* Replace `int` with `s32` as return type for syscalls.
* Renamed `SC_Something.*` files with the proper lv2 name
`sys_something.*`.
* Moving away from the lv2, those functions and folders that doesn't
correspond to lv2 functions. E.g. module functions from sys_io,
sysPrxForUser, cellGcmSys.
* Splitted some files (memory -> memory+mmapper) and merged other ones
(event+event_flag ->event, spu+spu_thread -> spu), according to common
sense, PSDevWiki docs, and checking firmware files.
* Removed external functions from `SysCalls.h`.
NOTE: What should we do about: cellGcmCallback? It's not a lv2 syscall
but it appears on the sc_table and it is actually called in games. Is
this some kind of hack?
* use one central unified log with channels/priorities ad-hoc listener registration and de-registration
* disable buffering by default
* add multi-threaded ringbuffer implementation
* use buffered listener for the gui (using the ringbuffer)
move module initialization into a module manager, still has some issues like stopping not working and debug crashing
add #idef 0 to modules that aren't in the windows project
don't double initialize and don't de-initialize for now, since many modules don't expect it and it leads to many errors
remove duplicate module lists for empty modules and implemented ones, make Module non-copyable but movable
add secondary project, no real use for it now
add some memleak config to the emucore and add asmjit path to rpcs3
small rebase error fixed to get it to compile again
add filters for emucore
re-add the module manager and static file
WIP commit, linker errors abound
some more abstraction layer stuff
fix the remaining linker errors, re-enable platform specific mouse, pad and keyboard handlers
rebasing
fix memset undefined and re() usage of se_t before declaration
Add wxGUI define by default for cmake builds
fix copy constructors of Datetime header
fix copy constructors of other wx interface classes
remove static declarations of global variables
make wxGLCanvas constructor non-ambiguous even with wx2.8. compat mode, fix wrong std::exception constructor calls
remove duplicate definition for FromUTF8 and ToUTF8
temp changes
make precompiled header slimmer under Linux to increase CI and dev-machine build-times
make sure unused modules don't compile
add unused modules to the VS project to easier keep track of them
* various changes to make it compile with clang
* don't compile recompiler on linux yet but make the CMake build include asmjit already
* add experimental travis bot
* modify yml to match
* try to build and install wxWidgets, since it's not in the travis repo
* use newer cmake version for travis
* add keys with sudo
* use sudo for all apt- commands
* Add additional dependencies
* use version approriate gcc flags for c++11
* try clang, gcc too old
* set c++0x flag for clang
* use gcc 4.8
* use gcc 4.8 and add the repo for it
* use gcc 4.8 even for clang to get newer headers
* fix ambiguous conversions
* add lz from hykem and more explicit conversions from be for x86
* more switch disambiguation
* more switch disambiguation
* add additional unigned int casts to deal with be_t conversion ambiguity
* remove unnecessary clang flag
* add lz.cpp to vcxproj and cast to u32 instead of unsigned int
* correct temporaray #ifdefs
BUGFIX: Add break after NV4097_SET_TEXTURE_BORDER_COLOR in RSXThread.cpp
BUGFIX: Fix parameters passed to RSXTexture::SetControl3 (they were being
passed in reverse order)
BUGFIX: Remove invalid, non-sensical call to glPixelStorei in GLGSRender.h
BUGFIX: Fix signed/unsigned comparison compiler warnings in GLGSRender.h
CHANGE: Make GLFragmentProgram::Decompiler synchronous by default
CHANGE: Update wxWidgets submodule to latest commit
BUGFIX: Fix several memory leaks
ADDED: Created a new MSVC debug configuration to output locations
of allocations that end up leaking after the program
is closed.
BUGFIX: Fix the stupid PadHandler crash due to the lack of a virtual d'tor
- Updated AES and SHA-1 source code;
- Fixed a few code warnings;
- Implemented EDAT/SDAT decryption.
Started SPURS implementation:
- Added an internal SPURSManager class draft;
- Added several drafts for cellSpurs functions.
Implemented key.edat decryption in sceNpDrmIsAvailable:
- NOTE: Currently, the decrypted key.edat is stored under dev_hdd1/titleID and the user must replace this file in dev_hdd0. This behavior will change in the future as it's currently intended for controlled testing only.
* 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
* 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.
* 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
* cellGameContentPermit and cellGameBootCheck updated.
* Checkbox in the Settings dialog, for enabling logging.
* Fixed GUI issue in the InterpreterDisAsmFrame.
* Fixed -dirty flag in wxWidgets submodule.
* cellFsOpendir, cellFsReaddir, cellFsClosedir functions implemented.
* vfsDirBase: m_entryes, GetEntryes renamed to m_entries, GetEntries
respectively.
* vfsLocalDir: Read() function added to get the entries one by one.
* Moved IsExists() from vfsLocalDir to vfsDirBase to avoid "R6025 pure
virtual function call" error.
* Other minor changes in some functions of sys_fs
Left stick: arrows; right stick: PgDn/PgUp (vertical) and Home/End
(horizontal)
Added L10n functions' list (copied from old distr)
Fixed "LoadShdr64 error: shstrndx too big" in ELF64 loader
Other minor changes
Two cellGame functions partially implemented:
- cellGameGetParamInt
- cellGameGetParamString
New debugging features:
- Call Stack viewer added
- Memory Viewer rewritten (Not finished yet)
Modified definition of UNIMPLEMENTED_FUNC to improve compatibility with
other compilers: Thanks @krofna
Replaced the "Compiler" menu entry with "Tools" and "Memory Viewer"
entry added.
NOTE: To "quickly" browse the memory using the Memory Viewer you can use
the scrollbar. Notice the irony of the word 'quickly' since the memory
viewer is actually slow as fuck. I will fix that soon. As you can see,
I'd like to add a Raw image viewer in the future in order to "see"
textures directly from memory.
* cellResc module improved
* Many changes in this commit are from [DH]: The implementation of
cellRescSetConvertAndFlip, cellRescSetWaitFlip and cellRescSetSrc as
well as all the other changes that are not in cellResc module.
* Fixed another conflict from O1L/rpcs3 (master): Deleted
"cellPhotoUtility" (which already exists in cellPhotoExport)
Now all the conflicts are solved. :-)
NOTE: We should search for a better name for 's_rescInternalInstance'.
This one is just too long and some lines don't even fit in my screen
because of this.
Implemented Floating/Double-floating arithmetic operations: Add,
Substract and Multiply: FA, FS, FM, DFA, DFS, DFM respectively.
* Fixed issue in the register editor: Wrong value displayed when reading
64 bit or 128 bit registers.
* Fixed issue in the register editor: Error when writing to 128 bit
registers.
How to use the register editor:
1. Load an .ELF file
2. Select any instruction from a thread. (This is a workaround to
activate the appropriate event listener. This will be changed in the
future).
3. Press 'R' key and modify any register you want.
Note:
The register editor only works with PPU and SPU threads.
Additional changes:
* Fixed the filesize problem caused by the instruction editor dialog.
* Instruction Editor: Fixed small issue in SPU threads