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cellSail, RSX and many other HLE improvements #1205

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wants to merge 21 commits into from
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cellSail, RSX and many other HLE improvements #1205

wants to merge 21 commits into from

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tambry
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@tambry tambry commented Sep 2, 2015

Quite a bit of RSX/cellGcm and some vertex/fragment shader improvements. Also a big bulk of HLE improvements.

@@ -11860,4 +12043,4 @@ GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (co
}
#endif

#endif
#endif
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Why newline removed?

Also fixed settings window being too small and some minor formatting.
Added default attributes, fixed a Travis error and added currently
broken player booting that I can't figure out.
Also some formatting fixes and added couple more copyright related
directories from /dev_flash/ to .gitignore.
Local memory mapping still seems to be wrong, will look into fixing it
in the future, hopefully.
This fixes crashes in many games, when the index was above 0. Also some
logging improvements and updated the OpenGL registry file.
Now basic settings are logged in the start of every log, to help devs in
determining  possible problems, when users test or try to run certain
games.
Pathing fix would be considered kinda hacky, but a lot of games pass
/some_directory/some_file.file and takes some_directory is a directory
in USRDIR, so it would seem that the PS3 maps it to /game_dir/app_home/
+ path given, when there's no previous mapping specifier ie. /app_home,
/dev_hdd0/, etc.
Sign in dialog looks shitty, but the base for working with ESN/PSN is
there. Also switched many functions over to .Notice() to see their
calling, since they're often not properly implemented. Logging most
likely needs an overhaul.
Also a minor fix to m_report_main_addr address setting. Memalign() has a
custom implementation on PS3, thus that implementation being actually
wrong.

For example:
On PS3 memalign(1024 * 1024, 1024) generates 3010000, but on RPCS3
memalign(1024 * 1024, 1024) generates 2010000
…ents

One example of a game, that tries to access gl_Position is Destiny.
Instead we pass glPosition to fragment shader from vertex shader and
rename gl_Position in fragment shader to glPosition.
Also disable DMA context reports, because they most likely need
improvements. And fix up stuff from previous commits.
@Nekotekina
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What is the purpose of displaying a dialog in cellNetCtlNetStartDialogLoadAsync? It doesn't seem useful.

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tambry commented Sep 3, 2015

@Nekotekina To give the user the option to "sign in" - ie. tell the game, that signing into PSN/ESN was successful, or notify the game, that the "sign in" failed or was cancelled by the user.

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There are lot of issues, I'll try to fix them manually instead of wasting time mentioning them.

@Nekotekina
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Merged partially. Many changes are not included. Some of them are innocent (like new header files) but I'd like to recheck them. Some changes are questionable (like cellGcm changes). Some changes are unnecessary. For example, cellMusic doesn't need anything SPU-related. One of the problem is that some changes are spread too much across commits and it's hard to pick them. What I wanted to do is to merge actual and harmless changes immediately, and leave questionable ones for later review. And clean the history a bit.

@tambry tambry mentioned this pull request Sep 10, 2015
@tambry tambry closed this Sep 10, 2015
@tambry tambry mentioned this pull request Sep 11, 2015
@tambry tambry deleted the error branch December 22, 2015 15:27
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2 participants