Under normal circumstances, this mapping should only occur when libSceGnmDriver initializes. From what I can tell, this can be after game code starts running. Until there's a better way to accurately handle this, allocating this memory breaks some games.
This revert fixes the regression in games using the GFD engine.
* Add the NpAuth library
* clang
* you didn't see anything
* Add some random return to make games at least start using this library
* i'm once again asking for your continued ignorance of what i'm forgetting to not push
* debug logging
* apparently just this is still enough
* this isn't used but it still shouldn't be incorrect
* Emulate memory behavior of libSceGnmDriver _DT_INIT
Due to the unique way some games check for sceKernelAllocateDirectMemory failures, emulating this properly is necessary.
* Clang
* Fix address input for direct memory call
* Fix bug with DirectQueryAvailable
Missed this in my prior PR.
* DirectQueryAvailable fix
Fixes error cases to be more hardware accurate.
* AllocateDirectMemory fixes
search_start and search_end were ignored in certain cases, this fixes that issue.
I've also basically rewritten the function in the process, since the lack of documentation made it difficult to make the proper adjustments.
* DirectQueryAvailable fixes
remaining_size was calculated incorrectly in cases where a free dmem_area had a base earlier than search_start, or an end after search_end.
* Reduce sceKernelGetDirectMemorySize log severity
By this point, we've confirmed that sceKernelGetDirectMemorySize is hardware-accurate. There's no reason to clog logs with this function, which games usually call before every sceKernelAllocateDirectMemory call.
* Clang
* Fix phys_addr_out
phys_addr_out should be equal to search_start in cases where search_start is greater than the dmem_area base.
* Dividing by zero is fun
Need to check for alignment when aligning things.
* Update memory.cpp
* Clang
* New translations en_us.ts (Arabic)
* New translations en_us.ts (Italian)
* New translations en_us.ts (Arabic)
* New translations en_us.ts (Arabic)
* New translations en_us.ts (Arabic)
* Implementing DS_SUB_U32, DS_INC_U32, DS_DEC_U32, DS_WRITE_SRC2_B32, DS_WRITE_SRC2_B64.
* Added ir instructions for new opcodes.
Removing Write implementations.
Maping operation S_BFE_I32 as it was added in translate but wasnt pointing to anything.
* Suggestions
* Update app-bug-report.yaml
Forcing people to fill information about their hardware to make it easier for debugging problems, example: "shad crashes after I open it" with this we can tell if the user has a CPU with an iGPU instead of asking them.
* Update app-bug-report.yaml
VRAM amount shouldn't be needed actually.
* Fix#2613: Game icon size not working properly on grid view
When you select grid view mode and try to change the game icon size, the
icons change to the wrong size, or don't change at all. To solve this I
added a line to call the function that populates the game grid with
the games when the user changes the icon size. That way the size of the
icons is updated to match the size selected by the user, which is the
intended behaviour. I also added code to update the check on the size
when changing view mode.
* Fix#2613: fixed clang format issue
* Implement sceVideoOutDeleteVblankEvent
* Implement sceVideoOutGetEventCount
Based on decompilation, needs testing.
I also tidied up some types for other functions in here.
* Change hexadecimal numbers to lowercase
A minor change to make sure my implementation follows the formatting standards seen in https://github.com/shadps4-emu/shadPS4/pull/2423
* Updated the trophy icons to match those on the PS4
* Updated the Windows icon to have less harsh aliasing at smaller sizes.
* Created a correctly sized SVG client icon.
* Remade all of the link icons.
Remade all of the icons for links to a standard 1K size and fixed all of the crazy aliasing problems.
* Revert "Updated the trophy icons to match those on the PS4"
This reverts commit 223c70de13.
* Created SVG versions of all of the link icons.
* Update REUSE.toml
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Co-authored-by: georgemoralis <giorgosmrls@gmail.com>