance)
Drop _xbegin family intrinsics due to bad codegen
Implemented `notifier` class, replacing vm::notify
Minor optimization: detach transactions from global mutex on TSX path
Minor optimization: don't acquire vm::passive_lock on PPU on TSX path
Downstream may override CMAKE_CXX_FLAGS_RELEASE in order to enforce
consistent optimization flags for every package. If -DNDEBUG is lost
RPCS3 may run slower and fall victim to assertions in bundled libs.
see folders: bearer, imageformats, styles and platforms.
This will stay compatible with the old builds too, unless someone wisely put their plugin folders into a 'plugin' subdirectory
- Properly identify puller spin primitives
- Add a small wake delay after exiting a spin delay. Fixes desynchronization
It seems real hw has a small delay between cell edits to commandbuffer memory at the GET address and the changes becoming visible to the DMA puller
Simulated with a short busy_wait, large values will improve sync but degrade performance
- Reimplements the AMD workaround using an identity buffer to avoid the performance hit of doing multiple glDrawArrays for every single compiled set
- Reimplements first/count allocation using a scratch buffer to reduce allocation overhead when large number of draw calls is used
- Improve dirty state tracking affecting program state
- vk: Refactor out transform constants upload into a separate channel to avoid if possible
transform data uploads are quite expensive
- Introduces a gpu program analyser step to examine shader contents before attempting compilation or cache search
- Avoids detecting shader as being different because of unused textures having state changes
- Adds better program size detection for vertex programs
- Improved vertex program decompiler
- Properly support CAL type instructions
- Support jumping over instructions marked with a termination marker with BRA/CAL class opcodes
- Fix SRC checks and abort
- Fix CC register initialization
- NOTE: Even unused SRC registers have to be valid (usually referencing in.POS)
Allow indirect calls within current function using a jumptable
This restores some functionality removed in SPU ASMJIT 2.0
Change SPUThread::get_ch_value prototype
Use conditional memory access to invalid address.
This approach can allow continue (for debugging);
but at the same time it doesn't add function call to recompiled code.
- Readback does not work at all with float textures on AMD openGL
Driver throws a bogus OUT_OF_MEMORY error regardless of amount of VRAM and system RAM available
- Formats support is linked to the physical device and by extension the logical device derived from it
It therefore makes no sense to track this as a separate object.
Simplifies parameter passing and template specialization.
Also avoids corner cases with AMD hardware (where D24S8 is not supported)
- vk: Clear dirty textures before copying 'old contents' in case the old data does not fill the new region
- rsx: Properly decode border color - seems to be in BGRA format
- vk: better approximation of border color to better choose between the presets
- vk: Individually clear color images outside render pass and without scissor
- vk: Fix renderpass selection for clear overlay pass
- vk: Include scissor region when emulating clear mask
NOTES:
- vk: Completely avoid using vkClearXXXXimage - its 'broken' on nvidia drivers
Spec is vague about the function so its not an actual bug
ClearAttachment is clearly defined as bypassing bound state which works correctly
- TODO: Implement memory sampling to simulate loading precleared memory if cell used memset to preinitialize the framebuffer
Autoclear depth to 1|255 and color to 0 is hacky!
- gl/vk: Fix subresource copy/blit
- gl/vk: Fix default_component_map reading
- vk: Reimplement cell readback path and improve software channel decoder
- Properly name the subresource layout field - its in blocks not bytes!
- Implement d24s8 upload from memory correctly
- Do not ignore DEPTH_FLOAT textures - they are depth textures and abide by the depth compare rules
- NOTE: Redirection of 16-bit textures is not implemented yet
Primary:
- Fix SET_SURFACE_CLEAR channel mask - it has been wrong for all these
years! Layout is RGBA not ARGB/BGRA like other registers
Other Fixes:
- vk: Implement subchannel clears using overla pass
- vk: Simplify and clean up state management
- gl: Fix nullptr deref in case of failed subresource copy
- vk/gl: Ignore float buffer clears as hardware seems to do
- Ignore unlocked blit sections [TODO]
- Do not attempt blit on hw if bytesize is unsupported
- gl: Implement typeless memory transfers
Uses pbo to handle type-agnostic memory transfer
- Mainly affected are colormasks and read swizzles
NOTES:
- Writes to G write to the second and fourth component (YW)
- Writes to B write to first and third component (XZ)
- This means the actual format layout is BGBG (RGBA) making RG mapping actually GR
- Clear does not seem to have any intended effect on this format (TLOU)
Use opt-out shared spu_runtime to save memory (Option: SPU Shared Runtime)
Implement "übertrampolines" for dispatching compiled blocks
Patch fixed branch points to use trampolines after check failure
Reset would crash the app, because a cleared item received a signal on currentItemChanged.
Also, Reset did not reset the list as one might think, but clean it and then result in wrong behaviour.
Furthermore the settings were saved, regardless of accepting the dialog or not.
- Properly detect inline array registers vs constant value registers
- Silence needless spam, 306E is 2D surface engiine, the assumption that y is multiplied by 306E pitch is not crazy
Bug fix: don't display new data entry when not asked for
Use icon/title provided by the game for the new data entry
Display new data entry at the beginning of list when necessary
Minor cellSaveData cleanup
Fixes the following issues on Tales of Vesperia which requires SRM.
- Blacked out scene after the sleeping dog now renders correctly
- Ghosting effect. The ghosting was most noticeable as a delay between the character rendering and the cell shading around the character. This appears to be gone with this change.
- GL queries share the target binding (not asynchronous!)
- Discard active queries by closing them, leave closed queries alone (nothing to be done for discard op)
- Reimplements render target views used for sampling
- Optimizes access using an encoded control token
- Adds proper encoding for 24-bit textures (DRGB8 -> ORGB/OBGR)
- Adds proper encoding for ABGR textures (ABGR8 -> ARGB8)
- Silence some compiler warnings as well
- TODO: Real texture views for OGL current method is a hack
- Separate TXB from TXL: They are completely different!
- Properly perform TMU emulation in the fragment shader. Implemens SRGB conversion and alphakill at the moment
- Properly perform ROP emulation in the fragment shader. Implements FRAMEBUFFER_SRGB. While support on the chip looks to be incomplete (and wierd), it does work
- Document some more bits in SHADER_CONTROL register
- Export some debug information in the free texture register space components zw
Very useful when analysing renderdoc captures
- Enable shadow comparison on depth as long as compare function is active and texture is uploaded for depth read
Some engines (UE3) read all the components in the shader and use mul/mad with the result
it's currently unknown whats the exact relationship between the prio and the group type SYS_SPU_THREAD_GROUP_TYPE_COOPERATE_WITH_SYSTEM (0x20).
tho we do know prio'es whom less than 16 are reserved for the system.
gl/vk: Bump shader cache version
gl/vk: Disable anisotropic override when strict mode enabled as it is proven to alter some games negatively
gl: Clamp buffer view range to not exceed the backing buffer size. Also add assert for the same condition
- Track asynchronous operations in RSX core
- Add read barriers to force pending writes to finish.
Fixes zcull delay flicker in all UE3 titles without forcing hard stall
- Increase zcull latency as all writes should be synchronized now
- ZCULL unit emulation rewritten
- ZCULL reports are now deferred avoiding pipeline stalls
- Minor optimizations; replaced std::mutex with shared_mutex where contention is rare
- Silence unnecessary error message
- Small improvement to out of memory handling for vulkan and slightly bump vertex buffer heap
- Removes the duplicate local_transform_constants
- Resets the transform constants on every context reset
- Simplifies the code abit which should make it faster
- NOTE: Transform constants are persistent across context re-init events (VF5)
- TODO: Alot of work is still needed to execute draw commands out of order
Thats the only solution to games sending many draw calls with high frequency of state changes
- Adds support for compilation on MAC with moltenVK. Note that vulkan does
not work on MacOS yet. There are two main blockers:-
1) Texture component swizzles are not supported except for
RGBA8_UNORM->BGRA8_UNORM.
2) There is a bug in their SPIR-V -> MSL generator.
GLSL.std.450.xxxx functions are not implemented which breaks rpcs3
functionality. Trying to compile a vertex shader will throw because
unpackHalf2x16 is missing.
- According to NV_fragment_program spec, registers are zero initialized always
- A program even without writing to these registers will have black (0, 0, 0, 0) output
Confirmed behaviour with MotorStorm games. Their engine uses this quirk to clear color buffers when doing depth replace
Might be an unfixed game bug
According to the NV_fragment_program spec, its not feasible to have 16-bit depth wries
NOTE: NV_fragement_program precedes NV_fragment_program2 which is very
close to what RSX consumes. It is hardware from that era afterall
- Forces Bitcast of texture data if input format cannot possibly be the
same as the existing texture format
- rsx: Other minor improvements to texture cache :-
- remove obsolete blit engine incompatibility warning. The texture will be re-uploaded if it is indeed incompatible
- Implement warn_once and err_once to avoid spamming the log with systemic errors
- Track mispredicted flushes
- Reswizzle bitcasted texture data to native layout
TODO: Also needs reshuffle according to input remap vector
- A new step is added between decompilation and pipeline object creation allowing for properties to be updated based on shader contents
- Allos masking off attachment writes that are unmodified in the shader
- gl: Do not call makeCurrent every flip - it is already called in set_current()
- gl: Improve ring buffer behaviour; use sliding window to view buffers larger than maximum viewable hardware range
NV hardware can only view 128M at a time
- gl/vk: Bump transform constant heap size When lots of draw calls are issued, the heap is exhaused very fast (8k per draw)
- gl: Remove CLIENT_STORAGE_BIT from ring buffers. Performance is marginally better without this flag (at least on windows)
- Identify depth textures reaching the gpu via shader_read upload path
- Use correct timestamp counter for opengl
- inline draw_state::test_property because msvc doesnt do it for us
- Do not bother rechecking the dirty sampler pool for hits. Its faster to create new sampler than to search the pool
- Reserve some memory on vertex layout struct to reduce reallocation penalty
* Improve debugger
* Added 'Step Over' functionality
* Added special SPU pause functionality that pauses the SPU thread when the tag mask is at 0x80000000 by holding ctrl while pausing
* Go to address dialog now evaluates expressions, including defined variables such as pc, r1, r2, etc
* Requires QtScript to be linked with the project
* Made the option to center shown addresses (Go to addr/pc) optional by making it an entry in the GUI ini config
* Shown addresses now appear 'selected'
* New keyboard shortcuts!
- Ctrl+G -> Go to address
- F10 -> Step Over
- F11 -> Step (Into)
* [sysutil] Add Magnetometer system param
* [ui] Add UI for Move handler
Current options are "Null" and "Fake".
* cellGem: Improvements
* cellCamera: Improvements
Use atomic variable to sync TTY size
Implement console_putc (liblv2)
Write plaintext instead of HTML
Slightly improve performance
Fix random line breaks in TTY
* Made GDB debugger working with IDA
* Added async interrupts support
* Report proper thread after pausing
* Support attaching debugger before running app
* travis hotfix
* expose env vars for tag, hash and commit number
* bump version
* also update av version string
* remove hash from av version for master builds
* change hash encoding back to ascii
- use normal selection instead of doubleclick
- move SaveSettings out of the tabs to reduce file access
- translate EmptyPath as well
- some other minor refactors to reduce lines of code
- Adds support for abstract implementations
- Adds native windowing implementations for WIN32 and X11 as fallbacks
when present support is lacking (headless configs)
- For some reason the hardware forgets that primitive restart is enabled and tries to actually read vertex index 65535
- Works correctly if uint32 vertex indices are used instead of uint16 for cases where primitive restart is active
- Fix for texture barriers
- vulkan: Rework texture cache handling of depth surfaces
- Support for scaled depth blit using overlay pass
- Support proper readback of D24S8 in both D32F_S8 and D24U_S8 variants
- Optimize the depth conversion routines with SSE
- vulkan: Replace slow single element copy with std::memcpy
- Check heap status before attempting blit operations
- Bump guard size on upload buffer as well
- Implement flush-always behaviour to partially fix readback from a currently bound fbo
- Without this, only the first read is correct, as more draws are added the results become 'wrong'
- Fixes WCB and cpublit behviour
- Synchronize blit_dst surfaces to avoid data loss when gpu texture scaling is used
- Its still faster in such cases to disable gpu texture scaling but some types cannot be disabled without force cpu blit (e.g framebuffer transfers)
- Memory management tuning
- rsx: on-demand texture cache rescanning for unprotected sections
- rsx: Only framebuffer resources are upscaled
- Do not resize regular blit engine resources
- Lazy initialize readback buffer when using opengl
-- These measures should help minimize vram usage
Six instructions changed to use xmm registers instead of gpr.
ROTQBII, ROTQMBII, SHLQBII look better (shifts by imm)
ROTQBI, ROTQMBI, SHLQBI changed for consistency (shifts by variable)
Only AVX-512 path is changed (third version).
This instruction is extremely rare.
And the code is probably not optimal.
So this commit is pretty useless.
* Fix gs_frame spawning on a screen other than the one the RPCS3 window is on for multi-monitor setups
* Cleaned up code & refactored it into a utility function for reuse
* Qt: take gs_frame's framemargins into account by using showEvent
- For some surfaces, dimensions are passed via the log2 bits rather than surface pitch
-- This is similar to the setup for nv406e and probably means the surfaces are padded and swizzled
- Do not assume texture2D when creating new textures
- Flag invalid texture cache if readonly texture is trampled by fbo memory.
Avoids binding a stale handle to the pipeline and is rare enough that it should not hurt performance
- Do not add unused subroutines in shaders unless necessary
-- makes shaders easier to read and disassembled spir-v has less clutter
- glsl: Replace switch block with lookup table
- vulkan: Do not assume an aux frame context must exist in a well defined state as set in init_buffers() since the request might be external (via overlays path)
- gl: Do not bother waiting for idle before servicing external flip requests
- gl: Queue overlay cleanup requests to ensure only glthread attempts touching the context
- overlays: Do not compute size metrics for invalid/unsupported glyphs
- opengl driver optimization for nvidia. On nvidia glTextureBufferRange performance is horrendous
-- Initialize texture buffer to whole buffer at startup and use absolute offsets to read data instead
-- Over 2x performance in some cases (Resogun, TNT racers)
- gl/vk: Do not flip non-existent display buffers. Fixes spec violation at boot in TNT racers demo
- whitespace fixes for sys_rsx
- Implement low bit decode override flags for 2-component textures
- Properly implement alot of texture remaps according to the autotest results
rsx: Do not unnecessarily shuffle WZYX->RGBA unless we have proof
- From looking at format swizzles, this is incorrect
- Use edges of depth range to map clamped stuff
Disable range compression on regular draws vs extended range draws
- Some applications require full 0-1 usage without compromises.
-- TODO: This leaves the extended range z values to fight with regular draws in the .99 - 1.0 range
- The scale offset matrix is fine but on real hardware the z results seem to be independent of near/far clipping distances
-- If depth falls within near/far, clamp depth value to [0,1]
- Always flush the primary queue and wait if not involking readback from rsx thread
-- Should fix some instances of device_lost when using WCB
-- Marked remaining case as TODO
-- TODO: optimize amount of time rsx waits for external threads trying to read
fix input regression and fix input for FIFA games
fix input in NASCAR [BLUS30932]
fix port status query -> disconnected devices don't cripple following devices by decreased now_connect
- Track last working state and reset to it if RSX starts to desync
-- This is especially useful when running vulkan since the renderer will easily outpace the rest of the system when merely recording draw commands
- Ignore empty sets
-- Mark empty/invalid IB sets as having 0 element counts.
- Doesn't account for dynamic libraries loaded after the fact,
but usually good enough since
1) Those aren't even present in some games
2) They usually only have about 1 or 2 fragments (dialogs) each.
- Make all texture access on non-existent textures return 0
- If border color is closer to 0, then set alpha to 0 as well (might break some corner cases with alpha test)
- Zero initialize null sampler
- Force mipmap count to 1 if sampling from an RTV/DSV
- TODO: Better wcb flush detection, it should be better to re-upload the texture after it has been dwnloaded if expected mipmaps are > 1
- Sometimes square renders are done to surfaces with pitch=64 and re-uploaded with swizzle scanning
-- This setup avoids discarding targets if they are square and pitch == 64
- Abort nv406e semaphore acquire if the rsx thread stalls/crashes
- Fix texture size approximation to take mipmaps into account. Fixes some games hanging with WCB
- Avoid unprotecting memory until just before we have to write the data
- Avoids race conditions where the caller thread takes too long to enter the second phase and another thread accesses the "bad" memory
- Reorganize storage hash vs ucode hash
- Scan for actual fragment program start in case leading NOPed code precedes the actual instructions
-- e.g FEAR2 Demo has over 32k of padding before actual program code that messes up hashes
- Fix VERTEX_DATA_3F_M element alignment (its 16 bytes per attribute)
- Fix DATA_2S_X interpretation type. Its signed 16-bit unnormalized (s32k) and not signed normalized (s1)
- Zeta pitch is ignored by real HW for some reason
- Monitor ptch value changes as well since they may affect disabled surfaces
- TODO: Verify if MRT pitch is really taken into consideration
- Discard intentionally invalidated framebuffer resources. These are created after a flush has happened, forcing reupload since contents cannot be guaranteed (strict mode only)
- Fix for blits using vulkan; dont use the copy method if formats do not match, use generic blit instead
- Handle aliased depth + color target by disabling depth writes. This looks to be the correct way
- Add support for generic passes that cannot be done using general imaging operations. Lays the framework for tons of features and effects
- Implement RGBA->D24D8 casting. Sometimes games will split depth texture into RGBA8 then use the new RGBA8 as a depth texture directly
-- This happens alot in ps3 games and I'm not sure why. Its likely the ps3 did not sample fp values with linear filtering so this is a workaround
-- Only implemented for openGL at the moment
-- Requires a workaround for an AMD driver bug
* Input: further work on remapping Xinput and begin work on remapping DS4
* Input: Improve pad_settings_dialog a bit and begin Remapping for XInput
* Input: begin evdev remapping and change all handlers to use cfg::string
* Input: finish work on remapping evdev
and some more crap
* Input: finish work on remapping Xinput and DS4
* Input: add DS4 Colors to DS4 config
* Input: Improve DS4 deadzone scaling
Jarves made some mistakes, so I'll fix them in the follow up commit
* Input: fix Jarves fixes on DS4 deadzone
and remove unnecessary usage of toUtf8
* Input: add primitive batterychecks to XInput and DS4
* Input: add mmjoystick remapping
* Input: Fix evdev and some Vibration issues
* Input: adjust capabilities to fix stick input for games like LoS 2
also fix threshold slider minimum
also add ps button to all the handlers
* Input: Further evdev work
based on danilaml code review and own debugging:
Fixed path issue, <= 0 issue, some captures, const, axis with same codes.
Adds a map to each device that differentiates negative and positive axis mappings.
adjusted rest of the file to tabs (ListDevices and beginning of threadProc)
* Input: use 20ms vibration update time for xbox one elite controllers.
* Input: Fix return type of Clamp()
* Input: Evdev Fix
* Input: Evdev Optional GetNextButtonPress
presumably better than the other
* Input: review changes
* Input: evdev: fix wrong index in axis handling
move bindpadtodevice down to keep consistency between handlers and not get crazy
* Input: evdev: fix expensive add_device in GetNextButtonPress
* cleanup
* Input: mmjoy: fix type
* Input: evdev: final fixes
* Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4
* Input: add deadzone preview by passing necessary values in callback
use 0.5 of max value for threshold in pad dialog
* Input: get rid of all-uppercase variables
* cmake: simplify GLEW integration
* cmake: simplify ZLIB integration
* cmake: simplify ALSA detection
* cmake: check C++ compiler and flags instead of C ones
* cmake: bring consistency in Qt packages detection and remove unnecessary related "include_directories"
* cmake: harmonize coding style
* cmake: set CMAKE_INCLUDE_CURRENT_DIR to ON only when necessary
* Trophy: Save dialog state and add show type settings
* SaveDataManager: Save Dialog State
* SaveDataList: Minor Optimization
* Qt: Save icon size on mouseevent resizes
it's a bit slower than using the slider because it saves every single resize. But better than not saving at all for now
* SaveData: Optimize saving to settings a bit
No Saving needed there
* Qt: get rid of all-uppercase enums and namespaces
* Qt/Linux: adjust remaining DX12 tooltip
* Qt: prevent dockwidget contextmenu
Added force_boot to force boot on cmdline boot.
Load() caused a Stop() that exited the application with "Exit RPCS3 when process finishes" enabled. Now Stop is only called if the emu is not stopped
* Thread: unbreak on BSDs after dbc9bdfe02
Utilities/Thread.cpp:1920:2: error: unknown type name 'cpu_set_t'; did you mean 'cpusetid_t'?
cpu_set_t cs;
^~~~~~~~~
cpusetid_t
/usr/include/sys/types.h:84:22: note: 'cpusetid_t' declared here
typedef __cpusetid_t cpusetid_t;
^
Utilities/Thread.cpp:1921:2: error: use of undeclared identifier 'CPU_ZERO'
CPU_ZERO(&cs);
^
Utilities/Thread.cpp:1922:2: error: use of undeclared identifier 'CPU_SET'
CPU_SET(core, &cs);
^
Utilities/Thread.cpp:1923:48: error: unknown type name 'cpu_set_t'; did you mean 'cpusetid_t'?
pthread_setaffinity_np(pthread_self(), sizeof(cpu_set_t), &cs);
^~~~~~~~~
cpusetid_t
* JIT: use MAP_32BIT on Linux and FreeBSD
Unless RLIMIT_DATA is low enough FreeBSD by default reserves lower 2Gb
for brk(2) style heap, ignoring mmap(2) address hint requested by RPCS3.
Passing MAP_32BIT fixes the following crash
Assertion failed: ((Type == ELF::R_X86_64_32 && (Value <= UINT32_MAX)) || (Type == ELF::R_X86_64_32S && ((int64_t)Value <= INT32_MAX && (int64_t)Value >= INT32_MIN))), function resolveX86_64Relocation, file /usr/ports/devel/llvm40/work/llvm-4.0.1.src/lib/ExecutionEngine/RuntimeDyld/RuntimeDyldELF.cpp, line 287.
* build: unbreak -DVULKAN_PREBUILT with system glslang on Unix
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:4:10: fatal error: '../../../../Vulkan/glslang/SPIRV/GlslangToSpv.h' file not found
#include "../../../../Vulkan/glslang/SPIRV/GlslangToSpv.h"
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
rpcs3/CMakeFiles/rpcs3.dir/Emu/RSX/VK/VKCommonDecompiler.cpp.o: In function `vk::compile_glsl_to_spv(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&, glsl::program_domain, std::__1::vector<unsigned int, std::__1::allocator<unsigned int> >&)':
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x50e): undefined reference to `glslang::TProgram::TProgram()'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x51d): undefined reference to `glslang::TShader::TShader(EShLanguage)'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x542): undefined reference to `glslang::TShader::setStrings(char const* const*, int)'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x581): undefined reference to `glslang::TShader::parse(TBuiltInResource const*, int, EProfile, bool, bool, EShMessages, glslang::TShader::Includer&)'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x5d6): undefined reference to `glslang::TProgram::link(EShMessages)'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x5f1): undefined reference to `glslang::GlslangToSpv(glslang::TIntermediate const&, std::__1::vector<unsigned int, std::__1::allocator<unsigned int> >&, glslang::SpvOptions*)'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x5ff): undefined reference to `glslang::TShader::getInfoLog()'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x61a): undefined reference to `glslang::TShader::getInfoDebugLog()'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x630): undefined reference to `glslang::TShader::~TShader()'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x63c): undefined reference to `glslang::TProgram::~TProgram()'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x6d2): undefined reference to `glslang::TShader::~TShader()'
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x6de): undefined reference to `glslang::TProgram::~TProgram()'
rpcs3/CMakeFiles/rpcs3.dir/Emu/RSX/VK/VKCommonDecompiler.cpp.o: In function `vk::initialize_compiler_context()':
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x6f5): undefined reference to `glslang::InitializeProcess()'
rpcs3/CMakeFiles/rpcs3.dir/Emu/RSX/VK/VKCommonDecompiler.cpp.o: In function `vk::finalize_compiler_context()':
rpcs3/Emu/RSX/VK/VKCommonDecompiler.cpp:(.text+0x856): undefined reference to `glslang::FinalizeProcess()'
* build/msvc: add missing glslang include directory after 6bb3f1b4d75c
"c:\projects\rpcs3\rpcs3\VKGSRender.vcxproj" (default target) (15) ->
(ClCompile target) ->
Emu\RSX\VK\VKCommonDecompiler.cpp(4): fatal error C1083: Cannot open include file: 'SPIRV/GlslangToSpv.h': No such file or directory [c:\projects\rpcs3\rpcs3\VKGSRender.vcxproj]
- Fix texture cache blit behaviour when src has AA enabled and dst is a blit dst texture with or without AA
-- This requires handling AA resolve by removing a half downscale on multisampled axes
- Return all ones when a vertex attribute is disabled.
-- Some games forget to enable vertex attributes actually needed by the fs
- texture_cache: Fix internal size calculation for subresources
- vk: Delay dynamic state updates until just about to draw to ensure no flush has discarded the cb state
- In rare cases the driver derefs a nullptr and dies, taking the emulator with it
- From testing, it seems the vram is indeed freed when this happens so its "safe" to continue
- Support for raster offsets in surface descriptors (looks to be unused)
- Do not tag disabled render targets when using MRT (pitch = 64)
- Add missing notify_surface_changed() call for openGL
- Use AA mode to predict surface compression. Compression mode is useless without AA activated
- Rewrites most image subresource fetch routines to use the new heuristic
- Fix rsx:🧵:find_tile. FEED000(X) can be substituted for (X) in the code
-- Fixes alot of failures when looking for tiled regions
rsx: Fix antialiased unnormalized coords
- scaling factors are inverse to allow proper coordinates to be computed in fs
- Remove generic throws from the rsx pipeline. Stops the rsx thread from silently dying leaving the emulator in a hung state
- Hackplement add_signed and reverse_subtract_signed blend modes
- Reimplement fragment program fetch and rewrite texture upload mechanism
-- All of these steps should only be done at most once per draw call
-- Eliminates continously checking the surface store for overlapping addresses as well
addenda - critical fixes
- gl: Bind TIU before starting texture operations as they will affect the currently bound texture
- vk: Reuse sampler objects if possible
- rsx: Support for depth resampling for depth textures obtained via blit engine
vk/rsx: Minor fixes
- Fix accidental imageview dereference when using WCB if texture memory occupies FB memory
- Invalidate dirty framebuffers (strict mode only)
- Normalize line endings because VS is dumb
Added a list widget that displays all the currently active breakpoints. You can rename each one for convenience, delete them in bulk, or double click to jump to that address.
As soon as I tried the debugger, i wanted to move it to the middle almost instantly. Checked the code and found it sitting right here but commented out. Why? This is awesome.
to flush_all is up to date. Should prevent recursive exceptions
Partially revert Jarves' fix to invalidate cache on tile unbind. This will
need alot more work. Fixes hangs
- Identify minimize/restore events as separate from regular resize and do not react to them
- Enable message queue consumption after loading the shaders cache. Also hides the frame in this step
-- This fixes the 'start fullscreen' bug when running vulkan
- This allows for better handling of deferred flushes.
-- There's still no guarantee that cache contents will have changed between the set acquisition and following flush operation
-- Hopefully this is rare enough that it doesnt cause serious issues for now
- vk: Always reopen primary command buffers. They should only be closed in flush_command_queue
- If uploading a texture and there are collisions with protected buffers, do not rebuild the cache
- Perform writes via flush before reprotecting pages that were not trampled
- Only flush no pages once
- Refactor invalidate memory functions into one function
- Add cached object rebuilding functionality to avoid throwing away useful memory on an invalidate
- Added debug monitoring of texture unit VRAM usage
* Make size of manager only 60% of screen height initially at most.
* Add ability to delete/select multiple entries.
* Add ability to open up save dir and fix how it's done in
game_list_frame.
* Make delete much cleaner.
* Qt: Show tooltips in description box
* Qt: implement description subscription
* Qt: add gamelist resize for ctrl-+/-/wheel (simple zoom)
* Qt: handle strict mode in gui tab
* Qt: more highdpi stuff
* Qt: remove old tooltips from settings_dialog
* Qt: conform cpublit tooltip to new subscription model
* Qt: Add syntax highlighter
* Qt: add syntax highlighter to cg_disasm
The glsl part is pretty much finished.
The asm is still missing a few rules.
Colors are not yet fully decided
* Qt: add filter for syntax highlighter
- Emulate primitive restart in software whenever we get the chance
- Ensure PRIMITIVE_RESTART is never active when LIST topologies are active
- Reimplement TRIANGLE_FAN, POLYGON and QUAD expansion
When RPCS3 is compiled with LLVM (default option), CMake only tries to
find LLVM on the default system installation. So the OS must have a
sytstem-wide installation of LLVM of at least version 4.0, which is not
available on many GNU/Linux distributions (e.g. Ubuntu 16.04, Debian
Stretch). If CMake can not find a suitable version, it silently falls
back to compile RPCS3 without LLVM.
This patch makes CMake defaults to compile the LLVM submodule if and
only if a suitable LLVM version is not found installed on the system.
Due to a build time check on LLVM, in-tree builds will not work when
building the submodule (LLVM does not allow in-source builds). For this
reason, the instruction for building on CMake were updated.
- This communication is important in communicating window events. Helps properly synchronize swapchain management on vulkan and stops nvidia crashing
- Do not block the message queue lest the driver detect window as not responding
Implement sys_net syscalls
Clean libnet functions
Use libnet.sprx
Use libhttp.sprx
Use libssl.sprx
Use librudp.sprx
Implement sys_ss_random_number_generator
* Qt: fix layout of "experimental build warning" for dpi scaling
and remove compiler warning in welcome_dialog.ui
* Qt: smoothen gamelist/-grid scrolling by setting singlestep value
and fix missing scroll and deselect on gamegrid
* Qt: show all bootable categories in gamegrid
* spu: Rewrite interpreter fast FM
- Partially implement accurate FM
- Fix FMA/FMS/FNMS by removing an optimization that does not work for INF (cmpunord)
- cmpunord does not catch all cases of an extended result/overflow
- NOTE: FM still does not handle corner cases well (e.g inf * 1.2 because SPU does not have concept of inf)
* Deploy QT DLLs using windeployqt tool
Replace the old mechanism that manually copy the DLLs using either CMake
or VS built-in functions. The new approach uses the windeployqt tool
provided by the QT project that automatically detect the needed DLLs and
perform the necessary copying.
This approach should be more robust if there's an upstream change on QT
project regarding DLLs usage.
* QT DLLs: do not ship RPCS3 with ANGLE and software-OpenGL
According to https://doc.qt.io/qt-5/windows-requirements.html ANGLE is
useful for applications that use OpenGL ES by removing the need to
install OpenGL drivers, redirecting OpenGL calls to DirectX instead.
RPCS does not uses OpenGL ES so it's better to just remove it from the
binary distribution.
opengl32sw.dll is a fallback mechanism when ANGLE libraries are not
available that uses a software backend for OpenGL. It's unlikely that
RPCS3 will work using software-OpenGL, so there's little point into
shipping them.
* QT DLLs: do not ship with SVG and translation files
Like the other removed QT libraries: they are not needed right now. We
can deploy them if they become useful someday.
rsx: Conditional lock hack removed
vulkan - Fixes
- Remove unused texture class
- Fix native pitch calculation (WCB)
rsx: Catch hanging begin/end pairs when flushing deferred draw calls
vulkan: Register DXT compressed formats
vulkan: Register depth formats
gl: Workaround for 'texture stitching' when gathering flip surface
- TODO: Add a proper flip hack option
rsx: Fix texture memory size calculation
- DXT textures dont have real pitch. Since pitch is used to calculate memory size, make sure it always evaluates to rsx_size
rsx: Fix cpu copy detection
rsx: Validate blit dst surface and dont make assumptions about region blit order
- Also relax restrictions on memory owned by the blit engine if strict rendering is not enabled
rsx: Fix depth texture detection
rsx: Do not manually offset into dst. The overlapped range check does so automatically
rsx: Minor optimizations
rsx: Minor fixes
- Fix to detect incompatible formats when using GPU texture scaling and show message
- Better 'is_depth_texture' algorithm to eliminate false positives
- Limits buffer size to min 720 in the Y axis (1024 section causes conflicts in some cases - TODO)
rsx: Fixups to allow large textures for blit operation
- Also includes checks for both leaking sections and blit regions for vulkan
hotfix for hanging when using WCB
addendum - unlock both ro and no blocks before attempting to copy memory blocks
gl: Fixups for ARB_explicit_uniform_location
- Forces glsl v 430 to make use of the extension
rsx/vk: Rework texture cache to minimize recursive access violations
- Also modifies the vulkan commandbuffer begin/end/submit mechanism
gl: Fix cached_texture_section::is_flushable to take memory protection into account
rsx: Fix blit dst offset calculation
gl/vk/rsx: Refactoring; unify texture cache code
gl: Fixups
- Removes rsx::gl::texture class and leave gl::texture intact
- Simplify texture create and upload mechanisms
- Re-enable texture uploads with the new texture cache mechanism
rsx: texture cache - check if bit region fits into dst texture before attempting to copy
gl/vk: Cleanup
- Set initial texture layout to DST_OPTIMAL since it has no data in it anyway at the start
- Move structs outside of classes to avoid clutter
gl: Fix multidraw [WIP]
rsx: Ignore vertex base when data source is generated using arithmetic
vk: Check pending flag before doing fence poke
vk/gl: Fix for inlined array and immediate draws
rsx: Collapse joined draws when batching
rsx: Blit engine improvements
- Always handle blits to and from framebuffers through the GPU
- Handle depth surfaces properly when using GL
- Check for format mismatches when blitting to the surface store [WIP]
- Make each frame context own its own memory
- Fix GPU blit
- Fix image layout transitions in flip
vk: Improve frame-local memory usage tracking to prevent overwrites
- Also slightly bumps VRAM requirements for stream buffers to help with running out of storage
- Fixes flickering and missing graphics in some cases. Flickering is still there and needs more work
vk: Up vertex attribute heap size and increase the guard size on it
vulkan: Reorganize memory management
vulkan: blit cleanup
vulkan: blit engine improvements
- Override existing image mapping when conflicts detected
- Allow blitting of depth/stencil surfaces
Fix rsx offscreen-render-to-display-buffer-blit surface reads
- Also, properly scale display output height if reading from compressed tile
gl: Fix broken dst height computation
- The extra padding is only there to force power-of-2 sizes and isnt used
gl: Ignore compression scaling if output is rendered to in a renderpass
rsx/gl/vk: Cleanup for GPU texture scaling. Initial impl [WIP]
- TODO: Refactor more shared code into RSX/common
Implemented _sys_process_exit2 syscall
Rewritten sys_game_process_exitspawn
Rewritten sys_game_process_exitspawn2
Implemented _sys_process_atexitspawn
Implemented _sys_process_at_Exitspawn
And some other changes
despite earlier efforts with modelindex and so on the annoying scroll jump still surfaced sometimes, so we only scrollTo index on selected occasions from now on.
Furthermore we don't need to refresh the gamelist if no custom config has been applied, so this will only be needed on accept from now on
ApplyGuiOptions(true) already forces GuiStylesheetRequest and therefore RepaintGui in main_window if necessary.
We don't need GuiRepaintRequest on accept because there should be no option left that doesn't repaint immediately
* Qt: use lambda for colorizedIcon in main_window and game_list_frame
* Qt: enable AA_UseHighDpiPixmaps for better looking icons
* Qt: use iconSize instead of sizehint for linux, add some comments
AppVeyor build relies on CMake to build the VS project files, which then
is used to build RPCS3, so we must tell CMake to copy Qt DLLs files the
same way VS build does.
When building RPCS3 on Visual Studio, there's some DLLs that are copied
from the local QT installation to the RPCS3's output directory using a
post-build script. However, one of these DLL was missing, which is
required for running the program on debug mode (for release versions,
the file is already present on git).
This commit just add the additional command that is needed to copy the
file.
* Fixed sys_get_random_number generating less bytes than needed, and ceiling the buffer size in 0x1000 instead of failing
* Corrected alignment check in libgcm
* Now calling callback of sceNpManagerRegisterCallback
* Fixed trophies
Removes libad from ignore list.
It will only affect games that call for it, making them progress further with the Recompiler instead of dying in Unregistered Function, as there's no HLE implementation of libad.
Tested with Guitar Hero 5 [BLES00576]
- QUAD_STRIP evaluates to TRIANGLE_STRIP in memory. The memory layout is identical.
- The only difference between the two modes would be the primitive_ID but that doesnt matter on RSX
- Its worth noting that results will be different between the two modes if input vertices are non-coplanar for every set of N verts
Games like Tales of Vesperia seem to be using a random memory allocator with very low collision chance.
This means objects are very unlikely to be reused in such games leading to pile-up
- Do not set zfunc if alphakill is not enabled. This is because at the moment alphakill requires a different shader to be built
- use glsl loop-unroll friendly comparison; skip vertex input compare if either key requests it
- Minor tweaks to fp key generation
rsx/vk/shaders_cache: Move vp control mask to dynamic state
rsx/vk/gl: adds a shader cache for GL. Also Separates pipeline storage for each backend
rsx: Add more texture state variables to the cache
- Updates vulkan to use GPU vertex processing
- Rewrites vulkan to buffer entire frames and present when first available to avoid stalls
- Move more state into dynamic descriptors to reduce progam cache misses; Fix render pass conflicts before texture access
- Discards incomplete cb at destruction to avoid refs to destroyed objects
- Move set_viewport to the uninterruptible block before drawing in case cb is switched before we're ready
- Manage frame contexts separately for easier async frame management
- Avoid wasteful create-destroy cycles when sampling rtts
- Significant gains from greatly reduced CPU work
- Also reorders command submission in end() to improve throughput
- Refactors most of the vertex buffer handling
- All vertex processing is moved GPU side
* Fix DS4 input not working after controller restart (bluetooth)
* Fix bad hid_free_enumeration logic
* Tabbing
* Proper way of telling DS4 to send 0x11 reports
* Dead code removal
* Fix always-true conditions in sceNp module
* gl_render_targets: useless check on unsigned variable, possible bug
* fixed UB in crypto utility functions
* copy-paste error in vk::init_default_resources
* pass strings by const ref
* Dont copy vectors. Make sure copies are not needed because functions are used in a multi-threaded context.
* Rework vertex attribute binding for vulkan. Allows always providing a buffer view to the pipeline even if the game has the attribute disabled as long as it is consumed by the vertex shader.
* Add sceNpScoreGetFriendsRanking and sceNpScoreGetFriendsRankingAsync functions
* Add sceNpSnsFbGetLongAccessToken function
* Add new functions for the sceNpTus module
* Add new functions for the cellSailRec module
* Stub cellCrossControllerInitialize
* Add sceNpAuth* functions for the sceNp2 module
* Remove unnecessary call to c_str()
* Add missing module id "CELL_SYSMODULE_ADEC_AT3MULTI"
* Add Turkish keyboard mapping constant
* Add cellOskDialogExtRegisterKeyboardEventHookCallbackEx function
* Update cellSubDisplay
* Update cotire version to 1.7.10
* Replace cellSubdisplay by cellSubDisplay
* Update cellSysutil.cpp with new functions stubbed
- spus run a tight gpu-style kernel with no multitasking on the cores themselves
-- this does not map well to PC processor cores because they never sleep even when doing nothing
-- the poll detection hack tries to find a good place to insert a scheduler yield
-- RdDec is a good spot as it signifies the spu kernel is waiting on a timer
- Improvements to framebuffer usage; Avoid creating new resources every frame
- Handle null fragment program properly
- Collect vertex upload statistics
- vk: Pre-initialize 'unused' varying registers in the vertex shader in case it gets matched with a fs that consumes it
-- Fixes a crash about fog_c not being declared
gl/dx12/vk: Handle null fragment program
- cleanup - use yield semantic instead of sleep(0) as yield is more cross-platform
-- sleep(0) is a windows specific scheduler hint
- Delays threads by a predetermined amount to 'desync' spurs kernels.
Largely reduces lock contention issues as well as making spurs kernels
play nice with reservations
- Also reduces number of lost notifications (SPU_EVENT_LR)
* emulator tab: minor layout adjustment
* tool bar: adjust size dynamically for hidpi
* gamelist tool bar: adjust size dynamically for hidpi
* gamelist search bar: adjust style
* move game_list.h into rpcs3qt
* hide game data by default
* Add the save icons to the save data entry and manager.
* Simplify code slightly since I have an else now so no need for == false
* Move the icon to the top of the list because it looks better. Remove redundant settitle.
* Fix size. It's a bit forced but there wasn't any better way as far as I could see on stack overflow.
Also, add an error dialog if you have no entries.
Simplify the logic slightly for the selected since with the no data case handled, I can make more assumptions about the return value.
* save_data_utility: fix dialog sizes
* CELL_OK
* Retcon dialog to instead be error in log.
* Dangle92 and I had some fun. Everything should be good now.
* In dangle's code he disabled the icon, in mine I hide it if there is nothing. Having both isn't needed. Yay merges resulting in doing stupid things.
* Fix leek
* Default size to zero for sanity. Shared pointer is fine handling null (tested with disgaea and renaming icon file)
* Simplifying. Thanks for review and advice all
Store disc locations for disc games
Create /dev_hdd0/disc/ directory
Move disc games from /dev_hdd0/game/ to /disc/ automatically
Load disc game patches automatically
- vk: Do not select first available format when choosing a swapchain format
- gl/vk: Ignore rendering zero sized framebuffers/scissors
- fp: Re-enable range clamp on fp16 registers; fix fx12 clamping [-2, 2]
* The basic unstubbing. Save entries will be listed and you can select a save. If you select none, then it'll work as well. WIP
* Filled out the trivial parts of the info dialog.
* Finish implementation and clean up. No "maintain" dialog or context menu for now until the copy/delete functions are implemented.
* Fix crash
* Update cellSaveData.cpp
For now, compile only one block at time
Use tail calls to move between blocks
Fully write PPU context (except CIA)
This fixes many compatibility problems
- Vertex buffer contents treat the base vertex as vertex 0 so we do the same for indices
rsx: Fix vertex base indexing
rsx: Properly fix non-zero offset indexed rendering
* sys_net: don't use fds_bits from a system header on FreeBSD
rpcs3/Emu/Cell/Modules/sys_net.cpp:137:14: error: no member named '__fds_bits' in
'sys_net::fd_set'; did you mean 'fds_bits'?
if (src->fds_bits[i] & (1 << bit))
^~~~~~~~
fds_bits
/usr/include/sys/select.h:75:18: note: expanded from macro 'fds_bits'
#define fds_bits __fds_bits
^
rpcs3/Emu/Cell/Modules/sys_net.h:114:13: note: 'fds_bits' declared here
be_t<u32> fds_bits[32];
^
* GUI: fallback to xdg-open on other Unices
rpcs3/Gui/GameViewer.cpp:289:26: error: use of undeclared identifier 'command'
wxExecute(fmt::FromUTF8(command));
^
* File: FreeBSD never supported copyfile(3) but sendfile(2) works fine
Utilities/File.cpp:114:10: fatal error: 'copyfile.h' file not found
#include <copyfile.h>
^~~~~~~~~~~~
* Thread: add signal handling for BSDs
Utilities/Thread.cpp:761:23: error: use of undeclared identifier 'REG_RAX'
static const decltype(REG_RAX) reg_table[] =
^
Utilities/Thread.cpp:763:2: error: use of undeclared identifier 'REG_RAX'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:11: error: use of undeclared identifier 'REG_RCX'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:20: error: use of undeclared identifier 'REG_RDX'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:29: error: use of undeclared identifier 'REG_RBX'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:38: error: use of undeclared identifier 'REG_RSP'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:47: error: use of undeclared identifier 'REG_RBP'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:56: error: use of undeclared identifier 'REG_RSI'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:763:65: error: use of undeclared identifier 'REG_RDI'
REG_RAX, REG_RCX, REG_RDX, REG_RBX, REG_RSP, REG_RBP, REG_RSI, REG_RDI,
^
Utilities/Thread.cpp:764:2: error: use of undeclared identifier 'REG_R8'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:10: error: use of undeclared identifier 'REG_R9'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:18: error: use of undeclared identifier 'REG_R10'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:27: error: use of undeclared identifier 'REG_R11'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:36: error: use of undeclared identifier 'REG_R12'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:45: error: use of undeclared identifier 'REG_R13'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:54: error: use of undeclared identifier 'REG_R14'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:63: error: use of undeclared identifier 'REG_R15'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:764:72: error: use of undeclared identifier 'REG_RIP'
REG_R8, REG_R9, REG_R10, REG_R11, REG_R12, REG_R13, REG_R14, REG_R15, REG_RIP
^
Utilities/Thread.cpp:792:26: error: no member named 'gregs' in '__mcontext'
const u64 reg_value = *X64REG(context, reg - X64R_RAX);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:804:21: error: no member named 'gregs' in '__mcontext'
out_value = (u8)(*X64REG(context, reg - X64R_AL));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:809:21: error: no member named 'gregs' in '__mcontext'
out_value = (u8)(*X64REG(context, reg - X64R_AH) >> 8);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:815:31: error: no member named 'gregs' in '__mcontext'
const s8 imm_value = *(s8*)(RIP(context) + i_size - 1);
^~~~~~~~~~~~
Utilities/Thread.cpp:784:18: note: expanded from macro 'RIP'
#define RIP(c) (*X64REG((c), 16))
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:827:33: error: no member named 'gregs' in '__mcontext'
const s16 imm_value = *(s16*)(RIP(context) + i_size - 2);
^~~~~~~~~~~~
Utilities/Thread.cpp:784:18: note: expanded from macro 'RIP'
#define RIP(c) (*X64REG((c), 16))
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:836:33: error: no member named 'gregs' in '__mcontext'
const s32 imm_value = *(s32*)(RIP(context) + i_size - 4);
^~~~~~~~~~~~
Utilities/Thread.cpp:784:18: note: expanded from macro 'RIP'
#define RIP(c) (*X64REG((c), 16))
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:846:20: error: no member named 'gregs' in '__mcontext'
out_value = (u32)RCX(context);
^~~~~~~~~~~~
Utilities/Thread.cpp:779:18: note: expanded from macro 'RCX'
#define RCX(c) (*X64REG((c), 1))
^~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:851:19: error: no member named 'gregs' in '__mcontext'
const u32 _cf = EFLAGS(context) & 0x1;
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:851:19: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:852:19: error: no member named 'gregs' in '__mcontext'
const u32 _zf = EFLAGS(context) & 0x40;
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:852:19: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:853:19: error: no member named 'gregs' in '__mcontext'
const u32 _sf = EFLAGS(context) & 0x80;
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:853:19: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:854:19: error: no member named 'gregs' in '__mcontext'
const u32 _of = EFLAGS(context) & 0x800;
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:854:19: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:855:19: error: no member named 'gregs' in '__mcontext'
const u32 _pf = EFLAGS(context) & 0x4;
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:855:19: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:885:12: error: no member named 'gregs' in '__mcontext'
case 1: *X64REG(context, reg - X64R_RAX) = value & 0xff | *X64REG(context, re...
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:885:62: error: no member named 'gregs' in '__mcontext'
...*X64REG(context, reg - X64R_RAX) = value & 0xff | *X64REG(context, reg - X64R_RAX) & 0xffffff...
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:886:12: error: no member named 'gregs' in '__mcontext'
case 2: *X64REG(context, reg - X64R_RAX) = value & 0xffff | *X64REG(context, ...
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:886:64: error: no member named 'gregs' in '__mcontext'
...reg - X64R_RAX) = value & 0xffff | *X64REG(context, reg - X64R_RAX) & 0xffff0000; return true;
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:887:12: error: no member named 'gregs' in '__mcontext'
case 4: *X64REG(context, reg - X64R_RAX) = value & 0xffffffff; return true;
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:888:12: error: no member named 'gregs' in '__mcontext'
case 8: *X64REG(context, reg - X64R_RAX) = value; return true;
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:913:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) |= 0x1; // set CF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:913:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:917:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) &= ~0x1; // clear CF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:917:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:922:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) |= 0x40; // set ZF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:922:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:926:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) &= ~0x40; // clear ZF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:926:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:931:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) |= 0x80; // set SF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:931:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:935:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) &= ~0x80; // clear SF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:935:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:940:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) |= 0x800; // set OF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:940:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:944:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) &= ~0x800; // clear OF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:944:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:953:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) |= 0x4; // set PF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:953:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:957:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) &= ~0x4; // clear PF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:957:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:962:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) |= 0x10; // set AF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:962:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:966:3: error: no member named 'gregs' in '__mcontext'
EFLAGS(context) &= ~0x10; // clear AF
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:966:3: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:976:7: error: no member named 'gregs' in '__mcontext'
if (EFLAGS(context) & 0x400 /* direction flag */)
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:769:49: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:976:7: error: use of undeclared identifier 'REG_EFL'
Utilities/Thread.cpp:769:55: note: expanded from macro 'EFLAGS'
#define EFLAGS(context) ((context)->uc_mcontext.gregs[REG_EFL])
^
Utilities/Thread.cpp:1020:25: error: no member named 'gregs' in '__mcontext'
auto code = (const u8*)RIP(context);
^~~~~~~~~~~~
Utilities/Thread.cpp:784:18: note: expanded from macro 'RIP'
#define RIP(c) (*X64REG((c), 16))
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:1146:3: error: no member named 'gregs' in '__mcontext'
RIP(context) += i_size;
^~~~~~~~~~~~
Utilities/Thread.cpp:784:18: note: expanded from macro 'RIP'
#define RIP(c) (*X64REG((c), 16))
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:1368:47: error: no member named 'gregs' in '__mcontext'
const bool is_writing = context->uc_mcontext.gregs[REG_ERR] & 0x2;
~~~~~~~~~~~~~~~~~~~~ ^
Utilities/Thread.cpp:1368:53: error: use of undeclared identifier 'REG_ERR'
const bool is_writing = context->uc_mcontext.gregs[REG_ERR] & 0x2;
^
Utilities/Thread.cpp:1393:89: error: no member named 'gregs' in '__mcontext'
...%s location %p at %p.", cause, info->si_addr, RIP(context)));
^~~~~~~~~~~~
Utilities/Thread.cpp:784:18: note: expanded from macro 'RIP'
#define RIP(c) (*X64REG((c), 16))
^~~~~~~~~~~~~~~
Utilities/Thread.cpp:767:55: note: expanded from macro 'X64REG'
#define X64REG(context, reg) (&(context)->uc_mcontext.gregs[reg_table[reg]])
~~~~~~~~~~~~~~~~~~~~~~ ^
* Thread: add explict casts for incomplete pthread_t on some platforms
Utilities/Thread.cpp:1467:17: error: no viable overloaded '='
ctrl->m_thread = thread;
~~~~~~~~~~~~~~ ^ ~~~~~~
Utilities/Atomic.h:776:12: note: candidate function not viable: cannot convert argument of
incomplete type 'pthread_t' (aka 'pthread *') to 'const atomic_t<unsigned long>' for 1st
argument
atomic_t& operator =(const atomic_t&) = delete;
^
Utilities/Atomic.h:902:7: note: candidate function not viable: cannot convert argument of
incomplete type 'pthread_t' (aka 'pthread *') to 'const type' (aka 'const unsigned long') for
1st argument
type operator =(const type& rhs)
^
Utilities/Thread.cpp:1656:3: error: no matching function for call to 'pthread_detach'
pthread_detach(m_thread.raw());
^~~~~~~~~~~~~~
/usr/include/pthread.h:218:6: note: candidate function not viable: no known conversion from 'type'
(aka 'unsigned long') to 'pthread_t' (aka 'pthread *') for 1st argument
int pthread_detach(pthread_t);
^
* build: dlopen() maybe in libc
/usr/bin/ld: cannot find -ldl
c++: error: linker command failed with exit code 1 (use -v to see invocation)
* build: iconv() maybe available on some BSDs in libc
/usr/bin/ld: cannot find -liconv
c++: error: linker command failed with exit code 1 (use -v to see invocation)
* build: hidapi-hidraw is only built on Linux
/usr/bin/ld: cannot find -lhidapi-hidraw
c++: error: linker command failed with exit code 1 (use -v to see invocation)
* Thread: use getrusage() on more POSIX-like systems
* Qt: don't return NULL handle on other platforms
rpcs3/rpcs3qt/gs_frame.cpp:120:1: warning: control reaches end of non-void function [-Wreturn-type]
}
^
* build: properly disable Vulkan on other platforms
In file included from rpcs3/rpcs3_app.cpp:40:
In file included from rpcs3/Emu/RSX/VK/VKGSRender.h:3:
rpcs3/Emu/RSX/VK/VKHelpers.h:1209:42: error: unknown type name 'device_queues'
std::vector<VkBool32> supportsPresent(device_queues);
^
rpcs3/Emu/RSX/VK/VKHelpers.h:1211:4: error: expected member name or ';' after declaration specifiers
for (u32 index = 0; index < device_queues; index++)
^
rpcs3/Emu/RSX/VK/VKHelpers.h:1221:4: error: expected member name or ';' after declaration specifiers
for (u32 i = 0; i < device_queues; i++)
^
rpcs3/Emu/RSX/VK/VKHelpers.h:1256:4: error: expected member name or ';' after declaration specifiers
if (graphicsQueueNodeIndex != presentQueueNodeIndex)
^
rpcs3/Emu/RSX/VK/VKHelpers.h:1261:4: error: expected member name or ';' after declaration specifiers
CHECK_RESULT(vkGetPhysicalDeviceSurfaceFormatsKHR(dev, surface, &formatCount, nullptr));
^
[...]
/usr/bin/ld: cannot find -lvulkan
c++: error: linker command failed with exit code 1 (use -v to see invocation)
* build: make install/strip work by moving commands
* Qt: create surface for GL context if it wasn't ready
#0 strlen (str=0x0) at /usr/src/lib/libc/string/strlen.c:100
#1 0x000000000090f02e in std::__1::char_traits<char>::length (__s=0x0)
at /usr/include/c++/v1/__string:215
#2 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >::basic_string (__s=0x0, this=<optimized out>) at /usr/include/c++/v1/string:1547
#3 gl::capabilities::initialize (this=0x2ba32a0 <gl::g_driver_caps>)
at rpcs3/Emu/RSX/GL/GLHelpers.h:133
#4 0x000000000090d3dd in gl::get_driver_caps () at rpcs3/Emu/RSX/GL/GLHelpers.cpp:56
#5 0x00000000008fa511 in GLGSRender::on_init_thread (this=0x838d30018)
at rpcs3/Emu/RSX/GL/GLGSRender.cpp:484
#6 0x0000000000938f9e in rsx:🧵:on_task (this=0x838d30018)
at rpcs3/Emu/RSX/RSXThread.cpp:334
#7 0x0000000000abc329 in task_stack::task_type<named_thread::start_thread(std::__1::shared_ptr<void> const&)::$_10>::invoke() ()
#8 0x0000000000abc114 in thread_ctrl::start(std::__1::shared_ptr<thread_ctrl> const&, task_stack)::$_7::__invoke(void*) ()
#9 0x0000000801e60c35 in thread_start (curthread=0x843650a00)
at /usr/src/lib/libthr/thread/thr_create.c:289
#10 0x0000000000000000 in ?? ()
* build: don't abort without git metadata
-- Found Git: /usr/local/bin/git (found version "2.13.1")
fatal: Not a git repository (or any parent up to mount point /)
Stopping at filesystem boundary (GIT_DISCOVERY_ACROSS_FILESYSTEM not set).
CMake Warning at git-version.cmake:12 (message):
git rev-list failed, unable to include version.
* build: non-parallel needs git-version.h earlier
rpcs3/rpcs3_version.cpp:3:10: fatal error: 'git-version.h' file not found
#include "git-version.h"
^~~~~~~~~~~~~~~
1 error generated.
Excludes .prx modules from being listed, which prevents user from
downloading random folders from the web that only have .prx modules and
break auto load.
* Reimplement debugger resize
fix interrupt
* add splitter to disassembly
fix debugger regression of last commit
fix gotoaddr pos
* travis sth sth
* add drag & drop to cg_disasm
* check for invalid address on set breakpoint
reenable debugger controls on Emu.IsReady()
* check for valid address more thoroughly
* use userrole instead of missingno
* fix consistent gamelist selection
* fix consistent gamegrid selection
* scroll to selection on refresh
* fix adapters not saved to config
* VFS Dialog
* Couple convenience changes. Refresh after dialog in case dev_hdd0 changes. And, have add directory set which directory you're currently using as well.
* update Icons + remove rightclick on toolbar
* use better data icons
* use better disc icons
* Use better unknown icons
* final adjustment (hdd icons)
* Grid layout
* Add Tiny Mode
fix scrolling
fix maxGamesPerRow calculation
* prime empty toolbar
* Add Search Bar, Icon Size and List Mode to ToolBar
Fix some minor glitches
* fix toolbar save and adjust default margin
* fix toolbar regression
minor simplification in Refresh
* Implement search and rename PopulateUI to PopulateGameList
* minor refactoring hehehehehehe
* Fix crash
* refresh speedboost optimizations
* Small refactoring of refresh to have default argument of false.
* add icons to toolbar
* fix scrambed order
* search for serial as well
* Grid layout
* Add Tiny Mode
fix scrolling
fix maxGamesPerRow calculation
* prime empty toolbar
* Add Search Bar, Icon Size and List Mode to ToolBar
Fix some minor glitches
* fix toolbar save and adjust default margin
* fix recent list
check for empty name
only change list enabled at aboutToShow
only AddRecentGame if Boot succeeded
* use stringpairlist instead of two stringlists
fix weird typo line
* fix travis
explicitly request anisotropic filtering and BC compression
clean up a leaking framebuffer handle reference when using debug overlay
Wait for device instead of queue to ensure no conflict during renderer shutdown
Clip scissor regions when doing surface clears
* add recent games menu
* remove invalid paths from list
* push InvalidRecentAction into BootRecentAction
* disable actions on boot
disable clear recent on freeze recent
* fix gamelist games not booting on recent list
* minor fix for list disable error
* Fix windows build. I made sure to do everything with a win32 prefix to not effect linux build.
* Make the window resizable instead of fixed in the corner.
* Ignore moc files and things in the debug/release folder. I might also ignore rpcs3qt.vcxproj and its filters as they're autogenerated by importing the qt project file. But, this helps clean out clutter for now.
* Add cmake. This doesn't interact with the rest of rpcs3 nor the main cmake file. That's the next thing I'm doing. I'll probably need to modify them so it'll take me time to figure out. But, this will build rpcs3qt on linux and build as is with using qt.
* The build works. I'd like to thank my friends, Google and Stackoverflow.
Setted up by importing rpcs3Qt project using Qt's visual studio plugin.
* Cleanup. Remove all the stuff in the rpcs3qt folder as its incorporated elsewhere. Remove the rpcs3qt project file as its now built into the solution and cmake doesn't care about pro files.
* Update readme to reflect getting Qt.
* Remove wxwidgets as submodule and add zlib instead. Wxwidgets was our old way of having zlib. I also added build dependencies to rpcs3qt so you should no longer get link errors on the first clean rebuild.
* Add rpcs3_version, few GUI tweaks
* Set defaultSize to 70% of screen size
* Add the view menu (#3)
* Added the view menu with the corresponding elements. Now, the debugger/log are hidden by default. The view menu has a checkbox which you click to show/hide the dock widgets.
* Make log visible by default
* Improve UI by making it into a checkbox that's easier to use.
* fix qt build for vs2017 (seems to work fine in 2015 with plugin but needs testing by other users)
* updated readme for qt
* update appveyor for qt
- cleaned formatting for the post build command
* fix build (#6)
* fix build legit this time i promise
* [Ready] Gamepadsettings (#4)
* WIP Gamepadsettings
pushbutton Eventhandling missing
* GamepadSettings should work except for cfg Init
Some KeyInputs are missing
* Update padsettingsdialog.h
* Update padsettingsdialog.cpp (#5)
* Update padsettingsdialog.cpp
removed silly tabs
* Update padsettingsdialog.cpp
* GetKeyCode simplified
* rename pad settings to keyboard settings o.O
* rename keyboard setting to input settings
* Remvoed the QT_UI defines.
* Readded new line at end of file. Replaced define in padsettings with constant.
* GUI fixes (Settings)
* Stub the logger UI. Nothing special besides a simple stub.
* Unstub the log. I haven't tested TTY but it should work.
Only thing to do, but this is in general, is add persistent settings.
* Minor refactoring to simplify code.
* Fix image loading. I'm 90% sure it works because it loads the path as expected and that's the same format I used in my gamelist implementation for the images.
* Made game lists much more functional than it was.
* mainwindow
* gamelist
* Please forgive me for I have lambdaed.
Added the ability to toggle showing columns via a context menu.
* Fix GameList further
* sort by name on init fixed
* Created the baseline refactoring. I'm going to start working on the callbacks now. May need to implement other classes in the process. Fun stuff, I know.
* adds InstallPkg (tested) and InstallPup (should work but makes unknown shenanigans) implementation
adds RefreshGameList
obliterates 10sec Refresh
* messages
* Rpcs3 gs frame (#16)
* Messing with project settings try to get trails of cold steel to boot.bluh
Definitely one change is needed in linker settings for RPCS3 to not crash immediately.
Can't even see how horribly botched my implementation of GSFrame is because we aren't booting lol. Something is gone awry with elf.
* remove random ! not that it matters much right now
* minor additions
* "Working" with debug mode though you have to ignore an assert reached from Qt. Qt is upset that the rsx thread is calling stuff on the UI thread despite not owning it. However, I can't do a thing to change that atm. (The fix would be to do what the TODO says in System.cpp-- making gsframe and stuff get initialized via system call)
Crashes due to needing pad callback to be done.
* With this build in debug mode, Trails of Cold steel will get FPS. (caveat. You have to ignore when Qt throws a debug assert lol)
* Fix release mode. Fix the Qt debug assert by using ancient occault rituals. I want to be able to remove the blocking connects but it won't work right now without it. It isn't perfect but it's good enough for now IMO.
* Add enters to the end of files.
* Removing target and setting source of events to be the application instead of the main window. The main window isn't the game window, and I don't really know what widget will be targetted for the game event. Works, though, it's admittedly probably not optimal by ANY means.
* Fix comment.
* Fix libpng wit zlib.
* Move Qt GUI into RPCS3Qt. (#17)
Restore wx GUI.
* fix install-progressdialogs randomly not showing
* install-progressdialog cosmetics
* add stylesheet file loading
* apply request
* Add stylesheet to git ignore.
* XInput..
* Joystick...
* Rpcs3 qt small fixes (#20)
* Small fixes. Have emulator stop when x button is pressed on game window. Have emulator/application stop when the main window is closed.
* If I forget another new line ending for a file.............................................
* Add CgDisasm (#21)
* fix install-progressdialogs randomly not showing
* install-progressdialog cosmetics
* add stylesheet file loading
* apply request
* add CgDisasm
add code to disable contextmenu options
fix gamelist issue
* missing proj changes
* Add ability to open stylesheets from menu.
* Mega searcher (#23)
* add MemoryStringSearcher
set minimum Sizes for mainwindow and CgDisasm
* minor fixes
* Since the system.cpp callbacks for emulator state were unused, I removed them. Then, I replaced them with callbacks for the Gui.
* added stylesheet options
setfocus on settings fixed
newline added
* added signals and slots for EmuRun and EmuStop
* update ui
update ui now works
added callback onReady
added EnableMenues
added ps3 commands
* added restart logic to menu
* newline
* event header removed
* Added graphic settings class. (#26)
* Added graphic settings class. First thing is to have the dock widgets and window size/location be stateful. Minor bug with debugger frame changing size on hide/show on default setup on second load. But, otherwise, fine. Also, the GUI doesn't update to accomodate the statefulness of the widgets. But, that'll come in time as I update this class.
* Add view debugger, logger, gamelist to settings and synchronize them.
* Separate initializing actions from connects
* Add invisible fullscreen cursor and double click event.
* Add the UI log settings.
* Add MemoryViewer (#30)
* Add Memoryviewer
Image Button crashes/not fully implemented
focus on some button annoying
minor changes for question dialogs
* GuiSettings Refactoring (#31)
* Add settings for columns shown and which one is saved
* I accidentally refactored the settings class. Added ability to reset to default GUI. Added statefulness to column widths.
* add gui tab
* Fix logging at startup.
* Preset settings.I think I ironed out MOST of the glitches. Will work on the rest of it soon. Should be a lot simpler as I won't have to use the so-called meta settings. Also, renamed all settings methods to CapitalCase.
* Removed dock widget controls.
* Added style sheets. Removed the option from the menu.
* Rewrite to use folder design. Much simpler! Yay! Simpler. Better, right?
* It's remarkable how tricky this is.
* Added convenience button to open up the settings folder in explorer
* Add newlines at end of file
* simplified logic. Fixed a bug.. hopefully not more bugs
* Fix the undocumented feature
* Make the dialog big enough to have entire text on title shown. If talkashie changes the font to size 1203482 I don't care lol
* Make warning messagebox instead of changing the title of the dialog.
* marking...
* Hcorion suggested changes.
* [WIP] autopause (#32)
* autopause added
needs fixing
headers do not show text
* fix compile stuff
* Add MsgDialog + edge widgets (#33)
* Add MsgDialog
needs magic
* add "Debugger" Buttons to menubar
* Adapt ds4 changes. I'm not sure if they work as I don't have a compatible controller. But, at the same time, it's kind of silly all I had to do was remove stdguiafx to get compilation.
* [Ready] Add KernelExplorer (#36)
* KernelExplorer added
* Fix build. Connect mainwindow to show explorer.
* qstr formatting added
hid header, fixed button size
* Taskbar Progress for install PUP/PKG (#37)
* Add Taskbar Progress for both PKG and PUP installer
* fix missing ifdefs for windows
* add mainwindow icon + thumbnail toolbar
* add game specific icons to the GSFrame
* fix icon crash
* fix appIcon's aspect ratio in SetAppIconFromPath
* Fix black borders in RGB32 icons
* rename thumbar related buttons
* EmuSettings (#35)
* Core tab done minus doing the library list.
* Graphics tab.
* Audio tab
* Input tab
* Added the other tabs
* LLE part one-- load existing libraries sorted. (I'd finish it but I'm going to look at a PR by mega)
* add search and add other libraries that aren't checked.
* Finish adding lle selecting things.
* marking my territory (#38)
fixed settingsdialog glitch and width
added groupbox to gui buttons
removed parents from layouts
* add debuggerframe + RSXDebugger (#34)
* Add Debuggerframe
* add RSXDebugger
* add RSXDebugger fo real
* RSXDebugger improved
minor adjustments
* add utf8 conversions like neko told me to
hopefully i did not utf8-ise too many things xD
* fix some variables
* maybe fix image buffers in RSXDebugger
* fixed image view (pretty sure)
* fixed image buffer (hopefully)
* QT Opengl frame (#41)
* fix RSX Debugger headers (#40)
* fix some debugger layout issues
fix RSX Debugger headers + some comments
* add kd-11's SPU options
fix D3D12 showing on non-compatible systems
tidy up coretab
* improve D3D12 behaviour in graphicstab:
adapter selection and D3D12 render won't show on non-compatible systems
add monospace font to cgDisasm
* enable update only on visibility
* Rpcs3 qt llvm build (#42)
* LLVM pushed so mega can test
* probably is what is needed with Release LLVM
* should probably have RPCS3-Qt be using release-llvm
* include zlib the same way.
* don't talk to me about how I made this happen.
* I applied the magical treatment to debug mode too. Though, it's entirely probably that doing it once in LLVM-release mode made this entirely redundant
* hack
* progress bar for LLVM spawns but doesn't close yet.
* fix msgDialog (#43)
fix oskDialog
* Minor bug fixzz
* fix osk and msgdialog for real (#44)
* fix msgDialog
fix oskDialog
* fix OskDialog part 2
fix MsgDialog part 2
* This bug is evil, and it should be ashamed of itself.
* Refactor YAML. Commented out gui options that aren't added to config yet (add em back later when we merge that in)
* Fix pad stuff.
* add SaveDataUtility (#45)
* add SaveDataUtility
* fix slots
* fix slots again
fix lists not showing stuff
fix dialogs not showing
add colClicked
refactor stuff and polish some layouts
* add SaveDataDialog.h and SaveDataDialog.cpp
* tidy up mainwindow
* add callback
* fix RegisterEditor (#47)
* fix RegisterEditor
* fix other dialogs' immortality (gasp...vampires)
* remove debug leftovers
* fix InstructionEditor (#46)
* fix InstructionEditor
* fix typo
* Fix MouseClickEvents in RSXDebugger (#50)
* Fix MouseClickEvents in RSXDebugger
Fix focus on MemoryViewer and RSXDebugger
Adjust PadButtonWidth
* fix another comment
* fix debuggerframe events (#49)
* Fix pad settings bro (#48)
* Fix pad settings bro
* fix comment
* Icons and Menu-Additions (#39)
* Add Icons and iconlogic to cornerWidget and actions
* add cornerWidget toggle
fix dockwidget action state on start
remove DoSettings
* fix game removal bug
remove tableitem focus rectangle
therefore add TableItemDelegate.h
* remove grid and focus rectangle from autopausedialog
* add fullscreen checkbox to misctab
minor padsettings layout improvements
* Add show category submenu to view menu
Add gamelist filter accordingly
fix minor bug where play icon was displayed despite pause label
add boolean b_fullscreen to mainwindow for later use in GSFrame
* fix headers in autopausesettings
fix remove bug in autopausesettings
add delete keypressevent in autopausesettings
fix missing tr() and minor refactoring in gamelist
* add default Icons for play/pause/stop/restart
* Fix fullscreen start. Some stuff was wrong with settings, just trust me.
* remove fullscreen leftovers and fix merge
* SPU stuff. (There was also a weird thing with config.h in GLGSFrame.h with an include that I removed to fix build)
* please neko's lambda fetishes (#53)
* please neko's lambda fetish in mainwindow
* please neko's lambda fetish in gamelistframe
* please neko's lambda fetish in logframe
* fix neko's lambda fetish in debuggerframe
* pleasefixdofetishsomething in Autopausesettingsdialog
* fix sth sth lambda in cg disasm
* lambda stuff in instructioneditor
* lambda kernelexplorer
* lambda-ise memoryviewer
* lambda rsxdebugger
* lambda savedatautil
this could be done even more, but the functions are not implemented
* Rpcs3 qt fixes -- shadow taskbar bug (#52)
* SShadow's bug of taskbar progress staying fixed on cancelling pkg install.
* other taskbar
* i'm still a baka
* Fix a warning
* qtQt refactoring (#54)
* fix neko's snake fetish
* File names should match headers. Are these the names I want? Not necessarily. But, this is much less confusing.
* i thought I committed everything with stage all.........................
* remove unused utilities
* The most important commit of them all.
* Disable legacy opengl buffers when not using opengl.
* fix code review comment
* Quick crash patch. Neko removed autopause. SO, I remove it too from emusettings/misc tab
* Merge lovely things from master (#55)
* Configuration simplified
* untrivial parts of the merge
* no need for these options anymore
* Minor change to fix column widths at startup (not sure why it doesn't work already, but adding the true makes it work so......... whatever)
* here ya go
* FIx hitting okay in settings causing graphics to messup (#57)
* fixes + msgdialog taskbarprogress (#56)
* fix ok button in taskbar
add taskicon progressbar for msgdialog
add tablewidgetitem to rsxdebugger
fix comments in save_data_utility.cpp
* fix d3d adapter default
* fix taskicon progressbar not being destroyed properly
* add last_path to filedialogs
* fix msgdialog crash on ok (#58)
* fix thread stopping in debbugerFrame (#59)
* Move Emu.init to be first. This will fix the qt stuff seeming to ignore the virtual filesystem in the config. (VFS to be made soon maybe) (#60)
* Fix full screen opening on double RIGHT click.
* fix other instances of double click ...
* Fix locaiton of gui config. (#61)
* fix d3d bug (#62)
* fix d3d bug
* small utf8 addition
* Fix cmake for qt (#64)
* Initial CMake fix
* Fix compilation with GCC
* Get rid of awful hack
* Update cotire with qt support
* Maybe fix travis
* Emergency Hack Relief Program Activated
* Fix travis build (#65)
* make about dialog great again (#67)
and add previous additions
* Fix library sort / smart gamelist context menu (#63)
* fix library sort
* add Title to custom game config dialog
* disable options on gamelist context menu
* use namespace for category Strings
* introduce sstr
* fix some tr nonsense
* Rpcs3qt Appveyor (#68)
Fix appyveyor build!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* possible fix for gamelist icons (#69)
add warning for appicon
* Fix clang build (#66)
Hcorion, the build savior.
* Rpcs3 qt resources (#70)
* Resource files attempt 1
* Autorcc should probably be on?
* forgot the most important file lol
* Forgot an instance of the icon in the code...
* Patch fix for clang build.
* vulkan/d3d12 combobox merge (#71)
* add vulkan adapterbox and merge with d3d12 box
* fix adapter text on other renderer
* gather render strings
* attempt fix on gamelist row height
* adjust adapter behaviour to new guideline
* Compiler of Peace.
* High critical hit rate.
* Mugi eating strawberries is savage.
* Apply KD-11 Hotfix (#73)
* Most of Ani Adjusts (#72)
* Most of the adjustments are made here.
* fix gamelist rowheight
* fix msg dialog layout and disable_cancel
* cleanup
* fix disable cancle again
* fix debuggerframe buttons and doubleclick
* Add a fun little bonus feature :) (#74)
* category filters simplyfied (#75)
* Cleaning up cmake a bit.
* fixezzzzzz (#76)
* upgrade Info Boxes
* upgrade file explorer
* refactor GetSettings and SetSettings
* second refactoring
* cleanup
* travis is a grammar nazi
* second travis shenanigans
* third travis weirdo thingy
* travis 4 mega fun
* travis 5 default to def
* finish refactoring for settings
fix gamelist headers
* hotfix msgdialog and infobox (#77)
* msgdialog fix 1
* fix zombie infobox
* Rpcs3 Qt Welcome Page (#78)
* Add a welcome dialog.
* Add enter to end of file
* i'm an idiot
* last mistake i hope
* sponsored via --> funded by
* RPCS3 does not condone piracy.
* Mega Adjusts
* Ani Adjustments and a few refactorings
* Yay
* Add Gamelist Icon Sizes (#79)
* Reverting Mega's suggestion. If people can use alt-f4 to get around this dialog, they can probably use an emulator too.
* Fix firmware file choice dialog in QT GUI (#80)
* ani adjusts 2 + minor icon size simplifications (#81)
FPS Additions
* Update Travis to Qt 5.9 (#82)
* Update VKFragmentProgram.cpp
added missing exponent parameter
* fixed misplaced exponent in VKFragmentProgram.cpp
parameter that belonged to pow() was being passed to exp() instead, causing the shader compilation to fail
* fix for opengl fog_mode exponential2
same fix as the vulkan version
* directx fog_mode exponential2 fix
misplaced parameter
* directx fog_mode exponential2_abs fix
* vulkan fog_mode exponential2_abs fix
* opengl fog_mode exponential2 fix
vk: More surface fixes and debug stuff
vk: Crude thread sync implementation to prevent cb desync crashes due to resource usage
fix build
more fixes
vulkan: Do not flush command queue if address cannot be flushed
vk: More fixes for accuracy. Needs optimizations
vk: Batch all flush-to-buffer operations in the non-critical path
- More work is needed to make queue submission asynchronous
D3D12 is not in the list of supported renderes on platforms other than windows.
Deleting an item, that can't be found, triggers an assert in debug builds, so let's
avoid that.
* Added checksum check to TROPHY.TRP loader
* Implemented sceNpTrophyGetGameProgress, sceNpTrophyGetGameIcon & sceNpTrophyGetTrophyIcon
* Updates to up to date APIs and tiny changes
* Code style fixes for checksum verifier, and another fix for trophy functions
* Format fix
Improve scaling and separate sampler state from texture state
gl: Unify all texture cache objects under one structure separate by use case
gl: Texture cache fixes
- Acquire lock when finding matching textures
- Account for swizzled surfaces when deciding whether to cpu memcpy
- Handle swizzled images on the GPU
Before
! LDR: **** cellSpurs export: [0x31F5196B] at 0x13ab56c
After
! LDR: **** cellSpurs export: [cellSpursRemoveSystemWorkloadForUtility] at 0x13ab56c
* cellSave fix plus bugfixes
allows allocation of last byte in memory block
prevents rpcs3 from crashing when closing non existent socket
* Fix overflow
* add more socket options
fix typo
prevent sys_net from operating on nullptr sockets
Motorstorm Apocalypse calls for cellMediatorGetSignatureLength,
cellMediatorCreateContext, cellMediatorGetProviderUrl,
cellMediatorGetStatus
LittleBigPlanet 2 and 3 may call for 0x37E1F502 (unknown name) on
cellCrossController
Resistance 3 and Uncharted 2 may call for the functions registered
on cellSysutilNpEula
cellSysmodule: Register 0xF044 module (cellSysutilNpEula)
Found by debugging Uncharted 2 Demo (NPEA90055)
Helps in all games that register sys module configuration 'multi-player'
cellSysmodule: Register 0x0054 module (libmedi)
Found on Motorstorm Apocalypse [NPEA00315] (thanks Zangetsu for the log)
cellSysmodule: Register 0x005C module (cellCrossController)
Found on LittleBigPlanet 2 [BCES00850] (thanks Zangetsu for the log)
- Add parameters to cellOvisInitializeOverlayTable, cellOvisFixSpuSegments and cellOvisInvalidateOverlappedSegments functions
- Modify return type for cellOvisFixSpuSegments and cellOvisInvalidateOverlappedSegments functions
- Replace UNIMPLEMENTED_FUNC by cellOvis.todo
Changed "fmt::throw_exception("Unimplemented" HERE); "
into:
"UNIMPLEMENTED_FUNC(cellAvconfExt); "
"return CELL_OK;"
Allow NPEB01283 to go further in boot (pass the intro and reaches the menu)...
* Handle directory creation in cellGameDataCheckCreate2
Stops some games from displaying information about not enough memory on
hdd
* Returning CELL_OK causes some games to loop on sceNp functions
for "shaman magic"
* cellGameDataCheckCreate2 added param.sfo creating/rewriting
* fix fs::file null
and one readability change
* For debugging purposes
When fs::file problem is located will be improved
* Fixed wrong operators
* Conversion from vfs to fs
Should take care of fs::null
* Cleanup
removed some unnecessary logging
* Fix successive function calls
second call was always ending in error since it didn't create the conent
permission
* Changes according to Neko's review
* Change to use u32 value
* PPUInterpreter: Fix undefined behavior of rol8 and rol16 with inline assembly
* PPUInterpreter: Fix undefined behavior of rol32 and rol64
* PPUInterpreter: Change left rotate functions to inline functions and move to types.h
cellDiscGameGetBootDiscInfo is called by non-disc games for some reason.
That wasn't accounted for and therefore it would try to read PARAM.SFO
from an unmounted path and throw an access violation.
Tested with NBA Live 08 Demo NPUB90029, probably fixes similar games as
well
* sceNp: Fix ExitSpawn and ExitSpawn2
Fixes sceNpDrmProcessExitSpawn and sceNpDrmProcessExitSpawn2
functions
The problem was that first argument klicensee was missing, therefore
shifting every other argument out of place and throwing an access
violation at the end.
* Use npDrmIsAvailable on sceNpDrmProcessExitSpawn
Tries to decrypt DRM file with provided klicensee
* Implement sceNpDrmVerifyUpgradeLicense
Implements sceNpDrmVerifyUpgradeLicense / sceNpDrmVerifyUpgradeLicense2
Since Windows 10 is the only system supporting it there's no point in it being listed on other OSes.
Should prevent users reporting D3D12 isn't working on their non-w10 OSes.
* Add PUP loader
* Add .tar loader and update .pup loader
* Add extract method + offset to TAR loader
Also adds error checking + operator bool overload
* Add firmware decryption keys to key vault
* Initial seperation of SELFDecrypter
This seperates SELFDecrypter into itself and SCEDecrypter.
SCEDecrypter contains the logic to decrypt any file with an SCE Header.
SELFDecrypter inherits from SCEDecrypter and contains the code
specifically to do with ELF. DecryptData could be deduplicated more.
* Add "Install Firmware" option to tools menu
* SCEDecrypter: put each segment in own file
Also, const-correctness, adjusted buffer size and better error handling
* More SELFDecrypter refactoring
* Compile fix
* Add messageboxes to firmware install
* Add progress bar to firmware install
l10n: Partial jstrnchk
l10n: SBCSstoUTF8s
l10n: Replace fmt::throw_exception() for cellL10n.todo() and
return ConversionOK for String methods, 0 for character methods
and the character itself for specific methods;
Notes:
Needs proper implementation (!)
The functions shows similarities but the bits in argument "type" may vary a little.
Comparing both functions but testing in NPJA00014 I believe it could be acceptable until it be implemented properly
Feel free to reject if it´s not allowed
Update cellMsgDialog.cpp
AppVeyor: Improve artifact name
Travis: Update notification email
README: Fix forum link and remove coveralls
sceNp2: Use UNIMPLEMENTED_FUNC macro instead of fmt::throw_exception
VK: Fix pathing for linux
AboutDialog: Fix forum link
* Stub cellOsk
Returns the word "rpcs3" as OSK input for now. Tested and working in
Terraria, Nier, and some homebrew. The next step would be to hook it up
to the GUI so the user can enter any text.
* Fix commit
* Fix formatting
* cellOsk improvements
* cellOsk improvements
* gl: Only bind attrib textures on thread startup
* gl: Persistent mapped buffers
* gl: Fix emulated primitives in an inlined array
* gl: Do not re-update program information every draw call
* gl/vk: s1 type is signed normalized not unsigned normalized
* gl/rsx: Allow disabling of persistent buffers for debugging
gl: Large heap size is more practical
gl: Fix a bug with legacy opengl buffers
* gl/rsx: Allow emulation of unsupported attribute formats
* gl: Fix typos and remove dprints
gl: cleanup debug prints
* ui: Move the GL legacy buffer toggle to the left pane
* vk/gl: Fix cmp type, its range is [-1,1] not [0,1] SNORM_INT
* gl/rsx: Implement platform-agnostic text overlays
gl: Restore performance metrics using new text out helper
gl/rsx: Refactor text generation class
* vk: Enable text overlay
gl/vk: Polish overlay counters implementation
gl: Better resource shutdown for text writer
* gl: Optimization, do not rebind TIUs every frame. Speedup
* gl: Optimizations and improvements to vertex upload code
* gl/vk: Texture format swizzles
vk: Texture format fix
vk: Fix YX format swizzles
* rsx: Decode vertex texture index
* vk: Zero-initialize some more structs
* gl: Clean up fragment program generation code
* vk: Enable alpha kill
* vk: Fix surface clear; redirect output for surface_type:b
* vk: Tie renderpass to program object to avoid incompatible passes
* vk: fix separate front and back lighting
* vk: Inlined arrays can have emulated primitives too!
* vk: Use float input attribs for better compatibility
* vk: Free resources during shutdown
`unveil<>` renamed to `fmt_unveil<>`, now packs args to u64 imitating va_args
`bijective...` removed, `cfg::enum_entry` now uses formatting system
`fmt_class_string<>` added, providing type-specific "%s" handler function
Added `fmt::append`, removed `fmt::narrow` (too obscure)
Utilities/cfmt.h: C-style format template function (WIP)
Minor formatting fixes and cleanup
* vk: define rtt images with transfer_dst set
* vk: Bind a buffer view for attribs with undefined data
* vk: Properly define renderpass clip region to fit the framebuffer
* vk: respect type bits from returned memory requirements
* vk: separate specular color
rsx: separate front color output from back color output
re-enable front-back diffuse lighting
vk: fix front face selection and actually enable face culling
* dx12: Hide constant-key blended visuals (by common use of factor, 1-factor)
* dx12: Fix 2 sided lighting when the shader does not compute both outputs
* vk/dx12: confirm that src register exists before copying for 2-sided lighting
rsx_decode.h implements a "rsx_decoders" template class that is specialized for most GCM command
found in rsx command buffer. 3 static members are defined : a "decode" function that turns command
value into a more meaninfull type if applicable (for instance bool for _enabled* command, surface
formats for set_surface_format command...), a "commit_rsx_state" that modifies a given rsx_state
structure when the command is parsed, and a "dump" function used in rsx_debugger for pretty printing.
Hopefully having the 3 functions in a single place for every command will act as a self documenting
list of rsx command buffer opcode.
rsx_state is also expanded into several explicit variables instead of being stored into a u32 array.
This should makes debugging easier (Visual Studio will display the exact value of these member for instance)
as well as preparing rsx_state for serialisation/deserialisation.
The vertex array and textures opcode are not concerned atm for bisecting purpose.
All the games I've been trying to load from outside RPCS3's bin directory are returning me empty directories
```
{PPU[0x3] Thread (main_thread) [0x011223d8]} class fmt::exception thrown: cellGameBootCheck(): Unknown CATEGORY:
```
This is a hack for when the category is empty or unknown.
We assume it's a disk game and proceed with the emulation.
Moves the compiler check out of rpcs3/CMakeLists.txt and adds them
into rpcs3/cmake_modules/ConfigureCompiler.cmake
Add better compiler checks and eliminate a TODO