* This commit solves the cellPngDec GetMemFromAddr(0x0) error when
loading PNGs from files.
* cellVideoOutGetResolution, cellRtc* syscalls rewritten to use the use
the mem*_t data types.
* Replaced int/uint with s32/u32 in some syscall arguments and structs.
Do the logging to the GUI log element in the main thread. Not doing this
causes issues with the GTK backend of wxWidgets. Plus it's just common
sense to try to limit gui calls to one thread.
* Reverted commit
950fcfe4ef
(Reverted ConLog changes) that fixed the "Bad flip!" error since there
is a better way of solving it. It will be fixed soon.
* Moved cellSaveData to cellSysutil (but preserving the functions in a
separated file named: cellSysutil_SaveData.cpp).
* Progress on cellSaveDataList* functions.
* Added a small margin to the new Settings dialog. :-)
This was causing a "Bad flip!" error on Arkedo Series 02 Swap!. I guess
we will have to search for a better solution. I just reverted the
ConLog.cpp / ConLog.h files.
Related commit:
5ea58d9451
* Improved PSF Loader: Now you can get the value of the PARAM.SFO
entries directly with the GetString(key), GetInteger(key) methods.
GameInfo related lines were removed since they have nothing to do with
PSF files.
* cellGame, cellSysutil, and GameViewer are modified because of the PSF
Loader changes.
* Removed unnecessary null pointer checks:
https://github.com/DHrpcs3/rpcs3/issues/126
* TRP Loader and sceNpTrophyRegisterContext improved.
* cellSysutil constants moved to cellSysutil.h
* cellGameBootCheck bug fixed that makes size->hddFreeSizeKB be 0.
* Added system language selector (this is *not* RPCS3's language).
cellSysutilGetSystemParamInt(0x111) will return the selected language.
NOTE: The problems caused by the last commit (pull request #104 merged)
are not yet fixed.
- Removed all scetool dependencies;
- Implemented a key vault to manage PS3 keys internally;
- Implemented SELF decryption;
- Improved PKG handling.
Notes:
- NPDRM SELF files (EBOOT.BIN) can also be decrypted. A valid matching RAP file must be placed under the dev_usb000 folder.
- The source code is considerably commented and several debugging functions were also added in order to aid anyone who wishes to contribute to the engine.
* Some SPU instructions updated:
- Updated wrong instructions: SHLH, FRDS
- Added UNIMPLEMENTED warning to: HBR, HBRA, HBRR
* Updated sys_mmapper_allocate_memory declaration in SysCalls.h
* Added sceNp.cpp to project
* Added checkbox in the Settings menu for exiting RPCS3 when
sys_process_exit (SC_Process.cpp) is called. Unfortunately, due to some
problems, this checkbox doesn't have a real effect yet.
* Using be_t in CellGcmControl, CellGcmConfig, CellGcmContextData and
CellGcmTileInfo.
* Fixed wrong names in Emu/SysCalls/Modules/sceNp.cpp
* Fixed ConLog's mount info strings in System.cpp
* replace GetThreadID with std::this_thread.getId()
* name all anonymous structs and unions that contain non-trivially constructable objects
* made default constructor for big endian type noexcept to make it work with std::atomic
* move instantiated specialized template function members ouside of the class definition to comply with the standard
* added default instantiation for template parameter "=nullptr"
* used the C++11 standardized thread_local instead of the __declspec(thread)
* added transitional definitions to bridge the microsoft specific calls (compare and exchange and aligned alloc)
* removed cyclic dependency between Emulator->CPUThreadManager->CPUThread->SMutex->Emulator->...
* fixed some instances of indentation by space instead of tabs
* surrounded some unused code with an #if 0 block to make sure it doesn't compile
* Moved RSXTexture from RSXThread.h to RSXTexture.h
* Renamed RSXTexture::Getmipmap to RSXTexture::GetMipmap
* Used more GCM texture format constants in GLGSRender.h
* PKG Loader: Added an "Overwrite?" dialog in case the folder
dest+titleID (i.e. "/dev_hdd0/game/"+titleID) already exists. Note that
in that case, the game won't be installed regardless of the option you
choose on the dialog.
* Rewritten unpkg.c -> Loader/PKG.cpp
* MainFrame::InstallPkg now *only* installs the PKG.
* Fixed crash when unpacking big debug PKG files.
* Debug PKGs are no longer recrypted.
* 'About...' dialog updated to remove PKG-related notice.
* Unpkg removed.
NOTE: The class PKGLoader is using wxWidgets functions to access the
files. I think VFS would be better, but the Emulator isn't necessarily
running when installing the PKG. In the other hand, initializing VFS
with RPCS3 may be somewhat risky... Any alternatives?
TODO: Get rid of the decrypted "*.dec" files, and try to decrypt and
read contents of the PKG on the fly using the information stored in
m_entries.
* Removed Compiler ELF references from rpcs3.cpp
* Reordered the menu bar lines.
* Moved the construction of some panels of MainFrame from rpcs3.cpp to
MainFrame.cpp
* Added checkbox in the Settings dialog for logging/editing shader
programs.
* Added "Programs" tab to the RSX Debugger. Double-click on the entries
to view/edit the shaders. Click on "Yes" after closing the editor will
recompile your program even if no changes were done.
* Replaced "Ctrl+C" shortcut for running the emulator with "Ctrl+E" to
avoid accidentally unpausing the emulator when copying text.
* Added glDetachShader to GLProcTable.tbl
NOTE: There is a known bug: For some reason, certain shaders refuse to
compile again, even if you save the original shader as the "new" one.