* Safety checks in all SFO readings
* SaveData: log backup error and continue & fix possible concurrent file editing
* SaveData: Fix issue with old firmwares
* save_data: Fix save data list back button.
* common: Add more null checks in CString.
Co-authored-by: Vinicius Rangel <me@viniciusrangel.dev>
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Co-authored-by: Vinicius Rangel <me@viniciusrangel.dev>
* 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
* graphics_pipeline: More proper masking
* pipeline_cache: Skip setting depth/stencil fields when test is disabled
* pipeline_cache: More fixes to depth stencil state
* vk_rasterizer: Use dynamic state for depth bounds and bias
* pipeline_cache: Missed depth bias enable
* vk_rasterizer: Add stencil dynamic states
* thread: Reduce spammy log
* Remove some leftover state
* pipeline_cache: Allocate pipelines from pools
* vk_graphics_pipeline: Remove bindings member
Saves about 1KB from each pipeline
* fix review's from last pr
* save timestamp when trophies are unlocked
* implement GetTrophyInfo()
* use strncpy instead of strcpy_s, should fix actions
* nptrophy: GetGameInfo(), GetGroupInfo()
* various fixes
* format
* 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 5-second sleep on sceNetAccept as this can be called in an infinite loop and would normally block (this isn't ideal for non-blocking sockets but it's all stubs at the moment anyway)
* SDLAudio::AudioOutOutput: protect against invalid handle, support NULL input (wait only), replace fixed 65536 with an amount based on settable latency target (20ms for now)
* Fix whitespace
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Co-authored-by: j <j@local>
* 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
* Fixed compiler error for av_err2string by redefining in c++ friendly way
* removed link from comment, putting in PR
* fixed formatting
* Minor fix: enable qt gui to find PKG files with lowercase extension .pkg
* Added missing dependencies and instructions for enabling QT for linux builds
* 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
* SetTick + GetTick, adding functions, checkvalid
* format
* more functions
* format
* implement lizardy's changes
* fix linux build
* various formatting improvements and fixes
* fix sceRtcGetCurrentClockLocalTime,
fixes sceRtcGetCurrentClockLocalTime using lizardy's suggestions.
also implements various formatting improvements and logging changes
* fix mac and linux builds, const for UNIX_EPOCH
* fix ConvertUtcToLocalTime,RtcConvertLocalTimeToUtc
* format rfc2822, format rfc3339
* format
* GetDosTime, GetTime_t, GetWin32FileTime
+various formatting improvements
* sceRtcParseRFC3339, sceRtcParseDateTime
* texture_cache: Use invalidate threshhold
* It's possible for shaders to bind huge buffers and only write to lower portion of it. This is a problem if upper parts of the buffer overlap with render targets. If the image is very far away from buffer base it's unlikely the shader will want to write it, so skip invalidation for it
* video_core: Allow using texture cache to validate texture buffers
* texture_cache: Use buffer cache in all cases for data source
* Allows to correctly handle compute written micro tiled textures
* texture_cache: Fix depth pitch
* kernel: Remove missed code
* clang format
* video_core: Adjust depth format
* buffer_cache: Do not cache buffer views
* thread_management: Do not call createMutex on unlock
* temp: Revert this when pr is done
* buffer_cache: Dont skip cpu uploads with image sync
* Sometimes image does not fully overlap with a region
* fix build
* video_core: Improve invalidate heuristic
* small fixes
* video_core: Hopefully fix some vertex explosions