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Linux support. (#54)
* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
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@@ -103,7 +103,7 @@ uint32_t RtlSizeHeap(uint32_t heapHandle, uint32_t flags, uint32_t memoryPointer
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return 0;
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}
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SWA_API uint32_t XAlloc(uint32_t size, uint32_t flags)
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SWA_API uint32_t XAllocMem(uint32_t size, uint32_t flags)
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{
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void* ptr = (flags & 0x80000000) != 0 ?
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g_userHeap.AllocPhysical(size, (1ull << ((flags >> 24) & 0xF))) :
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@@ -116,7 +116,7 @@ SWA_API uint32_t XAlloc(uint32_t size, uint32_t flags)
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return g_memory.MapVirtual(ptr);
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}
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SWA_API void XFree(uint32_t baseAddress, uint32_t flags)
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SWA_API void XFreeMem(uint32_t baseAddress, uint32_t flags)
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{
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if (baseAddress != NULL)
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g_userHeap.Free(g_memory.Translate(baseAddress));
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@@ -130,6 +130,5 @@ GUEST_FUNCTION_HOOK(sub_82BD8600, RtlFreeHeap);
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GUEST_FUNCTION_HOOK(sub_82BD88F0, RtlReAllocateHeap);
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GUEST_FUNCTION_HOOK(sub_82BD6FD0, RtlSizeHeap);
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// Seems like these handle allocation of virtual and physical pages
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GUEST_FUNCTION_HOOK(sub_831CC9C8, XAlloc);
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GUEST_FUNCTION_HOOK(sub_831CCA60, XFree);
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GUEST_FUNCTION_HOOK(sub_831CC9C8, XAllocMem);
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GUEST_FUNCTION_HOOK(sub_831CCA60, XFreeMem);
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