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https://github.com/hedge-dev/UnleashedRecomp.git
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* 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>
34 lines
2.2 KiB
C++
34 lines
2.2 KiB
C++
#pragma once
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#include <xbox.h>
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#define MSGID(Area, Number) (uint32_t)((uint16_t)(Area) << 16 | (uint16_t)(Number))
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#define MSG_AREA(msgid) (((msgid) >> 16) & 0xFFFF)
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#define MSG_NUMBER(msgid) ((msgid) & 0xFFFF)
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XCONTENT_DATA XamMakeContent(uint32_t type, const std::string_view& name);
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void XamRegisterContent(const XCONTENT_DATA& data, const std::string_view& root);
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std::string_view XamGetRootPath(const std::string_view& root);
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void XamRootCreate(const std::string_view& root, const std::string_view& path);
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SWA_API uint32_t XamNotifyCreateListener(uint64_t qwAreas);
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SWA_API void XamNotifyEnqueueEvent(uint32_t dwId, uint32_t dwParam); // i made it the fuck up
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SWA_API bool XNotifyGetNext(uint32_t hNotification, uint32_t dwMsgFilter, be<uint32_t>* pdwId, be<uint32_t>* pParam);
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SWA_API uint32_t XamShowMessageBoxUI(uint32_t dwUserIndex, be<uint16_t>* wszTitle, be<uint16_t>* wszText, uint32_t cButtons,
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xpointer<be<uint16_t>>* pwszButtons, uint32_t dwFocusButton, uint32_t dwFlags, be<uint32_t>* pResult, XXOVERLAPPED* pOverlapped);
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SWA_API uint32_t XamContentCreateEnumerator(uint32_t dwUserIndex, uint32_t DeviceID, uint32_t dwContentType,
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uint32_t dwContentFlags, uint32_t cItem, be<uint32_t>* pcbBuffer, be<uint32_t>* phEnum);
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SWA_API uint32_t XamEnumerate(uint32_t hEnum, uint32_t dwFlags, void* pvBuffer, uint32_t cbBuffer, be<uint32_t>* pcItemsReturned, XXOVERLAPPED* pOverlapped);
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SWA_API uint32_t XamContentCreateEx(uint32_t dwUserIndex, const char* szRootName, const XCONTENT_DATA* pContentData,
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uint32_t dwContentFlags, be<uint32_t>* pdwDisposition, be<uint32_t>* pdwLicenseMask,
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uint32_t dwFileCacheSize, uint64_t uliContentSize, PXXOVERLAPPED pOverlapped);
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SWA_API uint32_t XamContentGetDeviceData(uint32_t DeviceID, XDEVICE_DATA* pDeviceData);
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SWA_API uint32_t XamContentClose(const char* szRootName, XXOVERLAPPED* pOverlapped);
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SWA_API uint32_t XamInputGetCapabilities(uint32_t unk, uint32_t userIndex, uint32_t flags, XAMINPUT_CAPABILITIES* caps);
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SWA_API uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* state);
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SWA_API uint32_t XamInputSetState(uint32_t userIndex, uint32_t flags, XAMINPUT_VIBRATION* vibration);
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