mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-12-31 08:21:11 -06:00
* 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>
197 lines
5.9 KiB
C++
197 lines
5.9 KiB
C++
#include <stdafx.h>
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#include <cpu/code_cache.h>
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#include <cpu/guest_thread.h>
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#include <gpu/video.h>
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#include <kernel/function.h>
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#include <kernel/memory.h>
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#include <kernel/heap.h>
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#include <kernel/xam.h>
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#include <kernel/io/file_system.h>
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#include <file.h>
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#include <xex.h>
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#include <apu/audio.h>
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#include <hid/hid.h>
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#include <user/achievement_data.h>
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#include <user/config.h>
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#include <user/paths.h>
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#include <kernel/xdbf.h>
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#include <install/installer.h>
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#include <os/logger.h>
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#include <ui/installer_wizard.h>
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#define GAME_XEX_PATH "game:\\default.xex"
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const size_t XMAIOBegin = 0x7FEA0000;
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const size_t XMAIOEnd = XMAIOBegin + 0x0000FFFF;
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Memory g_memory{ reinterpret_cast<void*>(0x100000000), 0x100000000 };
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Heap g_userHeap;
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CodeCache g_codeCache;
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XDBFWrapper g_xdbfWrapper;
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std::unordered_map<uint16_t, GuestTexture*> g_xdbfTextureCache;
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void HostStartup()
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{
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#ifdef _WIN32
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CoInitializeEx(nullptr, COINIT_MULTITHREADED);
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#endif
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g_memory.Alloc(0x10000, 0x1000, MEM_COMMIT);
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g_userHeap.Init();
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g_codeCache.Init();
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g_memory.Alloc(XMAIOBegin, 0xFFFF, MEM_COMMIT);
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hid::Init();
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}
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// Name inspired from nt's entry point
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void KiSystemStartup()
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{
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const auto gameContent = XamMakeContent(XCONTENTTYPE_RESERVED, "Game");
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const auto updateContent = XamMakeContent(XCONTENTTYPE_RESERVED, "Update");
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XamRegisterContent(gameContent, GAME_INSTALL_DIRECTORY "/game");
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XamRegisterContent(updateContent, GAME_INSTALL_DIRECTORY "/update");
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const auto savePath = GetSavePath();
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const auto saveName = "SYS-DATA";
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if (std::filesystem::exists(savePath / saveName))
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{
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std::u8string savePathU8 = savePath.u8string();
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XamRegisterContent(XamMakeContent(XCONTENTTYPE_SAVEDATA, saveName), (const char *)(savePathU8.c_str()));
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}
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// Mount game
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XamContentCreateEx(0, "game", &gameContent, OPEN_EXISTING, nullptr, nullptr, 0, 0, nullptr);
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XamContentCreateEx(0, "update", &updateContent, OPEN_EXISTING, nullptr, nullptr, 0, 0, nullptr);
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// OS mounts game data to D:
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XamContentCreateEx(0, "D", &gameContent, OPEN_EXISTING, nullptr, nullptr, 0, 0, nullptr);
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std::error_code ec;
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for (auto& file : std::filesystem::directory_iterator(GAME_INSTALL_DIRECTORY "/dlc", ec))
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{
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if (file.is_directory())
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{
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std::u8string fileNameU8 = file.path().filename().u8string();
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std::u8string filePathU8 = file.path().u8string();
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XamRegisterContent(XamMakeContent(XCONTENTTYPE_DLC, (const char*)(fileNameU8.c_str())), (const char*)(filePathU8.c_str()));
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}
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}
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XAudioInitializeSystem();
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}
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uint32_t LdrLoadModule(const std::filesystem::path &path)
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{
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auto loadResult = LoadFile(path);
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if (loadResult.empty())
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{
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assert("Failed to load module" && false);
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return 0;
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}
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auto* xex = reinterpret_cast<XEX_HEADER*>(loadResult.data());
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auto security = reinterpret_cast<XEX2_SECURITY_INFO*>((char*)xex + xex->AddressOfSecurityInfo);
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g_memory.Alloc(security->ImageBase, security->SizeOfImage, MEM_COMMIT);
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auto format = Xex2FindOptionalHeader<XEX_FILE_FORMAT_INFO>(xex, XEX_HEADER_FILE_FORMAT_INFO);
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auto entry = *Xex2FindOptionalHeader<uint32_t>(xex, XEX_HEADER_ENTRY_POINT);
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ByteSwapInplace(entry);
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auto srcData = (char *)xex + xex->SizeOfHeader;
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auto destData = (char *)g_memory.Translate(security->ImageBase);
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if (format->CompressionType == 0)
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{
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memcpy(destData, srcData, security->SizeOfImage);
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}
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else if (format->CompressionType == 1)
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{
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auto numBlocks = (format->SizeOfHeader / sizeof(XEX_BASIC_FILE_COMPRESSION_INFO)) - 1;
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auto blocks = reinterpret_cast<const XEX_BASIC_FILE_COMPRESSION_INFO*>(format + 1);
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for (size_t i = 0; i < numBlocks; i++)
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{
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memcpy(destData, srcData, blocks[i].SizeOfData);
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srcData += blocks[i].SizeOfData;
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destData += blocks[i].SizeOfData;
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memset(destData, 0, blocks[i].SizeOfPadding);
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destData += blocks[i].SizeOfPadding;
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}
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}
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else
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{
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assert(false && "Unknown compression type.");
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}
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auto res = Xex2FindOptionalHeader<XEX_RESOURCE_INFO>(xex, XEX_HEADER_RESOURCE_INFO);
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g_xdbfWrapper = XDBFWrapper((uint8_t*)g_memory.Translate(res->Offset.get()), res->SizeOfData);
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return entry;
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}
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int main(int argc, char *argv[])
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{
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#ifdef _WIN32
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timeBeginPeriod(1);
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#endif
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os::logger::Init();
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bool forceInstaller = false;
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bool forceDLCInstaller = false;
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bool sdlVideoDefault = false;
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for (uint32_t i = 1; i < argc; i++)
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{
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forceInstaller = forceInstaller || (strcmp(argv[i], "--install") == 0);
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forceDLCInstaller = forceDLCInstaller || (strcmp(argv[i], "--install-dlc") == 0);
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sdlVideoDefault = sdlVideoDefault || (strcmp(argv[i], "--sdl-video-default") == 0);
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}
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Config::Load();
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HostStartup();
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bool isGameInstalled = Installer::checkGameInstall(GAME_INSTALL_DIRECTORY);
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bool runInstallerWizard = forceInstaller || forceDLCInstaller || !isGameInstalled;
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if (runInstallerWizard)
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{
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Video::CreateHostDevice(sdlVideoDefault);
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if (!InstallerWizard::Run(GAME_INSTALL_DIRECTORY, isGameInstalled && forceDLCInstaller))
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{
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return 1;
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}
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}
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AchievementData::Load();
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KiSystemStartup();
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const char *modulePath = FileSystem::TransformPath(GAME_XEX_PATH);
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uint32_t entry = LdrLoadModule(std::u8string_view((const char8_t*)(modulePath)));
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if (!runInstallerWizard)
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Video::CreateHostDevice(sdlVideoDefault);
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Video::StartPipelinePrecompilation();
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GuestThread::Start({ entry, 0, 0 });
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return 0;
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}
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GUEST_FUNCTION_STUB(__imp__vsprintf);
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GUEST_FUNCTION_STUB(__imp___vsnprintf);
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GUEST_FUNCTION_STUB(__imp__sprintf);
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GUEST_FUNCTION_STUB(__imp___snprintf);
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GUEST_FUNCTION_STUB(__imp___snwprintf);
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GUEST_FUNCTION_STUB(__imp__vswprintf);
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GUEST_FUNCTION_STUB(__imp___vscwprintf);
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GUEST_FUNCTION_STUB(__imp__swprintf);
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