Commit graph

3290 commits

Author SHA1 Message Date
Nekotekina aeeceb7d0b Minor fixups 2021-02-01 11:30:50 +03:00
Nekotekina d5f16ce272 PPU Analyser: better constraints for SPRX 2021-02-01 11:30:50 +03:00
Nekotekina c89362f6a2 PPU LLVM: don't use module name as PRX indicator 2021-02-01 11:30:50 +03:00
Nekotekina 8a029159cd PPU Analyser: compile certain functions on per-instruction basis
PPU LLVM: optimize small blocks
2021-02-01 11:30:50 +03:00
Nekotekina 891ebd0cb1 PPU Analyser: use reloc info (disabled for now)
Add blocks from relocations.
2021-02-01 11:30:50 +03:00
Nekotekina 382509d778 PPU LLVM: Implement inline __add_get_ov 2021-02-01 11:30:50 +03:00
Nekotekina f9ee8978ff PPU LLVM: improve analyser
Compile possibly executable holes between detected functions.
Add unused "PPU LLVM Greedy Mode" option (for future updates).
Add "nounwind" attribute to compiled functions (reduces size).
2021-02-01 11:30:50 +03:00
Nekotekina cf6606065d PPU: fix some typos in asm code 2021-01-31 20:00:04 +03:00
Eladash 82c86ed2f7 Implement standalone OVL (overlay) loading mode
* Allow to load OVL alone.
* Add error checks in ppu_load_exec(), do not crash on error.
* Fix crash on exit from standalone PRX mode, allow kernel explorer to work with it as well for the added OVL mode.
2021-01-31 15:47:05 +03:00
Megamouse c464e90d5d Fix stop exit of check_only ppu_initialize 2021-01-31 12:18:32 +03:00
Megamouse 670d2b191c Minor optimization for check_only ppu_initialize 2021-01-31 12:18:32 +03:00
Megamouse 7bddb87306 Simplify compile threads 2021-01-31 12:18:32 +03:00
Megamouse 2025f02105 Search for more game data directories.
Also properly remove duplicate paths
2021-01-31 11:42:33 +03:00
Megamouse 1078626eea Fix ppu compilation progress dialog
We could only increase the value because we completely based the dialog on cellMsgDialog.
This led to an issue where the dialog would increase its maximum and thus decrease the current percentage.
It then couldn't decrease and was stuck on the old percentage.
2021-01-30 21:34:16 +01:00
Eladash 16c6b44f55
Fix #9680 (#9687)
Fix regression from #9680
2021-01-30 19:05:02 +03:00
Eladash e3b3b0cda7
PPU LLVM: Precompile all executable (PRX, MSELF, overlay) code at startup (#9680)
* Precompile LLVM cache at startup of games, like the GUI "Create PPU Cache" option.
* Allow OVL (overlay) precompilation as well (used by certain games).

Co-authored-by: Megamouse <studienricky89@googlemail.com>
Co-authored-by: Nekotekina <nekotekina@gmail.com>
2021-01-30 16:08:22 +03:00
Nekotekina bb2cc196a6 Fixup for preloading SPRX from MSELF
Forgot to append the offset.
Forgot to use different loop variable.
2021-01-29 21:26:34 +03:00
Eladash d3bc96a201 Fix minor issue with usage of STL thread::hardware_concurrency() 2021-01-29 18:23:29 +03:00
Nekotekina 11ba6e45ab Add MSELF support to SPRX precompilation.
Add ppu_precompile() function in PPUThread.cpp

Co-authored-by: Eladash <elad3356p@gmail.com>
2021-01-29 13:34:43 +03:00
Eladash 0652870204 New RSX Debugger 2021-01-28 17:40:26 +03:00
Nekotekina 34274ec391 Purge unused typeid() invocations 2021-01-28 10:23:29 +03:00
Nekotekina 53267e283b PPU LLVM: implement ppu_finalize
Properly free certain compiled PRX/OVL modules (except dev_flash)
2021-01-27 18:03:49 +03:00
Nekotekina ee288340b0 Implement thread_ctrl::scoped_priority
RAII priority control (+1, or -1)
2021-01-25 21:49:16 +03:00
Nekotekina a69248299d SPU: Don't use shm::map_critical in SPU LS allocations
Use shm::try_map instead until proper area is found.
2021-01-25 17:45:47 +03:00
Malcolm Jestadt 486d48e4f8 SPU LLVM: Optimize ROTQBY family for VBMI
- Avoid masking pshufb index by 0xf by using vpermb instead.
- Also fix conversion of vperm2b index to ShuffleVector index.
2021-01-25 13:18:23 +03:00
Ani 7c62574e59 spu: Restore workers priority after initialization 2021-01-24 16:40:59 +03:00
Eladash 7f28489c70 Improve ppu_thread_cleaner a bit
Always join thread.
2021-01-21 21:32:13 +03:00
Eladash a58c12db0b SPU: fixup after #9630
Co-Authored-By: Ivan <nekotekina@gmail.com>
2021-01-21 21:32:13 +03:00
Eladash 12e1be2626 Implement thread_ctrl::wait_on (see #9208) 2021-01-21 18:31:51 +03:00
Eladash f81674232e Remove SPU and PPU destructors 2021-01-21 18:31:51 +03:00
Nekotekina f944573b3c Fix old warnings: remove strncpy
Use strcpy_trunc instead.
Change some sce structs.
2021-01-20 12:26:09 +03:00
Nekotekina f9bc682115 Refactor some 'offending' code a bit (no effect)
It appears linkage errors were rare even in debug mode (GCC/clang).
2021-01-18 21:58:28 +03:00
Malcolm Jestadt a2e8e3090c SPU LLVM: Optimize FSM following comparison
- FSM following a comparison instruction can be optimized to a single shuffle instruction
2021-01-17 16:52:44 +03:00
Nekotekina def364fe28 SPU LLVM: add splat_scalar helper
Unrolls into zshuffle from the preferred slot.
2021-01-17 15:13:28 +03:00
Eladash e4c3b1c2bd vm: Remove vm::dealloc_verbose_nothrow 2021-01-15 17:37:52 +03:00
Eladash e1f95ceb54
sceNpTrophy: Fix sceNpTrophyRegisterContext for handler abortion (#9586)
* Implement handler abortion during context registration.
* Fixed recursive calls to sceNpTrophy functions such as by callbacks from registering context.
* Turns out the reader lock for context registeration was incorrect because ctxt->tropusr and trophy directory are being modified. Made it an exclusive lock after callback.
2021-01-12 19:14:51 +03:00
Nekotekina db8e6fe7a7 Enable -Wunused-variable 2021-01-12 14:34:14 +03:00
Nekotekina ed345e5b65 Enable -Winvalid-offsetof 2021-01-12 13:01:17 +03:00
Megamouse 52deff06ba
Random stuff (#9589)
* minor coding style adjustment

* Qt: simplify osk dialog buttons

* replace std::find_if with convenience functions

* RSX: use sv in swizzle comparison

idk, I'll remove this if it was intentional.

* overlays/osk: rename enter to return

This one confused me and make me look for a bug that caused the "enter" key to be disabled, while it was actually the return key (obviously xD).
2021-01-12 12:59:50 +03:00
Eladash bf6f43ec3a Utils: Rewrite fmt::split 2021-01-08 22:23:48 +03:00
Megamouse 36159c2bd4 Add comment for deprecated avcodec_register_all
Apparently this is now done automatically and doesn't even need to be called at all
2021-01-08 14:36:49 +03:00
Nekotekina 586440622b Silence another warning (clang) 2021-01-07 12:46:45 +03:00
Eladash 951fe3491e PS3 Loader: Fix sections memorizing 2021-01-06 23:21:38 +03:00
Chris f8589de476
Initial playlist-based custom soundtracks support (#9362)
* Initial playlist-based custom soundtracks support

This is the initial implementation of playlist-based (cellSearch) custom soundtracks support.
It is based on the initial work by @Megamouse and currently uses a directory-based approach to manage albums and utilizes FFMPEG to read audio metadata.

Background: The real PS3 can import music in XMB from USB into its internal storage (/dev_hdd0/music) and additionally stores metadata (artist, trackname, tracknumber, ...) in a database (/dev_hdd0/mms/db/metadata_db_hdd). Games can make use of imported music via cellSearch.

For the time being, this implementation does NOT make use of metadata_db_hdd as the db-format is not well understood and a folder-based approch is easier to use. Users only have to create folders inside /dev_hdd0/music and add music to it to create a "playlist". This playlists contents will be sorted alphabetically. As a result, users could prefix numbers to the audio-files to force a specific order.

The only really supported audio format is MP3. I also added support for AAC, AC3, WMA, ATRAC3 and ATRAC3 plus, however, non of these formats were successfully tested for several reasons. AC3 and WMA are not enabled in the current FFMPEG build which makes reading codec-specific data impossible. We could enable these later if we want to. AAC actually could work but I was not able to get it working in WipeOut HD Fury. My guess is that the game does not support AAC. Finally, I could not find any ATRAC3 (or Plus) music to test with.

This implementation currently only implements parts of cellSearchStartListSearch() and cellSearchStartContentSearchInList(). There are several other functions which are still completely unimplemented and will probably be needed by other games. However, this implementation is a starting-point and is enough for WipeOut and maybe a few other games.

A video which showcases this custom soundtrack support is available here: https://www.youtube.com/watch?v=4nu1OCtONTY

Next steps:
 - Utilize sortKey in cellSearchStartContentSearchInList()
 - Eliminate TODOs
 - Implement the missing other functions
 - Test on more games - I do not own many that support custom soundtracks

Signed-off-by: gladiac1337 <gladiac@gmail.com>

Co-authored-by: Megamouse <studienricky89@googlemail.com>
Co-authored-by: Ani <ani-leo@outlook.com>
Co-authored-by: Ivan <nekotekina@gmail.com>
2020-12-31 22:47:09 +03:00
Florin9doi f1c61067bc
Buzz! emulated controller (#9504)
* Buzz emulated controller
Co-authored-by: Florin9doi <Florin9doi@users.noreply.github.com>
Co-authored-by: Ivan <nekotekina@gmail.com>
2020-12-31 21:02:03 +03:00
Nekotekina 5227e65808 vm: implement vm::atomic_op, fetch_op helpers
Can help to reduce lambda depth hell a little.
2020-12-30 20:11:02 +03:00
Malcolm Jestadt c952e99f3e SPU LLVM: Fix edgecase in icelake codegen 2020-12-29 22:01:11 +03:00
Nekotekina 35322b5d14 Remove deprecated _bit accessor from v128
Complicated (a lot of code), confusing (ambiguous)
2020-12-29 21:04:28 +03:00
Nekotekina 6b96807112 Reimplement utils::popcnt64
Implement utils::popcnt128
2020-12-29 15:28:02 +03:00
Florin9doi 733f31f90e Allow USB passthrough for THQ uDraw GameTablet 2020-12-25 14:27:24 +03:00