* core: Split error codes into separate files
* Reduces build times and is cleaner
* core: Bring structs and enums to codebase style
* core: More style changes
* Remove save migration code (#1621)
* Kernel Fixes (#1605)
* scePthreadSetprio Changes
FindThread uses posix error codes, so the function export should apply the ORBIS wrapper to convert these. Since it uses posix codes, I've also renamed the function to align with other posix functions. Lastly, this fixes a compile warning about ret sometimes not getting initialized.
* Implement posix_munmap
Used by Hatsune Miku Project Diva X during intros. May help with stability on Linux, probably won't change anything on Windows.
* Exports
Some missing function exports I've seen in my tests.
sceKernelAvailableFlexibleMemorySize export is used in Final Fantasy XV Episode Duscae
posix_pthread_setprio and posix_pthread_getschedparam are used by Spider-Man Miles Morales
scePthreadKeyDelete is used in UE4 games.
I've also added in a typo fix related to my previous PR.
* libScePosix export for posix_pthread_attr_setguardsize
Used in Hatsune Miku Project Diva X v1.02
* libraries: Add libSceRazorCpu HLE skeleton.
---------
Co-authored-by: ¥IGA <164882787+Xphalnos@users.noreply.github.com>
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* libkernel: Cleanup some function places
* kernel: Refactor thread functions
* kernel: It builds
* kernel: Fix a bunch of bugs, kernel thread heap
* kernel: File cleanup pt1
* File cleanup pt2
* File cleanup pt3
* File cleanup pt4
* kernel: Add missing funcs
* kernel: Add basic exceptions for linux
* gnmdriver: Add workload functions
* kernel: Fix new pthreads code on macOS. (#1441)
* kernel: Downgrade edeadlk to log
* gnmdriver: Add sceGnmSubmitCommandBuffersForWorkload
* exception: Add context register population for macOS. (#1444)
* kernel: Pthread rewrite touchups for Windows
* kernel: Multiplatform thread implementation
* mutex: Remove spamming log
* pthread_spec: Make assert into a log
* pthread_spec: Zero initialize array
* Attempt to fix non-Windows builds
* hotfix: change incorrect NID for scePthreadAttrSetaffinity
* scePthreadAttrSetaffinity implementation
* Attempt to fix Linux
* windows: Address a bunch of address space problems
* address_space: Fix unmap of region surrounded by placeholders
* libs: Reduce logging
* pthread: Implement condvar with waitable atomics and sleepqueue
* sleepq: Separate and make faster
* time: Remove delay execution
* Causes high cpu usage in Tohou Luna Nights
* kernel: Cleanup files again
* pthread: Add missing include
* semaphore: Use binary_semaphore instead of condvar
* Seems more reliable
* libraries/sysmodule: log module on `sceSysmoduleIsLoaded`
* libraries/kernel: implement `scePthreadSetPrio`
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Daniel R. <47796739+polybiusproxy@users.noreply.github.com>
* `RendererVulkan` -> `Presenter`
* support for Video Out gamma setting
* sRGB hack removed
* added post process pass to presenter
* splash functionality restored
* ajm: Initial ajm implementation
* AJM code improvements (#1453)
* Fix sideband buffer order (#1454)
* ajm: Attempt to add gapless support
* ajm_at9: Return superframes decoded in a single job
* WIP (#1460)
* Fix gapless decode and combine split buffers
* Fixed linux build
* fix number of samples reported with gapless decoding
* fixed number of remaining samples calculation
should fix the small crackling sounds that play every now and again
* refactor half ajm
* refactored most of ajm
* refactored ajm
* clang-format, in-repo libatrac9, removed debug stuff
---------
Co-authored-by: auser1337 <aaravsandhu10@outlook.com>
Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
Co-authored-by: IndecisiveTurtle <geoster3d@gmail.com>
* Implement shader resource tables
* fix after rebase + squash
* address some review comments
* fix pipeline_common
* cleanup debug stuff
* switch to using single codegenerator
* devtools: pm4 - show markers
* SaveDataDialogLib: fix compile with mingw
* devtools: pm4 - show program state
* devtools: pm4 - show program disassembly
* devtools: pm4 - show frame regs
* devtools: pm4 - show color buffer info as popup
add ux improvements for open new windows with shift+click
better window titles
* imgui: skip all textures to avoid hanging with crash diagnostic enabled
not sure why this happens :c
* devtools: pm4 - show reg depth buffer
* some rework on netctl calls
* added libs stubs using from RE6
* added ORBIS_NET_CTL_INFO_IP_ADDRESS case in sceNetCtlGetInfo
* added sceNetInetPton
* some dummy functions and change some functions to debug level
* clang format fix
* fix for sceNetInetPton
* posix OS fix?
* linux + macOS fixes?
* fix?
* sceSharePlayGetCurrentConnectionInfo
* Add C string types
* Prepare existing enums
* Added missing enums
* Types update
* State base
* Compile Ime Dialog UI
* UI implementation
* Scoped lock
* Functional implementation
* Link against iconv on macOS
* Fix building on windows
* Better UI
* clang-format
* Some fixes and cleanup
* Enable reserved checks
* clang-format
* Fix default text encoding max size
* clang-format (again)
* Some review changes
* Use std::vector for dynamic strings
* Use CString
* Accept dialog on enter press
* clang-format
* Use ImGUI for encoding/decoding
* Devtools: Pause system
* Devtools: pm4 viewer
- new menu bar
- refactored video_info layer
- dump & inspect pm4 packets
- removed dumpPM4 config
- renamed System to DebugState
- add docking space
- simple video info constrained to window size
* Devtools: pm4 viewer - add combo to select the queue
* Devtools: pm4 viewer - add hex editor
* Devtools: pm4 viewer - dump current cmd
* add monospaced font to devtools
* Devtools: pm4 viewer - use spec op name
avoid some allocations
* add playback of background/title music
* clang_format
* add windows multimedia build instructions
* fix typo accidentally made to arm
* address comments
* loop music
* feedback
* fix CI
* add newline
* playBGM off by default
---------
Co-authored-by: Charles <charles@superfocus.ai>
* Updater
* clang
* Adding Updater icon
* Updater
* TR
* settings_dialog.ui
* Changelog for Pre-release only
* Adding Dump and Download icons
* Forgot this...
* fix linux and resize
* powershell_unzip | changelog fix
Does not use zlin-ng to unpack, now uses powershell on windows and on linux/mac uses unzip or 7z, and if it does not find it, it will ask if you want to install it before extracting.
Do not show the changelog button if: The current version is a pre-release and the version to be downloaded is a release.
* Clang
* formatting
* links fixed
---------
Co-authored-by: Xphalnos <164882787+Xphalnos@users.noreply.github.com>
* Use a singleton for instruction decoding
* Use singleton class
* Patch `EXTRQ`
* Fixup signal context functions
* Update CMakeLists.txt
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Add ElfInfo to track current game info in a singleton
* SaveData compatibility with old firmwares
* sceKernelOpen: fix for write-only mode
* imgui: add font to render non-ascii characters
* save_data: fix Backup Job including old backup in the new backup
* Save backup: fix to avoid filling the queue
Also limiting 1 backup / 10sec
* Save backup: fix search not handling empty pattern
*backup time improv
* shader_recompiler: Use push constants for user data regs
* shader: Add some GR2 instructions
* shader: Add some instructions
* shader: Add instructions for knack
* touchups
* spirv: Better names
* buffer_cache: Ignore non gpu modified images
* clang format
* Add log
* more fixes
* video_core: texture: image subresources state tracking
* shader_recompiler: use one binding if the same image is read and written
* video_core: added rebinding of changed textures after overlap resolve
* don't use pointers; slight `FindTexture` refactoring
* video_core: buffer_cache: don't copy over the image size
* redundant barriers removed; fixes
* regression fixes
* texture_cache: 3d texture layers count fixup
* shader_recompiler: support for partially bound cubemaps
* added support for cubemap arrays
* don't bind unused color buffers
* fixed depth promotion to do not use stencil
* doors
* bonfire lit
* cubemap array index calculation
* final touches
* core: Rewrite PSF parser & add encoder
add .sfo hex pattern to /scripts
* core/fs: allow to mount path as read-only
* common: Add CString wrapper to handle native null-terminated strings
* SaveData: rewrite to implement full functionality
* mock value for SYSTEM_VER
* SavaData: backup features
* SavaData: SaveDataMemory features
* imgui Ref-counted textures
- has a background thread to decode textures
* imgui: rework gamepad navigation
* PSF: fixed psf not using enum class for PSFEntryFmt (was a standard old ugly enum)
- Add null check to CString when itself is used in a nullable field
* SaveDataDialog implementation
- Fix Mounting/Unmounting check of SaveInstance
* cpu_patches: Patch just-in-time using illegal instruction handler.
* core: Add common signal dispatch system and use for on-demand TCB patches.
* page_manager: Re-add userfaultfd implementation.
* libSceRazorCpu needed for gravity rush
* libSceCesCs needed for blue reflection
* clang format fix
* set scePadSetVibration to log debug
* initial sceNetCtl module implementation
* improved error codes in file system
* some intial work on netctl callbacks (helps a bit CUSA10135)
* misc
* improved callbacks handling in sceNetCtl
* small fixes
* added libSceRudp.sprx to lle modules
* draft work for npcallbacks
* add pugixml
* trophy_viewer: support for trophy unlocking
* nptrophy: UnlockTrophy(), DestroyContext()
* initial imgui popup
* queue to handle multiple trophies at once
* extract trophy info on game start + various fixes
* platinum trophy support + extract trophy data on startup
* format
* nptrophy: GetTrophyUnlockState
* implement vinicius' reviews
* system/MsgDialog: types & basic text display
* system/MsgDialog: User message dialog
* system/MsgDialog: RAII for MsgDialog ui
* system/MsgDialog: Progress bar dialog
* system/MsgDialog: System message texts
* system/MsgDialog: copy all ui state to local memory
handles when game release memory before close
extracted all UI code to it's own file
use single window instead of creating new one every single dialogOpen
* system/MsgDialog: debug logging
* added imgui as dependency
* imgui renderer/basic input implementation
* imgui: add layers system
Add video info layer to show fps. Press F10 to toggle it.
* imgui: add custom imgui config
* imgui: gamepad capture, stopping propagation
* imgui: changed config & log file path to use portable dir
* videoout: render blank frame when video output is closed
required to render imgui even when game has no video output
- fixed merge compile-error