Commit graph

6725 commits

Author SHA1 Message Date
Eladash cb52ee0a4d cellGame: report fs::remove_all failure 2020-02-04 18:29:52 +03:00
Eladash 4488312e81 Avoid out of memory with cellGameGetParamString 2020-02-04 18:29:52 +03:00
kd-11 9d9b5c4d66 rsx: Rewrite coverage test to take sum of areas into account.
- TODO: A proper sweep algorithm to calculate sum of overlapping rectangles
2020-02-04 16:20:52 +03:00
kd-11 b9ec012922 rsx: Allow for proper data checks when WCB/WDB is enabled 2020-02-04 16:20:52 +03:00
Nekotekina c4a01875d0 Space fix commit 2020-02-03 11:16:26 +03:00
Nekotekina f9a8efe406 SPU LLVM: gisable NewGVN pass
It goes into an endless loop with memory leak for some reason.
2020-02-03 11:16:03 +03:00
Silent 7f4e546f19 Protect m_storage.find(key) to fix a race 2020-02-02 22:28:14 +03:00
Eladash e57c01907e cellVdec: Improve cellVdecQuery and cellVdecOpen 2020-02-02 09:01:32 +03:00
kd-11 7d2ed9200d rsx: Remove sections that are wholly inherited by new blocks
- Allows sections reclaimed by the surface store due to overlap/inheritance to be identified and removed.
- Additionally, potentially lowers the number of flushes required per block with multiple overlaps improving efficiency and theoretically performance.
2020-02-01 15:14:29 +03:00
Nekotekina f6e90b4c72 Fix FAudio logging 2020-02-01 13:34:36 +03:00
InvoxiPlayGames c1180d76dd sys_usbd: Fix bug preventing multiple USB devices 2020-02-01 12:34:42 +03:00
Nekotekina 6dfd97f0b6 Modernize SPU logging (spu_log variable) and remove log legacy
Remove legacy macro (LOG_ERROR, etc)
2020-02-01 11:52:52 +03:00
Nekotekina 327bb2d8f0 Modernize PPU logging (ppu_log variable) 2020-02-01 11:52:24 +03:00
Nekotekina 21f7b0ff0f Remove HLE log channel 2020-02-01 11:52:24 +03:00
Nekotekina 15391f45d0 Modernize RSX logging (rsx_log variable) 2020-02-01 11:52:22 +03:00
Nekotekina 3c0bd821c8 Give log channels fancier names
Improve LOG_CHANNEL macro to accept custom name.
2020-02-01 10:43:43 +03:00
Nekotekina 3eca2d5d6c Remove legacy LOADER log channel 2020-02-01 07:49:38 +03:00
Nekotekina efafda2650 Add config to silence all logs 2020-02-01 07:49:38 +03:00
Eladash 943368912b Hotfix after #7351 2020-02-01 05:50:58 +03:00
Nekotekina 1d0f359406 logs: add more log channels instead of GENERAL 2020-01-31 16:44:48 +03:00
Nekotekina 67075dfc6c logs: cleanup for audio backends
In process of removing GENERAL log channel.
2020-01-31 16:44:48 +03:00
Nekotekina 26cccead6e logs: remove legacy MEMORY channel
Add channels vm_log, sig_log.
2020-01-31 16:44:48 +03:00
kd-11 36d5db7f30 rsx: Plug texture data leak in the 'exact match' path.
- Followup to previous texture data leak fix for the replaced section path.
2020-01-31 14:56:53 +03:00
Nekotekina 007a7a5859 Fixup for LOG system.
Register all channels at program initialization and allow duplicates.
2020-01-31 12:09:52 +03:00
Eladash 232c6c3aaf Qt: Display "Reboot With Custom/Global config" on running game 2020-01-30 21:49:08 +01:00
kd-11 c9e35926f5 rsx: Preserve pixel data when splitting sections
- Ironically rhis data leak is caused by trying to fix another type of data leak
2020-01-30 21:07:36 +03:00
Eladash 92466165f6
Increase Maximum Vblank Rate and Clocks Scale
Allow x30 times the speed of vblank rate + clocks scale of original PS3.
In theory a 60 fps limit game which scales frame limit perfectly with vblank rate can be played at up to 1800 fps with this change.

And:
* Fixed lv2 sleep with Clocks Scaling
* Make these settings dynamicaly adjustable.
* Avoid code duplication
2020-01-29 21:42:41 +01:00
kd-11 1206a5d4b7 rsx: Tweak blit engine heurestics a bit
- Reject writes to RTT if the source data is of unknown origin.
  non-RTT data and only 1 line in length is suspicious and often GPU data like programs or other rendering inputs.
2020-01-29 12:54:06 +03:00
Malcolm Jestadt ad8988afd3 Embedded SPU elf patching
- PS3 games include both PPU and SPU code in their PPU executables, so to make patching games that make use of the same SPU libraries easier, we add a system to find and patch them.
- Patches for this system still use SPU LS (Local Storage) addresses despite the fact that we aren't loading anything into SPU LS at this time. The patches are checked against each segment and patched in place.
2020-01-28 02:13:37 +03:00
Ivan 7f07b79c04 Partial revert of #7180
PC is PS
2020-01-27 07:05:18 +03:00
RipleyTom 610a6a1404 Increases number of buffers when buffering 2020-01-27 02:13:30 +00:00
Eladash a7aef22754 ppu: Log SELF header information and CIA of caller HLE functions 2020-01-27 01:21:40 +00:00
Eladash 4e0070f16d Log sys_spu thread group and thread names
Also safely read thread name after relevant error checks passed.
2020-01-26 20:32:10 +00:00
Eladash 7ae679adbe Fix logging of ppu name in sys_ppu_thread_create/rename 2020-01-26 20:32:10 +00:00
Eladash d481c3c7fd cellGameGet/SetParamString: Implement CELL_GAME_ERROR_NOTSUPPORTED 2020-01-26 20:32:10 +00:00
Eladash a9162a3f57 SPU LLVM: Improve approximate FCMGT 2020-01-26 18:37:07 +00:00
Nick Renieris 1e69de1205 overlays/perf: Graph label tune-up
Place graph text on top, split in 2 lines, center it horizontally.
Also if it's wider than the graph, match up graph's width to it.
2020-01-26 17:55:11 +01:00
kd-11 79216917b3 rsx: Workaround for broken rtt resampling
- Avoids WCB requirement for now to keep res scaling working correctly.
- TODO: Fix this properly
2020-01-26 13:58:48 +03:00
kd-11 698702cd4a vk: Fix DMA data leak
- There still does not exist a ranged flush implementation which is required.
- TODO: Implement this properly
2020-01-26 13:58:48 +03:00
kd-11 1166ae19bb vk: Use appropriate layouts depending on use case when creating new textures to avoid needless barriers 2020-01-26 13:58:48 +03:00
kd-11 44f2cacf7b rsx: Blit engine tuning
- Attempt to identify blit operations that will be flushed immediately
after and just do them on CPU instead if the transformation is trivial.
- If only a single blit section is contributing to an atlas merge op, the
threshold should be 100%. The only acceptable result here is a
truncation.
2020-01-26 13:58:48 +03:00
kd-11 7a275eaa3a rsx: Fix incomplete blit operations getting used as texture inputs
- Raise passing 'score' from 50% to 90% to filter out very incomplete
merge operations.
- Catch unfit sections passing the match test; possible for blit_dst
data but will likely be always harmless. Disabled in release builds by default.
2020-01-26 13:58:48 +03:00
Eladash e4ba096190 VSH: sys_mmapper
* Implement syscalls sys_mmapper_allocate_shared_memory_ext, sys_mmapper_allocate_shared_memory_from_container_ext.
* Implement multi-process shared memory allocations.
2020-01-24 20:08:30 +00:00
Eladash 46df58b662 sys_usbd: Add error_code 2020-01-24 19:25:52 +00:00
Eladash 95ed2ef62e cellGcm HLE: Add error_code 2020-01-24 19:25:52 +00:00
Megamouse 3f076d63e3 HLE: add error checks to cellAudioInGetDeviceInfo 2020-01-23 10:50:55 +01:00
Megamouse 3e8a5c6395 HLE: add some more constants 2020-01-23 10:50:55 +01:00
Megamouse 18f167ddd0 HLE: Fix error checks in cellAudioInRegisterDevice 2020-01-23 10:50:55 +01:00
Maksim Derbasov 1abdee242a small improvement (#7288)
* small improvement

* comments addressed

Co-authored-by: kd-11 <15904127+kd-11@users.noreply.github.com>
2020-01-22 12:28:48 +00:00
kd-11 adcc3e9c4b rsx: Optionally sync on texture read semaphore
- Some games use texture semaphore for zcull sync which is rather bizzare.
  However, it works on realhw as the depth test happens before fragment shader completion
- Due to the high performance penalty incurred by this act, this
behavior is only enabled by the "strict rendering mode" option.
2020-01-21 22:21:51 +03:00