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686 Commits

Author SHA1 Message Date
Mrlinkwii
4d7ee63d77 GameDB: remove gameFixes from'NFL Street 2' 2022-05-29 14:30:16 +01:00
Mrlinkwii
21b97f68fa Config: Remove unused macro from superVU. (#6240) 2022-05-29 01:04:24 +02:00
refractionpcsx2
95c91b4dc6 GS-TC: Preserve scale when resizing target for display. 2022-05-28 23:59:31 +01:00
Mrlinkwii
ca1b35a351 GameDB: add missing serials 2022-05-28 23:27:48 +01:00
Mrlinkwii
84177d38d4 GameDB: update 'Growlanser Generations' name 2022-05-28 19:28:14 +01:00
Mrlinkwii
e21589da86 Gamedb: fix up some game titles 2022-05-28 18:56:13 +01:00
refractionpcsx2
0768971f35 GS: Bug fix Scissor Optimization 2022-05-28 14:29:37 +01:00
Mrlinkwii
6c42a7f6e4 GameDB: fix up game names 2022-05-28 13:51:57 +01:00
Connor McLaughlin
a65f3bd116 GS/DX12: Fix incorrect blend factor for primid DATE 2022-05-28 05:50:21 +01:00
Connor McLaughlin
822e508d13 D3D12: Don't call GetGPUDescriptorHandleForHeapStart() on non-shader-visible heaps 2022-05-28 05:50:21 +01:00
RedDevilus
1611aeedce GameDB: Tales of Legendia + Batman Begin + ...
- Added FMV switch for Tales of Legendia which can show garbage textures
- Added Batman Begins (Autoflush and Special Texture half pixel offset for the lighting misalignment)
- Some extra clean-up on Spartan - Total Warrior
2022-05-28 05:49:36 +01:00
refractionpcsx2
7c243756bc GS: Better swapped draw direction detection on scissor opt 2022-05-28 04:42:33 +01:00
refractionpcsx2
43b53df0a0 Patches: Make cheats_ws.zip search case insensitive 2022-05-28 03:32:43 +01:00
C.W. Betts
66c6c2400a Some Qt for Mac fixes. 2022-05-27 21:21:48 -05:00
Connor McLaughlin
30096a5ae4 Qt: Add hardware check for SSE4 and AVX2 2022-05-27 17:39:09 +01:00
refractionpcsx2
c70afc24bd GUI/Qt: Prioritize serial in cover lookup 2022-05-27 11:34:39 +01:00
Connor McLaughlin
ce53b7adb1 Qt: Implement drag/drop to main window 2022-05-27 09:55:02 +01:00
Connor McLaughlin
25fa70fe9e Qt: Fix loading save state from manual file 2022-05-27 09:55:02 +01:00
RedDevilus
724957fbec Qt: Revision default hotkeys
There has been a re-order of keybindings, new keybindings and missing Single Frame GS Dump, Multi Frame GS Dump, Input Recording mode.

To be decided for the rest.
2022-05-26 19:27:04 +01:00
TellowKrinkle
9084ef35b4 GS:SW: Restore zequal for optimization 2022-05-26 03:51:39 -05:00
TellowKrinkle
e58b1054ea GS:SW: Use restrict on DrawTriangleSection
Improves compiler optimization
2022-05-26 03:51:39 -05:00
TellowKrinkle
24de0866f7 GS:SW: Don't interpolate xy fields for scanlines
By that point, xy is what's being used to advance the scanline and won't be needed as a parameter
2022-05-26 03:51:39 -05:00
TellowKrinkle
0cec99361b GS:SW: Use floats for zskip 2022-05-26 03:51:39 -05:00
TellowKrinkle
8ba745030a GS:SW: Hold double z in registers more 2022-05-26 03:51:39 -05:00
TellowKrinkle
4ddf897719 GS:SW: Use doubles for Z calculation 2022-05-26 03:51:39 -05:00
TellowKrinkle
9be7eb67d8 GS:SW: Rearrange GSVertexSW members to better match planned DoubleZ arrangement
Note: Removes zequal.  DoubleZ will fix, but until then things will break
2022-05-26 03:51:39 -05:00
TellowKrinkle
56bba522ac GS:SW: Unvectorize unneccessarily-vectorized things 2022-05-26 03:51:39 -05:00
TellowKrinkle
b6c1b3fb96 GS: Add double operations to GSVector/GSNewCodeGenerator 2022-05-26 03:51:39 -05:00
TellowKrinkle
82de13d95a GS: Better cxpr GSVector init 2022-05-26 03:51:39 -05:00
TellowKrinkle
92dd6fb575 GHActions: Improve macOS artifact name for tagged builds 2022-05-26 03:26:12 -05:00
TellowKrinkle
ced58a047d CMake: Set fp-contract=fast
Clang defaults to off, everyone else defaults to on or fast.  Allows multiplies and adds to be merged into fma
2022-05-25 21:56:21 -05:00
refractionpcsx2
2d98b877a2 Patches-NI: Remove broken Silent Hill 3 patch 2022-05-26 00:54:59 +01:00
Master Builder
a26b91291c Common/Linux/LnxHostSys: Fixed compatibility issues with FreeBSD, made error
handling more explicit
2022-05-26 00:28:44 +02:00
Connor McLaughlin
46a649afc1 GS: Add Skip Presenting Duplicate Frames option 2022-05-25 23:24:44 +01:00
Connor McLaughlin
3ce242886b VMManager: Disable symbol map update on Qt
Until it's implemented.
2022-05-25 23:24:30 +01:00
Connor McLaughlin
3b5538a09c VMManager: Fix no ws/ni patches message showing up on reset 2022-05-25 23:24:30 +01:00
Connor McLaughlin
796519f6a7 D3D12HostDisplay: Fix vsync 2022-05-26 00:04:46 +02:00
Connor McLaughlin
2365a9caab D3D12/Texture: Fix incorrect resource state for fallback staging buffer 2022-05-26 00:04:46 +02:00
Connor McLaughlin
425b5d0478 BlockdumpFileReader: Extra error checking to detection 2022-05-25 14:08:54 +01:00
Connor McLaughlin
628560850a CDVD: Fix crash when trying to scan small gzip files 2022-05-25 14:08:54 +01:00
Tzerinas
69f058e532 GameDB: Removes missed french Tak fmv fix 2022-05-25 12:12:03 +01:00
Mrlinkwii
c66b660c10 GameDB: more removal of software FMV fixes from games 2022-05-25 11:56:38 +01:00
Mrlinkwii
4fdb3322cc Gamedb: remove software FMV fixes from games 2022-05-25 11:33:24 +01:00
Connor McLaughlin
73122400e3 GSTextureCache: Expand target to fit readout height
This handles a case where you have two images stacked on top of one another (usually FMVs), and
the size of the top framebuffer is larger than the height of the image. Usually happens when
conservative FB is on, as off it'll create a 1280 high framebuffer.

The game alternates DISPFB between the top image, where the block pointer matches the target,
but when it switches to the other buffer, LookupTarget() will score a partial match on the target
because e.g. 448 < 512, but the target doesn't actually contain the full image. This usually leads
to flickering. Test case: Neo Contra intro FMVs.

So, for these cases, we simply expand the target to include both images, based on the read height.
It won't affect normal rendering, since that doesn't go through this path.
2022-05-25 10:51:54 +01:00
refractionpcsx2
d1cdfafe22 Qt: Fix auto updater
CI didn't build it, so we missed it lol
2022-05-25 10:28:43 +01:00
Connor McLaughlin
91e8a2cf0e Qt: Fix adding multi bindings from pad 2022-05-25 10:15:48 +01:00
Connor McLaughlin
b5721a92e9 Misc: Fix a bunch of recent warnings from clang 2022-05-25 10:15:48 +01:00
Connor McLaughlin
cefe4b773c Qt: Add clear bindings button to controllers 2022-05-25 10:15:48 +01:00
Connor McLaughlin
332346449f Qt: Remove presets dropdown, hide restore defaults
Until it's implemented.
2022-05-25 10:15:48 +01:00
Connor McLaughlin
2c199e7c42 Qt: Add log timestamps 2022-05-25 10:15:48 +01:00
Connor McLaughlin
2a32864856 Qt: Get rid of duplicate base setting query helpers 2022-05-25 10:15:48 +01:00
Connor McLaughlin
9481bbd2ef Qt: Add OSD message when block dumps are enabled 2022-05-25 10:15:48 +01:00
Connor McLaughlin
08aad5461e Qt: Add block dump options 2022-05-25 10:15:48 +01:00
Connor McLaughlin
0bab9474ae Qt: Add file logging option 2022-05-25 10:15:48 +01:00
Connor McLaughlin
1f802eca46 Common: Redo assertions, purge DiagnosticOrigin 2022-05-25 10:15:48 +01:00
Mrlinkwii
a02df6c980 GameDB: add 'disablePartialInvalidation' to 'Shadow Hearts 2' 2022-05-24 23:34:57 +01:00
refractionpcsx2
e0194b2b95 GUI: Enable verbose messages for patch loading. 2022-05-24 20:31:36 +01:00
RedDevilus
74f4886ea6 GameDB: Revise serial names + GsHWFixes
With Qt being released there were still illegal characters being used in the name, also found some random typo mistakes.

Fixes #6170

GsHWFixes:
- Ratatouille
- Wild Arms series
- Tony Hawk Downhill Jam
2022-05-24 20:27:50 +01:00
refractionpcsx2
d9119921de GS: Limit interlace offset to FFMD mode.
The offset is only really needed when the game is rendering half frames and expects a certain amount of offset.
2022-05-24 18:03:07 +01:00
refractionpcsx2
4a12ec6fc0 GS: Add option to disable Interlace Offset 2022-05-24 18:03:07 +01:00
refractionpcsx2
0c855cdd6d GS: Update interlacing on Metal 2022-05-24 18:03:07 +01:00
refractionpcsx2
89d44a5f60 GS: Offset interlace when upscaling 2022-05-24 18:03:07 +01:00
Connor McLaughlin
aa47018197 Qt: Apply patches on entry point compile
Fixes WRC4's entrypoint patch not being used.
2022-05-24 18:00:59 +01:00
refractionpcsx2
d5cd2446e4 GUI/Qt: Use higher quality icon 2022-05-24 17:59:05 +01:00
lightningterror
eb386fb0fb Qt: Gray out language selection.
Not yet implemented.
2022-05-24 16:59:26 +02:00
Connor McLaughlin
cb24b84bff Add cheats_ni.zip 2022-05-24 12:50:43 +01:00
Connor McLaughlin
d65522a9b4 VMManager: Add no-interlacing patches 2022-05-24 12:50:43 +01:00
Connor McLaughlin
fa91d0b705 Qt: Make relationship between vsync queue/optimal pacing clearer 2022-05-24 11:34:56 +01:00
Connor McLaughlin
ae43cfaaf2 R5900: Fix format string for TLB misses etc 2022-05-24 11:34:56 +01:00
Connor McLaughlin
8bbcb05303 MultipartFileReader: Fix use-after-free when opening multipart files
Also fixes loading uppercase filenames on Linux.
2022-05-24 11:34:56 +01:00
Connor McLaughlin
f2713462cc Qt: Fix starting after theme change 2022-05-24 11:34:56 +01:00
refractionpcsx2
ac9d406862 Adding FUNDING file
Adds a button to the project
2022-05-23 19:20:19 +01:00
Connor McLaughlin
74738022da Qt: Use SERIAL_CRC.ini naming for per-game settings 2022-05-23 17:27:11 +01:00
PCSX2 Bot
aae8d5d639 PAD: Update to latest controller database. 2022-05-23 18:20:41 +02:00
lightningterror
372ee9b6b6 Qt: Allow to load/browse block dump files. 2022-05-23 18:19:14 +02:00
lightningterror
943e21f507 Qt: Fix link/url colours in various themes.
Fixes #6148
2022-05-23 17:11:29 +02:00
Connor McLaughlin
b6308bab4f Qt: Initialize COM ourselves on EmuThread
If we don't, SDL initializes it first in STA mode, which prevents MT
mode from being used, which prevents us from using XAudio2.
2022-05-23 15:45:53 +01:00
Connor McLaughlin
6a4df2a641 GS: Move GSinit()/GSshutdown() to GS thread
This initializes COM, so it has to be done on the thread which is
actually going to use it.
2022-05-23 15:45:53 +01:00
lightningterror
a92eb4d10a Qt: Disable/remove unused buttons.
Not implemented yet.
2022-05-23 16:32:02 +02:00
Mrlinkwii
c03e52c06f GameDB: upscaling fixes for 'KimiKiss' 2022-05-23 13:35:42 +01:00
Christian Kenny
66e663757a NSIS: Remove installer as it is is not compatible with Qt 2022-05-23 13:11:46 +01:00
Connor McLaughlin
d279f61d0b VMManager: Clear memory card eject timeout when game starts
If we don't reset the timer here, when using folder memcards
the reindex will cause an eject, which a bunch of games don't
like since they access the memory card on boot.
2022-05-23 13:11:06 +01:00
Connor McLaughlin
b59d4791cf Qt: Fix game grid scale/title setting not loading 2022-05-23 13:09:41 +01:00
Connor McLaughlin
680a3802d7 Updater: Remove update zip after committing 2022-05-23 13:09:41 +01:00
Connor McLaughlin
c3ee97103f Qt: Don't display update errors for background checks
It can be annoying, e.g. if you're not connected to the internet.
2022-05-23 13:09:41 +01:00
Connor McLaughlin
489fbe628a Qt: Remove download size from update prompt
The pcsx2.net api doesn't provide it.
2022-05-23 13:09:41 +01:00
Tyler Wilding
9ba42ec950 ci: format the GameDB and make sure it stays that way 2022-05-23 13:08:48 +01:00
Tyler Wilding
b54facdbd8 ci: catch duplicate YAML keys in the GameDB 2022-05-23 13:08:48 +01:00
Tyler Wilding
5c790b8540 ci: differentiate cmake windows build from the others 2022-05-23 13:06:35 +01:00
Tyler Wilding
ef32b49e50 input-rec: add back safeguard around controller input hook and dont deref null virtual pads 2022-05-22 22:45:01 -04:00
Tyler Wilding
8fb09d07ed input-rec: ensure controller logging is disabled by default 2022-05-22 20:29:42 -04:00
kenshen112
710d3360ac Cmake: Link InputRecording 2022-05-22 23:47:14 +01:00
lightningterror
ded036b93e Qt: Remove rich discord presence button.
Not implemented.
2022-05-23 00:34:37 +02:00
Silent
364e6a1341 GameList: Mark search directory cells as read-only 2022-05-22 23:16:10 +01:00
Tyler Wilding
2aec91d8c0 input-rec: remove frame-advance and adjust folder structure 2022-05-22 17:24:02 -04:00
Tyler Wilding
4f0c880e3e input-rec: append .p2m2 automatically when browsing for a file 2022-05-22 17:24:02 -04:00
Tyler Wilding
13d623f350 input-rec: cleanup VS and CMake project files 2022-05-22 17:24:02 -04:00
Tyler Wilding
9aecf79d7f input-rec: refactor core code, freeze wxWidgets version 2022-05-22 17:24:02 -04:00
Tyler Wilding
2e8076d909 input-rec: begin achieving parity in Qt 2022-05-22 17:24:02 -04:00
Tyler Wilding
655939147a input-rec: Remove DISABLE_RECORDING usages 2022-05-22 17:24:02 -04:00
arcum42
bf899022d7 DMAC: Testing a constant value is always true. (#6122) 2022-05-22 13:38:02 -07:00
Connor McLaughlin
ed5aa4a67d Qt: Cancel game list scanning when VM starts
Because of CDVD global state, and the fact that we hijack CDVD for
getting the game details, we have to cancel the scan. Otherwise, the
scanner will clash with the game's CDVD access.
2022-05-22 22:30:02 +02:00
Connor McLaughlin
22bf3549b6 Host: Add game list refresh/cancel calls 2022-05-22 22:30:02 +02:00
Connor McLaughlin
f260a8be66 GameList: Add region string/fix cached progress increment 2022-05-22 22:30:02 +02:00
Tyler Wilding
068ab8ab36 ci: fix windows release asset structure 2022-05-22 15:55:06 -04:00
iMineLink
6fde585504 gs-hw: remove tales of abyss cu hack.
fixes ghosting when upscaling.
2022-05-22 21:54:11 +02:00
iMineLink
c45cc6928d gs-hw-tc: add some assertions on source scale. 2022-05-22 21:54:11 +02:00
iMineLink
110b7df4d5 gs-hw-tc: set scale in missing create source path. 2022-05-22 21:54:11 +02:00
iMineLink
73eea20fcc gs-hw: fix invalid reference to target texture.
if the target texture changes after the source
lookup, correctly propagate the texture update.

fixes tales of abyss fullscreen blur when upscaling.
2022-05-22 21:54:11 +02:00
TheLastRar
4f20a68b33 Core: Fix LnxFlatFileReader compile error with Qt 2022-05-22 19:54:28 +01:00
Tyler Wilding
dafef46a1b ci: add SSE4 support for tagged Qt builds 2022-05-22 14:18:50 -04:00
Christian Kenny
e283831841 HW: Use more sensible variable names for logging 2022-05-22 17:59:15 +01:00
Christian Kenny
d13c7b6b3e DMAC: Remove some old defines, optimize case statements 2022-05-22 17:59:15 +01:00
Tyler Wilding
e7d1477a7e ci: build the right solution file for Qt builds 2022-05-22 12:54:54 -04:00
Tyler Wilding
2810f6afc1 ci: update docs 2022-05-22 12:54:54 -04:00
Tyler Wilding
821811cf0c ci: create simpler and more efficient release pipeline 2022-05-22 12:54:54 -04:00
Tyler Wilding
fea666bd1e ci: make build workflows re-usable, extract common scripts 2022-05-22 12:54:54 -04:00
Tyler Wilding
193254de94 ci: improve workflow organization 2022-05-22 12:54:54 -04:00
Connor McLaughlin
b919719aeb GzippedFileReader: Fix index creation 2022-05-22 16:13:12 +01:00
Connor McLaughlin
ea051c6d5f Everything: Get rid of wx entirely from the Qt build 2022-05-22 13:58:56 +01:00
Connor McLaughlin
893b3c629d Everything: Remove a **lot** of wx, and px nonsense
- common has no wx left except for Path.
 - pcsx2core only has it in a few places (memory cards and path related
   stuff).
2022-05-22 13:58:56 +01:00
Connor McLaughlin
c07c942659 Common/StringUtil: Handle error returns in StdStringFromFormatV() 2022-05-22 13:58:56 +01:00
Connor McLaughlin
b1d6d84e6f Qt: Get rid of wx module init
We're not using any wx thread junk anymore, so this can go.
2022-05-22 13:58:56 +01:00
tellowkrinkle
1afb248e4d Optionally use system libs (#6094)
* CMake: Make zstd and libzip optionally use system-installed versions

* CMake: Make SDL2 optionally use system version

* CMake: Disable crypto support in bundled libzip

* CMake: Fix bundled SDL build on macOS
2022-05-21 20:28:06 -07:00
Mrlinkwii
cad85d76a5 GameDB: Fix 'Hajime no Ippo - Victorious Boxers' serial 2022-05-21 00:28:52 +02:00
iMineLink
29ad851a9c gs-ogl: fix depth copy shader in stretch rect. 2022-05-20 01:12:38 +02:00
Mrlinkwii
cb9eaeeff9 GameDB: fix 'R: Racing Evolution' serial 2022-05-19 17:58:45 +01:00
Christian Kenny
7c9493cbc2 Core: Refactor code for shutting down internal PS2 components. 2022-05-16 17:30:52 +01:00
Christian Kenny
d21c01f8d1 Core: Remove unused code/includes. 2022-05-16 17:30:52 +01:00
RedDevilus
f4f06c9777 GameDB: Add new serials, GS (HW) Fixes
GS (HW) Fixes:
- R - Racing Evolution
- Lemony Snicket's A Series of Unfortunate Events
- Free Running
- Sopranos

New Serials:
- Shadow Hearts II [Demo]
- GI Jockey 2 [Demo]
- Hajime no Ippo - Victorious Boxers
2022-05-16 17:30:28 +01:00
Connor McLaughlin
437b6f3f0e Host: Reset imgui state when there's no frame to present
Prevents things getting into a messed up state internally where several
frames are buffered.
2022-05-16 17:30:11 +01:00
Connor McLaughlin
a163c90f2b 3rdparty/imgui: Update to 60bea05 2022-05-16 17:30:11 +01:00
PCSX2 Bot
9d9d22fcba PAD: Update to latest controller database. 2022-05-16 18:02:34 +02:00
Connor McLaughlin
df5e175b86 GS: Support creating/replaying dumps in zstandard format 2022-05-16 15:03:29 +01:00
Connor McLaughlin
0f8bbfd64c GS: Fix aspect ratio cycle hotkey in Qt 2022-05-16 15:03:29 +01:00
Connor McLaughlin
8c270288de GS: Refactor screenshots/GS dumping triggers
i.e. make it not rubbish and a massive race condition.

Also adds GS dump saving to Qt.
2022-05-16 15:03:29 +01:00
LargoUsagi
7bd7cdd867 GameDB: Modify .hack // games to use 'dot hack' and '-'(#6086) 2022-05-16 10:36:10 +01:00
Mrlinkwii
f618713551 GameDB: update EyeToy - Play 2 compat 2022-05-16 10:11:59 +01:00
refractionpcsx2
de329e49a8 GS: Redo a bunch of the ignore offset code
Plus clean up a bunch of stuff which isn't needed
2022-05-16 10:09:42 +01:00
Connor McLaughlin
2aa6f771a9 GS/TextureCache: Handle edge cases of paltex and texture replacement 2022-05-15 11:40:49 +01:00
Connor McLaughlin
7787fcff8e GS/TextureCache: Fix partial replacement of textures with same hash and paltex on 2022-05-15 11:40:49 +01:00
SgtSteel
6e576d208e README.md: update website links (#6073)
Updated the downloads link to point to the new page;
Changed the "Want more?" link to point to the homepage
Removed GitHub Releases link for development builds, since they are available on the website.
Also removed any reference to Windows and Linux, since binaries are now available for all three major OS
2022-05-13 16:34:37 +01:00
Connor McLaughlin
00751dc5d3 GS/TextureCache: Force hash caching for replaced textures
If we didn't do this, and preloading wasn't set to full, we'd partial
load the texture, and it wouldn't be in the hash cache. Then, when the
replacement came back (after being asynchronously loaded), there'd be
nothing for it to swap out with.
2022-05-13 12:50:08 +01:00
arcum42
e456fb8f88 Qt: Hook up screenshot button. (#6070)
Qt: Implemented hotkey as well.
2022-05-12 14:53:40 -07:00
Mrlinkwii
9dd579a6d5 GameDB: add some missing serials 2022-05-12 17:31:21 +01:00
Connor McLaughlin
fbd36a4347 Qt: Fix building on Linux 2022-05-12 17:31:06 +01:00
Connor McLaughlin
7f8bfb22de Build: Fix revision extractor for Qt auto updater 2022-05-12 17:31:06 +01:00
Connor McLaughlin
943b513a52 GS/TextureReplacements: Use aligned buffer for texture dumping 2022-05-12 15:08:45 +01:00
Connor McLaughlin
221eaf1a81 Common/AlignedMalloc: Add move constructor/assignment 2022-05-12 15:08:45 +01:00
Connor McLaughlin
41f1ec445f Qt: Add auto updater UI 2022-05-12 15:03:26 +01:00
Connor McLaughlin
a289723f66 Qt: Add update extractor source 2022-05-12 15:03:26 +01:00
Connor McLaughlin
a3f6efecb8 libchdr: Use in-tree lzma instead of bundled
Since we need it for the Qt updater.
2022-05-12 15:03:26 +01:00
Connor McLaughlin
2587cf3b95 3rdparty: Add lzma/7Z SDK 21.07 2022-05-12 15:03:26 +01:00
Connor McLaughlin
d535331b4b Misc: Remove __fastcall, __fc, __concall and friends
These have no meaning in x64 (apart from throwing compiler warnings),
and we don't do 32-bit anymore. Also saves needing to include
`Pcsx2Defs.h` in files which don't otherwise need it.
2022-05-12 14:58:03 +01:00
lightningterror
6d85399ec5 GameDB: Add OPHFlagHack to Naruto - Uzumaki Chronicles 2.
Fixes game freezing.

Fixes #6053
2022-05-12 12:58:52 +02:00
lightningterror
7a113474f0 GameDB: Add textureInsideRT to Turok Evolution.
Fixes underwater levels.

Fixes #6064
2022-05-12 12:51:38 +02:00
Connor McLaughlin
0bb7cc0a1a GS: Add texture dumping/replacement/reload replacement hotkeys
Qt only.
2022-05-11 14:44:42 +01:00
Connor McLaughlin
322ff3fcb9 GS/TextureReplacements: Add options to filter dumping to direct/palette textures 2022-05-11 14:44:42 +01:00
Connor McLaughlin
d329cabf07 GS/TextureReplacements: Fix queued items not getting purged after shutdown 2022-05-11 14:44:42 +01:00
Connor McLaughlin
38c48e8b6a Vulkan/Context: Don't write timestamp on an unreset query 2022-05-11 13:07:58 +01:00
Mrlinkwii
cd0b349496 GUI: update hyperlink in WX 2022-05-11 12:58:40 +01:00
TheLastRar
7f1932e282 DEV9: Fix double calling freeifaddrs() 2022-05-11 13:14:11 +02:00
Connor McLaughlin
17f2fb4471 Qt: Fix nightly builds not showing version in title bar 2022-05-11 13:13:39 +02:00
PCSX2 Bot
022a9cc6df PAD: Update to latest controller database. 2022-05-09 20:20:19 +02:00
Connor McLaughlin
c88db3221c GS/TextureCache: Flush dirty areas of textures during TC move
Dark Cloud does a bunch of VRAM writes overlapping the render target,
then moves over the top of it. If we didn't flush these, the target
would still be considered dirty, and later we'd trash the move
destination, and/or not use it as a source.
2022-05-09 17:45:53 +01:00
TellowKrinkle
bd3e1299a3 GS:MTL: Disable blending when color isn't written
Can come up in two-pass alpha, and Metal doesn't like it if blending uses SRC1 and your shader doesn't output it
2022-05-09 17:43:47 +01:00
TellowKrinkle
3a97688804 GS: Fix TextureMinMax when coordinates are completely outside of min/max 2022-05-09 17:43:47 +01:00
TellowKrinkle
3f027b2698 GS:SW: Clamp Z with unsigned clamp 2022-05-09 17:34:19 +01:00
Mrlinkwii
916754ea6d GameDB: add VUclamping to 'Monster Hunter 2' and 'Monster Hunter G' 2022-05-09 17:29:20 +01:00
TellowKrinkle
335633a5e0 CI: Update SDL 2022-05-09 10:28:58 -05:00
Connor McLaughlin
925bfc2a99 Tests: Set PCSX2_CORE macro
They shouldn't be using wx, and it gets rid of the pthreads4w reference.
2022-05-09 16:06:33 +01:00
Connor McLaughlin
d19c767ad1 Common/Dependencies: Use deletion for declaring non-copyable
This is the preferred method in modern C++.
2022-05-09 16:06:33 +01:00
Connor McLaughlin
d2347d9972 Common/Threading: Replace TLS macros with standard thread_local 2022-05-09 16:06:33 +01:00
Connor McLaughlin
f8dcff9fc4 Common: Remove references to pthreads4w
It's only needed for wx now.
2022-05-09 16:06:33 +01:00
Connor McLaughlin
e5716922a3 Common/Threading: Move a bunch of unnecessary wrappers to gui 2022-05-09 16:06:33 +01:00
Connor McLaughlin
65e956a01c Misc: Replace use of Threading::Mutex with std::mutex in core code 2022-05-09 16:06:33 +01:00
Connor McLaughlin
a93829557b SaveState: Misc refactoring and improvements
- Block until saves are completed when resuming.
 - Save shutdown state asynchronously.
 - Add function to read screenshot out of zip file (useful for
   previous, now we're using zstd).
2022-05-09 10:20:48 +01:00
Connor McLaughlin
c21d475bbd Qt: Implement save-state-on-shutdown 2022-05-09 10:20:48 +01:00
Connor McLaughlin
935dd046da 3rdparty/SDL2: Bump to 2.0.22 release
Fixes a crash on shutdown in Windows::Gaming::Input.
2022-05-09 10:01:45 +01:00
refractionpcsx2
1b2d9f0c5d GS: Scissor opt - handle reverse read sprites 2022-05-08 18:22:12 +01:00
Connor McLaughlin
4baea67e75 Common: Remove RwMutex
It wasn't used, and if we need it, we can use std::shared_mutex.
2022-05-08 05:40:59 +01:00
Connor McLaughlin
1e8332f36a Misc: Move pxThread and friends to gui 2022-05-08 05:40:59 +01:00
Connor McLaughlin
096696bed7 Misc: Replace core usage of Semaphore with KernelSemaphore
i.e. decouple it from the UI.
2022-05-08 05:40:59 +01:00
Connor McLaughlin
756cd1ee47 System: Move old SysThread junk to gui 2022-05-08 05:40:59 +01:00
Connor McLaughlin
64534542a9 Threading: Move a couple of function declarations to correct location 2022-05-08 05:40:59 +01:00
Connor McLaughlin
b22e31c302 Common: Add WIN32_LEAN_AND_MEAN and NOMINMAX to RedtapeWindows.h
Otherwise, it doesn't get set for cmake.
2022-05-08 05:40:59 +01:00
Connor McLaughlin
008beb4896 ThreadedFileReader: Fix possible race with synchronous reads 2022-05-08 05:10:09 +01:00
refractionpcsx2
576bcc6979 GameDB: Add HPO for Dog's Life 2022-05-08 02:54:47 +01:00
refractionpcsx2
4ec345a239 GS: Improve read heights with screen offset disabled 2022-05-08 01:16:04 +01:00
RedDevilus
972bfbcccc GameDB: Monster Hunter 1
Fixes lighting on character models as caves and other locations don't turn mobs into glow-in-the-dark creatures by themselves.
2022-05-07 23:27:46 +01:00
RedDevilus
f59fbaf0eb GameDB: Star Ocean 3
Certain areas have bloom effects which are misaligned, this should fix it. Though minor regression has to be made in the minimap as full round sprite is too aggressive for bloom filter.
2022-05-07 23:08:53 +01:00
refractionpcsx2
631ed8c0fd GUI-WX: Restore panel size override.
Fixes the panels going wonky after the recent dead code removal
2022-05-07 16:10:32 +01:00
Connor McLaughlin
41e8a2a7d1 MTGS: Purge pxThread 2022-05-07 15:43:03 +01:00
Connor McLaughlin
599626b709 MTVU: Purge pxThread 2022-05-07 15:43:03 +01:00
Immersion95
0ae17ddb1a GS: Adding KOF2002 CRC IDs
Adding:
- The King of Fighters 2002 (EUR)
- The King of Fighters 2002 (JAP)
- The King of Fighters 2002 - SNK Best Collection (JAP)
- The King of Fighters 2002 (USA) from Disc 1 of the bundle of The King of Fighters 02/03
2022-05-07 15:33:27 +01:00
Immersion95
7353c26a4f GS-TC: Don't skip depth lookup on KOF2002
Don't skip draw calls on KOF2002
2022-05-07 15:33:27 +01:00
Immersion95
b8769e954e GS: Adding KOF2002 CRC Title
Adding KOF2002 CRC Title
2022-05-07 15:33:27 +01:00
Connor McLaughlin
81cd2d9be9 Qt: Add placeholder for when no games are in list 2022-05-07 15:32:59 +01:00
Connor McLaughlin
90707c453d Qt: Rework VM pausing when popup dialogs are opened
Also cleans up fullscreen transitions further.
2022-05-07 15:32:59 +01:00
Connor McLaughlin
ec0e9f078c Qt: Confirm disc change type when switching to game list 2022-05-07 15:32:59 +01:00
Connor McLaughlin
98b537575f Qt: Rework display widget swapping 2022-05-07 15:32:59 +01:00
arcum42@gmail.com
233195b020 Remove macros that 'might be needed again in the future'. 2022-05-07 05:26:46 +01:00
arcum42@gmail.com
7d71e28bfc Delete various unused px stuff. 2022-05-07 05:26:46 +01:00
arcum42@gmail.com
13e09953af Remove unused code in Dependencies.h 2022-05-07 05:26:46 +01:00
Connor McLaughlin
a85ca4108c GS/DX11: Fix a possible texture leak with sw blend and tex-is-ds 2022-05-06 09:37:53 +01:00
Connor McLaughlin
8620febeb3 GL/Context: Load wayland-egl dynamically
Gets rid of the dependency on libwayland-egl, allowing us to always use
the system version.

Solves missing symbol issues by including it in the AppImage.
2022-05-06 01:00:24 +01:00
Connor McLaughlin
af4c047c41 MetalHostDisplay: Fix fullscreen in Qt interface 2022-05-05 23:23:48 +01:00
Connor McLaughlin
bec9b34f54 Vulkan/SwapChain: Fix crash on fullscreen toggle with Mac 2022-05-05 23:23:48 +01:00
refractionpcsx2
9989daec94 GSWindow: Remove force disable full screen hack now the GS Window doesn't suck 2022-05-05 23:19:35 +01:00
Mrlinkwii
c86dd7397d microVU : correct logging and remove not needed comments 2022-05-05 23:13:33 +01:00
Connor McLaughlin
eefc81ed8c Qt: Fix incorrect resources directory on config reset 2022-05-05 09:51:56 +01:00
Connor McLaughlin
91c717376f Qt: Use app bundle resources directory on Mac 2022-05-05 09:51:56 +01:00
Connor McLaughlin
344c918b65 Qt: Fix possible race when shutting down (Mac) 2022-05-05 09:51:56 +01:00
Connor McLaughlin
deeda519b0 Qt: Remove unused host display includes from EmuThread.cpp 2022-05-05 09:51:56 +01:00
Connor McLaughlin
2db12b9d84 Qt: Hook up axis/vibration scale in controller settings 2022-05-05 09:51:56 +01:00
Connor McLaughlin
378588c67d Qt: Implement more command line arguments 2022-05-05 09:51:56 +01:00
Connor McLaughlin
119b6bdfd5 Qt: Fix not-render-to-main after start fullscreen+toggle 2022-05-05 09:51:56 +01:00
Connor McLaughlin
8751a2d330 Qt: Make win32 console less garbage 2022-05-05 09:51:56 +01:00
Connor McLaughlin
4543ddbcc2 Common/FileSystem: Don't recompress already compressed files 2022-05-05 09:46:52 +01:00
Immersion95
77a7b18b29 GameDB: Add patches for remaining KOF series
Fix for Depth precision.
Game fills upper 16bits of depth with 0xFFFF.
This results in a really high 32 bit value which is then converted to float because both hw and sw renderers lack double precision the lower 16 bits of the initial 32 bit value lose precision.

PAL : KOF2002+KOF2003
NTSC-J : NGBC+KOF2002+KOF2003
2022-05-05 09:45:43 +01:00
lightningterror
749aef1a64 GS-d3d11: Get rid of vendor check in device.
Rely on the vendor check we already use for best renderer selection.
2022-05-04 21:31:58 +02:00
lightningterror
8091b6bc1b GS: Adjust default renderer based on vendor and feature level.
Vulkan default:
Nvidia Maxwell gen2 and higher.

OpenGL default:
From Fermi to Mawell gen1.

Everything else Direct3D11.
2022-05-04 21:31:58 +02:00
refractionpcsx2
4efa845580 GS: Add missing CRC for SNK vs Capcom Chaos (J) 2022-05-04 13:23:25 +01:00
Linus Heckemann
8c9ae90753 Wayland fixes (#5979)
* Linux/PAD: only attempt to reset X screensaver on X11

This would previously crash PCSX2 after 4096 frames on Wayland.

* Linux: only grab pointer on X11

This silently disables the functionality on Wayland, but that's one
step better than the previous behaviour: PCSX2 would crash when
Shift-F12 was pressed.
2022-05-03 23:24:47 -07:00
7oxicshadow
d1117aafac Allow commandline params to be passed through to the patched apprun file (#5777) 2022-05-03 23:24:10 -07:00
TellowKrinkle
a565182b2b GS:SW: Fix lod on C rasterizer 2022-05-04 01:02:36 -05:00
TellowKrinkle
650b0ae646 GS:SW: Prevent CDrawScanline from trashing unused Z bits 2022-05-03 21:47:57 -05:00
TellowKrinkle
b677619f32 GS: Formatting 2022-05-03 21:47:57 -05:00
TellowKrinkle
2fa8f09a21 GS:SW: Only run zclamp once
Also fixes clamping in the wrong spot in the C SW rasterizer
2022-05-03 21:47:57 -05:00
lightningterror
73c9279907 GS: Cleanup variable declarations/initalizations.
GSDevice11, 12, ogl, GSRendererHW.
2022-05-03 23:28:02 +02:00
Mrlinkwii
7d8912f170 GameDB: add 'VIF1StallHack' to 'Ikusa Gami' 2022-05-03 16:31:24 +01:00
lightningterror
2601ba53d4 GS-hw: Add brackets to the recommended crc selection just in case. 2022-05-03 11:58:51 +02:00
lightningterror
81baaaa98a GS-hw: Fix recommended crc for dx12.
Full level should be selected.
Once rov is added we can remove it.
2022-05-03 11:42:40 +02:00
TellowKrinkle
c2638131b4 GS:SW: Merge SSE and AVX implementations of CDrawScanline 2022-05-02 16:28:45 -05:00
TellowKrinkle
586486b81c GS:SW: Merge SSE and AVX implementations of CSetupPrim 2022-05-02 16:28:45 -05:00
PCSX2 Bot
af75ac00e2 PAD: Update to latest controller database. 2022-05-02 18:03:05 +02:00
RedDevilus
67b66c1780 GameDB: Sniper Elite + Naruto Shippuuden Ninja 3-5 + GT4
Adds FMV switch for both and adds special texture half pixeloffset for Sniper Elite.
Finally adding Halfpixel normal offset for Gran Turismo 4.
2022-05-02 15:04:28 +01:00
RedDevilus
b3dce680b0 GSHWHack: Comment CrashBandicoot
Explains what the actual CRC does and why.
2022-05-02 15:04:08 +01:00
RedDevilus
d01a59650f GSCrc: Add missing Crash Bandicoot 2022-05-02 15:04:08 +01:00
RedDevilus
5ae987d48e GameDB: Crash Bandicoot - Wrath of Cortex
Adds missing gamefixes that influenced random corruptions and the famous fog wall.
2022-05-02 15:04:08 +01:00
Connor McLaughlin
6a6ecbf826 Common: Remove ThreadCPUTimer as it's unused now 2022-05-02 14:25:05 +01:00
Connor McLaughlin
4bdf180145 PerformanceMetrics: Switch to ThreadHandle 2022-05-02 14:25:05 +01:00
Connor McLaughlin
6ebb8c2e91 Threading: Add ThreadHandle class 2022-05-02 14:25:05 +01:00
Connor McLaughlin
5eae7a6328 Threading/Win32: Use QueryThreadCycleTime() for thread CPU time 2022-05-02 14:25:05 +01:00
TheLastRar
7d81c979fe DEV9: Fix Auto Adapter in Socket backend on Mac and FreeBSD 2022-05-02 15:01:41 +02:00
TheLastRar
c06ac00677 DEV9: Allow DHCP Server to find Gateway on Mac and FreeBSD 2022-05-02 15:01:41 +02:00
refractionpcsx2
85c754b456 GS: Limit scissor optimisation, fix repeat condition
Only allow scissors to happen on single draws, multiple draws (likely using it as a texture map) will possibly falsely limit the range.
2022-05-02 04:58:57 +01:00
refractionpcsx2
35d3547b62 GS: Fix up SW FMV switch behaviour 2022-05-02 04:53:51 +01:00
Immersion95
8661f42fce GameDB: Add SoftwareRendererFMVHack for KOF Orochi/Nests. (#5987)
The FMV has black frames when upscaled.
2022-05-02 01:46:04 +02:00
refractionpcsx2
a28098c4f8 GS: Account for frame offset in output circuit 2022-05-01 13:15:08 +01:00
arcum42@gmail.com
d45f34ee8b Remove iMisc.cpp, and move the code to System.cpp/h. 2022-05-01 11:43:14 +01:00
Connor McLaughlin
d552f8dc43 GS/HW: Implement moves in texture cache 2022-05-01 11:40:34 +01:00
Connor McLaughlin
b45360b49e VMManager: Don't load WS patches zip multiple times 2022-05-01 11:37:35 +01:00
Connor McLaughlin
fffdf8d671 Counters: Fix software renderer FMV fix with auto renderer 2022-05-01 11:36:57 +01:00
Connor McLaughlin
2634134481 microVU: Remove unused VSync() callback 2022-05-01 11:36:37 +01:00
Connor McLaughlin
c0ac71611b GS: Remove GSState.cpp
Seems like old/unused code, and we have a replacement GSDump replayer
now anyway.
2022-05-01 11:36:37 +01:00
Mrlinkwii
63ecdfefe3 Gamedb:add 'XGKickHack' to 'WRC II Extreme' 2022-04-30 22:04:41 +01:00
lightningterror
6345e8e467 GS-hw: Cleanup Half pixel offset Normal.
Now that custom res is removed, we don't need to split modx and mody.

Also purely rely on the tc to handle the HPO hack.
2022-04-30 18:30:11 +02:00
Ziemas
e96545ca29 IopCounters: missing include 2022-04-29 09:50:29 +01:00
arcum42
dc08858e0f build: Remove i386_flag, as it is no longer used. (#5897)
* build: Remove i386_flag, as it is no longer used.

build: Put back in ncpu.

* build: Move ncpu to set_make.
2022-04-28 13:35:15 -07:00
Mrlinkwii
f5787f9ba0 GameDB: Japanese entries Batch 3 2022-04-28 17:11:32 +01:00
refractionpcsx2
a271fe11e9 GS: limit merge circuit memory read height 2022-04-28 16:32:36 +01:00
RedDevilus
a20a3866d0 Qt: Append warning for Manual Hardware Renderer Fixes
Same as the WX side where if you enable this option for doing hardware renderer or upscaling fixes it will disable the automatic settings from the GameDB.
But in tooltip version.
2022-04-27 16:14:07 +01:00
RedDevilus
28d25fdf33 WX: Append warning for Manual HW Hacks
WX and Qt both will disable renderer and upscaling fixes if you want to manually handle the renderer and upscaling fixes. For years enabling this option didn't do much harm for users even if you didn't change any other setting, but since 1.7 development series automatised these to a degree it would be nice for users to know why their game looks potentially awful.
2022-04-27 16:14:07 +01:00
Connor McLaughlin
f13ad4fcb3 InputManager: Switch InputEventHandler to std::variant 2022-04-27 15:32:52 +01:00
Connor McLaughlin
a524410b0a Qt: Fix firing multiple bindings with chords 2022-04-27 15:32:52 +01:00
TellowKrinkle
8e23d8d557 GS: Fix ReadTexture on unaligned reads
No longer reads out of bounds
2022-04-27 09:33:20 +01:00
Connor McLaughlin
59531f005e Patch: Merge patch and patchHelper 2022-04-27 09:09:38 +01:00
Connor McLaughlin
4c8cba53ef Patch: Fix incorrect format string on patch error 2022-04-27 09:09:38 +01:00
Mrlinkwii
34cd53249d GameDB: Japanese entries Batch 2 2022-04-27 09:08:13 +01:00
Connor McLaughlin
14ce344a3f GS: Merge GSRendererNew and GSRendererHW 2022-04-27 09:06:05 +01:00
TellowKrinkle
cc5142000b MTGS: Prevent the emulator from crashing if GS fails to init 2022-04-27 01:49:59 -05:00
TellowKrinkle
1ad6532f1a GS:MTL: Report error if no Metal devices are available 2022-04-27 01:49:59 -05:00
TellowKrinkle
f136a1a970 WX: Make GSDumpViewer override picker properly show only enabled options 2022-04-27 01:49:59 -05:00
TellowKrinkle
a959ec7571 CI:macOS: Disable OpenGL
It won't work
2022-04-27 01:49:59 -05:00
TellowKrinkle
e1a6304e32 CMake: Set version based on git tag 2022-04-27 01:49:59 -05:00
TellowKrinkle
be05c95026 CI:macOS: Add MoltenVK to build 2022-04-27 01:49:59 -05:00
TellowKrinkle
3983e542b2 CI: Enable macOS artifacts 2022-04-27 01:49:59 -05:00
TellowKrinkle
3d76652b5f macOS: Build dependencies manually 2022-04-27 01:49:59 -05:00
lightningterror
6532dbced4 GameDB: Add preload frame data for Ninja Assault.
Fixes intro captions not displaying.
2022-04-27 00:45:36 +02:00
refractionpcsx2
fe27ebefc8 GS: Ignore fractional parts when reducing tex ranges 2022-04-26 16:57:49 +01:00
Connor McLaughlin
6e84613a14 GS: Make renderer a global 2022-04-26 10:33:05 +01:00
Connor McLaughlin
568ebc6199 GS/HW: Don't clear temporary copies for HDR/DS
Invalidating is enough here.
2022-04-26 09:45:53 +01:00
Connor McLaughlin
cf1d67d927 GS: Adjust texture coverage based on scissor
A good test case here is Resident Evil 4, the shuffles draw over the
entire framebuffer, but get scissored to each strip.
2022-04-26 09:45:53 +01:00
Connor McLaughlin
8181cc8528 GS: Only copy texture coverage area for current FRAME/Z sources 2022-04-26 09:45:53 +01:00
Connor McLaughlin
b344ee094f GS: Make CopyRect() take a destination offset 2022-04-26 09:45:53 +01:00
TellowKrinkle
b042aeacf5 PAD: Fix race on shutdown 2022-04-26 00:01:58 -05:00
NightFyre
fea58d2271 GameDB: SOCOM Combined Assault NTSC Patch (#5964) 2022-04-26 00:43:23 +01:00
refractionpcsx2
ca5da27170 GS: Correct display offsets for Interlaced (FFMD) Framebuffers 2022-04-26 00:35:52 +01:00
RedDevilus
11eab828c4 Qt: Fix VuClamp values
This was an oversight, probably from copying the EEClamp value variables.
2022-04-25 23:28:03 +01:00
RedDevilus
8ca3f9a9c2 GameDB: SOCOM 3 + Combined Assault
Fixes SPS and invisible/flickering characters.
2022-04-25 23:28:03 +01:00
Mrlinkwii
deb044357b GameDB: game fixes for 'DMC', 'Fatal Frame' and 'MX vs. ATV - Untamed' 2022-04-25 23:04:37 +01:00
PCSX2 Bot
00c07d2dff PAD: Update to latest controller database. 2022-04-25 18:09:59 +02:00
Connor McLaughlin
185ed3ce0b MTGS: Combine init/read FIFO and remove several MTGS waits 2022-04-25 13:32:53 +01:00
BuildTools
3b043250b6 UI: Rename Ultra Blending to Maximum Blending
Rename Ultra Blending to Maximum Blending
2022-04-25 11:43:04 +02:00
Connor McLaughlin
3359b3c7ab GS/DX11: Fix possible use-after-free on cached RT/DS 2022-04-25 09:27:43 +01:00
TellowKrinkle
6b1e483d28 GS: fbfetch full_barrier and one_barrier are identical 2022-04-24 23:10:38 -05:00
TellowKrinkle
d3faa05479 GS:MTL: Avoid uchar in shaders
Intel compiler's uchar codegen is buggy
2022-04-24 23:10:38 -05:00
Connor McLaughlin
73f17be890 Qt: Implement proper data directory selection 2022-04-24 06:08:37 +01:00
refractionpcsx2
9292ceedb1 GS: Correct SetScaling when ignoring offsets (FB size) 2022-04-24 01:43:08 +01:00
refractionpcsx2
d1470a9935 GS: Clean up some code and correct heights when offset by 1 2022-04-24 01:43:08 +01:00
arcum42@gmail.com
38fa137cfd build: Include CrashHandler.cpp in cmake. Fixes #5938. 2022-04-24 01:42:10 +01:00
qurious-pixel
a7288d8ad8 BUILD: exclude libgmodule-2.0 2022-04-23 18:22:31 +02:00
Connor McLaughlin
0692517f13 ElfObject: Ignore section headers when offset is invalid
This happens in V-Rally 3:

(ELF) Section header offset 14853196 is larger than file size 5898828
2022-04-22 13:09:31 +01:00
Connor McLaughlin
4f44e3fc46 GS/SW: Get rid of extra pointers to perfmon 2022-04-22 11:37:11 +01:00
Connor McLaughlin
14398da51f GS/SW: Fix use-after-free on worker thread shutdown 2022-04-22 11:37:11 +01:00
Sam H
6e8897d62b build: use system wayland libs if available (appimage) 2022-04-21 19:27:38 +01:00
Connor McLaughlin
69da1e4559 Qt: Install crash handler on startup 2022-04-21 14:21:49 +01:00
Connor McLaughlin
abde47fa18 Common: Add CrashHandler 2022-04-21 14:21:49 +01:00
seta-san
f46b406cbd ReadMe.md: Clarify only Windows 8.0 dropped. 2022-04-20 21:16:48 +01:00
RedDevilus
48313b42a2 GameDB: Mosquito + RE Dead Aim + Ice Age
Adds some missing upscaling fixes for Mister Mosquito (blurriness when upscaling) and quite a few for Resident Evil - Dead Aim.
Along with Ice Age Meltdown upscaling and a rare SPS issue and Ice Age 3 upscaling.
2022-04-20 21:07:39 +01:00
Connor McLaughlin
1e06b57f25 VMManager: Fix disc path when specifying source type 2022-04-19 12:34:03 +01:00
lightningterror
8a6c896dde vcxproj.filters: Adjust d3d shader and source file group naming to accommodate d3d12 addition. 2022-04-19 10:54:45 +02:00
lightningterror
b3c7b07813 GS-qt: Gray out texture barriers and geometry shaders on d3d or sw renderers. 2022-04-19 10:52:59 +02:00
lightningterror
65072ddbe5 readme: Remove broken screenshots.
Ideally we should put new ones.
2022-04-18 22:38:44 +02:00
lightningterror
d42fb851a2 GS-wx: Gray out texture barriers and geometry shader options on d3d. 2022-04-18 22:01:25 +02:00
lightningterror
ea0791a3bf pine: Fix Wswitch-bool warning. 2022-04-18 21:10:35 +02:00
lightningterror
8d4df7f74b spu2: Fix Wunused-private-field warning. 2022-04-18 21:10:35 +02:00
PCSX2 Bot
4b07eae80e PAD: Update to latest controller database. 2022-04-18 18:02:26 +02:00
lightningterror
77162ff637 GS-d3d11: Purge the NVIDIA hack.
The driver issue got resolved by nvidia.
2022-04-18 17:25:32 +02:00
Timothy O'Barr
e10f414724 CDVD: Rename cdrom files to Ps1CD for clarity of function (#5907) 2022-04-18 12:15:23 +01:00
Mrlinkwii
53c3f253e6 GameDB:add 'EETimingHack' to'Harry Potter and the Chamber of Secrets' 2022-04-18 12:14:22 +01:00
Connor McLaughlin
b0f20c9973 GS/DX11: Fix MMOD=1 merge background color 2022-04-18 04:29:19 +01:00
Sam H
5c3ae656a0 GS: fix display width calculation for frame when offsets off 2022-04-17 23:21:50 +01:00
TellowKrinkle
a98efdfedd GS: Per-selector C draw scanline 2022-04-17 15:22:49 -05:00
TellowKrinkle
3b8eb6731c Add more values to GSScanlineSelector ToString 2022-04-17 15:22:49 -05:00
TellowKrinkle
89bc4707ab Add to_string to GSScanlineSelector 2022-04-17 15:22:49 -05:00
TellowKrinkle
e5a8b01980 GS: Always compile C rasterizer 2022-04-17 15:22:49 -05:00
Connor McLaughlin
7194542029 Qt: Fix fullscreening in Wayland 2022-04-17 11:56:37 +01:00
Connor McLaughlin
06beadba74 CdRom: Fix clear error bit in StartReading() 2022-04-17 11:42:48 +01:00
Connor McLaughlin
b10249af7d CdRom: Remove Speed field/add accessor instead
This way it doesn't break save states.
2022-04-17 11:42:48 +01:00
Ty Lamontagne
1f04214461 Dmac: LegacyDmac.cpp -> Dmac.cpp 2022-04-17 10:54:39 +01:00
SeraphisCain
39d611e870 GameDB: Transformers Tatakai, T3: The Redemption, Urban Reign
GameDB fixes for a few games.
2022-04-17 10:47:09 +01:00
Connor McLaughlin
b913d39a50 Common/Timer: Fix closing invalid handle on Win32
Only is an issue if you have a debugger attached and the exception
enabled.
2022-04-17 10:45:22 +01:00
TellowKrinkle
eb60e9aa9b Common: Avoid libstdc++ assert 2022-04-17 10:44:02 +01:00
Mrlinkwii
53bb0c508f GameDB: upscaling fixes and documentation updates 2022-04-16 19:40:26 +01:00
Connor McLaughlin
1c50d3e4b3 GS: Add stat for barriers 2022-04-16 19:10:18 +01:00
Connor McLaughlin
de724d9570 GS/HW: Skip unnecessary barriers (usually two pass alpha) 2022-04-16 19:10:18 +01:00
Connor McLaughlin
e8293b2e06 GS/Vulkan: PrimID DATE doesn't need feedback loop 2022-04-16 19:10:18 +01:00
refractionpcsx2
904345ff82 GS: Get display width for frame when offsets off 2022-04-16 18:21:00 +01:00
Connor McLaughlin
d16592817b Frontend/OpenGLHostDisplay: Remove unused variables
clang likes to whinge about this one.
2022-04-16 13:57:23 +02:00
Connor McLaughlin
14f1a78608 GS/DX12: Fix DATE not being set in shader macros 2022-04-16 03:57:04 +01:00
refractionpcsx2
68c2a68087 microVU: Clean up warnings 2022-04-16 03:20:54 +01:00
refractionpcsx2
ae83f729db USB: Clean up warnings 2022-04-16 03:20:54 +01:00
refractionpcsx2
c53f4d0d63 SPU2: Clean up warnings 2022-04-16 03:20:54 +01:00
refractionpcsx2
cbb3134740 App/BIOS: Clean up warnings 2022-04-16 03:20:54 +01:00
refractionpcsx2
9b97c157f2 Recording: Clean up warnings 2022-04-16 03:20:54 +01:00
refractionpcsx2
11cf244e97 GS: Clean up warnings 2022-04-16 03:20:54 +01:00
kenshen112
6673bd9212 CDVD.cpp: Remove Elf parser from ps1 mode. 2022-04-16 03:19:21 +01:00
kenshen112
02dfc5d20d cdrom: Update status flags and implementations for PSX CD-Rom.
Added SEEKERROR and IDERROR status. Set StatP to account for SEEKS, READS and shell open.
Added speed to cdrom struct instead of cdvd. Adjustments to cdlPlay to be in line with No$ description.
Added MODE_INIT. Removed old needless hack. Added ToDo in cdlPlay
2022-04-16 03:19:21 +01:00
SeraphisCain
565ff86ab4 GameDB: Several game fixes and a gamelist entry correction (#5872) 2022-04-16 02:50:36 +01:00
refractionpcsx2
5a77790859 BIOS/GUI: Mark Qt only variables as maybe unused 2022-04-16 02:59:21 +02:00
refractionpcsx2
66101f8628 SPU2: Clean up warnings 2022-04-16 02:59:21 +02:00
refractionpcsx2
2f70b153f2 GS: Clean up warnings, fix a small error. 2022-04-16 02:59:21 +02:00
refractionpcsx2
31fe9979dd GS: Fix undefined behaviour on interlacing 2022-04-15 22:12:04 +01:00
RedDevilus
4fc6e9240c OSD: Minor clean up
Fixes variable for interlacemode
2022-04-15 22:01:48 +01:00
RedDevilus
0eae59ee66 GameDB: Black
GameDB Black roundsprite to half for lighting.
2022-04-15 22:01:48 +01:00
RedDevilus
8e6cd47f25 PCSX2: Fix Interlacing Ini
Oversight in having the correct config for the ini. Replaced CycleMipmap mode with the CycleInterlace one for correct OSD message.
2022-04-15 20:34:51 +01:00
Connor McLaughlin
ecdbe17fba Wx: Fix widescreen patch loading 2022-04-15 19:44:05 +01:00
Connor McLaughlin
0e9dcf74b2 Common/Semaphore: Fix WaitWithYield() returning immediately
This caused the WaitGS() issued from the main thread when applying
renderer settings (while the core thread was paused) to return
immediately, and a massive race resuming.
2022-04-15 19:43:22 +01:00
RedDevilus
5297c2a995 GameDB: Japanese entries
Adds a bunch of gamefixes and upscaling fixes to games as well as just entries.
Fixes:
- 0 Story
- Amagami
- Bleach Blade Battlers 2nd
- Chobits
- D.C. Da Capo The Origin
- Pandora - Kimi no Namae o Boku wa Shiru
- Katekyoo Hitman Reborn! Nerae!? Ring x Vongola Trainers
- Kateikyoushi Hitman Reborn!! Let's Ansatsu! Nerawareta 10 Daime!
- Kino no Tabi - The Beautiful World
- Kyuuketsu-hime Yui - Sen'yashou
- Shikigami no Shiro - Nanayozuki Gensoukyoku
- Secret of Evangelion
2022-04-15 19:41:48 +01:00
Connor McLaughlin
edf5e2c14e Vulkan/Context: Use static loading for vk_mem_alloc
In doing so, we simplify things a bit, as we can assume Vulkan 1.1
support. It needed it before anyway, and would crash on Vulkan 1.0
drivers.
2022-04-15 19:41:12 +01:00
Connor McLaughlin
9180adb850 VulkanHostDisplay: Handle surface loss better
Just try again next frame.
2022-04-15 19:41:12 +01:00
Connor McLaughlin
1b080f1777 Vulkan/Loader: Make vkDestroyInstance() a module import 2022-04-15 19:41:12 +01:00
Connor McLaughlin
0a2584172a GS/HW: Clear blend bits for color dest blend 2022-04-15 16:55:24 +02:00
Connor McLaughlin
1993203d26 GS: Add Direct3D 12 renderer 2022-04-15 12:56:41 +01:00
Connor McLaughlin
3c18cdcb1f Frontend: Add D3D12HostDisplay 2022-04-15 12:56:41 +01:00
Connor McLaughlin
e767fb8d35 Common: Add D3D12 wrapper/helper classes 2022-04-15 12:56:41 +01:00
Connor McLaughlin
3255422836 Common/StringUtil: Optimize equal stride copy case 2022-04-15 12:56:41 +01:00
Connor McLaughlin
67fa06b933 3rdparty/imgui: Enable DX12 backend 2022-04-15 12:56:41 +01:00
Connor McLaughlin
398e468c9e 3rdparty: Add D3D12MemoryAllocator 2022-04-15 12:56:41 +01:00
Connor McLaughlin
f7ee35e578 Wx: Reset/restore API state after window resize 2022-04-15 12:56:41 +01:00
Connor McLaughlin
800b458d3d Wx: Fix incorrect OSD scale after resize on Windows 2022-04-15 12:56:41 +01:00
Connor McLaughlin
3f31a4d25b GS: Fix edge case of broken alpha with no-DSB+ATST 2022-04-15 12:56:41 +01:00
Connor McLaughlin
0592abd31b GL/ContextEGL: Fix broken surface creation
Regression from #5676.
2022-04-15 11:46:07 +01:00
refractionpcsx2
55d546b892 GS: Maintain framebuffer size when not using offsets
This reduces blurriness
2022-04-15 11:07:22 +01:00
refractionpcsx2
f28e42c4fe GS: Set correct framebuffer size for output 2022-04-15 11:07:22 +01:00
refractionpcsx2
7cdc849ffa GS: Clean up new DISPLAY Merging code. 2022-04-15 11:07:22 +01:00
refractionpcsx2
eed04b3ff3 GS: Redesign some of the offset code for FFMD
Half height buffers need to be drawn half height, not stretched to full height during the draw, it will be bad times.
2022-04-15 11:07:22 +01:00
refractionpcsx2
e2044eba66 GS/Window: Add Automatic 4:3/3:2 mode, keep 4:3 separate 2022-04-15 11:07:22 +01:00
refractionpcsx2
06e6d12e2f GS: Added automatic 3:2 aspect for 480p mode 2022-04-15 11:07:22 +01:00
refractionpcsx2
48fd68ca87 GS: Implement PCRTC Offsets
This is off by default because people will complain about black borders, but I've tried to keep it to a minimum.

Enabling this option (Screen Offsets in the graphics settings) will allow you to position the screen in games which allow you to do so, maintain correct aspect ratios, and screen shake effects which are done on PCRTC (WipEout Fusion for example) will work.
2022-04-15 11:07:22 +01:00
refractionpcsx2
7ad59a7af1 GS: Remove NTSC Saturation option (No longer required) 2022-04-15 11:07:22 +01:00
refractionpcsx2
bae2c9c1d8 GS: Saturate DISPLAY heights and limit max height 2022-04-15 11:07:22 +01:00
Connor McLaughlin
3d171686b5 CI/Windows: Switch to Qt 6.3.0 2022-04-15 08:53:02 +01:00
Connor McLaughlin
f86b3a32cd Qt: Switch to QtEntryPoint.lib instead of explicit main() 2022-04-15 08:53:02 +01:00
Connor McLaughlin
59d6113ee4 VSProps: Fix Qt TLS plugins not getting copied 2022-04-15 08:53:02 +01:00
Connor McLaughlin
f270f34865 Qt: Move to Qt 6.3.0 2022-04-15 08:53:02 +01:00
Connor McLaughlin
b2514d49d2 3rdparty/wx: Fix compilation in MSVC conformance mode 2022-04-15 08:53:02 +01:00
Tyler Wilding
2951068e0c memcard: Detect and attempt to repair broken index files from the v1.7.2115 bug 2022-04-15 08:47:46 +01:00
Ty Lamontagne
a4dcaa7c14 BiosTools: Allow BIOS region patching 2022-04-15 08:44:46 +01:00
TellowKrinkle
b90de6d89f PAD: Process keycodes the same way on Linux and macOS 2022-04-15 08:43:12 +01:00
BuildTools
532a7addd4 Documentation: Update recommended OpenGL version 2022-04-15 08:42:59 +01:00
tcoyvwac
5389178644 Common: Prefer standard algorithms
GL/ContextEGL.cpp:
Prefer std::find_if over ranged-for.
2022-04-15 08:42:29 +01:00
tcoyvwac
6cbdc8c8b7 Common: Prefer pre-built array-form to assign values.
GL/ContextEGL.cpp:
Replace raw-index manipulation / arithmetic as logic. Now a variable-length array.
2022-04-15 08:42:29 +01:00
tcoyvwac
6e6a70b8ed Common: Prefer returning std::array by lambda expression
GL/ContextEGL.cpp:
Replace raw-index manipulation / arithmetic as logic. Variable now using IIFE (Immediately invoked function expression) to strengthen immutability.
2022-04-15 08:42:29 +01:00
TellowKrinkle
1a0a0423e7 Core: Switch MTGS and SysThreadBase to WorkSema 2022-04-15 08:41:58 +01:00
TellowKrinkle
b28779b0f6 Common: Add dead thread support to WorkSema
MTGS supports having exceptions kill the thread and send their result back to a thread calling WaitGS...
2022-04-15 08:41:58 +01:00
TellowKrinkle
63fd349e3c GS: Switch GSJobQueue to WorkSema 2022-04-15 08:41:58 +01:00
TellowKrinkle
481c92c1c8 MTVU: Use WorkSema 2022-04-15 08:41:58 +01:00
TellowKrinkle
d733730950 Common: Add WorkSema 2022-04-15 08:41:58 +01:00
SeraphisCain
93a9e5dd83 GameDB: Fixes for Wrestle Kingdom 1 + 2 (#5863) 2022-04-15 08:24:14 +01:00
TellowKrinkle
db9672509c 3rdparty: Update fmt to 8.1.1 2022-04-15 08:22:13 +01:00
Mrlinkwii
ffe69d313b GameDB: add missing serials 2022-04-15 08:19:43 +01:00
Silent
502a44e9f5 XInputSource: Add support for SCP API extension
Allows to query pressure sensitive DualShock 3 buttons via
XInput when DsHidMini is used in SXS mode, with its xinput1_3.dll dropped
in the emulator directory.
2022-04-15 08:18:57 +01:00
Silent
5e913b0e9e XInputSource: Fix triggers input range 2022-04-15 08:18:57 +01:00
Connor McLaughlin
864651ce8d System: Purge WinCompressNTFS.cpp
This is the most overengineered, stupid rubbish I've ever seen.
2022-04-15 08:15:40 +01:00
Connor McLaughlin
850deed6c1 HwRegs: Swap wxString desc() for std::string 2022-04-15 08:15:40 +01:00
Connor McLaughlin
63424b765d CDVD: Purge wxString 2022-04-15 08:15:40 +01:00
Connor McLaughlin
a635e84d82 FileSystem: Add path splitting helpers 2022-04-15 08:15:40 +01:00
Connor McLaughlin
6991f819f3 SaveState: Switch to zstd compression
zstd can be 10x+ fast compressing, 2x+ decompressing at default levels,
and provides slightly better ratios.

There's a hidden option in the config, SavestateZstdCompression, which
you can set to false if you want to use deflate.
2022-04-15 08:15:40 +01:00
Connor McLaughlin
a22c634cd4 3rdparty: Add zstd 2022-04-15 08:15:40 +01:00
Connor McLaughlin
80aaa962ec Common: Move IniInterface to WX GUI
Qt doesn't use it.
2022-04-15 08:15:40 +01:00
Connor McLaughlin
876ea3db52 Common: Purge pxStreams and some other wx string routines 2022-04-15 08:15:40 +01:00
Connor McLaughlin
1bfc0f3138 CDVD: Remove wxStr from SYSTEM.CNF parsing 2022-04-15 08:15:40 +01:00
Connor McLaughlin
5fa9427323 Patch: Store gamedb patches as single string 2022-04-15 08:15:40 +01:00
Connor McLaughlin
29cea58471 Patch: Remove all wx usage 2022-04-15 08:15:40 +01:00
Connor McLaughlin
4779bc830a StringUtil: Add more whitespace cleaners and ParseAssignmentString 2022-04-15 08:15:40 +01:00
Connor McLaughlin
dd8a645986 SaveState: Use libzip instead of wx 2022-04-15 08:15:40 +01:00
Connor McLaughlin
9aa2c52b20 3rdparty: Add libzip 2022-04-15 08:15:40 +01:00
Connor McLaughlin
0914b2a474 Qt: Fix compiling without Vulkan renderer 2022-04-15 07:21:18 +01:00
Connor McLaughlin
d387a1f4dc GS: Support compiling without OpenGL renderer 2022-04-15 07:21:18 +01:00
arcum42
3488aa54be Remove wx code from build.sh and a bit of cleanup. (#5817)
* build: Fix up the menu printed by build.sh.

* build: Removed wx code from build.sh.
2022-04-14 22:04:26 -07:00
lightningterror
de541aeba9 GS: Remove unused default configs. 2022-04-14 12:07:59 +02:00
lightningterror
5fb00bd6c7 GS: Fix some log warnings. 2022-04-14 00:47:08 +02:00
kenshen112
fdabc82342 Remove IopCommon.h added proper includes to files. Removing circle includes in several files that sometimes was several layers deep 2022-04-11 21:25:20 +01:00
refractionpcsx2
e5f90f176c Emitter: Fix s8 problem with displacements 2022-04-11 21:09:12 +01:00
PCSX2 Bot
6438547edc PAD: Update to latest controller database. 2022-04-11 18:33:35 +02:00
dependabot[bot]
0f0ab25fe8 Bump actions/upload-artifact from 2 to 3
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 2 to 3.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v2...v3)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-04-11 10:45:35 +01:00
TellowKrinkle
fc7a20dd0f wx: Fix compile on wx 3.1.6 2022-04-11 10:45:06 +01:00
TellowKrinkle
f8c7237bba i18n: Formatting 2022-04-11 10:45:06 +01:00
Ty Lamontagne
00af7d6835 GSState: Remove transfer direction warning 2022-04-10 07:19:52 +01:00
refractionpcsx2
86fb8e5809 GS: Flush PRIM on write if pending PRIM draw had TME 2022-04-08 11:46:27 +01:00
RedDevilus
29964c3f26 Qt: Fix interlacing
I actually made it backwards compatible but then reverted this line at the last minute, rendering the Qt variant useless. This fixes it again.
2022-04-08 08:24:54 +01:00
RedDevilus
ec787d090d Qt: Add Gzipped
WX supported this, I don't see why not add to Qt. Though no idea why anyone wants to use it above CSO or CHD if you look at filesize.
2022-04-08 08:24:54 +01:00
Connor McLaughlin
f9707e6809 LnxMisc: Use clock_gettime() instead of gettimeofday() 2022-04-07 21:22:24 +01:00
RedDevilus
5665e5e222 GameDB: Fix name + add comment
Fixes Ar Tonelico II and adds comments for Legion - The Legend of Excalibur
2022-04-06 21:06:55 +01:00
Mrlinkwii
336e5c77fe Gamedb: add 'VUSyncHack' to 'Next Generation Tennis 2003' 2022-04-06 20:36:43 +01:00
RedDevilus
d8b107f59c PCSX2: Interlacing to Deinterlacing
There are some more strings but don't want to mess around with too much
2022-04-06 19:19:01 +01:00
RedDevilus
19197fabe8 GameDB: God Of War 1 / 2
The GameDB changes were reverted but then the CRC hacks were removed so this fixes it.
2022-04-06 17:40:07 +01:00
Connor McLaughlin
3801825793 R3000A/R5900: Refactor interpreter/recompiler exits
Now, IOP breakpoints work nice and reliably in both interpreter and
recompiler, exiting as soon as possible, without leaving the event state
indeterminate.
2022-04-06 15:27:15 +01:00
Connor McLaughlin
25e15a16b1 VMManager: Add frame advance hotkey
Now that exits are consistent, this is easy.
2022-04-06 15:27:15 +01:00
Connor McLaughlin
5ac9419703 R5900: Make CPU exits consistent and safe
Previously, we would either throw an exception (ints), or longjmp out of
the recompiler when the execution state was checked. Unfortunately for
our stability, this happened at the end of the frame, just before it was
pushed to the GS, and in the middle of processing EE events (!).

Doing so not only meant that we executed a bunch of event
testing/exception code twice (once after we paused, again when we
resumed), but it also could potentially leave things in an inconsistent
state.

So instead, let's do it safely with a flag, replacing the old
iopBreakpoint flag, so there's no additional overhead on the hot path.
2022-04-06 15:27:15 +01:00
Connor McLaughlin
821e15f1ee Qt: Add QtHost::RunOnUIThread() 2022-04-06 15:22:39 +01:00
Connor McLaughlin
0efe03e726 Qt: Implement Host::RunOnCPUThread() 2022-04-06 15:22:39 +01:00
seta-san
577d6e735c Gamedb: Add Bumpy Trot Trial serial 2022-04-06 15:17:47 +01:00
Ty Lamontagne
7668123aaa gitignore: ignore bin/textures 2022-04-06 01:30:22 +02:00
Mrlinkwii
0b87d580c3 Gamedb: Add Hachi-One Diver serial. (#5828) 2022-04-05 20:40:14 +02:00
Connor McLaughlin
170a03cac6 GSDump: Drop last packet of truncated dumps 2022-04-05 12:08:06 +01:00
PCSX2 Bot
70d8acb812 PAD: Update to latest controller database. 2022-04-05 13:02:32 +02:00
TheLastRar
2670d5a9aa Core: Move Applying GameFixes into GameEntry
Also add similar logging to GS Hardware fixes (on Qt)
2022-04-05 11:12:14 +01:00
TheLastRar
44081671ac Config: Fix saving/loading EnableGameFixes in Core 2022-04-05 11:12:14 +01:00
refractionpcsx2
462b304bea GameDB: Update Simple Series entries 2022-04-05 11:06:58 +01:00
Odin Vex
059f58803c Remove erroneous unmanaged cleanup of managed code
`loadYamlFile` calls `OpenManagedCFile` which handles closing the file-handle used. Thus, closing the file-handle outside the API call to `OpenManagedCFile` is not necessary.
2022-04-05 11:04:51 +01:00
refractionpcsx2
e170e9281d GS: Fix reversed reversed GS copies. 2022-04-04 18:07:54 +01:00
Connor McLaughlin
5987e03463 GS: Force min/mag linear when trilinear is forced
Trilinear implies that min/mag will be linear. Less confusing, makes
sense, and the min/mag point + mip linear case is currently not handled
properly with regard to the GS registers.
2022-04-04 17:01:23 +01:00
Connor McLaughlin
ddbdfd47be GS: Make hardware renderer trilinear consistent
Trilinear without bilinear was inconsistent previously.
2022-04-04 17:01:23 +01:00
Connor McLaughlin
1b83e17d60 GS: Add automatic trilinear filtering level 2022-04-04 17:01:23 +01:00
AndreAuth
bc7ed4e7d0 GameDB: Metal Gear Solid 3 PAL - Fix blurry characters (#5819) 2022-04-04 11:33:16 +01:00
refractionpcsx2
283c7fa88c GS: Improve autoflush rect checks 2022-04-04 11:25:25 +01:00
Connor McLaughlin
d01ee3163d Qt: Add performance metrics to status bar 2022-04-03 23:59:05 +01:00
Mrlinkwii
90457e32b6 Gamedb: update changes to pdf 2022-04-03 10:09:05 +01:00
refractionpcsx2
4cb6c94693 CI/Docs: Update validation and document 2022-04-03 08:50:09 +01:00
refractionpcsx2
93c78a27b3 GS: Add interlace override to gamedb, revert earlier change 2022-04-03 08:50:09 +01:00
Connor McLaughlin
50452848e7 BiosTools: Bounds check strings in LoadBiosVersion() 2022-04-03 07:57:42 +01:00
Connor McLaughlin
4f70fd9583 VMManager: Make EE rec toggles reliable
Before, it'd swap out the Cpu while it was executing...
2022-04-03 07:57:02 +01:00
Connor McLaughlin
e6c8354ec8 EERec: Purge PCSX2_SEH define
No longer needed since we don't have 32-bit.
2022-04-03 07:57:02 +01:00
Connor McLaughlin
a1e77002c3 iR5900: Exit on NeedsReset not IsReset
This is an edge case which can be hit in Goemon, but also when changing
settings in Qt, as they will be applied at guest vsync time, which is
called within the JIT.

Also, do the reset before entering JIT code, rather than when the first
block is compiled.
2022-04-03 07:57:02 +01:00
Connor McLaughlin
099cd52381 gitignore: Remove unused portaudio files 2022-04-03 06:09:09 +02:00
lightningterror
0d1675fbaa GS-hw: Purge custom resolution entirely.
Code debt, not used anymore, get rid of it.
2022-04-02 16:54:26 +02:00
lightningterror
f021da5627 GS-tc-hw: Fix Normal Half pixel offset on 7x upscale. 2022-04-01 13:58:54 +02:00
refractionpcsx2
906480b8e2 GS: Only flush on PRIM if a new draw is requested 2022-04-01 10:48:22 +01:00
refractionpcsx2
38b83af714 GS: Improve interlace handling and odd frames 2022-04-01 10:48:01 +01:00
Tyler Wilding
05dab12b7c releases: simplify discord announcements, and link to the right page 2022-04-01 10:45:59 +01:00
TellowKrinkle
c0628a64a6 GS: Add Metal renderer to settings 2022-03-31 23:51:27 -05:00
TellowKrinkle
5ecaa9459d GS: Add Metal renderer 2022-03-31 23:51:27 -05:00
TellowKrinkle
24b2277206 GS: Give names to blend enums 2022-03-31 23:51:27 -05:00
TellowKrinkle
8e60d2c72e GS: Rename Int32 texture to PrimID
Not always Int32
2022-03-31 23:51:27 -05:00
TellowKrinkle
cfe2f9e6b4 Common: Add helpers for enum classes 2022-03-31 23:51:27 -05:00
TellowKrinkle
0a11b5898a CMake: Disable PCH for mm files 2022-03-31 23:51:27 -05:00
TellowKrinkle
be49de6fa0 Config: Format Pcsx2Config 2022-03-31 23:51:27 -05:00
RedDevilus
1ad52e918b GameDB: Caspian
Reduces ghosting but on normal vertex causes the rainbow corruption at the screen sides
2022-03-31 15:45:12 +01:00
Tzerinas
53388336d2 GameDB: Fixes for Tomb Raider Games
Added the FMV Hack for every game except Underworld and the missing mipmap Setting for the US version of Legend.
2022-03-31 15:44:58 +01:00
Chromaryu
4e1496e736 GameDB: Add Zwei AutoFix 2022-03-31 15:43:22 +01:00
RedDevilus
216c964d13 GameDB: Silent Hill Origins
Wildarms while making the alignment perfect in the 3D environment, messes with the maps.
2022-03-31 12:03:31 +01:00
Angel Toloza
6bb828eb8f GameDB : Atelier Marie + Elie: Salburg no Renkinjutsushi 1&2 (#5784) 2022-03-30 23:45:14 +01:00
Tzerinas
511845a1c4 GameDB: Corrected GSHW Fixes for Radiata Stories
Adds Special (Texture) and Align Sprite to Radiata Stories.
2022-03-30 23:39:28 +01:00
RedDevilus
89f10e1605 GameDB: ':' to '-' + GS and other fixes
Windows doesn't like you to use ':' in folders this caused issues for when CK1 did savestates in folders and now it's also messing with unable to add covers in Qt so better to replace them and also to avoid other issues now and the future.
GS HW Fixes and other fixes for:
- Adventures of Cookie & Cream, The
- Brothers in Arms - Earned in Blood / Road to Hill 30
- Black
- Chaos Legion
- God Hand
- Knockout Kings 2001
- Kuon
- Outrun 2006 / 2 SP
- Project Eden
- Psi-Ops - The Mindgate
- Punisher, The
- Ratchet Deadlocked (USA) / Gladiator (Europe) / 3 Up Your Arsenal
- Silent Hills Origins / Shattered Memories / 3 / 4
- SoulCalibur II / III

Also made sure that the comments and their spacing were consistent.
2022-03-30 23:38:18 +01:00
Connor McLaughlin
76b4e93604 Vulkan/ShaderCache: Don't delete cache when running 2 instances 2022-03-30 12:38:08 +02:00
Connor McLaughlin
cec089a271 D3D11/ShaderCache: Don't delete cache when running 2 instances 2022-03-30 12:38:08 +02:00
PCSX2 Bot
b4bd36c4b2 PAD: Update to latest controller database. 2022-03-28 18:04:15 +02:00
RedDevilus
338eb42b04 Qt: Reduce max SPU - Change Speed Preset
Qt has a leftover from the old SPU2-X values which is 3000 ms (3 seconds) latency meaning that if an user sets it to the max it will do something like this: Videoframe ~150 / 180 happens and it makes the first sound after 3 seconds for the first videoframe which is far too long. Also changed 1% speed as it messed with the GSdump player and too stuttery to be usable in other usecases.
2022-03-28 10:44:04 +01:00
lightningterror
8e42fce0aa gamedb: Add alignSprite to GOW 2.
Fixes water vertical lines.
2022-03-28 10:16:59 +02:00
lightningterror
a7900b342e GS-hw: Purge GodOfWar 1 and 2 crc hacks.
Not needed, can be solved with upscaling hw hacks, and gs db fixes are a thing.
2022-03-28 09:59:41 +02:00
Connor McLaughlin
506bbe1c08 GS/OpenGL: Don't emit #extension after #define for FXAA
This is technically not valid GLSL.
2022-03-28 09:24:51 +02:00
Connor McLaughlin
d32d8cc0ec Shaders/FXAA: Fix warnings with Vulkan compiler 2022-03-28 09:24:51 +02:00
Connor McLaughlin
0cb9655523 GS/Vulkan: Remove unused color attribute
Would likely be getting optimized out anyway.
2022-03-28 09:24:51 +02:00
Connor McLaughlin
3067bef82d GS/Vulkan: Implement FXAA 2022-03-28 09:24:51 +02:00
Connor McLaughlin
486764be03 GS/Vulkan: Implement shadeboost 2022-03-28 09:24:51 +02:00
Connor McLaughlin
5e336138d0 Qt: Add shadeboost settings 2022-03-28 09:24:51 +02:00
Connor McLaughlin
4a5180bc0a GS: Put shadeboost params in uniforms
Compiling variants for these is silly.
2022-03-28 09:24:51 +02:00
dependabot[bot]
dd28e33612 Bump peter-evans/create-pull-request from 3 to 4
Bumps [peter-evans/create-pull-request](https://github.com/peter-evans/create-pull-request) from 3 to 4.
- [Release notes](https://github.com/peter-evans/create-pull-request/releases)
- [Commits](https://github.com/peter-evans/create-pull-request/compare/v3...v4)

---
updated-dependencies:
- dependency-name: peter-evans/create-pull-request
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-03-28 09:10:03 +02:00
dependabot[bot]
b66c0411df Bump actions/cache from 2.1.7 to 3
Bumps [actions/cache](https://github.com/actions/cache) from 2.1.7 to 3.
- [Release notes](https://github.com/actions/cache/releases)
- [Commits](https://github.com/actions/cache/compare/v2.1.7...v3)

---
updated-dependencies:
- dependency-name: actions/cache
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-03-28 09:09:41 +02:00
arcum42
c59b114a1d Build: Remove cross compiling from build.sh. (#5713) 2022-03-27 17:38:41 -07:00
TheLastRar
352faeddb2 DEV9: Add Socket api mode 2022-03-27 16:16:19 +01:00
TheLastRar
140d44d826 DEV9: Add code for reading ARP, TCP & ICMP packets 2022-03-27 16:16:19 +01:00
TheLastRar
db220001f6 DEV9: Add cloning of packets 2022-03-27 16:16:19 +01:00
TheLastRar
5ac9b5576a DEV9: Add PayloadData classes 2022-03-27 16:16:19 +01:00
TheLastRar
b23873e0ed DEV9: Add adapter reset function 2022-03-27 16:16:19 +01:00
TheLastRar
284ec35699 DEV9: Add GetHeaderLength() to IP_Packet 2022-03-27 16:16:19 +01:00
TheLastRar
cb0e629dd3 DEV9: Make internal servers protected 2022-03-27 16:16:19 +01:00
TheLastRar
1aaadd6228 DEV9: Make DHCP_Server::GetGatewaysLinux() public
Needed for auto adapter on linux, if only to check if an adapter has a gateway
2022-03-27 16:16:19 +01:00
TheLastRar
e20a357340 DEV9: Allow user DHCP settings to be overridden 2022-03-27 16:16:19 +01:00
TheLastRar
fef2952d47 DEV9: Fix typo in DHCP_Packet 2022-03-27 16:16:19 +01:00
TheLastRar
f4b2e0dd7a DEV9: Correct PayloadPtr::WriteBytes() 2022-03-27 16:16:19 +01:00
Connor McLaughlin
d3aace98ac GS/OpenGL: Fix fb target conflict without fbfetch 2022-03-27 04:33:20 +01:00
Connor McLaughlin
3a7f82eb66 GS/HW: Fix fbmask not inserting barriers
Or, missing the fb copy for D3D/barriers off.

Regression from fbfetch PR.
2022-03-27 04:33:20 +01:00
Connor McLaughlin
3e24b678c4 Build: Don't install pcsx2 core static lib on Linux 2022-03-26 14:11:33 +00:00
Connor McLaughlin
2ab6ca06ed Qt: Fix compile issues on Linux 2022-03-26 14:11:33 +00:00
Connor McLaughlin
9ac5041b43 Qt: Fix double entries in audio output modules 2022-03-26 14:11:33 +00:00
Connor McLaughlin
9262422d01 Qt: Add missing null terminator in audio settings 2022-03-26 07:56:52 +00:00
Mrlinkwii
9f04becc7a GameDB : various game improvements 2022-03-25 17:00:57 +00:00
RedDevilus
8485af6cac GameDB: GS HW Fix XI
The game also needs round sprite half for the transitional areas and red forest because of vertical lines similar to Star Ocean 3.
+ other fixes, read the GameDB comments for more information.
Relevant games:
- Atelier Iris 3 - Grand Phantasm
- Baldur's Gate - Dark Alliance 1 / 2
- Call of Duty 2 - Big Red One
- Dark Cloud 1 / 2
- Mana Khemia 1 / 2
- Sims 2 - Castaway
- Valkyrie 2 - Silmeria
2022-03-25 16:31:07 +00:00
TheLastRar
48f7e6c63f DEV9: Add Qt UI 2022-03-25 13:50:25 +00:00
TheLastRar
e1fb84d6a3 DEV9: Separate HddCreate code from Wx
Also disable auto generating an image on boot if one is not found
2022-03-25 13:50:25 +00:00
TheLastRar
5db9a738c5 Config: Integrate internal DNS host list on Qt 2022-03-25 13:50:25 +00:00
TheLastRar
145e75624d Config: Allow setting DNS1/2 internal instead of manual/auto 2022-03-25 13:50:25 +00:00
Connor McLaughlin
d09b49e17c Qt: Hook up automatic mapping 2022-03-25 12:51:31 +00:00
Connor McLaughlin
fdc3ca1227 PAD: Add automatic mapping functions 2022-03-25 12:51:31 +00:00
Connor McLaughlin
51d47a1455 InputManager: Add generic input mappings 2022-03-25 12:51:31 +00:00
Connor McLaughlin
9504671919 PAD: Add macro buttons 2022-03-25 12:51:31 +00:00
Connor McLaughlin
e5248db844 StringUtil: Add SplitString() 2022-03-25 12:51:31 +00:00
Connor McLaughlin
551d013b63 Qt: Add shutdown hotkey 2022-03-25 12:51:18 +00:00
Connor McLaughlin
d65950cda2 VMManager: Add BIOS check on startup
Except when running GS dumps.
2022-03-25 12:51:18 +00:00
Connor McLaughlin
15c38a0a4e GSDumpReplayer: Add missing license header 2022-03-25 12:51:18 +00:00
TheLastRar
74ed14496b Qt: GS Settings Fixes 2022-03-25 10:26:23 +00:00
Connor McLaughlin
1fa6fb0a8c Qt: Add memory card settings 2022-03-25 10:26:09 +00:00
Connor McLaughlin
3dc6ae115f Qt: Implement (partial) audio settings 2022-03-25 10:26:09 +00:00
Connor McLaughlin
fa36b9b5cb MemoryCardFile: Add formatted/mtime to query, rename/delete ops 2022-03-25 10:26:09 +00:00
Connor McLaughlin
47fff9304b FileSystem: Add DeleteDirectory() and recursive variant 2022-03-25 10:26:09 +00:00
Mrlinkwii
29c0d93864 GUI/Docs : update compatibility URLs 2022-03-23 10:27:36 +00:00
RedDevilus
38ff521851 GameDB: Megaman + Nicktoons
Megaman X - Command Mission flickering FMV fix and fix for the lighting in the game Nicktoons Unite!
2022-03-22 22:02:30 +00:00
RedDevilus
34de1bffc6 GameDB: Remove outdated comments
The gameDB still had some leftover comments that aren't true anymore. In the past before 1.7.2002 / https://github.com/PCSX2/pcsx2/pull/3936 you needed to use full boot to correctly pass your chosen BIOS language to be piped to the game. Basically fast boot defaulted to the first entry in the available language list.
Full boot:
If you want to see BIOS logo - Good
Region check - Bad

Fast boot:
Immediately jump into the game - Good
Skips region check - Good
Now acts like full boot for languages - Good
2022-03-22 20:58:02 +00:00
Connor McLaughlin
8dc1592278 GSDumpReplayer: Fix ReadFIFO2 packet executing on wrong thread 2022-03-22 16:50:31 +00:00
Mrlinkwii
5b86205349 Gamedb: add 'VUSyncHack' to Totally Spies! Totally Party 2022-03-22 14:45:35 +00:00
Mrlinkwii
0d4fbd540e Gamedb: Fix 'SLES-54453' title 2022-03-22 14:27:39 +00:00
Connor McLaughlin
b9edabc236 Qt: Fix incorrect setting binding for display linear 2022-03-22 13:38:26 +00:00
Connor McLaughlin
180d9ae9c9 Qt: Correct EE/IOP console defaults 2022-03-22 13:38:26 +00:00
Connor McLaughlin
80cc2f0cb7 Qt: Log machine caps on startup 2022-03-22 13:38:26 +00:00
Connor McLaughlin
1927896442 GS: Fix some edge cases with fbfetch
Second alpha pass with A masked, DATE enabled, etc.
2022-03-21 20:24:09 +00:00
RedDevilus
bf9c1176b6 GameDB: Fix Midnightclub 3 + Add Evangelion Jo
Special texture to:
Midnight club 3
Evangelion - Jo
2022-03-21 20:23:54 +00:00
Tzerinas
166156519a GameDB: Fixes to TeamICO games.
Adds the Software Renderer FMV hack to ICO and Half-Pixel Offset (Vertex) to both games.
2022-03-21 20:16:46 +00:00
lightningterror
d89daa1b25 misc: A few more 32bit cleanups. 2022-03-21 20:56:03 +01:00
lightningterror
efc17f265c readme: Update to reflect recent drop of 32bit. 2022-03-21 20:28:33 +01:00
lightningterror
8427e6fd3e emitter test: Cleanup 32bit code. 2022-03-21 20:21:36 +01:00
lightningterror
f1ac712eba build: Remove _M_X86_64, __M_X86_64, _M_X86_32 defines.
32bit cleanup.
2022-03-21 20:21:36 +01:00
lightningterror
0d4394a749 core: Clean up 32bit code. 2022-03-21 20:21:36 +01:00
lightningterror
9dac598113 common: Clean up 32bit code. 2022-03-21 20:21:36 +01:00
lightningterror
6db573d255 emitter: Clean up 32bit code. 2022-03-21 20:21:36 +01:00
Connor McLaughlin
9b21f31b0d GS/Vulkan: Fix crash is vertex/index buffer causes exec 2022-03-21 18:36:31 +00:00
lightningterror
2fedecb809 GS-hw: Purge Evangelion crc hack.
It's broken, HPO special does the job.
Someone should add it to the hw gamefixes.
2022-03-21 17:25:25 +01:00
PCSX2 Bot
b24a8c70e3 PAD: Update to latest controller database. 2022-03-21 17:14:41 +01:00
RedDevilus
d6684efd26 GameDB: GS HW Batch X
Relevant:
Bully
Colosseum - Road to Freedom
Dark Chronicle (Dark Cloud 2)
Killzone
God of War
Gun
Midnight Club 3
Mortal Kombat - Deadly Alliance
Need for Speed Carbon / Most Wanted / Undercover
Prince of Persia - Sand of Time / The Two Thrones / Warrior Within
Resident Evil 4 (BioHazard 4)
Thrillville / Off the Rails
2022-03-21 15:04:45 +00:00
TellowKrinkle
644241959a GS: Fix inverted DSB check 2022-03-21 02:33:38 +00:00
TellowKrinkle
273c1b1922 GS: Clean up leftover definitions
Accidentally leftover during the blend op refactor
2022-03-21 02:33:38 +00:00
Connor McLaughlin
45682c382f GS: Add NO_COLOR flag to PS (depth-only) 2022-03-20 23:41:33 +00:00
Connor McLaughlin
4e6b86f8f4 GS/Vulkan: Use VK_ARM_rasterization_order_attachment_access if available 2022-03-20 23:41:33 +00:00
Connor McLaughlin
a6b4ca69db GS/Vulkan: Support rendering without D32S8 2022-03-20 23:41:33 +00:00
Connor McLaughlin
6b32e00097 GS: Make factors part of blend state
Instead of using the blend map indices.
2022-03-20 23:41:33 +00:00
Connor McLaughlin
19d310475b GS: Draw alpha pass when dual source blend is missing 2022-03-20 23:41:33 +00:00
Connor McLaughlin
a8b9df3952 GS: Utilize GL_EXT_framebuffer_fetch where available 2022-03-20 23:41:33 +00:00
Connor McLaughlin
bb75c78c1a GS: Add option to disable texture barriers/geometry shaders 2022-03-20 23:41:33 +00:00
Mrlinkwii
57ea137982 Gamedb: add missing serials 2022-03-20 23:25:42 +00:00
refractionpcsx2
9721ed0fb3 GS: Use pixel format mask for FBMSK checks 2022-03-20 23:24:42 +00:00
Mrlinkwii
224863fbd5 GameDB: adds 'VUSyncHack' to Panzer Elite Action - Fields of Glory 2022-03-20 17:40:43 +00:00
Mrlinkwii
1d459d8fab Gamedb: Remove VU rounding form 'Hitman - Contracts' 2022-03-20 15:30:00 +00:00
arcum42@gmail.com
33e0ac729e Core: Remove memcmp_mmx. 2022-03-20 12:54:58 +00:00
Connor McLaughlin
268ecf42c3 Build: Remove 32bit configs from vsprops 2022-03-20 12:53:42 +00:00
refractionpcsx2
708281f00b GS: Properly detect 16bit format on Texture Shuffle + Convert 2022-03-20 06:49:16 +00:00
RedDevilus
56b68a50e9 GameDB: Even more GS HW Fixes
Affects:
Ape Escape 3
Armored Core Last Raven
Berserk
Forever Kingdom
Front Mission 4 / 5
Need For Speed Underground 1 / 2
Kings Field 4 - The Ancient City
Test Drive Unlimited
Jak 2 / 3 / X
2022-03-20 05:57:18 +00:00
RedDevilus
e4048dc2dd CI: Update labeler to expand WX 2022-03-20 04:50:29 +00:00
TheLastRar
5949c772d1 Qt: Fix bugs relating to per-game settings 2022-03-20 04:13:45 +00:00
RafaelTrepaUnCarballo
63998b64cc fix comment format 2022-03-20 04:10:11 +00:00
RafaelTrepaUnCarballo
fbb3ea142a Add files via upload
Added gshack (wild arms hack) for all releases of Wild Arms Alter Code F
2022-03-20 04:10:11 +00:00
Tyler Wilding
435f760b5d GameDB: remove duplicate YAML keys 2022-03-20 04:03:03 +00:00
Tyler Wilding
f47129bd72 deps: update rapid-yaml to v0.4.1 2022-03-20 04:03:03 +00:00
Tyler Wilding
aa42acfe22 common: fix method name and clarify some behaviour 2022-03-20 04:03:03 +00:00
Tyler Wilding
ddfe6ac5c1 memcard: update ryml parsing for folder memory cards
also make the file handling safer
2022-03-20 04:03:03 +00:00
Tyler Wilding
624dff1b96 gamedb: move away from deprecated ryml::parse func 2022-03-20 04:03:03 +00:00
Tyler Wilding
8d498b564d deps: update rapid-yaml to latest commit
has a bug fix that we hit in folder memory cards
2022-03-20 04:03:03 +00:00
Christian Kenny
26561261bc Core: Remove unused code 2022-03-20 04:00:27 +00:00
Connor McLaughlin
44728be719 Misc: Fix incorrect printf of std::string_view 2022-03-20 04:00:13 +00:00
Tzerinas
678bb1218b GameDB: Add fixes for Tak Games
SoftwareRendererFMVHack for Tak 1&2, Half-Pixel Offset (Texture) for Guardians of Gross.
2022-03-20 04:00:04 +00:00
RedDevilus
c496e80eac PCSX2-GUI: Rename skipdraw and IDC for Partial Invalidation
Skipdraw and SkipDrawOffset isn't obvious to what it is. SkipDrawStart and SkipDrawEnd makes it obvious it's a range of values.
Also forgot to change the IDC for Disabling Partial Invalidation.
2022-03-20 03:59:38 +00:00
refractionpcsx2
269db188d0 Build: Remove 32bit from CMake. 2022-03-20 00:39:39 +00:00
refractionpcsx2
f5afbfd4f5 GS: Remove 32bit code from SW renderer 2022-03-20 00:39:39 +00:00
refractionpcsx2
ccd86a242c EE/VU JIT: Remove 32bit code 2022-03-20 00:39:39 +00:00
refractionpcsx2
42a5cb7ad2 Build: Remove 32bit targets from VS solution 2022-03-20 00:39:39 +00:00
Tyler Wilding
6977323d88 ci: remove redundant words from job names
its always 64bit now!
2022-03-19 21:19:48 +00:00
Tyler Wilding
7b1d03d45a ci: add link to previous release page in discord announcement 2022-03-19 21:19:48 +00:00
Tyler Wilding
8a4f1ef51a ci: stop building 32-bit
At this point -- not cleaning up the solution files / etc, only our actions.

Until the 32bit code itself is removed, we should still have an easy way to flip these back on.
2022-03-19 21:19:48 +00:00
Mrlinkwii
9b50bb2e81 Gamedb: remove no longer needed comments 2022-03-19 15:56:06 +00:00
Connor McLaughlin
4f27d779a1 GS/DX11: Fix incorrect format check for compressed textures 2022-03-19 03:57:20 +00:00
RedDevilus
73c6353351 Qt: Partial Invalidation
Some missing strings from the renaming.
2022-03-18 23:47:21 +00:00
Immersion95
f571b66a43 GameDB: HW fixes for Mega Man/Rockman X7 + Clamping mode fix (#5694) 2022-03-18 20:53:48 +00:00
BuildTools
901664ba44 GameDB: Rename fastTextureInvalidation
Attempt 2 renames fastTextureInvalidation to disablePartialInvalidation for more consistency with the new GUI name.
2022-03-18 13:52:36 +00:00
Immersion95
02012b5491 GameDB: HW fixes for Rockman X8
SoftwareRendererFMVHack for the NTSC-J & NTSC-K version of Megaman X8
2022-03-18 10:24:58 +00:00
TellowKrinkle
4f57e40c91 GS:SW: Fix lod on x64 2022-03-18 03:59:51 -05:00
RedDevilus
832e536a9e GameDB: Haunting Ground + 50 Cent and Level 5
Ranging from blurriness to font artifacts.
2022-03-18 08:44:33 +00:00
BuildTools
c2316ca5bc GUI: Rename Fast Texture Invalidation
Renames Fast Texture Invalidation to Disable Partial Invalidation.

Update GraphicsSettingsWidget.ui
2022-03-18 02:11:12 +00:00
refractionpcsx2
3535edcfa1 GameDB: Add partial preloading to Stolen 2022-03-17 18:40:11 +00:00
KrossX
a4932ed0f1 GameDB: Add DMABusy fix to Shining Wind 2022-03-17 14:33:07 +00:00
seta-san
515d9040a1 GameDB: Add gsHWFixes for Tales of Symphonia
Co-Authored-By: RedDevilus <martensregis@gmail.com>
2022-03-17 09:16:20 +00:00
Connor McLaughlin
fe3a743814 ImGuiManager: Cap usage percents to 100% 2022-03-17 09:10:12 +00:00
Connor McLaughlin
8e08cd772b PerformanceMetrics: Add GPU time 2022-03-17 09:10:12 +00:00
Connor McLaughlin
206f80c5f4 GS: Compute SW CPU per-thread not per-draw 2022-03-17 09:10:12 +00:00
RedDevilus
c6ce380042 GameDB: More GS HW Fixes
Some extra comments for Monster Lab and SSX Tricky.

New entries:

- Alter Echo
- Beyond Good and Evil
- Dragon Ball Z - Budokai Tenkaichi 2
- Fatal Frame 1 / 3
- Ghost in the Shell - Stand Alone Complex
- Global Defence Force
- Xenosaga 1 / 2 / 3
2022-03-17 08:57:58 +00:00
lightningterror
939d98d660 Qt: Allow skipdraw up to 10k max. 2022-03-17 02:44:14 +01:00
lightningterror
c9a3420f85 GS: Fix Wunused-variable warnings. 2022-03-17 00:50:28 +01:00
refractionpcsx2
9a1a399bac GameDB: Add a bunch of hw fixes and upscaling fixes 2022-03-16 23:40:53 +00:00
RedDevilus
c8aac1dca9 GameDB: Ace Combat + Soul Calibur + Metal Gear Solid Series
Missing mipmap from the Europese Ace Combat Zero/4/5, Align Sprite for them and Round Sprite. Align Sprite for SoulCalibur series.
Metal Gear 2 substance gets round sprite for font and Metal Gear 3 Subsistence gets Special (Texture) for blurriness.
2022-03-16 22:38:39 +00:00
lightningterror
14c17916f5 GS-hw: Optimize blending equations based on alpha value.
It will allow us to use free sw blending without texture barriers.

Will be especially helpful for opengl/vulkan.
2022-03-16 15:17:00 +01:00
RedDevilus
7b0576d7cc GameDB: Dog Island and COD Final Fronts (#5671) 2022-03-16 07:24:05 +00:00
Blackbird88
ecb118d5af GameDB: Add gsHWFixes for GTA LCS/VCS (#5662)
Co authored by @Blackbird88
2022-03-15 20:22:19 +00:00
RedDevilus
efbf187b35 GameDB: Upscaling GS Batch 2
Adds second batch of upscaling fixes.
2022-03-15 20:21:15 +00:00
Tzerinas
2ea3feba90 GameDB: Add Upscaling Fixes to Onimusha 3
Adds Half-Pixel Offset: Special (Texture) and Round Sprite (Full) to Onimusha 3: Demon Siege
2022-03-15 20:19:06 +00:00
Tzerinas
f265257efb GameDB: Add Software FMV to Grandia 2 and Xtreme
Adds the SoftwareRendererFMV hack to Grandia 2 and Xtreme. Also adjusted titles.
2022-03-15 20:18:43 +00:00
lightningterror
13cc0caed7 GS Debugger: Fix hw hacks behavior not properly disabling. 2022-03-15 15:46:24 +01:00
refractionpcsx2
2068240e1a GS: Adjust Auto Flush to catch edge cases
Affected Beyond Good and Evil water
2022-03-15 10:15:21 +00:00
Tzerinas
7f5901f022 GameDB: GS HW renderer fixes for Tales of the Abyss
Description of Changes
Add Half-Pixel Offset: Special (Texture) to Tales of the Abyss.
2022-03-15 09:38:24 +00:00
Tokman5
a022de6225 GameDB: Add gsHWFixes for Shutokou Battle 01. (#5659)
Co-authored-by: Tokman5 <isozin_1210@yahoo.co.jp>
2022-03-15 08:12:52 +00:00
RedDevilus
f5570b7f40 GameDB: Rogue Galaxy
Adds half roundsprite to make upscaled HW more like software mode such as minimap while fighting.
2022-03-15 08:11:17 +00:00
RedDevilus
7e1c48694a GameDB: Upscaling GS Batch 1
Fixes the lint and adds a bunch of upscaling fixes.
2022-03-15 00:54:38 +00:00
lightningterror
a546f61ea8 Qt: Fix Round sprite hack not applying. 2022-03-14 23:43:25 +01:00
PCSX2 Bot
7ecac10eee PAD: Update to latest controller database. 2022-03-14 22:20:49 +01:00
Mrlinkwii
ee2e10e86b GameDB: correct and update serials 2022-03-14 19:15:50 +00:00
RedDevilus
7752f44a90 GameDB: Documentation
Add values for GameDB, GUI options and the default to easier make GameDB changes
2022-03-14 19:14:40 +00:00
refractionpcsx2
e01fc3eb47 GS: Loosen requirement for half bottom 2022-03-14 19:14:26 +00:00
SaltyBet
910c8190e0 GameDB: Added missing variants of NAMCO games 2022-03-14 15:47:02 +00:00
SaltyBet
a62ccc0d69 GameDB: Auto GS HW renderer fixes for some NAMCO games
- Tekken 4
- Tekken 5
- Tekken Tag Tournament
2022-03-14 15:47:02 +00:00
Dreadmoth
4f47041108 GameDB: Metal Arms - Glitch in the System (PAL)
Force disable mVU Flag Hack to prevent SPS
2022-03-14 15:33:39 +00:00
Connor McLaughlin
16cfde0538 GS: Use single array for dump packets 2022-03-14 15:26:19 +00:00
Connor McLaughlin
6a15d46461 Qt: Improve boot filename autodetection 2022-03-14 15:26:19 +00:00
Connor McLaughlin
4331ae1925 VMManager: Support playing back GS dumps 2022-03-14 15:26:19 +00:00
Connor McLaughlin
4d85d916b7 GS: Move dump file loading to core 2022-03-14 15:26:19 +00:00
Connor McLaughlin
4f4b14dd4d GameList: Add GetEntryByCRC() 2022-03-14 15:26:19 +00:00
Connor McLaughlin
444e650711 StringUtil: Add StartsWithNoCase/EndsWithNoCase 2022-03-14 15:26:19 +00:00
refractionpcsx2
c65ccaa153 GS-Config: Clear missing manual GS fixes 2022-03-14 11:08:39 +00:00
Connor McLaughlin
6b54db9b75 GS/VertexTrace: Fix min/max when last provoking vertex unsupported
This was causing incorrect min/max alpha values due to the index swap,
which caused the sides of text boxes in KH to disappear (because the
alpha test optimized to always failing).

Closes #5639.
2022-03-14 08:47:32 +00:00
Mrlinkwii
3bab470db6 Docs : Add GS hardware fixes and MTVUSpeedHack 2022-03-13 18:33:37 +00:00
refractionpcsx2
adf01cb56a GS-Build: Fix Dump Verticles for linux 2022-03-13 05:01:51 +00:00
refractionpcsx2
bbe3af7f61 GS-Debug: Dump verticles with draws
- Move context dumping to the top so we see it as the game set, not after we've messed with it.
Thanks to tadanokojin for these changes
2022-03-13 03:46:16 +00:00
refractionpcsx2
3e7d32c807 GameDB: Give slightly clearer message for GS Fix override 2022-03-13 03:18:44 +00:00
refractionpcsx2
76e25cb738 GameDB: Add mipmapping/trilinear for Hot Shots/Everybody's Golf games 2022-03-13 02:34:29 +00:00
refractionpcsx2
8f0dc34847 GS: Improvements to MTBA address calculation 2022-03-13 01:55:08 +00:00
RedDevilus
fc6ec2cc02 GameDB: Transformers Armada: Prelude to Energon
Adds missing VIFFIFO + force disabling MTVU for not getting black screen
2022-03-13 01:53:48 +00:00
refractionpcsx2
34b7b07ff8 GameDB: Added a whole host of auto GS HW renderer fixes 2022-03-13 01:53:15 +00:00
Connor McLaughlin
6c33b73cdd GS: Make TC offset changable without recreating 2022-03-12 20:48:51 +00:00
Connor McLaughlin
1e86ba4120 GS: Append game serial/name to dump filename 2022-03-12 20:48:51 +00:00
Connor McLaughlin
89c79aa6c3 GSDump: Add embedded screenshot 2022-03-12 20:48:51 +00:00
Connor McLaughlin
4ed748fa30 GSDump: Add extensible header and serial
Serial is used to apply hw fixes.
2022-03-12 20:48:51 +00:00
Connor McLaughlin
5569e94f41 GS: Make setting change detection more fine grained
Avoids the slower full restart when it's not needed.
2022-03-12 20:48:51 +00:00
Connor McLaughlin
892eec79ed Workflows: Fix lint-gamedb for gsHWFixes 2022-03-12 20:48:51 +00:00
Connor McLaughlin
b248b4a8af GameDB: Add HW fixes for GTASA/GOW/GOW2 2022-03-12 20:48:51 +00:00
Connor McLaughlin
39fe467b64 GS: Purge CRCs of unused titles 2022-03-12 20:48:51 +00:00
Connor McLaughlin
1c301ec889 GS: Move point list palette to gamedb 2022-03-12 20:48:51 +00:00
Connor McLaughlin
de5690ddcb GS: Move texture-inside-rt flag to gamedb 2022-03-12 20:48:51 +00:00
Connor McLaughlin
f376c8f7ae GS: Remove second source of truth for HWMipmap 2022-03-12 20:48:51 +00:00
Connor McLaughlin
2e199d47a8 GS: Move automatic mipmapping override to gamedb 2022-03-12 20:48:51 +00:00
Connor McLaughlin
96269db93e GameDatabase: Add ability to override GS fixes 2022-03-12 20:48:51 +00:00
Connor McLaughlin
d35db63d73 GS: Reference GSConfig instead of using theApp
Removes multiple sources of truth, enables overrides.
2022-03-12 20:48:51 +00:00
refractionpcsx2
9d003486c2 GS-hw: Attempt to improve half screen detection 2022-03-12 12:28:18 +00:00
refractionpcsx2
0c4b85980c GS: Support local to local transfers that overwrite themselves 2022-03-12 12:27:43 +00:00
Connor McLaughlin
5961db6b9b GS/Vulkan: Elide render pass restarts on depth buffer toggle 2022-03-12 12:22:51 +00:00
Connor McLaughlin
d0039c2920 Gif_Unit: Vectorize analyzeTag() 2022-03-12 12:10:32 +00:00
TellowKrinkle
5bdec2f532 x86emitter: Fix x64 8-bit rmw codegen 2022-03-11 12:59:57 +00:00
refractionpcsx2
fd758bb307 GameDB: Added MTVU disable to InstantVU off games 2022-03-11 10:25:15 +00:00
refractionpcsx2
a11d09ebdf Git: Update GameDB Validation script 2022-03-11 10:25:15 +00:00
refractionpcsx2
d294064da6 GameDB: Disable MTVU on T-Bit games 2022-03-11 10:25:15 +00:00
refractionpcsx2
fd4a5acc40 MTVU: Try to make T-Bit more reliable.
Add MTVUSpeedHack option to GameDB so it can be forcefully disabled
2022-03-11 10:25:15 +00:00
refractionpcsx2
05a7a61257 GS/Autoflush: Handle different page widths/arrangements 2022-03-11 10:24:26 +00:00
refractionpcsx2
90a4a11d49 GS: Add Auto Flush for Z buffer draws
Adjust Burnout CRC hack
2022-03-11 10:24:26 +00:00
lightningterror
d9f914eb7c GS-hw: Move the Ad to As equation swap when alpha is masked to Basic level and higher on gl/vk.
Safer this way, otherwise need to take in to account when accumulation, non recursive, and blend mix is enabled, or manually enable them on Minimum level.

Everything that we need is enabled on Basic level.

Change is done for clamp 1 only.
2022-03-09 23:24:44 +01:00
TheLastRar
134242973b Config: Set a sane default value for HddSizeSectors 2022-03-09 10:07:54 +00:00
TheLastRar
92900d8dc8 Config: Fix manual subnet mask save/load 2022-03-09 10:07:54 +00:00
Ziemas
7a970e1d00 Filesystem: Properly convert stat return to bool.
Two of the overloads where wrong.
2022-03-09 09:33:51 +00:00
948 changed files with 101120 additions and 27639 deletions

3
.github/FUNDING.yml vendored Normal file
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@@ -0,0 +1,3 @@
# These are supported funding model platforms
github: [PCSX2]

5
.github/labeler.yml vendored
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@@ -27,6 +27,11 @@
'GUI/WX':
- 'pcsx2/gui/*'
- 'pcsx2/gui/**/*'
- 'pcsx2/SPU2/wx/*'
- 'pcsx2/SPU2/wx/**/*'
- 'pcsx2/PAD/Linux/wx_dialog/*'
- 'pcsx2/PAD/Linux/wx_dialog/**/*'
- 'pcsx2/GS/Window/GSwxDialog.h'
'GUI/Qt':
- 'pcsx2-qt/*'
- 'pcsx2-qt/**/*'

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@@ -0,0 +1,14 @@
# CI Documentation
## Releases
```mermaid
sequenceDiagram
PCSX2 Repo->>Actions: PR is merged or commit is pushed to master
Actions->>PCSX2 Repo: Increment latest tag and push, create a draft release
Actions->>Actions: Kicked off pipeline on the tag push, build relevant configs
Actions->>PCSX2 Repo: Rename and upload artifacts to draft release, publish the release
Actions->>Discord: Announce release via a WebHook
PCSX2 Repo->>Web API: POST webhook to API informing it that a new release has occurred
Web API->>Web API: Update cache with new release
```

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@@ -1,47 +0,0 @@
@startuml
participant User as user
participant Github as github
participant "Create Release WF" as create
participant "Build WFs" as build
participant "Finalize Release WF" as finalize
participant Discord as discord
==Nightly Release==
user -> github : New Commit on master (from PR, or directly)
...waiting for commit push event to fire...
github -> create : Push a new git tag, patch incrementing latest Version
alt from-pr? case
create -> create : Use links to the PR as a description
else was a commit
create -> create : Use Commit Message as Description
end
create -> create : Generate release notes
create -> github : Create new draft release, associated with tag and with the notes
note right
Draft releases are not public facing, only those with write access can see them!
end note
...waiting for push tag event to fire...
loop for all build workflows
github -> build : Build the tag commit
build -> build : .exe will use the git tag for it's title and such
build -> build : Upload the generated artifact to the associated release
alt all-artifacts-uploaded? case
build -> github : Publish the release
user -> github : Can now download the artifacts on the published release
end
note right
This is the only area where an eventual consistency issue is apparent
It is because GitHub does not fire events for when draft releases are edited
This is glossed over in the initial impl and can be improved and be made eventually consistent as well
end note
...waiting for release publish event to fire...
github -> finalize : Announce the Release
finalize -> github : Gather all asset links, and format message embed.
finalize -> discord : Announce new build via a WebHook
...waiting for announcement...
user -> discord : Can download artifacts from links via the discord
@enduml

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@@ -19,7 +19,7 @@ jobs:
mv ./game_controller_db.txt ${{github.workspace}}/bin/resources/game_controller_db.txt
- name: Create Pull Request
uses: peter-evans/create-pull-request@v3
uses: peter-evans/create-pull-request@v4
with:
title: "PAD: Update to latest controller database"
commit-message: "PAD: Update to latest controller database."

View File

@@ -14,14 +14,21 @@ on:
jobs:
lint:
name: Lint and Validate GameDB
runs-on: ubuntu-latest
steps:
- name: Checkout Repository
uses: actions/checkout@v3
- name: Validate GameDB
- name: Validate Contents
env:
SCRIPT_DIR: .github/workflows/scripts/validation/lint-gamedb
GAMEDB_PATH: ./bin/resources/GameIndex.yaml
SCRIPT_DIR: .github/workflows/scripts/lint/gamedb
run: |
pip install -r "${SCRIPT_DIR}/requirements.txt"
python "${SCRIPT_DIR}/lint-gamedb.py"
python "${SCRIPT_DIR}/lint.py"
- name: Check Formatting
run: |
npm install -g prettier
prettier --check ./bin/resources/GameIndex.yaml

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@@ -1,239 +0,0 @@
name: 🐧 Linux Builds
# Controls when the action will run. Triggers the workflow on push or pull request
# events but only for the master branch
on:
push:
branches:
- master
tags:
- v*
pull_request:
branches:
- master
paths-ignore:
- "**/*.md"
- "**/*.bat"
- "**/*.cmd"
- "**/*.props"
- "**/*.sln"
- ".clang-format"
- ".codacy.yaml"
- ".github/*"
- ".github/workflows/lint-gamedb.yml"
- ".github/workflows/macos-workflow.yml"
- ".github/workflows/pr-triage.yml"
- ".github/workflows/scripts/windows/**"
- ".github/workflows/scripts/validation/**"
- ".github/workflows/windows-workflow.yml"
- ".gitignore"
- "bin/PCSX2_keys.ini.default"
- "build.sh"
- "buildbot.xml"
- "pcsx2/CDVD/Windows/**"
- "pcsx2/DEV9/Win32/**"
- "pcsx2/PAD/Windows/**"
- "pcsx2/SPU2/Windows/**"
- "pcsx2/USB/Win32/**"
- "pcsx2/windows/**"
jobs:
build:
strategy:
# Prevent one build from failing everything (although maybe those should be included as experimental builds instead)
fail-fast: false
matrix:
include:
- os: ubuntu-18.04
platform: x86
compiler: gcc
cmakeflags: -DLTO_PCSX2_CORE=ON
appimage: true
experimental: false
- os: ubuntu-18.04
platform: x64
compiler: gcc
cmakeflags: -DLTO_PCSX2_CORE=ON
appimage: true
experimental: false
- os: ubuntu-18.04
platform: x86
compiler: clang
# Need to disable PCH until cmake 3.17
# (PCH conflicts with ccache, fixed by https://gitlab.kitware.com/cmake/cmake/-/merge_requests/4400)
cmakeflags: -DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON
detail: " nopch"
appimage: false
experimental: false
- os: ubuntu-18.04
platform: x86
compiler: gcc
cmakeflags: -DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON
detail: " nopch"
appimage: false
experimental: false
- os: ubuntu-18.04
platform: x86
compiler: gcc
cmakeflags: -DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON -DARCH_FLAG=-march=haswell
detail: " avx2 nopch"
appimage: false
experimental: false
name: ${{ matrix.platform }} | ${{ matrix.compiler }}${{ matrix.detail }}
runs-on: ${{ matrix.os }}
continue-on-error: ${{ matrix.experimental }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 60
env:
CCACHE_BASEDIR: ${{ github.workspace }}
CCACHE_DIR: ${{ github.workspace }}/.ccache
CCACHE_COMPRESS: true
CCACHE_COMPRESSLEVEL: 9
CCACHE_MAXSIZE: 100M
SDL: SDL2-2.0.16
PATCHELF_VERSION: 0.12
steps:
# NOTE - useful for debugging
# - name: Dump GitHub context
# env:
# GITHUB_CONTEXT: ${{ toJson(github) }}
# run: |
# echo "$GITHUB_CONTEXT"
# echo ${{ github.event.pull_request.title }}
- name: Checkout Repository
uses: actions/checkout@v3
- name: Checkout Submodules
if: steps.cache-submodules.outputs.cache-hit != 'true'
run: git submodule update --init --recursive -j $(getconf _NPROCESSORS_ONLN)
# -- SETUP CCACHE - https://cristianadam.eu/20200113/speeding-up-c-plus-plus-github-actions-using-ccache/
- name: Prepare ccache timestamp
id: ccache_cache_timestamp
shell: cmake -P {0}
run: |
string(TIMESTAMP current_date "%Y-%m-%d-%H;%M;%S" UTC)
message("::set-output name=timestamp::${current_date}")
- name: ccache cache files
uses: actions/cache@v2.1.7
with:
path: .ccache
key: ${{ matrix.os }} ${{ matrix.platform }} ${{ matrix.compiler }}${{ matrix.detail }} ccache ${{ steps.ccache_cache_timestamp.outputs.timestamp }}
restore-keys: ${{ matrix.os }} ${{ matrix.platform }} ${{ matrix.compiler }}${{ matrix.detail }} ccache
- name: Prepare Artifact Metadata
id: artifact-metadata
shell: bash
run: |
ARCH=$([ "${{ matrix.platform }}" == x86 ] && echo "32bit" || echo "64bit")
ARTIFACT_NAME=""
if [ ${{ github.event_name }} == "pull_request" ]; then
PR_SHA=$(git rev-parse --short "${{ github.event.pull_request.head.sha }}")
ARTIFACT_NAME="PCSX2-${ARCH}"
if [ ! -z "${{ github.event.pull_request.number }}" ]; then
PR_NUM=${{ github.event.pull_request.number }}
ARTIFACT_NAME="${ARTIFACT_NAME}-pr[${PR_NUM}]"
fi
ARTIFACT_NAME="${ARTIFACT_NAME}-sha[${PR_SHA}]"
if [ ! -z "${{ github.event.pull_request.title }}" ]; then
PR_TITLE=$(echo "${{ github.event.pull_request.title }}" | tr -cd '[a-zA-Z0-9[:space:]]_-')
ARTIFACT_NAME="${ARTIFACT_NAME}-title["${PR_TITLE}""
fi
else
SHA=$(git rev-parse --short "$GITHUB_SHA")
ARTIFACT_NAME="PCSX2-${ARCH}-sha[${SHA}"
fi
TRIMMED_ARTIFACT_NAME=$(printf "%.199s]" "$ARTIFACT_NAME")
echo "name=$TRIMMED_ARTIFACT_NAME"
echo "##[set-output name=name;]${TRIMMED_ARTIFACT_NAME}"
echo "##[set-output name=arch;]${ARCH}"
- name: Install Packages
env:
PLATFORM: ${{ matrix.platform }}
COMPILER: ${{ matrix.compiler }}
run: .github/workflows/scripts/linux/install-packages.sh
- name: Cache Dependencies
uses: actions/cache@v2.1.7
with:
path: |
3rdparty/${{ env.SDL }}
3rdparty/patchelf-${{ env.PATCHELF_VERSION }}
key: ${{ matrix.os }} ${{ matrix.platform }} ${{ env.SDL }} patchelf-${{ env.PATCHELF_VERSION }}
- name: Build Dependencies
run: |
if [[ ! -e 3rdparty/patchelf-${{ env.PATCHELF_VERSION }} ]]; then
curl -sSfL https://github.com/NixOS/patchelf/releases/download/${{ env.PATCHELF_VERSION }}/patchelf-${{ env.PATCHELF_VERSION }}.tar.bz2 | tar -xjC 3rdparty
mv 3rdparty/patchelf-${{ env.PATCHELF_VERSION }}* 3rdparty/patchelf-${{ env.PATCHELF_VERSION }}
cd 3rdparty/patchelf-${{ env.PATCHELF_VERSION }}
./configure
make && cd ../../
fi
sudo make -C 3rdparty/patchelf-${{ env.PATCHELF_VERSION }} install
if [[ ! -e 3rdparty/${{ env.SDL }} ]]; then
curl -sL https://libsdl.org/release/${{ env.SDL }}.tar.gz | tar -xzC 3rdparty
cd 3rdparty/${{ env.SDL }}
if [ "${{ matrix.platform }}" == "x86" ]; then
./configure --build=i686-pc-linux-gnu CC=${{ matrix.compiler }} CFLAGS=-m32 CXXFLAGS=-m32 LDFLAGS=-m32 --prefix=/usr --libdir=/usr/lib/i386-linux-gnu
else
./configure --prefix=/usr --libdir=/usr/lib/x86_64-linux-gnu
fi
make -j $(getconf _NPROCESSORS_ONLN) && cd ../../
fi
sudo make -C 3rdparty/${{ env.SDL }} install
- name: Generate CMake
env:
PLATFORM: ${{ matrix.platform }}
COMPILER: ${{ matrix.compiler }}
ADDITIONAL_CMAKE_ARGS: ${{ matrix.cmakeflags }}
run: .github/workflows/scripts/linux/generate-cmake.sh
- name: Build PCSX2
working-directory: build
run: ../.github/workflows/scripts/linux/compile.sh
- name: Run Tests
working-directory: ./build
run: ninja unittests
- name: Package AppImage
if: matrix.appimage == true
env:
PLATFORM: ${{ matrix.platform }}
COMPILER: ${{ matrix.compiler }}
name: ${{ steps.artifact-metadata.outputs.name }}
run: .github/workflows/scripts/linux/appimage.sh
- name: Upload artifact
if: matrix.appimage == true
uses: actions/upload-artifact@v2
with:
name: ${{ steps.artifact-metadata.outputs.name }}
path: ci-artifacts
# ---- Release / Tagging related steps ----
- name: Prepare Build Artifacts
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.appimage == true
run: |
mv ./ci-artifacts/*.AppImage ./ci-artifacts/linux-AppImage-${{ steps.artifact-metadata.outputs.arch }}.AppImage
ls ./ci-artifacts/
- name: Upload Assets and Potential Publish Release
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.appimage == true
env:
GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
ASSET_DIR: ${{ github.WORKSPACE }}/ci-artifacts
ASSET_EXTENSION: AppImage
TAG_TO_SEARCH_FOR: ${{ github.REF }}
run: |
cd ./.github/workflows/scripts/releases/upload-release-artifacts
npm ci
node index.js

146
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@@ -0,0 +1,146 @@
name: Linux Build Steps
on:
workflow_call:
inputs:
jobName:
required: true
type: string
os:
required: false
type: string
default: ubuntu-18.04
platform:
required: false
type: string
default: x64
compiler:
required: true
type: string
cmakeflags:
required: true
type: string
buildAppImage:
required: false
type: boolean
default: false
detail:
required: false
type: string
default: ""
jobs:
build_linux:
name: ${{ inputs.jobName }}
runs-on: ${{ inputs.os }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 60
env:
CCACHE_BASEDIR: ${{ github.workspace }}
CCACHE_DIR: ${{ github.workspace }}/.ccache
CCACHE_COMPRESS: true
CCACHE_COMPRESSLEVEL: 9
CCACHE_MAXSIZE: 100M
SDL: SDL2-2.0.22
PATCHELF_VERSION: 0.12
steps:
- name: Checkout Repository
uses: actions/checkout@v3
with:
submodules: recursive
- name: Prepare Artifact Metadata
id: artifact-metadata
shell: bash
env:
OS: linux
GUI_FRAMEWORK: wxWidgets
ARCH: ${{ inputs.platform }}
SIMD: ''
EVENT_NAME: ${{ github.event_name }}
PR_TITLE: ${{ github.event.pull_request.title }}
PR_NUM: ${{ github.event.pull_request.number }}
PR_SHA: ${{ github.event.pull_request.head.sha }}
run: ./.github/workflows/scripts/common/name-artifacts.sh
# -- SETUP CCACHE - https://cristianadam.eu/20200113/speeding-up-c-plus-plus-github-actions-using-ccache/
- name: Prepare ccache timestamp
id: ccache_cache_timestamp
shell: cmake -P {0}
run: |
string(TIMESTAMP current_date "%Y-%m-%d-%H;%M;%S" UTC)
message("::set-output name=timestamp::${current_date}")
- name: ccache cache files
uses: actions/cache@v3
with:
path: .ccache
key: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }}${{ inputs.detail }} ccache ${{ steps.ccache_cache_timestamp.outputs.timestamp }}
restore-keys: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }}${{ inputs.detail }} ccache
- name: Install Packages
env:
PLATFORM: ${{ inputs.platform }}
COMPILER: ${{ inputs.compiler }}
run: .github/workflows/scripts/linux/install-packages.sh
- name: Cache Dependencies
uses: actions/cache@v3
with:
path: |
3rdparty/${{ env.SDL }}
3rdparty/patchelf-${{ env.PATCHELF_VERSION }}
key: ${{ inputs.os }} ${{ inputs.platform }} ${{ env.SDL }} patchelf-${{ env.PATCHELF_VERSION }}
- name: Build Dependencies
run: |
if [[ ! -e 3rdparty/patchelf-${{ env.PATCHELF_VERSION }} ]]; then
curl -sSfL https://github.com/NixOS/patchelf/releases/download/${{ env.PATCHELF_VERSION }}/patchelf-${{ env.PATCHELF_VERSION }}.tar.bz2 | tar -xjC 3rdparty
mv 3rdparty/patchelf-${{ env.PATCHELF_VERSION }}* 3rdparty/patchelf-${{ env.PATCHELF_VERSION }}
cd 3rdparty/patchelf-${{ env.PATCHELF_VERSION }}
./configure
make && cd ../../
fi
sudo make -C 3rdparty/patchelf-${{ env.PATCHELF_VERSION }} install
if [[ ! -e 3rdparty/${{ env.SDL }} ]]; then
curl -sL https://libsdl.org/release/${{ env.SDL }}.tar.gz | tar -xzC 3rdparty
cd 3rdparty/${{ env.SDL }}
if [ "${{ inputs.platform }}" == "x86" ]; then
./configure --build=i686-pc-linux-gnu CC=${{ inputs.compiler }} CFLAGS=-m32 CXXFLAGS=-m32 LDFLAGS=-m32 --prefix=/usr --libdir=/usr/lib/i386-linux-gnu
else
./configure --prefix=/usr --libdir=/usr/lib/x86_64-linux-gnu
fi
make -j $(getconf _NPROCESSORS_ONLN) && cd ../../
fi
sudo make -C 3rdparty/${{ env.SDL }} install
- name: Generate CMake
env:
PLATFORM: ${{ inputs.platform }}
COMPILER: ${{ inputs.compiler }}
ADDITIONAL_CMAKE_ARGS: ${{ inputs.cmakeflags }}
run: .github/workflows/scripts/linux/generate-cmake.sh
- name: Build PCSX2
working-directory: build
run: ../.github/workflows/scripts/linux/compile.sh
- name: Run Tests
working-directory: ./build
run: ninja unittests
- name: Package AppImage
if: inputs.buildAppImage == true
env:
PLATFORM: ${{ inputs.platform }}
COMPILER: ${{ inputs.compiler }}
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
run: .github/workflows/scripts/linux/appimage.sh
- name: Upload artifact
if: inputs.buildAppImage == true
uses: actions/upload-artifact@v3
with:
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
path: ci-artifacts

View File

@@ -0,0 +1,51 @@
name: 🐧 Linux Builds
on:
push:
branches:
- '*'
pull_request:
branches:
- master
jobs:
build_gcc_lto:
name: "GCC"
uses: ./.github/workflows/linux_build.yml
with:
jobName: "with LTO"
compiler: gcc
cmakeflags: "-DLTO_PCSX2_CORE=ON"
buildAppImage: true
secrets: inherit
# (PCH conflicts with ccache, fixed by https://gitlab.kitware.com/cmake/cmake/-/merge_requests/4400)
build_gcc_nopch:
name: "GCC"
uses: ./.github/workflows/linux_build.yml
with:
jobName: "No PCH"
compiler: gcc
cmakeflags: "-DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON"
detail: " nopch"
secrets: inherit
build_gcc_nopch_avx2:
name: "GCC"
uses: ./.github/workflows/linux_build.yml
with:
jobName: "AVX2 and No PCH"
compiler: gcc
cmakeflags: "-DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON -DARCH_FLAG=-march=haswell"
detail: " avx2 nopch"
secrets: inherit
build_clang_nopch:
name: "Clang"
uses: ./.github/workflows/linux_build.yml
with:
jobName: "No PCH"
compiler: clang
cmakeflags: ""
detail: " nopch"
secrets: inherit

View File

@@ -1,118 +0,0 @@
name: 🍎 MacOS Builds
# Controls when the action will run. Triggers the workflow on push or pull request
# events but only for the master branch
on:
push:
branches:
- master
paths-ignore:
- '**/*.md'
- '**/*.bat'
- '**/*.cmd'
- '**/*.props'
- '**/*.sln'
- '.clang-format'
- '.codacy.yaml'
- '.github/*'
- '.github/workflows/lint-gamedb.yml'
- '.github/workflows/linux-workflow.yml'
- '.github/workflows/pr-triage.yml'
- '.github/workflows/scripts/windows/**'
- '.github/workflows/scripts/validation/**'
- '.github/workflows/windows-workflow.yml'
- '.gitignore'
- 'bin/PCSX2_keys.ini.default'
- 'build.sh'
- 'buildbot.xml'
- 'pcsx2/CDVD/Windows/**'
- 'pcsx2/DEV9/Win32/**'
- 'pcsx2/PAD/Windows/**'
- 'pcsx2/SPU2/Windows/**'
- 'pcsx2/USB/Win32/**'
- 'pcsx2/windows/**'
pull_request:
branches:
- master
paths-ignore:
- '**/*.md'
- '**/*.bat'
- '**/*.cmd'
- '**/*.props'
- '**/*.sln'
- '.clang-format'
- '.codacy.yaml'
- '.github/*'
- '.github/workflows/lint-gamedb.yml'
- '.github/workflows/linux-workflow.yml'
- '.github/workflows/pr-triage.yml'
- '.github/workflows/scripts/windows/**'
- '.github/workflows/scripts/validation/**'
- '.github/workflows/windows-workflow.yml'
- '.gitignore'
- 'bin/PCSX2_keys.ini.default'
- 'build.sh'
- 'buildbot.xml'
- 'pcsx2/CDVD/Windows/**'
- 'pcsx2/DEV9/Win32/**'
- 'pcsx2/PAD/Windows/**'
- 'pcsx2/SPU2/Windows/**'
- 'pcsx2/USB/Win32/**'
- 'pcsx2/windows/**'
jobs:
build:
strategy:
# Prevent one build from failing everything (although maybe those should be included as experimental builds instead)
fail-fast: false
matrix:
os: [macos-11.0]
platform: [x64]
experimental: [false]
name: ${{ matrix.platform }}
runs-on: ${{ matrix.os }}
continue-on-error: ${{ matrix.experimental }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 30
steps:
# NOTE - useful for debugging
# - name: Dump GitHub context
# env:
# GITHUB_CONTEXT: ${{ toJson(github) }}
# run: |
# echo "$GITHUB_CONTEXT"
# echo ${{ github.event.pull_request.title }}
- name: Checkout Repository
uses: actions/checkout@v3
- name: Checkout Submodules
run: git submodule update --init --recursive -j $(getconf _NPROCESSORS_ONLN)
- name: Install Packages
env:
PLATFORM: ${{ matrix.platform }}
HOMEBREW_NO_INSTALL_CLEANUP: 1
HOMEBREW_NO_ANALYTICS: 1
run: |
# To save time, only brew update if running the install without it fails
function do-install() {
brew install sound-touch portaudio wxwidgets sdl2 libsamplerate
}
if ! do-install; then
brew update
do-install
fi
- name: Generate CMake Files
run: cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_BUILD_PO=FALSE -DLTO_PCSX2_CORE=ON -B build .
- name: Build PCSX2
working-directory: build
run: make -j$(getconf _NPROCESSORS_ONLN) # macOS doesn't use make install
- name: Run Tests
working-directory: build
run: make -j$(getconf _NPROCESSORS_ONLN) unittests

105
.github/workflows/macos_build.yml vendored Normal file
View File

@@ -0,0 +1,105 @@
name: MacOS Build Steps
on:
workflow_call:
inputs:
jobName:
required: true
type: string
os:
required: false
type: string
default: macos-11.0
platform:
required: false
type: string
default: x64
jobs:
build_macos:
name: ${{ inputs.jobName }}
runs-on: ${{ inputs.os }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 60
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
BUILDCACHE_COMPRESS_FORMAT: ZSTD
BUILDCACHE_COMPRESS_LEVEL: 9
BUILDCACHE_MAX_CACHE_SIZE: 536870912 # 512MB
BUILDCACHE_DIRECT_MODE: true
BUILDCACHE_LOG_FILE: ${{ github.workspace }}\buildcache.log
steps:
- name: Checkout Repository
uses: actions/checkout@v3
with:
submodules: recursive
- name: Prepare Artifact Metadata
id: artifact-metadata
shell: bash
env:
OS: macos
GUI_FRAMEWORK: wxWidgets
ARCH: ${{ inputs.platform }}
SIMD: ''
EVENT_NAME: ${{ github.event_name }}
PR_TITLE: ${{ github.event.pull_request.title }}
PR_NUM: ${{ github.event.pull_request.number }}
PR_SHA: ${{ github.event.pull_request.head.sha }}
run: ./.github/workflows/scripts/common/name-artifacts.sh
- name: Install Packages
env:
PLATFORM: ${{ inputs.platform }}
HOMEBREW_NO_INSTALL_CLEANUP: 1
HOMEBREW_NO_ANALYTICS: 1
run: |
brew unlink libjpeg libpng # Conflicts with our self-built dependencies
# Unlike other packages, brew's MoltenVK build uses MoltenVK's minimum macOS version of 10.13 so we can use it
if ! brew install molten-vk; then
brew update
brew install molten-vk
fi
- name: Cache Dependencies
id: cache-deps
uses: actions/cache@v3
with:
path: ~/deps
key: ${{ inputs.os }} ${{ inputs.platform }} deps ${{ hashFiles('.github/workflows/scripts/macos/build-dependencies.sh') }}
- name: Build Dependencies
if: steps.cache-deps.outputs.cache-hit != 'true'
run: .github/workflows/scripts/macos/build-dependencies.sh
- name: Generate CMake Files
run: cmake -DCMAKE_PREFIX_PATH="$HOME/deps" -DCMAKE_BUILD_TYPE=Release -DUSE_OPENGL=OFF -DDISABLE_ADVANCE_SIMD=ON -DLTO_PCSX2_CORE=ON -DUSE_SYSTEM_LIBS=OFF -DUSE_SYSTEM_SDL2=ON -B build .
- name: Build PCSX2
working-directory: build
run: make -j$(getconf _NPROCESSORS_ONLN) # macOS doesn't use make install
- name: Run Tests
working-directory: build
run: make -j$(getconf _NPROCESSORS_ONLN) unittests
- name: Prepare Build Artifacts
run: |
cp /usr/local/lib/libMoltenVK.dylib build/pcsx2/PCSX2.app/Contents/Frameworks/
TAG="$(git tag --points-at HEAD)"
if [ -z "$TAG" ]; then
APPNAME="${{ steps.artifact-metadata.outputs.artifact-name }}"
else
APPNAME="PCSX2-$TAG"
fi
mv build/pcsx2/PCSX2.app "$APPNAME.app"
tar cvzf "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.gz" "$APPNAME.app"
mkdir ci-artifacts
cp "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.gz" ci-artifacts/macOS.tar.gz
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
path: "*.tar.gz"

View File

@@ -0,0 +1,17 @@
name: 🍎 MacOS Builds
on:
push:
branches:
- '*'
pull_request:
branches:
- master
jobs:
build_macos_default:
name: "Defaults"
uses: ./.github/workflows/macos_build.yml
with:
jobName: "wxWidgets"
secrets: inherit

View File

@@ -25,23 +25,34 @@ jobs:
cut-release:
if: github.repository == 'PCSX2/pcsx2'
runs-on: ubuntu-latest
name: "Create Tag and Release"
steps:
- uses: actions/checkout@v3
# Docs - https://github.com/mathieudutour/github-tag-action
# Workflows cannot trigger other workflows implicitly
# - https://github.community/t/github-actions-workflow-not-triggering-with-tag-push/17053/7
- name: Bump Version and Push Tag
id: tag_version
uses: mathieudutour/github-tag-action@v6.0
with:
# Workflows cannot trigger other workflows implicitly
# - https://github.community/t/github-actions-workflow-not-triggering-with-tag-push/17053/7
github_token: ${{ secrets.BOT_PAT }}
tag_prefix: v
default_bump: patch
# Generate the Release Notes
# TODO - we could do this and remove the node.js script, but auto-generated notes only work
# with PRs -- not commits (determine how much we care).
# - name: Create Draft Release
# env:
# GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
# run: |
# echo "Creating release with tag - ${{ steps.tag_version.outputs.new_tag }}"
# gh release create ${{ steps.tag_version.outputs.new_tag }} --draft --generate-notes -title ${{ steps.tag_version.outputs.new_tag }}
- name: Generate Release Notes
env:
OWNER: PCSX2
REPO: pcsx2
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
COMMIT_SHA: ${{ github.SHA }}
run: |
@@ -49,9 +60,7 @@ jobs:
npm ci
node index.js
mv ./release-notes.md ${GITHUB_WORKSPACE}/release-notes.md
ls
# Docs - https://github.com/softprops/action-gh-release
- name: Create a GitHub Release
uses: softprops/action-gh-release@v1
if: steps.tag_version.outputs.new_tag

124
.github/workflows/release_pipeline.yml vendored Normal file
View File

@@ -0,0 +1,124 @@
name: 🏭 Release Pipeline
on:
push:
tags:
- v*
jobs:
# Build Everything
# Linux
build_gcc_lto:
if: github.repository == 'PCSX2/pcsx2'
name: "Linux - AppImage"
uses: ./.github/workflows/linux_build.yml
with:
jobName: "wxWidgets"
compiler: gcc
cmakeflags: "-DLTO_PCSX2_CORE=ON"
buildAppImage: true
secrets: inherit
# Windows
build_wx_sse4:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - SSE4"
uses: ./.github/workflows/windows_build_wx.yml
with:
jobName: wxWidgets
configuration: Release
simd: "SSE4"
secrets: inherit
build_wx_avx2:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - AVX2"
uses: ./.github/workflows/windows_build_wx.yml
with:
jobName: wxWidgets
configuration: Release AVX2
secrets: inherit
build_qt_sse4:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - SSE4"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release
simd: "SSE4"
secrets: inherit
build_qt_avx2:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - AVX2"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release AVX2
secrets: inherit
# MacOS
build_macos_default:
if: github.repository == 'PCSX2/pcsx2'
name: "MacOS - Defaults"
uses: ./.github/workflows/macos_build.yml
with:
jobName: "wxWidgets"
secrets: inherit
# Upload the Artifacts
upload_artifacts:
if: github.repository == 'PCSX2/pcsx2'
needs:
- build_gcc_lto
- build_wx_sse4
- build_wx_avx2
- build_qt_sse4
- build_qt_avx2
- build_macos_default
name: "Upload Artifacts"
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Prepare Artifact Folder
run: mkdir ./ci-artifacts/
- uses: actions/download-artifact@v3
name: Download all Artifacts
with:
path: ./ci-artifacts/
- name: Display structure of downloaded files
run: ls ./ci-artifacts/
# Prepare artifacts, they are all zips from github!
- name: Prepare Artifacts
working-directory: ./ci-artifacts/
run: for d in *windows*/; do 7z a "${d}asset.7z" ./$d/*; done
# Artifact Naming:
# MacOS: PCSX2-<tag>-macOS-[additional hyphen seperated tags]
# Windows|Linux: PCSX2-<tag>-<windows|linux>-<32bit|64bit>--[additional hyphen seperated tags]
- name: Name and Upload the Release Assets
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
TAG: ${{ github.REF }}
SCAN_DIR: ${{ github.WORKSPACE }}/ci-artifacts
OUT_DIR: ${{ github.WORKSPACE }}/ci-artifacts/out
run: |
gh release list --repo PCSX2/pcsx2
mkdir -p ${{ github.WORKSPACE }}/ci-artifacts/out
python ./.github/workflows/scripts/releases/rename-release-assets.py
ls ${{ github.WORKSPACE }}/ci-artifacts/out
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
gh release upload "${TAG_VAL}" ${{ github.WORKSPACE }}/ci-artifacts/out/* --repo PCSX2/pcsx2 --clobber
- name: Publish Release
env:
GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
run: |
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
gh release edit ${TAG_VAL} --draft=false --repo PCSX2/pcsx2

View File

@@ -0,0 +1,57 @@
#!/bin/bash
# Artifact Naming Scheme:
# PCSX2-<OS>-<GUI>-[ARCH]-[SIMD]-[pr\[PR_NUM\]]-[title|sha\[SHA|PR_TITLE\]
# -- limited to 200 chars
# Outputs:
# - artifact-name
# Inputs as env-vars
# OS
# BUILD_SYSTEM
# GUI_FRAMEWORK
# ARCH
# SIMD
# EVENT_NAME
# PR_TITLE
# PR_NUM
# PR_SHA
NAME=""
if [ "${OS}" == "macos" ]; then
NAME="PCSX2-${OS}-${GUI_FRAMEWORK}"
elif [ "${OS}" == "windows" ]; then
NAME="PCSX2-${OS}-${GUI_FRAMEWORK}-${ARCH}-${SIMD}"
else
NAME="PCSX2-${OS}-${GUI_FRAMEWORK}-${ARCH}"
fi
# Add cmake if used to differentate it from msbuild builds
# Else the two artifacts will have the same name and the files will be merged
if [[ ! -z "${BUILD_SYSTEM}" ]]; then
if [ "${BUILD_SYSTEM}" == "cmake" ]; then
NAME="${NAME}-${BUILD_SYSTEM}"
fi
fi
# Add PR / Commit Metadata
if [ "$EVENT_NAME" == "pull_request" ]; then
PR_SHA=$(git rev-parse --short "${PR_SHA}")
if [ ! -z "${PR_NUM}" ]; then
NAME="${NAME}-pr[${PR_NUM}]"
fi
NAME="${NAME}-sha[${PR_SHA}]"
if [ ! -z "${PR_TITLE}" ]; then
PR_TITLE=$(echo "${PR_TITLE}" | tr -cd '[a-zA-Z0-9[:space:]]_-')
NAME="${NAME}-title[${PR_TITLE}"
fi
else
SHA=$(git rev-parse --short "$GITHUB_SHA")
NAME="${NAME}-sha[${SHA}"
fi
# Trim the Name
NAME=$(printf "%.199s]" "$NAME")
echo "${NAME}"
echo "##[set-output name=artifact-name;]${NAME}"

View File

@@ -1,7 +1,8 @@
import os
import yaml
# Assumes this is ran from the root of the repository
file_path = "./bin/resources/GameIndex.yaml"
file_path = os.environ['GAMEDB_PATH']
# These settings have to be manually kept in sync with the emulator code unfortunately.
# up to date validation should ALWAYS be provided via the application!
@@ -12,6 +13,7 @@ allowed_game_options = [
"roundModes",
"clampModes",
"gameFixes",
"gsHWFixes",
"speedHacks",
"memcardFilters",
"patches",
@@ -19,24 +21,56 @@ allowed_game_options = [
allowed_round_modes = ["eeRoundMode", "vuRoundMode"]
allowed_clamp_modes = ["eeClampMode", "vuClampMode"]
allowed_game_fixes = [
"VuAddSubHack",
"FpuCompareHack",
"FpuMulHack",
"FpuNegDivHack",
"XGKickHack",
"EETimingHack",
"GoemonTlbHack",
"SoftwareRendererFMVHack",
"SkipMPEGHack",
"OPHFlagHack",
"EETimingHack",
"DMABusyHack",
"GIFFIFOHack",
"VIFFIFOHack",
"VIF1StallHack",
"GIFFIFOHack",
"GoemonTlbHack",
"VUSyncHack",
"VuAddSubHack",
"IbitHack",
"VUSyncHack",
"VUOverflowHack",
"XGKickHack",
]
allowed_speed_hacks = ["mvuFlagSpeedHack", "InstantVU1SpeedHack"]
allowed_gs_hw_fixes = [
"autoFlush",
"conservativeFramebuffer",
"cpuFramebufferConversion",
"disableDepthSupport",
"wrapGSMem",
"preloadFrameData",
"disablePartialInvalidation",
"textureInsideRT",
"alignSprite",
"mergeSprite",
"wildArmsHack",
"pointListPalette",
"mipmap",
"trilinearFiltering",
"skipDrawStart",
"skipDrawEnd",
"halfBottomOverride",
"halfPixelOffset",
"roundSprite",
"texturePreloading",
"deinterlace",
]
gs_hw_fix_ranges = {
"mipmap": (0, 2),
"trilinearFiltering": (0, 2),
"skipDrawStart": (0, 100000),
"skipDrawEnd": (0, 100000),
"halfPixelOffset": (0, 3),
"roundSprite": (0, 2),
"deinterlace": (0, 7),
}
allowed_speed_hacks = ["mvuFlagSpeedHack", "InstantVU1SpeedHack", "MTVUSpeedHack"]
# Patches are allowed to have a 'default' key or a crc-32 key, followed by
allowed_patch_options = ["author", "content"]
@@ -94,6 +128,29 @@ def validate_game_fixes(serial, key, value):
validate_valid_options(serial, key, gamefix, allowed_game_fixes)
def validate_gs_hw_fix_value(serial, key, value):
low, high = 0, 1
if key in gs_hw_fix_ranges:
low, high = gs_hw_fix_ranges[key]
validate_int_option(serial, key, value, low, high)
def validate_gs_hw_fixes(serial, key, value):
if not isinstance(value, dict):
issue_list.append("[{}]: 'gsHWFixes' must be a valid object".format(serial))
return
for fix, fix_value in value.items():
validate_valid_options(serial, key, fix, allowed_gs_hw_fixes)
validate_gs_hw_fix_value(serial, fix, fix_value)
# skipdraw range must have end >= start
skip_draw_start = value["skipDrawStart"] if "skipDrawStart" in value else 0
skip_draw_end = value["skipDrawEnd"] if "skipDrawEnd" in value else 0
if isinstance(skip_draw_start, int) and isinstance(skip_draw_end, int) and skip_draw_end < skip_draw_start:
issue_list.append("[{}]: skipDrawStart({}) must be greater or equal to skipDrawEnd({})".format(
serial, skip_draw_start, skip_draw_end))
def validate_speed_hacks(serial, key, value):
if not isinstance(value, dict):
issue_list.append("[{}]: 'speedHacks' must be a valid object".format(serial))
@@ -145,6 +202,7 @@ option_validation_handlers = {
)
),
"gameFixes": (lambda serial, key, value: validate_game_fixes(serial, key, value)),
"gsHWFixes": (lambda serial, key, value: validate_gs_hw_fixes(serial, key, value)),
"speedHacks": (lambda serial, key, value: validate_speed_hacks(serial, key, value)),
"memcardFilters": (
lambda serial, key, value: validate_list_of_strings(serial, key, value)
@@ -152,11 +210,21 @@ option_validation_handlers = {
"patches": (lambda serial, key, value: validate_patches(serial, key, value)),
}
class UniqueKeyLoader(yaml.FullLoader):
def construct_mapping(self, node, deep=False):
mapping = set()
for key_node, _ in node.value:
key = self.construct_object(key_node, deep=deep)
if key in mapping:
raise ValueError(f"Duplicate {key!r} key found in YAML.")
mapping.add(key)
return super().construct_mapping(node, deep)
print("Opening {}...".format(file_path))
with open(file_path) as f:
with open(file_path, encoding="utf-8") as f:
try:
print("Attempting to parse GameDB file...")
gamedb = yaml.load(f, Loader=yaml.FullLoader)
gamedb = yaml.load(f, Loader=UniqueKeyLoader)
except Exception as err:
print(err)
print(

View File

@@ -1,3 +1,3 @@
#!/bin/bash
$APPDIR/AppRun-patched
$APPDIR/AppRun-patched "$@"

View File

@@ -1,6 +1,12 @@
#!/bin/bash
export LD_LIBRARY_PATH="$APPDIR/usr/lib:$LD_LIBRARY_PATH"
# use system wayland if available otherwise use the appimage provided wayland
if [[ $(ldconfig -p | grep libwayland-client | wc -l) -lt 1 ]]; then
export LD_LIBRARY_PATH="$APPDIR/usr/lib/wayland:$LD_LIBRARY_PATH"
fi
export BINARY_NAME=$(basename "$ARGV0")
if [[ ! -e "$PWD/$BINARY_NAME.config" ]]; then
mkdir "$PWD/$BINARY_NAME.config"

View File

@@ -49,8 +49,15 @@ cp --dereference /lib/"$LIBARCH"/libgcc_s.so.1 "$GITHUB_WORKSPACE"/squashfs-root
chmod +x .github/workflows/scripts/linux/app-variables.sh
cp .github/workflows/scripts/linux/app-variables.sh "$GITHUB_WORKSPACE"/squashfs-root/apprun-hooks
export UPD_INFO="gh-releases-zsync|PCSX2|pcsx2|latest|$name.AppImage.zsync"
export OUTPUT="$name.AppImage"
/tmp/squashfs-root/AppRun --appdir="$GITHUB_WORKSPACE"/squashfs-root/ --plugin gtk -d "$GITHUB_WORKSPACE"/squashfs-root/PCSX2.desktop -i "$GITHUB_WORKSPACE"/squashfs-root/PCSX2.png --output appimage
/tmp/squashfs-root/AppRun --appdir="$GITHUB_WORKSPACE"/squashfs-root/ --plugin gtk -d "$GITHUB_WORKSPACE"/squashfs-root/PCSX2.desktop -i "$GITHUB_WORKSPACE"/squashfs-root/PCSX2.png
# see LD_LIBRARY_PATH in app-variables.sh - the intent is to use system wayland if available but fall back to app-image provided
# a little bit hacky but should ensure maximum compatibility
mkdir -p squashfs-root/usr/lib/wayland
mv squashfs-root/usr/lib/libwayland-* squashfs-root/usr/lib/wayland
rm squashfs-root/usr/lib/libgmodule-2.0.so.0
curl -sSfL "https://github.com/AppImage/AppImageKit/releases/download/continuous/appimagetool-$ARCH.AppImage" -o ./appimagetool-"$ARCH".AppImage
chmod a+x appimagetool*.AppImage
./appimagetool-"$ARCH".AppImage "$GITHUB_WORKSPACE"/squashfs-root "$name.AppImage"
mkdir -p "$GITHUB_WORKSPACE"/ci-artifacts/
ls -al .
mv "$name.AppImage" "$GITHUB_WORKSPACE"/ci-artifacts # && mv "$name.AppImage.zsync" "$GITHUB_WORKSPACE"/ci-artifacts

View File

@@ -27,6 +27,7 @@ cmake \
-DOpenGL_GL_PREFERENCE="LEGACY" \
-DOPENGL_opengl_LIBRARY="" \
-DXDG_STD=TRUE \
-DUSE_SYSTEM_ZSTD=FALSE \
$ADDITIONAL_CMAKE_ARGS \
-GNinja \
-B build

View File

@@ -0,0 +1,104 @@
#!/bin/bash
set -e
export MACOSX_DEPLOYMENT_TARGET=10.13
INSTALLDIR="$HOME/deps"
NPROCS="$(getconf _NPROCESSORS_ONLN)"
SDL=SDL2-2.0.22
PNG=1.6.37
JPG=9e
SAMPLERATE=libsamplerate-0.1.9
PORTAUDIO=pa_stable_v190700_20210406
SOUNDTOUCH=soundtouch-2.3.1
WXWIDGETS=3.1.6
mkdir deps-build
cd deps-build
export PKG_CONFIG_PATH="$INSTALLDIR/lib/pkgconfig:$PKG_CONFIG_PATH"
export LDFLAGS="-L$INSTALLDIR/lib -dead_strip $LDFLAGS"
export CFLAGS="-I$INSTALLDIR/include -Os $CFLAGS"
export CXXFLAGS="-I$INSTALLDIR/include -Os $CXXFLAGS"
cat > SHASUMS <<EOF
fe7cbf3127882e3fc7259a75a0cb585620272c51745d3852ab9dd87960697f2e $SDL.tar.gz
505e70834d35383537b6491e7ae8641f1a4bed1876dbfe361201fc80868d88ca libpng-$PNG.tar.xz
4077d6a6a75aeb01884f708919d25934c93305e49f7e3f36db9129320e6f4f3d jpegsrc.v$JPG.tar.gz
0a7eb168e2f21353fb6d84da152e4512126f7dc48ccb0be80578c565413444c1 $SAMPLERATE.tar.gz
47efbf42c77c19a05d22e627d42873e991ec0c1357219c0d74ce6a2948cb2def $PORTAUDIO.tgz
6900996607258496ce126924a19fe9d598af9d892cf3f33d1e4daaa9b42ae0b1 $SOUNDTOUCH.tar.gz
4980e86c6494adcd527a41fc0a4e436777ba41d1893717d7b7176c59c2061c25 wxWidgets-$WXWIDGETS.tar.bz2
EOF
curl -L \
-O "https://libsdl.org/release/$SDL.tar.gz" \
-O "https://downloads.sourceforge.net/project/libpng/libpng16/$PNG/libpng-$PNG.tar.xz" \
-O "https://www.ijg.org/files/jpegsrc.v$JPG.tar.gz" \
-O "http://www.mega-nerd.com/SRC/$SAMPLERATE.tar.gz" \
-O "http://files.portaudio.com/archives/$PORTAUDIO.tgz" \
-O "https://www.surina.net/soundtouch/$SOUNDTOUCH.tar.gz" \
-O "https://github.com/wxWidgets/wxWidgets/releases/download/v$WXWIDGETS/wxWidgets-$WXWIDGETS.tar.bz2" \
shasum -a 256 --check SHASUMS
echo "Installing SDL..."
tar xf "$SDL.tar.gz"
cd "$SDL"
./configure --prefix "$INSTALLDIR" --without-x
make "-j$NPROCS"
make install
cd ..
echo "Installing libpng..."
tar xf "libpng-$PNG.tar.xz"
cd "libpng-$PNG"
./configure --prefix "$INSTALLDIR" --disable-dependency-tracking
make "-j$NPROCS"
make install
cd ..
echo "Installing libjpeg..."
tar xf "jpegsrc.v$JPG.tar.gz"
cd "jpeg-$JPG"
./configure --prefix "$INSTALLDIR" --disable-dependency-tracking
make "-j$NPROCS"
make install
cd ..
echo "Installing libsamplerate..."
tar xf "$SAMPLERATE.tar.gz"
cd "$SAMPLERATE"
sed -i "" "s/Carbon.h/Carbon\\/Carbon.h/" examples/audio_out.c
./configure --prefix "$INSTALLDIR" --disable-dependency-tracking --disable-sndfile
make "-j$NPROCS"
make install
cd ..
echo "Installing portaudio..."
tar xf "$PORTAUDIO.tgz"
cd portaudio
./configure --prefix "$INSTALLDIR" --enable-mac-universal=no
make "-j$NPROCS"
make install
cd ..
echo "Installing soundtouch..."
tar xf "$SOUNDTOUCH.tar.gz"
cd "$SOUNDTOUCH"
cmake -B build -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=MinSizeRel
make -C build "-j$NPROCS"
make -C build install
cd ..
echo "Installing wx..."
tar xf "wxWidgets-$WXWIDGETS.tar.bz2"
cd "wxWidgets-$WXWIDGETS"
./configure --prefix "$INSTALLDIR" --with-macosx-version-min="$MACOSX_DEPLOYMENT_TARGET" --enable-clipboard --enable-dnd --enable-std_string --with-cocoa --with-libiconv --with-libjpeg --with-libpng --with-zlib --without-libtiff --without-regex
make "-j$NPROCS"
make install
cd ..
echo "Cleaning up..."
cd ..
rm -r deps-build

View File

@@ -8,52 +8,17 @@ if (!releaseInfo.prerelease) {
process.exit(0);
}
const assets = releaseInfo.assets;
let windowsAssetLinks = "";
let linuxAssetLinks = "";
for (var i = 0; i < assets.length; i++) {
let asset = assets[i];
if (asset.name.includes("symbols")) {
continue;
}
if (asset.name.includes("windows")) {
let friendlyName = asset.name;
try {
friendlyName = asset.name.split("windows-")[1].split(".7z")[0].replace("-", " ");
} catch (e) {
console.log(e);
}
windowsAssetLinks += `- [${friendlyName}](${asset.browser_download_url})\n`
} else if (asset.name.includes("linux")) {
let friendlyName = asset.name;
try {
friendlyName = asset.name.split("linux-")[1].split(".AppImage")[0].replace("-", " ");
} catch (e) {
console.log(e);
}
linuxAssetLinks += `- [${friendlyName}](${asset.browser_download_url})\n`
}
}
// Publish Webhook
const embed = new MessageEmbed()
.setColor('#FF8000')
.setTitle('New PCSX2 Nightly Build Available!')
.setDescription("To download the latest or previous builds, [visit the official downloads page](https://pcsx2.net/downloads/).")
.addFields(
{ name: 'Version', value: releaseInfo.tag_name, inline: true },
{ name: 'Release Link', value: `[Github Release](${releaseInfo.html_url})`, inline: true },
{ name: 'Installation Steps', value: '[See Here](https://github.com/PCSX2/pcsx2/wiki/Nightly-Build-Usage-Guide)', inline: true },
{ name: 'Included Changes', value: releaseInfo.body, inline: false }
);
if (windowsAssetLinks != "") {
embed.addField('Windows Downloads', windowsAssetLinks, false);
}
if (linuxAssetLinks != "") {
embed.addField('Linux Downloads', linuxAssetLinks, false);
}
const webhookClient = new WebhookClient({ url: process.env.DISCORD_BUILD_WEBHOOK });
await webhookClient.send({
embeds: [embed],

View File

@@ -1,11 +1,15 @@
import { Octokit } from "@octokit/rest";
import { throttling } from "@octokit/plugin-throttling";
import { retry } from "@octokit/plugin-retry";
let owner = process.env.OWNER;
let repo = process.env.REPO;
Octokit.plugin(throttling);
Octokit.plugin(retry);
const octokit = new Octokit({
auth: process.env.GITHUB_TOKEN,
userAgent: 'PCSX2/pcsx2',
userAgent: `${owner}/${repo}`,
log: {
debug: () => { },
info: () => { },
@@ -39,14 +43,14 @@ let commitSha = process.env.COMMIT_SHA;
console.log(`Searching for Commit - ${commitSha}`);
const { data: commit } = await octokit.rest.repos.getCommit({
owner: "PCSX2",
repo: "pcsx2",
owner: owner,
repo: repo,
ref: commitSha,
});
const { data: associatedPulls } = await octokit.rest.repos.listPullRequestsAssociatedWithCommit({
owner: "PCSX2",
repo: "pcsx2",
owner: owner,
repo: repo,
commit_sha: commit.sha,
});

View File

@@ -0,0 +1,48 @@
import os
import shutil
tag = os.environ['TAG'].split("refs/tags/")[1]
scan_dir = os.environ['SCAN_DIR']
output_dir = os.environ['OUT_DIR']
accepted_exts = ["AppImage", "tar.gz", "7z"]
for dir_name in os.listdir(scan_dir):
asset_name = "pcsx2-{}".format(tag)
if "macos" in dir_name.lower():
asset_name += "-macos"
elif "linux" in dir_name.lower():
asset_name += "-linux-AppImage-64bit"
elif "windows" in dir_name.lower():
asset_name += "-windows-64bit"
if "avx" in dir_name.lower():
asset_name += "-AVX2"
else:
asset_name += "-SSE4"
else:
continue;
if "wxwidgets" in dir_name.lower():
asset_name += "-wxWidgets"
else:
asset_name += "-Qt"
if "symbols" in dir_name.lower():
asset_name += "-symbols"
print(asset_name)
dir_handled = False
for file in os.listdir(os.path.join(scan_dir, dir_name)):
for ext in accepted_exts:
if file.endswith(ext):
dir_handled = True
print("Moving {} to out dir".format(file))
shutil.move(os.path.join(scan_dir, dir_name, file), os.path.join(output_dir, asset_name + "." + ext))
break
if dir_handled:
break
if not dir_handled:
print("Could not find asset in directory when one was expected")
exit(1)

View File

@@ -1,2 +0,0 @@
node_modules/
*.md

View File

@@ -1,145 +0,0 @@
import { Octokit } from "@octokit/rest";
import { throttling } from "@octokit/plugin-throttling";
import { retry } from "@octokit/plugin-retry";
Octokit.plugin(throttling);
Octokit.plugin(retry);
const octokit = new Octokit({
auth: process.env.GITHUB_TOKEN,
userAgent: 'PCSX2/pcsx2',
log: {
debug: () => { },
info: () => { },
warn: console.warn,
error: console.error
},
throttle: {
onRateLimit: (retryAfter, options) => {
octokit.log.warn(
`Request quota exhausted for request ${options.method} ${options.url}`
);
// Retry twice after hitting a rate limit error, then give up
if (options.request.retryCount <= 2) {
console.log(`Retrying after ${retryAfter} seconds!`);
return true;
}
},
onAbuseLimit: (retryAfter, options) => {
// does not retry, only logs a warning
octokit.log.warn(
`Abuse detected for request ${options.method} ${options.url}`
);
},
}
});
let assetDir = process.env.ASSET_DIR;
let tagToSearchFor = process.env.TAG_TO_SEARCH_FOR.split("refs/tags/")[1];
console.log(`Searching in - ${assetDir}`);
console.log(`Searching for tag - ${tagToSearchFor}`);
const { data: recentReleases } = await octokit.rest.repos.listReleases({
owner: "PCSX2",
repo: "pcsx2",
per_page: 100
});
let release = undefined;
for (var i = 0; i < recentReleases.length; i++) {
if (recentReleases[i].tag_name == tagToSearchFor) {
release = recentReleases[i];
break;
}
}
if (release == undefined) {
console.log(`Unable to find release with tag - ${tagToSearchFor}`);
process.exit(1);
}
// Upload any assets we need to, don't upload assets that are already there!
const { data: releaseAssetsPre } = await octokit.rest.repos.listReleaseAssets({
owner: "PCSX2",
repo: "pcsx2",
release_id: release.id,
per_page: 100
});
import glob from 'glob';
import * as fs from 'fs';
import * as path from 'path';
glob(assetDir + `/**/*${process.env.ASSET_EXTENSION}`, {}, async (err, files) => {
for (var i = 0; i < files.length; i++) {
let foundDuplicate = false;
for (var j = 0; j < releaseAssetsPre.length; j++) {
let existingAsset = releaseAssetsPre[j];
if (existingAsset.name == `pcsx2-${release.tag_name}-${path.basename(files[i])}`) {
foundDuplicate = true;
break;
}
}
if (foundDuplicate) {
continue;
}
var assetBytes = fs.readFileSync(files[i], null);
const { data: uploadAsset } = await octokit.rest.repos.uploadReleaseAsset({
owner: "PCSX2",
repo: "pcsx2",
release_id: release.id,
name: `pcsx2-${release.tag_name}-${path.basename(files[i])}`,
data: assetBytes,
});
}
});
// Ideally there would be a webhook event for when an artifact is added to a draft release
// unfortunately, such a thing does not exist yet. Therefore, we have to wait a bit
// for the API to become consistent
// TODO - future work - we could check previous draft releases to become eventually consistent as well
// - draft releases should only be a temporary state, so anything that remains a draft had a problem
await new Promise(resolve => setTimeout(resolve, 10 * 1000));
// Poll the release, and check to see if it's ready to be published
const { data: releaseAssetsPost } = await octokit.rest.repos.listReleaseAssets({
owner: "PCSX2",
repo: "pcsx2",
release_id: release.id,
per_page: 100
});
// Expected Assets, if we have all of them, we will publish it
let expectedAssets = {
"windows-32bit-sse4": false,
"windows-32bit-avx2": false,
"windows-64bit-sse4": false,
"windows-64bit-avx2": false,
"linux-appimage-32bit": false,
"linux-appimage-64bit": false
}
for (var i = 0; i < releaseAssetsPost.length; i++) {
let asset = releaseAssetsPost[i];
if (asset.name.includes("symbols")) {
continue;
}
for (var j = 0; j < Object.keys(expectedAssets).length; j++) {
let expectedNamePrefix = Object.keys(expectedAssets)[j];
if (asset.name.toLowerCase().includes(expectedNamePrefix)) {
expectedAssets[expectedNamePrefix] = true;
break;
}
}
}
console.log(expectedAssets);
if (Object.values(expectedAssets).every(Boolean)) {
await octokit.rest.repos.updateRelease({
owner: "PCSX2",
repo: "pcsx2",
release_id: release.id,
draft: false
});
}

View File

@@ -1,559 +0,0 @@
{
"name": "upload-release-artifacts",
"version": "1.0.0",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"version": "1.0.0",
"license": "ISC",
"dependencies": {
"@octokit/plugin-retry": "^3.0.9",
"@octokit/plugin-throttling": "^3.5.2",
"@octokit/rest": "^18.12.0",
"glob": "^7.2.0"
}
},
"node_modules/@octokit/auth-token": {
"version": "2.5.0",
"resolved": "https://registry.npmjs.org/@octokit/auth-token/-/auth-token-2.5.0.tgz",
"integrity": "sha512-r5FVUJCOLl19AxiuZD2VRZ/ORjp/4IN98Of6YJoJOkY75CIBuYfmiNHGrDwXr+aLGG55igl9QrxX3hbiXlLb+g==",
"dependencies": {
"@octokit/types": "^6.0.3"
}
},
"node_modules/@octokit/core": {
"version": "3.5.1",
"resolved": "https://registry.npmjs.org/@octokit/core/-/core-3.5.1.tgz",
"integrity": "sha512-omncwpLVxMP+GLpLPgeGJBF6IWJFjXDS5flY5VbppePYX9XehevbDykRH9PdCdvqt9TS5AOTiDide7h0qrkHjw==",
"dependencies": {
"@octokit/auth-token": "^2.4.4",
"@octokit/graphql": "^4.5.8",
"@octokit/request": "^5.6.0",
"@octokit/request-error": "^2.0.5",
"@octokit/types": "^6.0.3",
"before-after-hook": "^2.2.0",
"universal-user-agent": "^6.0.0"
}
},
"node_modules/@octokit/endpoint": {
"version": "6.0.12",
"resolved": "https://registry.npmjs.org/@octokit/endpoint/-/endpoint-6.0.12.tgz",
"integrity": "sha512-lF3puPwkQWGfkMClXb4k/eUT/nZKQfxinRWJrdZaJO85Dqwo/G0yOC434Jr2ojwafWJMYqFGFa5ms4jJUgujdA==",
"dependencies": {
"@octokit/types": "^6.0.3",
"is-plain-object": "^5.0.0",
"universal-user-agent": "^6.0.0"
}
},
"node_modules/@octokit/graphql": {
"version": "4.8.0",
"resolved": "https://registry.npmjs.org/@octokit/graphql/-/graphql-4.8.0.tgz",
"integrity": "sha512-0gv+qLSBLKF0z8TKaSKTsS39scVKF9dbMxJpj3U0vC7wjNWFuIpL/z76Qe2fiuCbDRcJSavkXsVtMS6/dtQQsg==",
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}
},
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},
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"resolved": "https://registry.npmjs.org/@octokit/plugin-paginate-rest/-/plugin-paginate-rest-2.16.9.tgz",
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"@octokit/types": "^6.33.0"
}
},
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"resolved": "https://registry.npmjs.org/@octokit/plugin-request-log/-/plugin-request-log-1.0.4.tgz",
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"node_modules/@octokit/plugin-rest-endpoint-methods": {
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"inherits": "2",
"minimatch": "^3.0.4",
"once": "^1.3.0",
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},
"engines": {
"node": "*"
}
},
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"integrity": "sha1-Sb1jMdfQLQwJvJEKEHW6gWW1bfk=",
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"wrappy": "1"
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}

View File

@@ -1,18 +0,0 @@
{
"name": "upload-release-artifacts",
"version": "1.0.0",
"description": "",
"main": "index.js",
"type": "module",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"author": "",
"license": "ISC",
"dependencies": {
"@octokit/plugin-retry": "^3.0.9",
"@octokit/plugin-throttling": "^3.5.2",
"@octokit/rest": "^18.12.0",
"glob": "^7.2.0"
}
}

View File

@@ -1,209 +0,0 @@
name: 🖥️ Windows Builds
# Controls when the action will run. Triggers the workflow on push or pull request
# events but only for the master branch
on:
push:
branches:
- master
tags:
- v*
pull_request:
branches:
- master
paths-ignore:
- '**/*.md'
- '.clang-format'
- '.codacy.yaml'
- '.github/*'
- '.github/workflows/lint-gamedb.yml'
- '.github/workflows/linux-workflow.yml'
- '.github/workflows/macos-workflow.yml'
- '.github/workflows/scripts/linux/**'
- '.github/workflows/scripts/validation/**'
- '.gitignore'
- 'bin/PCSX2_keys.ini.default'
- 'build.sh'
- 'buildbot.xml'
- 'linux_various/**'
- 'mscompile.cmd'
- 'pcsx2/CDVD/Linux/**'
- 'pcsx2/DEV9/Linux/**'
- 'pcsx2/Linux/**'
- 'pcsx2/PAD/Linux/**'
- 'pcsx2/SPU2/Linux/**'
- 'pcsx2/USB/linux/**'
jobs:
build:
strategy:
# Prevent one build from failing everything (although maybe those should be included as experimental builds instead)
fail-fast: false
matrix:
os: [windows-2019]
platform: [Win32, x64]
configuration: [Release, Release AVX2, CMake, Qt]
experimental: [false]
exclude:
- platform: win32
configuration: Qt
name: ${{ matrix.platform }} | ${{ matrix.configuration }}
runs-on: ${{ matrix.os }}
continue-on-error: ${{ matrix.experimental }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 60
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
BUILDCACHE_COMPRESS_FORMAT: ZSTD
BUILDCACHE_COMPRESS_LEVEL: 9
BUILDCACHE_MAX_CACHE_SIZE: 536870912 # 512MB
BUILDCACHE_DIRECT_MODE: true
BUILDCACHE_LOG_FILE: ${{ github.workspace }}\buildcache.log
steps:
- name: Checkout Repository
uses: actions/checkout@v3
- name: Checkout Submodules
run: git submodule update --init --recursive -j $env:NUMBER_OF_PROCESSORS
- name: Setup Buildcache
uses: mikehardy/buildcache-action@v1.2.2
with:
cache_key: ${{ matrix.os }} ${{ matrix.platform }} ${{ matrix.configuration }}
if: matrix.configuration == 'CMake' # TODO: buildcache on VS
- name: Verify VS Project Files
run: .github\workflows\scripts\windows\validate-vs-filters.ps1
if: matrix.configuration != 'CMake'
- name: Setup msbuild
uses: microsoft/setup-msbuild@v1
if: matrix.configuration != 'CMake'
- name: Download Qt build files
if: matrix.configuration == 'Qt'
shell: cmd
run: |
cd 3rdparty\qt
aria2c https://github.com/PCSX2/pcsx2-windows-dependencies/releases/download/2022-01-20/qt-6.2.2-x64.7z
7z x qt-6.2.2-x64.7z
del qt-6.2.2-x64.7z
- name: Generate CMake
id: cmake
shell: cmd
run: |
if "${{ github.event.inputs.retainDebugArtifacts }}"=="true" (SET type=RelWithDebInfo) else (SET type=Release)
if "${{ matrix.platform }}"=="Win32" (SET vcvars=vcvarsamd64_x86.bat) else (SET vcvars=vcvars64.bat)
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\%vcvars%"
echo ::set-output name=buildtype::%type%
echo ::set-output name=vcvars::%vcvars%
cmake . -B build -DCMAKE_BUILD_TYPE=%type% -DLTO_PCSX2_CORE=ON -G Ninja -DCMAKE_C_COMPILER_LAUNCHER=..\buildcache\bin\buildcache.exe -DCMAKE_CXX_COMPILER_LAUNCHER=..\buildcache\bin\buildcache.exe -DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON
if: matrix.configuration == 'CMake'
- name: Build PCSX2
shell: cmd
env:
# Set to 'true' to retain the .pdb / .exp / .lib, etc files which can be useful for repro'ing issues that only occur in the compiled .exe
RetainDebuggingArtifacts: ${{ github.event.inputs.retainDebugArtifacts == 'true' }}
run: |
if "${{ matrix.configuration }}"=="CMake" (
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\${{ steps.cmake.outputs.vcvars }}"
cmake --build build --config ${{ steps.cmake.outputs.buildtype }}
) else (
if "${{ matrix.configuration }}"=="Qt" (
rem This is hardcoded to Release AVX2 for now, because of the artifact naming below.
msbuild "PCSX2_qt.sln" /m /v:m /p:Configuration="Release AVX2" /p:Platform="${{ matrix.platform }}"
) else (
msbuild "PCSX2_suite.sln" /m /v:m /p:Configuration="${{ matrix.configuration }}" /p:Platform="${{ matrix.platform }}"
)
)
- name: Run Tests
shell: cmd
run: |
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\${{ steps.cmake.outputs.vcvars }}"
cmake --build build --config ${{ steps.cmake.outputs.buildtype }} --target unittests
if: matrix.configuration == 'CMake'
- name: Prepare Artifact Metadata
id: artifact-metadata
shell: bash
run: |
ARCH=$([ "${{ matrix.platform }}" == Win32 ] && echo "32bit" || echo "64bit")
case "${{ matrix.configuration }}" in
Release) SIMD="SSE4";;
*AVX2) SIMD="AVX2";;
Qt) SIMD="QT";;
CMake) SIMD="CMake"
cp build/pcsx2/pcsx2* bin/ ;;
*) SIMD="UNKNOWN";;
esac
if [ ${{ github.event_name }} == "pull_request" ]; then
PR_SHA=$(git rev-parse --short "${{ github.event.pull_request.head.sha }}")
ARTIFACT_NAME="PCSX2-${ARCH}-${SIMD}"
if [ ! -z "${{ github.event.pull_request.number }}" ]; then
PR_NUM=${{ github.event.pull_request.number }}
ARTIFACT_NAME="${ARTIFACT_NAME}-pr[${PR_NUM}]"
fi
ARTIFACT_NAME="${ARTIFACT_NAME}-sha[${PR_SHA}]"
if [ ! -z "${{ github.event.pull_request.title }}" ]; then
PR_TITLE=$(echo "${{ github.event.pull_request.title }}" | tr -cd '[a-zA-Z0-9[:space:]]_-')
ARTIFACT_NAME="${ARTIFACT_NAME}-title["${PR_TITLE}""
fi
else
SHA=$(git rev-parse --short "$GITHUB_SHA")
ARTIFACT_NAME="PCSX2-${ARCH}-${SIMD}-sha[${SHA}"
fi
TRIMMED_ARTIFACT_NAME=$(printf "%.199s]" "$ARTIFACT_NAME")
echo "name=$TRIMMED_ARTIFACT_NAME"
echo "##[set-output name=name;]${TRIMMED_ARTIFACT_NAME}"
echo "##[set-output name=arch;]${ARCH}"
echo "##[set-output name=simd;]${SIMD}"
- name: Upload artifact
uses: actions/upload-artifact@v2
continue-on-error: true
with:
name: ${{ steps.artifact-metadata.outputs.name }}
path: |
./bin
!./bin/**/*.bsc
!./bin/**/*.exp
!./bin/**/*.ilk
!./bin/**/*.iobj
!./bin/**/*.ipdb
!./bin/**/*.pdb
!./bin/**/*.lib
- name: Upload artifact - with symbols
if: matrix.configuration != 'CMake'
uses: actions/upload-artifact@v2
continue-on-error: true
with:
name: ${{ steps.artifact-metadata.outputs.name }}-symbols
path: ./bin/**/*.pdb
# ---- Release / Tagging related steps ----
- name: Prepare Build Artifacts
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.configuration != 'CMake' && matrix.configuration != 'Qt'
run: |
mkdir -p ./ci-artifacts/
7z a ./ci-artifacts/windows-${{ steps.artifact-metadata.outputs.arch }}-${{ steps.artifact-metadata.outputs.simd }}.7z ./bin/* '-xr!*bsc' '-xr!*.exp' '-xr!*.ilk' '-xr!*.iobj' '-xr!*.ipdb' '-xr!*.pdb' '-xr!*.lib'
7z a ./ci-artifacts/windows-${{ steps.artifact-metadata.outputs.arch }}-${{ steps.artifact-metadata.outputs.simd }}-symbols.7z ./bin/*.pdb
ls ./ci-artifacts/
- name: Upload Assets and Potential Publish Release
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.configuration != 'CMake' && matrix.configuration != 'Qt'
env:
GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
ASSET_DIR: ${{ github.WORKSPACE }}/ci-artifacts
ASSET_EXTENSION: 7z
TAG_TO_SEARCH_FOR: ${{ github.REF }}
run: |
cd ./.github/workflows/scripts/releases/upload-release-artifacts
npm ci
node index.js

View File

@@ -0,0 +1,68 @@
name: 🖥️ Windows Builds
on:
push:
branches:
- '*'
pull_request:
branches:
- master
jobs:
# MSBUILD
lint_vs_proj_files:
name: Lint VS Project Files
runs-on: windows-2019
steps:
- name: Checkout Repository
uses: actions/checkout@v3
- name: Verify VS Project Files
run: .github\workflows\scripts\windows\validate-vs-filters.ps1
build_wx_sse4:
needs: lint_vs_proj_files
name: "SSE4"
uses: ./.github/workflows/windows_build_wx.yml
with:
jobName: wxWidgets
configuration: Release
simd: "SSE4"
secrets: inherit
build_wx_avx2:
needs: lint_vs_proj_files
name: "AVX2"
uses: ./.github/workflows/windows_build_wx.yml
with:
jobName: wxWidgets
configuration: Release AVX2
secrets: inherit
build_qt_sse4:
needs: lint_vs_proj_files
name: "SSE4"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release
simd: "SSE4"
secrets: inherit
build_qt_avx2:
needs: lint_vs_proj_files
name: "AVX2"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release AVX2
secrets: inherit
# CMAKE
build_wx_avx2_cmake:
name: "CMake AVX2"
uses: ./.github/workflows/windows_build_wx.yml
with:
jobName: wxWidgets
configuration: CMake
buildSystem: cmake
secrets: inherit

109
.github/workflows/windows_build_qt.yml vendored Normal file
View File

@@ -0,0 +1,109 @@
name: Windows Build Steps - Qt
on:
workflow_call:
inputs:
jobName:
required: true
type: string
os:
required: false
type: string
default: windows-2019
platform:
required: false
type: string
default: x64
configuration:
required: true
type: string
simd:
required: false
type: string
default: AVX2
buildSystem:
required: false
type: string
default: msbuild
qt_binary_url:
required: false
type: string
default: https://github.com/PCSX2/pcsx2-windows-dependencies/releases/download/2022-04-13/qt-6.3.0-x64.7z
jobs:
build_windows_qt:
name: ${{ inputs.jobName }}
runs-on: ${{ inputs.os }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 60
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
BUILDCACHE_COMPRESS_FORMAT: ZSTD
BUILDCACHE_COMPRESS_LEVEL: 9
BUILDCACHE_MAX_CACHE_SIZE: 536870912 # 512MB
BUILDCACHE_DIRECT_MODE: true
BUILDCACHE_LOG_FILE: ${{ github.workspace }}\buildcache.log
steps:
- name: Checkout Repository
uses: actions/checkout@v3
with:
submodules: recursive
- name: Prepare Artifact Metadata
id: artifact-metadata
shell: bash
env:
OS: windows
BUILD_SYSTEM: ${{ inputs.buildSystem }}
GUI_FRAMEWORK: Qt
ARCH: ${{ inputs.platform }}
SIMD: ${{ inputs.simd }}
EVENT_NAME: ${{ github.event_name }}
PR_TITLE: ${{ github.event.pull_request.title }}
PR_NUM: ${{ github.event.pull_request.number }}
PR_SHA: ${{ github.event.pull_request.head.sha }}
run: ./.github/workflows/scripts/common/name-artifacts.sh
- name: Setup msbuild
if: inputs.configuration != 'CMake'
uses: microsoft/setup-msbuild@v1
- name: Download Qt build files
shell: cmd
run: |
cd 3rdparty\qt
aria2c ${{ inputs.qt_binary_url }}
7z x qt-*-x64.7z
del qt-*-x64.7z
- name: Build PCSX2
shell: cmd
run: |
if "${{ inputs.configuration }}"=="CMake" (
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\${{ steps.cmake.outputs.vcvars }}"
cmake --build build --config ${{ steps.cmake.outputs.buildtype }}
) else (
msbuild "PCSX2_qt.sln" /m /v:m /p:Configuration="${{ inputs.configuration }}" /p:Platform="${{ inputs.platform }}"
)
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
path: |
./bin
!./bin/**/*.bsc
!./bin/**/*.exp
!./bin/**/*.ilk
!./bin/**/*.iobj
!./bin/**/*.ipdb
!./bin/**/*.pdb
!./bin/**/*.lib
- name: Upload artifact - with symbols
if: inputs.configuration != 'CMake'
uses: actions/upload-artifact@v3
with:
name: ${{ steps.artifact-metadata.outputs.artifact-name }}-symbols
path: ./bin/**/*.pdb

123
.github/workflows/windows_build_wx.yml vendored Normal file
View File

@@ -0,0 +1,123 @@
name: Windows Build Steps - wxWidgets
on:
workflow_call:
inputs:
jobName:
required: true
type: string
os:
required: false
type: string
default: windows-2019
platform:
required: false
type: string
default: x64
simd:
required: false
type: string
default: AVX2
buildSystem:
required: false
type: string
default: msbuild
configuration:
required: true
type: string
jobs:
build_windows_wx:
name: ${{ inputs.jobName }}
runs-on: ${{ inputs.os }}
# Set some sort of timeout in the event of run-away builds. We are limited on concurrent jobs so, get rid of them.
timeout-minutes: 60
env:
POWERSHELL_TELEMETRY_OPTOUT: 1
BUILDCACHE_COMPRESS_FORMAT: ZSTD
BUILDCACHE_COMPRESS_LEVEL: 9
BUILDCACHE_MAX_CACHE_SIZE: 536870912 # 512MB
BUILDCACHE_DIRECT_MODE: true
BUILDCACHE_LOG_FILE: ${{ github.workspace }}\buildcache.log
steps:
- name: Checkout Repository
uses: actions/checkout@v3
with:
submodules: recursive
- name: Prepare Artifact Metadata
id: artifact-metadata
shell: bash
env:
OS: windows
BUILD_SYSTEM: ${{ inputs.buildSystem }}
GUI_FRAMEWORK: wxWidgets
ARCH: ${{ inputs.platform }}
SIMD: ${{ inputs.simd }}
EVENT_NAME: ${{ github.event_name }}
PR_TITLE: ${{ github.event.pull_request.title }}
PR_NUM: ${{ github.event.pull_request.number }}
PR_SHA: ${{ github.event.pull_request.head.sha }}
run: ./.github/workflows/scripts/common/name-artifacts.sh
- name: Setup Buildcache
if: inputs.configuration == 'CMake' # TODO: buildcache on VS
uses: mikehardy/buildcache-action@v1.2.2
with:
cache_key: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.configuration }}
- name: Setup msbuild
if: inputs.configuration != 'CMake'
uses: microsoft/setup-msbuild@v1
- name: Generate CMake
if: inputs.configuration == 'CMake'
id: cmake
shell: cmd
run: |
if "${{ github.event.inputs.retainDebugArtifacts }}"=="true" (SET type=RelWithDebInfo) else (SET type=Release)
if "${{ inputs.platform }}"=="Win32" (SET vcvars=vcvarsamd64_x86.bat) else (SET vcvars=vcvars64.bat)
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\%vcvars%"
echo ::set-output name=buildtype::%type%
echo ::set-output name=vcvars::%vcvars%
cmake . -B build -DCMAKE_BUILD_TYPE=%type% -DLTO_PCSX2_CORE=ON -G Ninja -DCMAKE_C_COMPILER_LAUNCHER=..\buildcache\bin\buildcache.exe -DCMAKE_CXX_COMPILER_LAUNCHER=..\buildcache\bin\buildcache.exe -DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON
- name: Build PCSX2
shell: cmd
run: |
if "${{ inputs.configuration }}"=="CMake" (
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\${{ steps.cmake.outputs.vcvars }}"
cmake --build build --config ${{ steps.cmake.outputs.buildtype }}
cp build/pcsx2/pcsx2* bin/
) else (
msbuild "PCSX2_suite.sln" /m /v:m /p:Configuration="${{ inputs.configuration }}" /p:Platform="${{ inputs.platform }}"
)
- name: Run Tests
if: inputs.configuration == 'CMake'
shell: cmd
run: |
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\${{ steps.cmake.outputs.vcvars }}"
cmake --build build --config ${{ steps.cmake.outputs.buildtype }} --target unittests
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
path: |
./bin
!./bin/**/*.bsc
!./bin/**/*.exp
!./bin/**/*.ilk
!./bin/**/*.iobj
!./bin/**/*.ipdb
!./bin/**/*.pdb
!./bin/**/*.lib
- name: Upload artifact - with symbols
if: inputs.configuration != 'CMake'
uses: actions/upload-artifact@v3
with:
name: ${{ steps.artifact-metadata.outputs.artifact-name }}-symbols
path: ./bin/**/*.pdb

15
.gitignore vendored
View File

@@ -90,25 +90,12 @@ oprofile_data/
/bin/plugins
/bin/snaps
/bin/sstates
/bin/textures
/bin/translations
/deps
/ipch
!/3rdparty/libjpeg/change.log
/3rdparty/portaudio/portaudio-2.0.pc
/3rdparty/portaudio/bin
/3rdparty/portaudio/bin-*
/3rdparty/portaudio/autom4te.cache
/3rdparty/portaudio/libtool
/3rdparty/portaudio/config.*
/3rdparty/portaudio/lib-stamp
/3rdparty/portaudio/Makefile
/3rdparty/portaudio/bindings
/3rdparty/portaudio/test
/3rdparty/portaudio/testcvs
/3rdparty/portaudio/src/hostapi/asio/ASIOSDK/common
/3rdparty/portaudio/src/hostapi/asio/ASIOSDK/host
/3rdparty/portaudio/src/hostapi/wasapi/mingw-include
/3rdparty/**/include/wx/setup.h
/3rdparty/**/wx/msw/rcdefs.h
/pcsx2/gui/Resources/*.h

6
.gitmodules vendored
View File

@@ -33,3 +33,9 @@
[submodule "3rdparty/sdl2/SDL"]
path = 3rdparty/sdl2/SDL
url = https://github.com/libsdl-org/SDL.git
[submodule "3rdparty/libzip/libzip"]
path = 3rdparty/libzip/libzip
url = https://github.com/nih-at/libzip.git
[submodule "3rdparty/zstd/zstd"]
path = 3rdparty/zstd/zstd
url = https://github.com/facebook/zstd.git

8
.prettierrc.yaml Normal file
View File

@@ -0,0 +1,8 @@
overrides:
- files: "**/GameIndex.yaml"
options:
tabWidth: 2
useTabs: false
quoteProps: consistent
endOfLine: auto
proseWrap: preserve

3
3rdparty/d3d12memalloc/CHANGELOG.md vendored Normal file
View File

@@ -0,0 +1,3 @@
# 1.0.0</b> (2019-09-02)
First published version.

7
3rdparty/d3d12memalloc/CMakeLists.txt vendored Normal file
View File

@@ -0,0 +1,7 @@
add_library(D3D12MemAlloc
include/D3D12MemAlloc.h
src/D3D12MemAlloc.cpp
)
target_include_directories(D3D12MemAlloc PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include")

19
3rdparty/d3d12memalloc/LICENSE.txt vendored Normal file
View File

@@ -0,0 +1,19 @@
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

52
3rdparty/d3d12memalloc/NOTICES.txt vendored Normal file
View File

@@ -0,0 +1,52 @@
Notices and licenses file
_________________________
AMD copyrighted code (MIT)
Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Dependecnies on microsoft-directx-graphics-samples v-u (MIT)
Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
Copyright (c) Microsoft. All rights reserved.
This code is licensed under the MIT License (MIT).
THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
gpuopen-librariesandsdks-vulkanmemoryallocator v-u (MIT)
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

113
3rdparty/d3d12memalloc/README.md vendored Normal file
View File

@@ -0,0 +1,113 @@
# D3D12 Memory Allocator
Easy to integrate memory allocation library for Direct3D 12.
**Documentation:** Browse online: [D3D12 Memory Allocator](https://gpuopen-librariesandsdks.github.io/D3D12MemoryAllocator/html/) (generated from Doxygen-style comments in [src/D3D12MemAlloc.h](src/D3D12MemAlloc.h))
**License:** MIT. See [LICENSE.txt](LICENSE.txt)
**Changelog:** See [CHANGELOG.md](CHANGELOG.md)
**Product page:** [D3D12 Memory Allocator on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
**Build status:**
Windows: [![Build status](https://ci.appveyor.com/api/projects/status/860i07bxv55ydgvg?svg=true)](https://ci.appveyor.com/project/adam-sawicki-amd/d3d12memoryallocator)
[![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.svg)](http://isitmaintained.com/project/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator "Average time to resolve an issue")
# Problem
Memory allocation and resource (buffer and texture) creation in new, explicit graphics APIs (Vulkan® and Direct3D 12) is difficult comparing to older graphics APIs like Direct3D 11 or OpenGL® because it is recommended to allocate bigger blocks of memory and assign parts of them to resources. [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/) is a library that implements this functionality for Vulkan. It is available online since 2017 and it is successfully used in many software projects, including some AAA game studios. This is an equivalent library for D3D12.
# Features
This library can help developers to manage memory allocations and resource creation by offering function `Allocator::CreateResource` similar to the standard `ID3D12Device::CreateCommittedResource`. It internally:
- Allocates and keeps track of bigger memory heaps, used and unused ranges inside them, finds best matching unused ranges to create new resources there as placed resources.
- Automatically respects size and alignment requirements for created resources.
- Automatically handles resource heap tier - whether it's `D3D12_RESOURCE_HEAP_TIER_1` that requires to keep certain classes of resources separate or `D3D12_RESOURCE_HEAP_TIER_2` that allows to keep them all together.
Additional features:
- Well-documented - description of all classes and functions provided, along with chapters that contain general description and example code.
- Thread-safety: Library is designed to be used in multithreaded code.
- Configuration: Fill optional members of `ALLOCATOR_DESC` structure to provide custom CPU memory allocator and other parameters.
- Customization and integration with custom engines: Predefine appropriate macros to provide your own implementation of external facilities used by the library, like assert, mutex, and atomic.
- Support for resource aliasing (overlap).
- Custom memory pools: Create a pool with desired parameters (e.g. fixed or limited maximum size, custom `D3D12_HEAP_PROPERTIES` and `D3D12_HEAP_FLAGS`) and allocate memory out of it.
- Linear allocator: Create a pool with linear algorithm and use it for much faster allocations and deallocations in free-at-once, stack, double stack, or ring buffer fashion.
- Defragmentation: Let the library move data around to free some memory blocks and make your allocations better compacted.
- Statistics: Obtain brief or detailed statistics about the amount of memory used, unused, number of allocated heaps, number of allocations etc. - globally and per memory heap type. Current memory usage and budget as reported by the system can also be queried.
- Debug annotations: Associate custom `void* pPrivateData` and debug `LPCWSTR pName` with each allocation.
- JSON dump: Obtain a string in JSON format with detailed map of internal state, including list of allocations, their string names, and gaps between them.
- Convert this JSON dump into a picture to visualize your memory using attached Python script.
- Virtual allocator - an API that exposes the core allocation algorithm to be used without allocating real GPU memory, to allocate your own stuff, e.g. sub-allocate pieces of one large buffer.
# Prerequisites
- Self-contained C++ library in single pair of H + CPP files. No external dependencies other than standard C, C++ library and Windows SDK. Some features of C++14 used. STL containers, C++ exceptions, and RTTI are not used.
- Object-oriented interface in a convention similar to D3D12.
- Error handling implemented by returning `HRESULT` error codes - same way as in D3D12.
- Interface documented using Doxygen-style comments.
# Example
Basic usage of this library is very simple. Advanced features are optional. After you created global `Allocator` object, a complete code needed to create a texture may look like this:
```cpp
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0;
resourceDesc.Width = 1024;
resourceDesc.Height = 1024;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12MA::ALLOCATION_DESC allocDesc = {};
allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
D3D12Resource* resource;
D3D12MA::Allocation* allocation;
HRESULT hr = allocator->CreateResource(
&allocDesc, &resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
&allocation, IID_PPV_ARGS(&resource));
```
With this one function call:
1. `ID3D12Heap` memory block is allocated if needed.
2. An unused region of the memory block is reserved for the allocation.
3. `ID3D12Resource` is created as placed resource, bound to this region.
`Allocation` is an object that represents memory assigned to this texture. It can be queried for parameters like offset and size.
# Binaries
The release comes with precompiled binary executable for "D3D12Sample" application which contains test suite. It is compiled using Visual Studio 2019, so it requires appropriate libraries to work, including "MSVCP140.dll", "VCRUNTIME140.dll", "VCRUNTIME140_1.dll". If its launch fails with error message telling about those files missing, please download and install [Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019](https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads), "x64" version.
# Copyright notice
This software package uses third party software:
- Parts of the code of [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/) by AMD, license: MIT
- Parts of the code of [DirectX-Graphics-Samples](https://github.com/microsoft/DirectX-Graphics-Samples) by Microsoft, license: MIT
For more information see [NOTICES.txt](NOTICES.txt).
# Software using this library
- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
[Some other projects on GitHub](https://github.com/search?q=D3D12MemAlloc.h&type=Code) and some game development studios that use DX12 in their games.
# See also
- **[Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/)** - equivalent library for Vulkan. License: MIT.
- **[TerraFX.Interop.D3D12MemoryAllocator](https://github.com/terrafx/terrafx.interop.d3d12memoryallocator)** - interop bindings for this library for C#, as used by [TerraFX](https://github.com/terrafx/terrafx). License: MIT.

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@@ -0,0 +1,46 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(SolutionDir)common\vsprops\BaseProjectConfig.props" />
<Import Project="$(SolutionDir)common\vsprops\WinSDK.props" />
<PropertyGroup Label="Globals">
<ProjectGuid>{D45CEC7A-3171-40DD-975D-E1544CF16139}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
<UseDebugLibraries Condition="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="PropertySheets">
<Import Project="..\DefaultProjectRootDir.props" />
<Import Project="..\3rdparty.props" />
<Import Condition="$(Configuration.Contains(Debug))" Project="..\..\common\vsprops\CodeGen_Debug.props" />
<Import Condition="$(Configuration.Contains(Devel))" Project="..\..\common\vsprops\CodeGen_Devel.props" />
<Import Condition="$(Configuration.Contains(Release))" Project="..\..\common\vsprops\CodeGen_Release.props" />
<Import Condition="!$(Configuration.Contains(Release))" Project="..\..\common\vsprops\IncrementalLinking.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<ClCompile Include="src\D3D12MemAlloc.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\D3D12MemAlloc.h" />
</ItemGroup>
<ItemDefinitionGroup>
<ClCompile>
<PreprocessorDefinitions>%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>TurnOffAllWarnings</WarningLevel>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>

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@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="src\D3D12MemAlloc.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\D3D12MemAlloc.h" />
</ItemGroup>
</Project>

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@@ -0,0 +1,58 @@
<?xml version="1.0" encoding="utf-8"?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="D3D12MA::Vector&lt;*&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<Item Name="[Capacity]">m_Capacity</Item>
<ArrayItems>
<Size>m_Count</Size>
<ValuePointer>m_pArray</ValuePointer>
</ArrayItems>
</Expand>
</Type>
<Type Name="D3D12MA::List&lt;*&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<LinkedListItems>
<Size>m_Count</Size>
<HeadPointer>m_pFront</HeadPointer>
<NextPointer>pNext</NextPointer>
<ValueNode>Value</ValueNode>
</LinkedListItems>
</Expand>
</Type>
<!--
Due to custom way of accesing next items in
D3D12MA::IntrusiveLinkedList via methods in provided type traits,
every specialization must be manually added with
custom <NextPointer> field describing proper way of iterating the list.
-->
<Type Name="D3D12MA::IntrusiveLinkedList&lt;D3D12MA::CommittedAllocationListItemTraits&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<LinkedListItems>
<Size>m_Count</Size>
<HeadPointer>m_Front</HeadPointer>
<NextPointer>m_Committed.next</NextPointer>
<ValueNode>*this</ValueNode>
</LinkedListItems>
</Expand>
</Type>
<Type Name="D3D12MA::IntrusiveLinkedList&lt;D3D12MA::PoolListItemTraits&gt;">
<DisplayString>{{ Count={m_Count} }}</DisplayString>
<Expand>
<Item Name="[Count]">m_Count</Item>
<LinkedListItems>
<Size>m_Count</Size>
<HeadPointer>m_Front</HeadPointer>
<NextPointer>m_NextPool</NextPointer>
<ValueNode>*this</ValueNode>
</LinkedListItems>
</Expand>
</Type>
</AutoVisualizer>

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@@ -10,17 +10,11 @@ add_library(imgui
imgui/imstb_rectpack.h
imgui/imstb_textedit.h
imgui/imstb_truetype.h
include/imgui_impl_opengl3.h
src/imgui_impl_opengl3.cpp
)
if(WIN32)
target_sources(imgui PRIVATE
include/imgui_impl_dx11.h
src/imgui_impl_dx11.cpp
)
endif()
target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/imgui" "${CMAKE_CURRENT_SOURCE_DIR}/include")
target_link_libraries(imgui glad)
# Needed for macOS compile.
set_property(TARGET imgui PROPERTY CXX_STANDARD 17)
set_property(TARGET imgui PROPERTY CXX_STANDARD_REQUIRED ON)

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@@ -47,8 +47,6 @@
<ClInclude Include="imgui\imstb_rectpack.h" />
<ClInclude Include="imgui\imstb_textedit.h" />
<ClInclude Include="imgui\imstb_truetype.h" />
<ClInclude Include="include\imgui_impl_dx11.h" />
<ClInclude Include="include\imgui_impl_opengl3.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="imgui\imgui.cpp" />
@@ -56,8 +54,6 @@
<ClCompile Include="imgui\imgui_draw.cpp" />
<ClCompile Include="imgui\imgui_tables.cpp" />
<ClCompile Include="imgui\imgui_widgets.cpp" />
<ClCompile Include="src\imgui_impl_dx11.cpp" />
<ClCompile Include="src\imgui_impl_opengl3.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />

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@@ -7,8 +7,6 @@
<ClInclude Include="imgui\imstb_rectpack.h" />
<ClInclude Include="imgui\imstb_textedit.h" />
<ClInclude Include="imgui\imstb_truetype.h" />
<ClInclude Include="include\imgui_impl_opengl3.h" />
<ClInclude Include="include\imgui_impl_dx11.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="imgui\imgui.cpp" />
@@ -16,7 +14,5 @@
<ClCompile Include="imgui\imgui_draw.cpp" />
<ClCompile Include="imgui\imgui_tables.cpp" />
<ClCompile Include="imgui\imgui_widgets.cpp" />
<ClCompile Include="src\imgui_impl_dx11.cpp" />
<ClCompile Include="src\imgui_impl_opengl3.cpp" />
</ItemGroup>
</Project>

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@@ -1,24 +0,0 @@
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
struct ID3D11Device;
struct ID3D11DeviceContext;
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_CreateFontsTexture();

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@@ -1,36 +0,0 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version:
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();

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@@ -1,503 +0,0 @@
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11Buffer* g_pIB = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11RasterizerState* g_pRasterizerState = NULL;
static ID3D11BlendState* g_pBlendState = NULL;
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
ctx->Unmap(g_pVB, 0);
ctx->Unmap(g_pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
ctx->Unmap(g_pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState* RS;
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
UINT PSInstancesCount, VSInstancesCount;
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old;
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
void ImGui_ImplDX11_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
if (g_pFontTextureView)
{
g_pFontTextureView->Release();
g_pFontTextureView = nullptr;
}
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
// Create texture sampler
if (!g_pFontSampler)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
}
io.Fonts->ClearTexData();
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pFontSampler)
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
return false;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return false;
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
return false;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
}
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx11";
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
return ImGui_ImplDX11_CreateDeviceObjects();
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_InvalidateDeviceObjects();
g_pd3dDevice = NULL;
g_pd3dDeviceContext = NULL;
}

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@@ -1,567 +0,0 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
// GL includes
#include <glad.h>
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
static bool g_IsGLES = false;
static bool g_IsGLES2 = false;
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
if (GLAD_GL_ES_VERSION_3_0)
{
if (glsl_version == NULL)
glsl_version = "#version 300 es";
g_IsGLES = true;
g_IsGLES2 = false;
}
else if (GLAD_GL_ES_VERSION_2_0)
{
if (glsl_version == NULL)
glsl_version = "#version 100";
g_IsGLES = true;
g_IsGLES2 = true;
}
else
{
if (glsl_version == NULL)
glsl_version = "#version 130";
g_IsGLES = false;
g_IsGLES2 = false;
}
if (!g_IsGLES)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
#ifndef _MSC_VER
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
#else
strncpy_s(g_GlslVersionString, sizeof(g_GlslVersionString), glsl_version, _TRUNCATE);
strncat_s(g_GlslVersionString, sizeof(g_GlslVersionString), "\n", _TRUNCATE);
#endif
return ImGui_ImplOpenGL3_CreateDeviceObjects();
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
void ImGui_ImplOpenGL3_NewFrame()
{
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef GL_POLYGON_MODE
if (!g_IsGLES)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
if (!g_IsGLES2)
{
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
}
// OpenGL3 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
int fb_width = (int)(draw_data->DisplaySize.x);
int fb_height = (int)(draw_data->DisplaySize.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = pcmd->ClipRect.x - clip_off.x;
clip_rect.y = pcmd->ClipRect.y - clip_off.y;
clip_rect.z = pcmd->ClipRect.z - clip_off.x;
clip_rect.w = pcmd->ClipRect.w - clip_off.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
if (!g_IsGLES)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
}
if (!g_IsGLES2)
{
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else
{
glDisableVertexAttribArray(g_AttribLocationVtxPos);
glDisableVertexAttribArray(g_AttribLocationVtxUV);
glDisableVertexAttribArray(g_AttribLocationVtxColor);
}
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
io.Fonts->ClearTexData();
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
if (g_FontTexture)
{
ImGuiIO& io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->TexID = 0;
g_FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
#ifndef _MSC_VER
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
#else
sscanf_s(g_GlslVersionString, "#version %d", &glsl_version);
#endif
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = NULL;
const GLchar* fragment_shader = NULL;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_FragHandle);
CheckShader(g_FragHandle, "fragment shader");
g_ShaderHandle = glCreateProgram();
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
CheckProgram(g_ShaderHandle, "shader program");
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, sizeof(ImDrawVert), nullptr, GL_STREAM_DRAW);
if (!g_IsGLES2)
{
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
if (!g_IsGLES2)
glBindVertexArray(last_vertex_array);
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
if (g_VaoHandle) { glDeleteVertexArrays(1, &g_VaoHandle); g_VaoHandle = 0; }
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

11
3rdparty/libchdr/CMakeLists.txt vendored Normal file
View File

@@ -0,0 +1,11 @@
add_library(chdr-static STATIC
libchdr/src/libchdr_bitstream.c
libchdr/src/libchdr_cdrom.c
libchdr/src/libchdr_chd.c
libchdr/src/libchdr_flac.c
libchdr/src/libchdr_huffman.c
)
target_include_directories(chdr-static PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/libchdr/include")
target_link_libraries(chdr-static PRIVATE ZLIB::ZLIB LZMA::LZMA)
target_compile_options(chdr-static PRIVATE "-w")

View File

@@ -33,29 +33,25 @@
<ClCompile>
<PreprocessorDefinitions>%(PreprocessorDefinitions);_7ZIP_ST</PreprocessorDefinitions>
<WarningLevel>TurnOffAllWarnings</WarningLevel>
<AdditionalIncludeDirectories>$(ProjectDir)/libchdr/include/;$(ProjectDir)/libchdr/src/;$(ProjectDir)/libchdr/deps/lzma-19.00/include;$(ProjectDir)/libchdr/deps/zlib-1.2.11;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)libchdr\include;$(ProjectDir)\libchdr\src;$(SolutionDir)3rdparty\lzma\include;$(SolutionDir)3rdparty\zlib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="libchdr\deps\lzma-19.00\src\Alloc.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\Bra86.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\BraIA64.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\CpuArch.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\Delta.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\LzFind.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\Lzma86Dec.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\LzmaDec.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\LzmaEnc.c" />
<ClCompile Include="libchdr\deps\lzma-19.00\src\Sort.c" />
<ClCompile Include="libchdr\src\libchdr_bitstream.c">
<DeploymentContent>false</DeploymentContent>
</ClCompile>
<ClCompile Include="libchdr\src\libchdr_bitstream.c" />
<ClCompile Include="libchdr\src\libchdr_cdrom.c" />
<ClCompile Include="libchdr\src\libchdr_chd.c" />
<ClCompile Include="libchdr\src\libchdr_flac.c" />
<ClCompile Include="libchdr\src\libchdr_huffman.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\lzma\lzma.vcxproj">
<Project>{a4323327-3f2b-4271-83d9-7f9a3c66b6b2}</Project>
</ProjectReference>
<ProjectReference Include="..\zlib\zlib.vcxproj">
<Project>{2f6c0388-20cb-4242-9f6c-a6ebb6a83f47}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>
</Project>

31
3rdparty/libzip/CMakeLists.txt vendored Normal file
View File

@@ -0,0 +1,31 @@
set(BUILD_SHARED_LIBS OFF CACHE BOOL "")
set(LIBZIP_DO_INSTALL OFF CACHE BOOL "")
set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "")
set(ENABLE_GNUTLS OFF CACHE BOOL "")
set(ENABLE_MBEDTLS OFF CACHE BOOL "")
set(ENABLE_WINDOWS_CRYPTO OFF CACHE BOOL "")
set(ENABLE_OPENSSL OFF CACHE BOOL "")
set(ENABLE_BZIP2 OFF CACHE BOOL "")
set(ENABLE_LZMA OFF CACHE BOOL "")
set(ENABLE_ZSTD ON CACHE BOOL "")
set(BUILD_TOOLS OFF CACHE BOOL "")
set(BUILD_REGRESS OFF CACHE BOOL "")
set(BUILD_EXAMPLES OFF CACHE BOOL "")
set(BUILD_DOC OFF CACHE BOOL "")
if(WIN32)
# Needed otherwise find_package() will look in the system.
set(ZLIB_FOUND TRUE)
set(ZLIB_LIBRARY "$<TARGET_FILE:pcsx2-zlib>")
set(ZLIB_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/zlib")
endif()
# Fill in the location of zstd, so find_package() doesn't try to use
# a potentially-old system version. It also picks up Zstd::Zstd.
set(Zstd_FOUND TRUE)
set(Zstd_LIBRARY "$<TARGET_FILE:pcsx2-zstd>")
set(Zstd_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../zstd/zstd/lib")
add_subdirectory(libzip EXCLUDE_FROM_ALL)

1
3rdparty/libzip/libzip vendored Submodule

Submodule 3rdparty/libzip/libzip added at bdc03ab23b

179
3rdparty/libzip/libzip.vcxproj vendored Normal file
View File

@@ -0,0 +1,179 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(SolutionDir)common\vsprops\BaseProjectConfig.props" />
<Import Project="$(SolutionDir)common\vsprops\WinSDK.props" />
<PropertyGroup Label="Globals">
<ProjectGuid>{20B2E9FE-F020-42A0-B324-956F5B06EA68}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
<UseDebugLibraries Condition="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="PropertySheets">
<Import Project="..\DefaultProjectRootDir.props" />
<Import Project="..\3rdparty.props" />
<Import Condition="$(Configuration.Contains(Debug))" Project="..\..\common\vsprops\CodeGen_Debug.props" />
<Import Condition="$(Configuration.Contains(Devel))" Project="..\..\common\vsprops\CodeGen_Devel.props" />
<Import Condition="$(Configuration.Contains(Release))" Project="..\..\common\vsprops\CodeGen_Release.props" />
<Import Condition="!$(Configuration.Contains(Release))" Project="..\..\common\vsprops\IncrementalLinking.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<ClCompile Include="libzip\lib\zip_add.c" />
<ClCompile Include="libzip\lib\zip_add_dir.c" />
<ClCompile Include="libzip\lib\zip_add_entry.c" />
<ClCompile Include="libzip\lib\zip_algorithm_deflate.c" />
<ClCompile Include="libzip\lib\zip_algorithm_zstd.c" />
<ClCompile Include="libzip\lib\zip_buffer.c" />
<ClCompile Include="libzip\lib\zip_close.c" />
<ClCompile Include="libzip\lib\zip_crypto_win.c" />
<ClCompile Include="libzip\lib\zip_delete.c" />
<ClCompile Include="libzip\lib\zip_dirent.c" />
<ClCompile Include="libzip\lib\zip_dir_add.c" />
<ClCompile Include="libzip\lib\zip_discard.c" />
<ClCompile Include="libzip\lib\zip_entry.c" />
<ClCompile Include="libzip\lib\zip_error.c" />
<ClCompile Include="libzip\lib\zip_error_clear.c" />
<ClCompile Include="libzip\lib\zip_error_get.c" />
<ClCompile Include="libzip\lib\zip_error_get_sys_type.c" />
<ClCompile Include="libzip\lib\zip_error_strerror.c" />
<ClCompile Include="libzip\lib\zip_error_to_str.c" />
<ClCompile Include="libzip\lib\zip_extra_field.c" />
<ClCompile Include="libzip\lib\zip_extra_field_api.c" />
<ClCompile Include="libzip\lib\zip_fclose.c" />
<ClCompile Include="libzip\lib\zip_fdopen.c" />
<ClCompile Include="libzip\lib\zip_file_add.c" />
<ClCompile Include="libzip\lib\zip_file_error_clear.c" />
<ClCompile Include="libzip\lib\zip_file_error_get.c" />
<ClCompile Include="libzip\lib\zip_file_get_comment.c" />
<ClCompile Include="libzip\lib\zip_file_get_external_attributes.c" />
<ClCompile Include="libzip\lib\zip_file_get_offset.c" />
<ClCompile Include="libzip\lib\zip_file_rename.c" />
<ClCompile Include="libzip\lib\zip_file_replace.c" />
<ClCompile Include="libzip\lib\zip_file_set_comment.c" />
<ClCompile Include="libzip\lib\zip_file_set_encryption.c" />
<ClCompile Include="libzip\lib\zip_file_set_external_attributes.c" />
<ClCompile Include="libzip\lib\zip_file_set_mtime.c" />
<ClCompile Include="libzip\lib\zip_file_strerror.c" />
<ClCompile Include="libzip\lib\zip_fopen.c" />
<ClCompile Include="libzip\lib\zip_fopen_encrypted.c" />
<ClCompile Include="libzip\lib\zip_fopen_index.c" />
<ClCompile Include="libzip\lib\zip_fopen_index_encrypted.c" />
<ClCompile Include="libzip\lib\zip_fread.c" />
<ClCompile Include="libzip\lib\zip_fseek.c" />
<ClCompile Include="libzip\lib\zip_ftell.c" />
<ClCompile Include="libzip\lib\zip_get_archive_comment.c" />
<ClCompile Include="libzip\lib\zip_get_archive_flag.c" />
<ClCompile Include="libzip\lib\zip_get_encryption_implementation.c" />
<ClCompile Include="libzip\lib\zip_get_file_comment.c" />
<ClCompile Include="libzip\lib\zip_get_name.c" />
<ClCompile Include="libzip\lib\zip_get_num_entries.c" />
<ClCompile Include="libzip\lib\zip_get_num_files.c" />
<ClCompile Include="libzip\lib\zip_hash.c" />
<ClCompile Include="libzip\lib\zip_io_util.c" />
<ClCompile Include="libzip\lib\zip_libzip_version.c" />
<ClCompile Include="libzip\lib\zip_memdup.c" />
<ClCompile Include="libzip\lib\zip_name_locate.c" />
<ClCompile Include="libzip\lib\zip_new.c" />
<ClCompile Include="libzip\lib\zip_open.c" />
<ClCompile Include="libzip\lib\zip_pkware.c" />
<ClCompile Include="libzip\lib\zip_progress.c" />
<ClCompile Include="libzip\lib\zip_random_win32.c" />
<ClCompile Include="libzip\lib\zip_rename.c" />
<ClCompile Include="libzip\lib\zip_replace.c" />
<ClCompile Include="libzip\lib\zip_set_archive_comment.c" />
<ClCompile Include="libzip\lib\zip_set_archive_flag.c" />
<ClCompile Include="libzip\lib\zip_set_default_password.c" />
<ClCompile Include="libzip\lib\zip_set_file_comment.c" />
<ClCompile Include="libzip\lib\zip_set_file_compression.c" />
<ClCompile Include="libzip\lib\zip_set_name.c" />
<ClCompile Include="libzip\lib\zip_source_accept_empty.c" />
<ClCompile Include="libzip\lib\zip_source_begin_write.c" />
<ClCompile Include="libzip\lib\zip_source_begin_write_cloning.c" />
<ClCompile Include="libzip\lib\zip_source_buffer.c" />
<ClCompile Include="libzip\lib\zip_source_call.c" />
<ClCompile Include="libzip\lib\zip_source_close.c" />
<ClCompile Include="libzip\lib\zip_source_commit_write.c" />
<ClCompile Include="libzip\lib\zip_source_compress.c" />
<ClCompile Include="libzip\lib\zip_source_crc.c" />
<ClCompile Include="libzip\lib\zip_source_error.c" />
<ClCompile Include="libzip\lib\zip_source_file_common.c" />
<ClCompile Include="libzip\lib\zip_source_file_stdio.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_ansi.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_named.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_utf16.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_utf8.c" />
<ClCompile Include="libzip\lib\zip_source_free.c" />
<ClCompile Include="libzip\lib\zip_source_function.c" />
<ClCompile Include="libzip\lib\zip_source_get_file_attributes.c" />
<ClCompile Include="libzip\lib\zip_source_is_deleted.c" />
<ClCompile Include="libzip\lib\zip_source_layered.c" />
<ClCompile Include="libzip\lib\zip_source_open.c" />
<ClCompile Include="libzip\lib\zip_source_pkware_decode.c" />
<ClCompile Include="libzip\lib\zip_source_pkware_encode.c" />
<ClCompile Include="libzip\lib\zip_source_read.c" />
<ClCompile Include="libzip\lib\zip_source_remove.c" />
<ClCompile Include="libzip\lib\zip_source_rollback_write.c" />
<ClCompile Include="libzip\lib\zip_source_seek.c" />
<ClCompile Include="libzip\lib\zip_source_seek_write.c" />
<ClCompile Include="libzip\lib\zip_source_stat.c" />
<ClCompile Include="libzip\lib\zip_source_supports.c" />
<ClCompile Include="libzip\lib\zip_source_tell.c" />
<ClCompile Include="libzip\lib\zip_source_tell_write.c" />
<ClCompile Include="libzip\lib\zip_source_window.c" />
<ClCompile Include="libzip\lib\zip_source_winzip_aes_decode.c" />
<ClCompile Include="libzip\lib\zip_source_winzip_aes_encode.c" />
<ClCompile Include="libzip\lib\zip_source_write.c" />
<ClCompile Include="libzip\lib\zip_source_zip.c" />
<ClCompile Include="libzip\lib\zip_source_zip_new.c" />
<ClCompile Include="libzip\lib\zip_stat.c" />
<ClCompile Include="libzip\lib\zip_stat_index.c" />
<ClCompile Include="libzip\lib\zip_stat_init.c" />
<ClCompile Include="libzip\lib\zip_strerror.c" />
<ClCompile Include="libzip\lib\zip_string.c" />
<ClCompile Include="libzip\lib\zip_unchange.c" />
<ClCompile Include="libzip\lib\zip_unchange_all.c" />
<ClCompile Include="libzip\lib\zip_unchange_archive.c" />
<ClCompile Include="libzip\lib\zip_unchange_data.c" />
<ClCompile Include="libzip\lib\zip_utf-8.c" />
<ClCompile Include="libzip\lib\zip_winzip_aes.c" />
<ClCompile Include="private\zip_err_str.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="libzip\lib\compat.h" />
<ClInclude Include="libzip\lib\zip.h" />
<ClInclude Include="libzip\lib\zipint.h" />
<ClInclude Include="libzip\lib\zip_crypto.h" />
<ClInclude Include="libzip\lib\zip_crypto_win.h" />
<ClInclude Include="libzip\lib\zip_source_file.h" />
<ClInclude Include="libzip\lib\zip_source_file_stdio.h" />
<ClInclude Include="libzip\lib\zip_source_file_win32.h" />
<ClInclude Include="private\config.h" />
<ClInclude Include="zipconf.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\zstd\zstd.vcxproj">
<Project>{52244028-937a-44e9-a76b-2bea18fd239a}</Project>
</ProjectReference>
</ItemGroup>
<ItemDefinitionGroup>
<ClCompile>
<PreprocessorDefinitions>ZIP_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>TurnOffAllWarnings</WarningLevel>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\zstd\zstd\lib;$(SolutionDir)3rdparty\zlib;$(ProjectDir)private;$(ProjectDir)libzip\lib;$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>

137
3rdparty/libzip/libzip.vcxproj.filters vendored Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="libzip\lib\zip_unchange_all.c" />
<ClCompile Include="libzip\lib\zip_unchange_archive.c" />
<ClCompile Include="libzip\lib\zip_unchange_data.c" />
<ClCompile Include="libzip\lib\zip_utf-8.c" />
<ClCompile Include="libzip\lib\zip_winzip_aes.c" />
<ClCompile Include="libzip\lib\zip_add.c" />
<ClCompile Include="libzip\lib\zip_add_dir.c" />
<ClCompile Include="libzip\lib\zip_add_entry.c" />
<ClCompile Include="libzip\lib\zip_algorithm_deflate.c" />
<ClCompile Include="libzip\lib\zip_buffer.c" />
<ClCompile Include="libzip\lib\zip_close.c" />
<ClCompile Include="libzip\lib\zip_crypto_win.c" />
<ClCompile Include="libzip\lib\zip_delete.c" />
<ClCompile Include="libzip\lib\zip_dir_add.c" />
<ClCompile Include="libzip\lib\zip_dirent.c" />
<ClCompile Include="libzip\lib\zip_discard.c" />
<ClCompile Include="libzip\lib\zip_entry.c" />
<ClCompile Include="libzip\lib\zip_error.c" />
<ClCompile Include="libzip\lib\zip_error_clear.c" />
<ClCompile Include="libzip\lib\zip_error_get.c" />
<ClCompile Include="libzip\lib\zip_error_get_sys_type.c" />
<ClCompile Include="libzip\lib\zip_error_strerror.c" />
<ClCompile Include="libzip\lib\zip_error_to_str.c" />
<ClCompile Include="libzip\lib\zip_extra_field.c" />
<ClCompile Include="libzip\lib\zip_extra_field_api.c" />
<ClCompile Include="libzip\lib\zip_fclose.c" />
<ClCompile Include="libzip\lib\zip_fdopen.c" />
<ClCompile Include="libzip\lib\zip_file_add.c" />
<ClCompile Include="libzip\lib\zip_file_error_clear.c" />
<ClCompile Include="libzip\lib\zip_file_error_get.c" />
<ClCompile Include="libzip\lib\zip_file_get_comment.c" />
<ClCompile Include="libzip\lib\zip_file_get_external_attributes.c" />
<ClCompile Include="libzip\lib\zip_file_get_offset.c" />
<ClCompile Include="libzip\lib\zip_file_rename.c" />
<ClCompile Include="libzip\lib\zip_file_replace.c" />
<ClCompile Include="libzip\lib\zip_file_set_comment.c" />
<ClCompile Include="libzip\lib\zip_file_set_encryption.c" />
<ClCompile Include="libzip\lib\zip_file_set_external_attributes.c" />
<ClCompile Include="libzip\lib\zip_file_set_mtime.c" />
<ClCompile Include="libzip\lib\zip_file_strerror.c" />
<ClCompile Include="libzip\lib\zip_fopen.c" />
<ClCompile Include="libzip\lib\zip_fopen_encrypted.c" />
<ClCompile Include="libzip\lib\zip_fopen_index.c" />
<ClCompile Include="libzip\lib\zip_fopen_index_encrypted.c" />
<ClCompile Include="libzip\lib\zip_fread.c" />
<ClCompile Include="libzip\lib\zip_fseek.c" />
<ClCompile Include="libzip\lib\zip_ftell.c" />
<ClCompile Include="libzip\lib\zip_get_archive_comment.c" />
<ClCompile Include="libzip\lib\zip_get_archive_flag.c" />
<ClCompile Include="libzip\lib\zip_get_encryption_implementation.c" />
<ClCompile Include="libzip\lib\zip_get_file_comment.c" />
<ClCompile Include="libzip\lib\zip_get_name.c" />
<ClCompile Include="libzip\lib\zip_get_num_entries.c" />
<ClCompile Include="libzip\lib\zip_get_num_files.c" />
<ClCompile Include="libzip\lib\zip_hash.c" />
<ClCompile Include="libzip\lib\zip_io_util.c" />
<ClCompile Include="libzip\lib\zip_libzip_version.c" />
<ClCompile Include="libzip\lib\zip_memdup.c" />
<ClCompile Include="libzip\lib\zip_name_locate.c" />
<ClCompile Include="libzip\lib\zip_new.c" />
<ClCompile Include="libzip\lib\zip_open.c" />
<ClCompile Include="libzip\lib\zip_pkware.c" />
<ClCompile Include="libzip\lib\zip_progress.c" />
<ClCompile Include="libzip\lib\zip_random_win32.c" />
<ClCompile Include="libzip\lib\zip_rename.c" />
<ClCompile Include="libzip\lib\zip_replace.c" />
<ClCompile Include="libzip\lib\zip_set_archive_comment.c" />
<ClCompile Include="libzip\lib\zip_set_archive_flag.c" />
<ClCompile Include="libzip\lib\zip_set_default_password.c" />
<ClCompile Include="libzip\lib\zip_set_file_comment.c" />
<ClCompile Include="libzip\lib\zip_set_file_compression.c" />
<ClCompile Include="libzip\lib\zip_set_name.c" />
<ClCompile Include="libzip\lib\zip_source_accept_empty.c" />
<ClCompile Include="libzip\lib\zip_source_begin_write.c" />
<ClCompile Include="libzip\lib\zip_source_begin_write_cloning.c" />
<ClCompile Include="libzip\lib\zip_source_buffer.c" />
<ClCompile Include="libzip\lib\zip_source_call.c" />
<ClCompile Include="libzip\lib\zip_source_close.c" />
<ClCompile Include="libzip\lib\zip_source_commit_write.c" />
<ClCompile Include="libzip\lib\zip_source_compress.c" />
<ClCompile Include="libzip\lib\zip_source_crc.c" />
<ClCompile Include="libzip\lib\zip_source_error.c" />
<ClCompile Include="libzip\lib\zip_source_file_common.c" />
<ClCompile Include="libzip\lib\zip_source_file_stdio.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_ansi.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_named.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_utf8.c" />
<ClCompile Include="libzip\lib\zip_source_file_win32_utf16.c" />
<ClCompile Include="libzip\lib\zip_source_free.c" />
<ClCompile Include="libzip\lib\zip_source_function.c" />
<ClCompile Include="libzip\lib\zip_source_get_file_attributes.c" />
<ClCompile Include="libzip\lib\zip_source_is_deleted.c" />
<ClCompile Include="libzip\lib\zip_source_layered.c" />
<ClCompile Include="libzip\lib\zip_source_open.c" />
<ClCompile Include="libzip\lib\zip_source_pkware_decode.c" />
<ClCompile Include="libzip\lib\zip_source_pkware_encode.c" />
<ClCompile Include="libzip\lib\zip_source_read.c" />
<ClCompile Include="libzip\lib\zip_source_remove.c" />
<ClCompile Include="libzip\lib\zip_source_rollback_write.c" />
<ClCompile Include="libzip\lib\zip_source_seek.c" />
<ClCompile Include="libzip\lib\zip_source_seek_write.c" />
<ClCompile Include="libzip\lib\zip_source_stat.c" />
<ClCompile Include="libzip\lib\zip_source_supports.c" />
<ClCompile Include="libzip\lib\zip_source_tell.c" />
<ClCompile Include="libzip\lib\zip_source_tell_write.c" />
<ClCompile Include="libzip\lib\zip_source_window.c" />
<ClCompile Include="libzip\lib\zip_source_winzip_aes_decode.c" />
<ClCompile Include="libzip\lib\zip_source_winzip_aes_encode.c" />
<ClCompile Include="libzip\lib\zip_source_write.c" />
<ClCompile Include="libzip\lib\zip_source_zip.c" />
<ClCompile Include="libzip\lib\zip_source_zip_new.c" />
<ClCompile Include="libzip\lib\zip_stat.c" />
<ClCompile Include="libzip\lib\zip_stat_index.c" />
<ClCompile Include="libzip\lib\zip_stat_init.c" />
<ClCompile Include="libzip\lib\zip_strerror.c" />
<ClCompile Include="libzip\lib\zip_string.c" />
<ClCompile Include="libzip\lib\zip_unchange.c" />
<ClCompile Include="private\zip_err_str.c" />
<ClCompile Include="libzip\lib\zip_algorithm_zstd.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="libzip\lib\zipint.h" />
<ClInclude Include="libzip\lib\compat.h" />
<ClInclude Include="libzip\lib\zip.h" />
<ClInclude Include="libzip\lib\zip_crypto.h" />
<ClInclude Include="libzip\lib\zip_crypto_win.h" />
<ClInclude Include="libzip\lib\zip_source_file.h" />
<ClInclude Include="libzip\lib\zip_source_file_stdio.h" />
<ClInclude Include="libzip\lib\zip_source_file_win32.h" />
<ClInclude Include="private\config.h" />
<ClInclude Include="zipconf.h" />
</ItemGroup>
</Project>

64
3rdparty/libzip/private/config.h vendored Normal file
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@@ -0,0 +1,64 @@
#ifndef HAD_CONFIG_H
#define HAD_CONFIG_H
#ifndef _HAD_ZIPCONF_H
#include "zipconf.h"
#endif
/* BEGIN DEFINES */
/* #undef HAVE___PROGNAME */
#define HAVE__CLOSE
#define HAVE__DUP
#define HAVE__FDOPEN
#define HAVE__FILENO
#define HAVE__SETMODE
#define HAVE__SNPRINTF
#define HAVE__STRDUP
#define HAVE__STRICMP
#define HAVE__STRTOI64
#define HAVE__STRTOUI64
/* #undef HAVE__UMASK */
#define HAVE__UNLINK
/* #undef HAVE_ARC4RANDOM */
/* #undef HAVE_CLONEFILE */
/* #undef HAVE_COMMONCRYPTO */
#define HAVE_CRYPTO
/* #undef HAVE_FICLONERANGE */
#define HAVE_FILENO
/* #undef HAVE_FCHMOD */
/* #undef HAVE_FSEEKO */
/* #undef HAVE_FTELLO */
/* #undef HAVE_GETPROGNAME */
/* #undef HAVE_GNUTLS */
/* #undef HAVE_LIBBZ2 */
/* #undef HAVE_LIBLZMA */
#define HAVE_LIBZSTD
/* #undef HAVE_LOCALTIME_R */
/* #undef HAVE_MBEDTLS */
/* #undef HAVE_MKSTEMP */
/* #undef HAVE_NULLABLE */
/* #undef HAVE_OPENSSL */
#define HAVE_SETMODE
#define HAVE_SNPRINTF
/* #undef HAVE_STRCASECMP */
#define HAVE_STRDUP
#define HAVE_STRICMP
#define HAVE_STRTOLL
#define HAVE_STRTOULL
/* #undef HAVE_STRUCT_TM_TM_ZONE */
#define HAVE_STDBOOL_H
/* #undef HAVE_STRINGS_H */
/* #undef HAVE_UNISTD_H */
#define HAVE_WINDOWS_CRYPTO
#define SIZEOF_OFF_T 4
#define SIZEOF_SIZE_T 8
/* #undef HAVE_DIRENT_H */
/* #undef HAVE_FTS_H */
/* #undef HAVE_NDIR_H */
/* #undef HAVE_SYS_DIR_H */
/* #undef HAVE_SYS_NDIR_H */
/* #undef WORDS_BIGENDIAN */
#define HAVE_SHARED
/* END DEFINES */
#define PACKAGE "libzip"
#define VERSION "1.8.0"
#endif /* HAD_CONFIG_H */

77
3rdparty/libzip/private/zip_err_str.c vendored Normal file
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@@ -0,0 +1,77 @@
/*
This file was generated automatically by CMake
from zip.h and zipint.h; make changes there.
*/
#include "zipint.h"
#define L ZIP_ET_LIBZIP
#define N ZIP_ET_NONE
#define S ZIP_ET_SYS
#define Z ZIP_ET_ZLIB
#define E ZIP_DETAIL_ET_ENTRY
#define G ZIP_DETAIL_ET_GLOBAL
const struct _zip_err_info _zip_err_str[] = {
{ N, "No error" },
{ N, "Multi-disk zip archives not supported" },
{ S, "Renaming temporary file failed" },
{ S, "Closing zip archive failed" },
{ S, "Seek error" },
{ S, "Read error" },
{ S, "Write error" },
{ N, "CRC error" },
{ N, "Containing zip archive was closed" },
{ N, "No such file" },
{ N, "File already exists" },
{ S, "Can't open file" },
{ S, "Failure to create temporary file" },
{ Z, "Zlib error" },
{ N, "Malloc failure" },
{ N, "Entry has been changed" },
{ N, "Compression method not supported" },
{ N, "Premature end of file" },
{ N, "Invalid argument" },
{ N, "Not a zip archive" },
{ N, "Internal error" },
{ L, "Zip archive inconsistent" },
{ S, "Can't remove file" },
{ N, "Entry has been deleted" },
{ N, "Encryption method not supported" },
{ N, "Read-only archive" },
{ N, "No password provided" },
{ N, "Wrong password provided" },
{ N, "Operation not supported" },
{ N, "Resource still in use" },
{ S, "Tell error" },
{ N, "Compressed data invalid" },
{ N, "Operation cancelled" },
};
const int _zip_err_str_count = sizeof(_zip_err_str)/sizeof(_zip_err_str[0]);
const struct _zip_err_info _zip_err_details[] = {
{ G, "no detail" },
{ G, "central directory overlaps EOCD, or there is space between them" },
{ G, "archive comment length incorrect" },
{ G, "central directory length invalid" },
{ E, "central header invalid" },
{ G, "central directory count of entries is incorrect" },
{ E, "local and central headers do not match" },
{ G, "wrong EOCD length" },
{ G, "EOCD64 overlaps EOCD, or there is space between them" },
{ G, "EOCD64 magic incorrect" },
{ G, "EOCD64 and EOCD do not match" },
{ G, "invalid value in central directory" },
{ E, "variable size fields overflow header" },
{ E, "invalid UTF-8 in filename" },
{ E, "invalid UTF-8 in comment" },
{ E, "invalid Zip64 extra field" },
{ E, "invalid WinZip AES extra field" },
{ E, "garbage at end of extra fields" },
{ E, "extra field length is invalid" },
{ E, "file length in header doesn't match actual file length" },
};
const int _zip_err_details_count = sizeof(_zip_err_details)/sizeof(_zip_err_details[0]);

51
3rdparty/libzip/zipconf.h vendored Normal file
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#ifndef _HAD_ZIPCONF_H
#define _HAD_ZIPCONF_H
/*
zipconf.h -- platform specific include file
This file was generated automatically by CMake
based on ../cmake-zipconf.h.in.
*/
#define LIBZIP_VERSION "1.8.0"
#define LIBZIP_VERSION_MAJOR 1
#define LIBZIP_VERSION_MINOR 8
#define LIBZIP_VERSION_MICRO 0
/* #undef ZIP_STATIC */
#define _Nullable
#define _Nonnull
#if !defined(__STDC_FORMAT_MACROS)
#define __STDC_FORMAT_MACROS 1
#endif
#include <inttypes.h>
typedef int8_t zip_int8_t;
typedef uint8_t zip_uint8_t;
typedef int16_t zip_int16_t;
typedef uint16_t zip_uint16_t;
typedef int32_t zip_int32_t;
typedef uint32_t zip_uint32_t;
typedef int64_t zip_int64_t;
typedef uint64_t zip_uint64_t;
#define ZIP_INT8_MIN (-ZIP_INT8_MAX-1)
#define ZIP_INT8_MAX 0x7f
#define ZIP_UINT8_MAX 0xff
#define ZIP_INT16_MIN (-ZIP_INT16_MAX-1)
#define ZIP_INT16_MAX 0x7fff
#define ZIP_UINT16_MAX 0xffff
#define ZIP_INT32_MIN (-ZIP_INT32_MAX-1L)
#define ZIP_INT32_MAX 0x7fffffffL
#define ZIP_UINT32_MAX 0xffffffffLU
#define ZIP_INT64_MIN (-ZIP_INT64_MAX-1LL)
#define ZIP_INT64_MAX 0x7fffffffffffffffLL
#define ZIP_UINT64_MAX 0xffffffffffffffffULL
#endif /* zipconf.h */

77
3rdparty/lzma/CMakeLists.txt vendored Normal file
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add_library(pcsx2-lzma STATIC
include/7z.h
include/7zAlloc.h
include/7zBuf.h
include/7zCrc.h
include/7zFile.h
include/7zTypes.h
include/7zVersion.h
include/Alloc.h
include/Bcj2.h
include/Bra.h
include/Compiler.h
include/CpuArch.h
include/Delta.h
include/LzFind.h
include/LzHash.h
include/Lzma2Dec.h
include/Lzma2DecMt.h
include/Lzma2Enc.h
include/Lzma86.h
include/LzmaDec.h
include/LzmaEnc.h
include/LzmaLib.h
include/Ppmd.h
include/Ppmd7.h
include/Precomp.h
include/RotateDefs.h
include/Sha256.h
include/Xz.h
include/XzCrc64.h
include/XzEnc.h
src/7zAlloc.c
src/7zArcIn.c
src/7zBuf.c
src/7zBuf2.c
src/7zCrc.c
src/7zCrcOpt.c
src/7zDec.c
src/7zFile.c
src/7zStream.c
src/Alloc.c
src/Bcj2.c
src/Bcj2Enc.c
src/Bra.c
src/Bra86.c
src/BraIA64.c
src/CpuArch.c
src/Delta.c
src/LzFind.c
src/LzFindOpt.c
src/Lzma2Dec.c
src/Lzma2DecMt.c
src/Lzma2Enc.c
src/Lzma86Dec.c
src/Lzma86Enc.c
src/LzmaDec.c
src/LzmaEnc.c
src/LzmaLib.c
src/Ppmd7.c
src/Ppmd7Dec.c
src/Ppmd7Enc.c
src/Sha256.c
src/Sha256Opt.c
src/Xz.c
src/XzCrc64.c
src/XzCrc64Opt.c
src/XzDec.c
src/XzEnc.c
src/XzIn.c
)
target_compile_definitions(pcsx2-lzma PRIVATE _7ZIP_ST)
target_include_directories(pcsx2-lzma PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/include")
target_include_directories(pcsx2-lzma INTERFACE "${CMAKE_CURRENT_SOURCE_DIR}/include")
add_library(LZMA::LZMA ALIAS pcsx2-lzma)

5
3rdparty/lzma/LICENSE.txt vendored Normal file
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@@ -0,0 +1,5 @@
https://www.7-zip.org/sdk.html
LZMA SDK is placed in the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute the original LZMA SDK code, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means.

204
3rdparty/lzma/include/7z.h vendored Normal file
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@@ -0,0 +1,204 @@
/* 7z.h -- 7z interface
2018-07-02 : Igor Pavlov : Public domain */
#ifndef __7Z_H
#define __7Z_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define k7zStartHeaderSize 0x20
#define k7zSignatureSize 6
extern const Byte k7zSignature[k7zSignatureSize];
typedef struct
{
const Byte *Data;
size_t Size;
} CSzData;
/* CSzCoderInfo & CSzFolder support only default methods */
typedef struct
{
size_t PropsOffset;
UInt32 MethodID;
Byte NumStreams;
Byte PropsSize;
} CSzCoderInfo;
typedef struct
{
UInt32 InIndex;
UInt32 OutIndex;
} CSzBond;
#define SZ_NUM_CODERS_IN_FOLDER_MAX 4
#define SZ_NUM_BONDS_IN_FOLDER_MAX 3
#define SZ_NUM_PACK_STREAMS_IN_FOLDER_MAX 4
typedef struct
{
UInt32 NumCoders;
UInt32 NumBonds;
UInt32 NumPackStreams;
UInt32 UnpackStream;
UInt32 PackStreams[SZ_NUM_PACK_STREAMS_IN_FOLDER_MAX];
CSzBond Bonds[SZ_NUM_BONDS_IN_FOLDER_MAX];
CSzCoderInfo Coders[SZ_NUM_CODERS_IN_FOLDER_MAX];
} CSzFolder;
SRes SzGetNextFolderItem(CSzFolder *f, CSzData *sd);
typedef struct
{
UInt32 Low;
UInt32 High;
} CNtfsFileTime;
typedef struct
{
Byte *Defs; /* MSB 0 bit numbering */
UInt32 *Vals;
} CSzBitUi32s;
typedef struct
{
Byte *Defs; /* MSB 0 bit numbering */
// UInt64 *Vals;
CNtfsFileTime *Vals;
} CSzBitUi64s;
#define SzBitArray_Check(p, i) (((p)[(i) >> 3] & (0x80 >> ((i) & 7))) != 0)
#define SzBitWithVals_Check(p, i) ((p)->Defs && ((p)->Defs[(i) >> 3] & (0x80 >> ((i) & 7))) != 0)
typedef struct
{
UInt32 NumPackStreams;
UInt32 NumFolders;
UInt64 *PackPositions; // NumPackStreams + 1
CSzBitUi32s FolderCRCs; // NumFolders
size_t *FoCodersOffsets; // NumFolders + 1
UInt32 *FoStartPackStreamIndex; // NumFolders + 1
UInt32 *FoToCoderUnpackSizes; // NumFolders + 1
Byte *FoToMainUnpackSizeIndex; // NumFolders
UInt64 *CoderUnpackSizes; // for all coders in all folders
Byte *CodersData;
UInt64 RangeLimit;
} CSzAr;
UInt64 SzAr_GetFolderUnpackSize(const CSzAr *p, UInt32 folderIndex);
SRes SzAr_DecodeFolder(const CSzAr *p, UInt32 folderIndex,
ILookInStream *stream, UInt64 startPos,
Byte *outBuffer, size_t outSize,
ISzAllocPtr allocMain);
typedef struct
{
CSzAr db;
UInt64 startPosAfterHeader;
UInt64 dataPos;
UInt32 NumFiles;
UInt64 *UnpackPositions; // NumFiles + 1
// Byte *IsEmptyFiles;
Byte *IsDirs;
CSzBitUi32s CRCs;
CSzBitUi32s Attribs;
// CSzBitUi32s Parents;
CSzBitUi64s MTime;
CSzBitUi64s CTime;
UInt32 *FolderToFile; // NumFolders + 1
UInt32 *FileToFolder; // NumFiles
size_t *FileNameOffsets; /* in 2-byte steps */
Byte *FileNames; /* UTF-16-LE */
} CSzArEx;
#define SzArEx_IsDir(p, i) (SzBitArray_Check((p)->IsDirs, i))
#define SzArEx_GetFileSize(p, i) ((p)->UnpackPositions[(i) + 1] - (p)->UnpackPositions[i])
void SzArEx_Init(CSzArEx *p);
void SzArEx_Free(CSzArEx *p, ISzAllocPtr alloc);
UInt64 SzArEx_GetFolderStreamPos(const CSzArEx *p, UInt32 folderIndex, UInt32 indexInFolder);
int SzArEx_GetFolderFullPackSize(const CSzArEx *p, UInt32 folderIndex, UInt64 *resSize);
/*
if dest == NULL, the return value specifies the required size of the buffer,
in 16-bit characters, including the null-terminating character.
if dest != NULL, the return value specifies the number of 16-bit characters that
are written to the dest, including the null-terminating character. */
size_t SzArEx_GetFileNameUtf16(const CSzArEx *p, size_t fileIndex, UInt16 *dest);
/*
size_t SzArEx_GetFullNameLen(const CSzArEx *p, size_t fileIndex);
UInt16 *SzArEx_GetFullNameUtf16_Back(const CSzArEx *p, size_t fileIndex, UInt16 *dest);
*/
/*
SzArEx_Extract extracts file from archive
*outBuffer must be 0 before first call for each new archive.
Extracting cache:
If you need to decompress more than one file, you can send
these values from previous call:
*blockIndex,
*outBuffer,
*outBufferSize
You can consider "*outBuffer" as cache of solid block. If your archive is solid,
it will increase decompression speed.
If you use external function, you can declare these 3 cache variables
(blockIndex, outBuffer, outBufferSize) as static in that external function.
Free *outBuffer and set *outBuffer to 0, if you want to flush cache.
*/
SRes SzArEx_Extract(
const CSzArEx *db,
ILookInStream *inStream,
UInt32 fileIndex, /* index of file */
UInt32 *blockIndex, /* index of solid block */
Byte **outBuffer, /* pointer to pointer to output buffer (allocated with allocMain) */
size_t *outBufferSize, /* buffer size for output buffer */
size_t *offset, /* offset of stream for required file in *outBuffer */
size_t *outSizeProcessed, /* size of file in *outBuffer */
ISzAllocPtr allocMain,
ISzAllocPtr allocTemp);
/*
SzArEx_Open Errors:
SZ_ERROR_NO_ARCHIVE
SZ_ERROR_ARCHIVE
SZ_ERROR_UNSUPPORTED
SZ_ERROR_MEM
SZ_ERROR_CRC
SZ_ERROR_INPUT_EOF
SZ_ERROR_FAIL
*/
SRes SzArEx_Open(CSzArEx *p, ILookInStream *inStream,
ISzAllocPtr allocMain, ISzAllocPtr allocTemp);
EXTERN_C_END
#endif

19
3rdparty/lzma/include/7zAlloc.h vendored Normal file
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/* 7zAlloc.h -- Allocation functions
2017-04-03 : Igor Pavlov : Public domain */
#ifndef __7Z_ALLOC_H
#define __7Z_ALLOC_H
#include "7zTypes.h"
EXTERN_C_BEGIN
void *SzAlloc(ISzAllocPtr p, size_t size);
void SzFree(ISzAllocPtr p, void *address);
void *SzAllocTemp(ISzAllocPtr p, size_t size);
void SzFreeTemp(ISzAllocPtr p, void *address);
EXTERN_C_END
#endif

35
3rdparty/lzma/include/7zBuf.h vendored Normal file
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/* 7zBuf.h -- Byte Buffer
2017-04-03 : Igor Pavlov : Public domain */
#ifndef __7Z_BUF_H
#define __7Z_BUF_H
#include "7zTypes.h"
EXTERN_C_BEGIN
typedef struct
{
Byte *data;
size_t size;
} CBuf;
void Buf_Init(CBuf *p);
int Buf_Create(CBuf *p, size_t size, ISzAllocPtr alloc);
void Buf_Free(CBuf *p, ISzAllocPtr alloc);
typedef struct
{
Byte *data;
size_t size;
size_t pos;
} CDynBuf;
void DynBuf_Construct(CDynBuf *p);
void DynBuf_SeekToBeg(CDynBuf *p);
int DynBuf_Write(CDynBuf *p, const Byte *buf, size_t size, ISzAllocPtr alloc);
void DynBuf_Free(CDynBuf *p, ISzAllocPtr alloc);
EXTERN_C_END
#endif

25
3rdparty/lzma/include/7zCrc.h vendored Normal file
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/* 7zCrc.h -- CRC32 calculation
2013-01-18 : Igor Pavlov : Public domain */
#ifndef __7Z_CRC_H
#define __7Z_CRC_H
#include "7zTypes.h"
EXTERN_C_BEGIN
extern UInt32 g_CrcTable[];
/* Call CrcGenerateTable one time before other CRC functions */
void MY_FAST_CALL CrcGenerateTable(void);
#define CRC_INIT_VAL 0xFFFFFFFF
#define CRC_GET_DIGEST(crc) ((crc) ^ CRC_INIT_VAL)
#define CRC_UPDATE_BYTE(crc, b) (g_CrcTable[((crc) ^ (b)) & 0xFF] ^ ((crc) >> 8))
UInt32 MY_FAST_CALL CrcUpdate(UInt32 crc, const void *data, size_t size);
UInt32 MY_FAST_CALL CrcCalc(const void *data, size_t size);
EXTERN_C_END
#endif

91
3rdparty/lzma/include/7zFile.h vendored Normal file
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/* 7zFile.h -- File IO
2021-02-15 : Igor Pavlov : Public domain */
#ifndef __7Z_FILE_H
#define __7Z_FILE_H
#ifdef _WIN32
#define USE_WINDOWS_FILE
// #include <windows.h>
#endif
#ifdef USE_WINDOWS_FILE
#include <windows.h>
#else
// note: USE_FOPEN mode is limited to 32-bit file size
// #define USE_FOPEN
// #include <stdio.h>
#endif
#include "7zTypes.h"
EXTERN_C_BEGIN
/* ---------- File ---------- */
typedef struct
{
#ifdef USE_WINDOWS_FILE
HANDLE handle;
#elif defined(USE_FOPEN)
FILE *file;
#else
int fd;
#endif
} CSzFile;
void File_Construct(CSzFile *p);
#if !defined(UNDER_CE) || !defined(USE_WINDOWS_FILE)
WRes InFile_Open(CSzFile *p, const char *name);
WRes OutFile_Open(CSzFile *p, const char *name);
#endif
#ifdef USE_WINDOWS_FILE
WRes InFile_OpenW(CSzFile *p, const WCHAR *name);
WRes OutFile_OpenW(CSzFile *p, const WCHAR *name);
#endif
WRes File_Close(CSzFile *p);
/* reads max(*size, remain file's size) bytes */
WRes File_Read(CSzFile *p, void *data, size_t *size);
/* writes *size bytes */
WRes File_Write(CSzFile *p, const void *data, size_t *size);
WRes File_Seek(CSzFile *p, Int64 *pos, ESzSeek origin);
WRes File_GetLength(CSzFile *p, UInt64 *length);
/* ---------- FileInStream ---------- */
typedef struct
{
ISeqInStream vt;
CSzFile file;
WRes wres;
} CFileSeqInStream;
void FileSeqInStream_CreateVTable(CFileSeqInStream *p);
typedef struct
{
ISeekInStream vt;
CSzFile file;
WRes wres;
} CFileInStream;
void FileInStream_CreateVTable(CFileInStream *p);
typedef struct
{
ISeqOutStream vt;
CSzFile file;
WRes wres;
} CFileOutStream;
void FileOutStream_CreateVTable(CFileOutStream *p);
EXTERN_C_END
#endif

525
3rdparty/lzma/include/7zTypes.h vendored Normal file
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/* 7zTypes.h -- Basic types
2021-12-25 : Igor Pavlov : Public domain */
#ifndef __7Z_TYPES_H
#define __7Z_TYPES_H
#ifdef _WIN32
/* #include <windows.h> */
#else
#include <errno.h>
#endif
#include <stddef.h>
#ifndef EXTERN_C_BEGIN
#ifdef __cplusplus
#define EXTERN_C_BEGIN extern "C" {
#define EXTERN_C_END }
#else
#define EXTERN_C_BEGIN
#define EXTERN_C_END
#endif
#endif
EXTERN_C_BEGIN
#define SZ_OK 0
#define SZ_ERROR_DATA 1
#define SZ_ERROR_MEM 2
#define SZ_ERROR_CRC 3
#define SZ_ERROR_UNSUPPORTED 4
#define SZ_ERROR_PARAM 5
#define SZ_ERROR_INPUT_EOF 6
#define SZ_ERROR_OUTPUT_EOF 7
#define SZ_ERROR_READ 8
#define SZ_ERROR_WRITE 9
#define SZ_ERROR_PROGRESS 10
#define SZ_ERROR_FAIL 11
#define SZ_ERROR_THREAD 12
#define SZ_ERROR_ARCHIVE 16
#define SZ_ERROR_NO_ARCHIVE 17
typedef int SRes;
#ifdef _MSC_VER
#if _MSC_VER > 1200
#define MY_ALIGN(n) __declspec(align(n))
#else
#define MY_ALIGN(n)
#endif
#else
#define MY_ALIGN(n) __attribute__ ((aligned(n)))
#endif
#ifdef _WIN32
/* typedef DWORD WRes; */
typedef unsigned WRes;
#define MY_SRes_HRESULT_FROM_WRes(x) HRESULT_FROM_WIN32(x)
// #define MY_HRES_ERROR__INTERNAL_ERROR MY_SRes_HRESULT_FROM_WRes(ERROR_INTERNAL_ERROR)
#else // _WIN32
// #define ENV_HAVE_LSTAT
typedef int WRes;
// (FACILITY_ERRNO = 0x800) is 7zip's FACILITY constant to represent (errno) errors in HRESULT
#define MY__FACILITY_ERRNO 0x800
#define MY__FACILITY_WIN32 7
#define MY__FACILITY__WRes MY__FACILITY_ERRNO
#define MY_HRESULT_FROM_errno_CONST_ERROR(x) ((HRESULT)( \
( (HRESULT)(x) & 0x0000FFFF) \
| (MY__FACILITY__WRes << 16) \
| (HRESULT)0x80000000 ))
#define MY_SRes_HRESULT_FROM_WRes(x) \
((HRESULT)(x) <= 0 ? ((HRESULT)(x)) : MY_HRESULT_FROM_errno_CONST_ERROR(x))
// we call macro HRESULT_FROM_WIN32 for system errors (WRes) that are (errno)
#define HRESULT_FROM_WIN32(x) MY_SRes_HRESULT_FROM_WRes(x)
/*
#define ERROR_FILE_NOT_FOUND 2L
#define ERROR_ACCESS_DENIED 5L
#define ERROR_NO_MORE_FILES 18L
#define ERROR_LOCK_VIOLATION 33L
#define ERROR_FILE_EXISTS 80L
#define ERROR_DISK_FULL 112L
#define ERROR_NEGATIVE_SEEK 131L
#define ERROR_ALREADY_EXISTS 183L
#define ERROR_DIRECTORY 267L
#define ERROR_TOO_MANY_POSTS 298L
#define ERROR_INTERNAL_ERROR 1359L
#define ERROR_INVALID_REPARSE_DATA 4392L
#define ERROR_REPARSE_TAG_INVALID 4393L
#define ERROR_REPARSE_TAG_MISMATCH 4394L
*/
// we use errno equivalents for some WIN32 errors:
#define ERROR_INVALID_PARAMETER EINVAL
#define ERROR_INVALID_FUNCTION EINVAL
#define ERROR_ALREADY_EXISTS EEXIST
#define ERROR_FILE_EXISTS EEXIST
#define ERROR_PATH_NOT_FOUND ENOENT
#define ERROR_FILE_NOT_FOUND ENOENT
#define ERROR_DISK_FULL ENOSPC
// #define ERROR_INVALID_HANDLE EBADF
// we use FACILITY_WIN32 for errors that has no errno equivalent
// Too many posts were made to a semaphore.
#define ERROR_TOO_MANY_POSTS ((HRESULT)0x8007012AL)
#define ERROR_INVALID_REPARSE_DATA ((HRESULT)0x80071128L)
#define ERROR_REPARSE_TAG_INVALID ((HRESULT)0x80071129L)
// if (MY__FACILITY__WRes != FACILITY_WIN32),
// we use FACILITY_WIN32 for COM errors:
#define E_OUTOFMEMORY ((HRESULT)0x8007000EL)
#define E_INVALIDARG ((HRESULT)0x80070057L)
#define MY__E_ERROR_NEGATIVE_SEEK ((HRESULT)0x80070083L)
/*
// we can use FACILITY_ERRNO for some COM errors, that have errno equivalents:
#define E_OUTOFMEMORY MY_HRESULT_FROM_errno_CONST_ERROR(ENOMEM)
#define E_INVALIDARG MY_HRESULT_FROM_errno_CONST_ERROR(EINVAL)
#define MY__E_ERROR_NEGATIVE_SEEK MY_HRESULT_FROM_errno_CONST_ERROR(EINVAL)
*/
// gcc / clang : (sizeof(long) == sizeof(void*)) in 32/64 bits
typedef long INT_PTR;
typedef unsigned long UINT_PTR;
#define TEXT(quote) quote
#define FILE_ATTRIBUTE_READONLY 0x0001
#define FILE_ATTRIBUTE_HIDDEN 0x0002
#define FILE_ATTRIBUTE_SYSTEM 0x0004
#define FILE_ATTRIBUTE_DIRECTORY 0x0010
#define FILE_ATTRIBUTE_ARCHIVE 0x0020
#define FILE_ATTRIBUTE_DEVICE 0x0040
#define FILE_ATTRIBUTE_NORMAL 0x0080
#define FILE_ATTRIBUTE_TEMPORARY 0x0100
#define FILE_ATTRIBUTE_SPARSE_FILE 0x0200
#define FILE_ATTRIBUTE_REPARSE_POINT 0x0400
#define FILE_ATTRIBUTE_COMPRESSED 0x0800
#define FILE_ATTRIBUTE_OFFLINE 0x1000
#define FILE_ATTRIBUTE_NOT_CONTENT_INDEXED 0x2000
#define FILE_ATTRIBUTE_ENCRYPTED 0x4000
#define FILE_ATTRIBUTE_UNIX_EXTENSION 0x8000 /* trick for Unix */
#endif
#ifndef RINOK
#define RINOK(x) { int __result__ = (x); if (__result__ != 0) return __result__; }
#endif
#ifndef RINOK_WRes
#define RINOK_WRes(x) { WRes __result__ = (x); if (__result__ != 0) return __result__; }
#endif
typedef unsigned char Byte;
typedef short Int16;
typedef unsigned short UInt16;
#ifdef _LZMA_UINT32_IS_ULONG
typedef long Int32;
typedef unsigned long UInt32;
#else
typedef int Int32;
typedef unsigned int UInt32;
#endif
#ifndef _WIN32
typedef int INT;
typedef Int32 INT32;
typedef unsigned int UINT;
typedef UInt32 UINT32;
typedef INT32 LONG; // LONG, ULONG and DWORD must be 32-bit for _WIN32 compatibility
typedef UINT32 ULONG;
#undef DWORD
typedef UINT32 DWORD;
#define VOID void
#define HRESULT LONG
typedef void *LPVOID;
// typedef void VOID;
// typedef ULONG_PTR DWORD_PTR, *PDWORD_PTR;
// gcc / clang on Unix : sizeof(long==sizeof(void*) in 32 or 64 bits)
typedef long INT_PTR;
typedef unsigned long UINT_PTR;
typedef long LONG_PTR;
typedef unsigned long DWORD_PTR;
typedef size_t SIZE_T;
#endif // _WIN32
#define MY_HRES_ERROR__INTERNAL_ERROR ((HRESULT)0x8007054FL)
#ifdef _SZ_NO_INT_64
/* define _SZ_NO_INT_64, if your compiler doesn't support 64-bit integers.
NOTES: Some code will work incorrectly in that case! */
typedef long Int64;
typedef unsigned long UInt64;
#else
#if defined(_MSC_VER) || defined(__BORLANDC__)
typedef __int64 Int64;
typedef unsigned __int64 UInt64;
#define UINT64_CONST(n) n
#else
typedef long long int Int64;
typedef unsigned long long int UInt64;
#define UINT64_CONST(n) n ## ULL
#endif
#endif
#ifdef _LZMA_NO_SYSTEM_SIZE_T
typedef UInt32 SizeT;
#else
typedef size_t SizeT;
#endif
typedef int BoolInt;
/* typedef BoolInt Bool; */
#define True 1
#define False 0
#ifdef _WIN32
#define MY_STD_CALL __stdcall
#else
#define MY_STD_CALL
#endif
#ifdef _MSC_VER
#if _MSC_VER >= 1300
#define MY_NO_INLINE __declspec(noinline)
#else
#define MY_NO_INLINE
#endif
#define MY_FORCE_INLINE __forceinline
#define MY_CDECL __cdecl
#define MY_FAST_CALL __fastcall
#else // _MSC_VER
#if (defined(__GNUC__) && (__GNUC__ >= 4)) \
|| (defined(__clang__) && (__clang_major__ >= 4)) \
|| defined(__INTEL_COMPILER) \
|| defined(__xlC__)
#define MY_NO_INLINE __attribute__((noinline))
// #define MY_FORCE_INLINE __attribute__((always_inline)) inline
#else
#define MY_NO_INLINE
#endif
#define MY_FORCE_INLINE
#define MY_CDECL
#if defined(_M_IX86) \
|| defined(__i386__)
// #define MY_FAST_CALL __attribute__((fastcall))
// #define MY_FAST_CALL __attribute__((cdecl))
#define MY_FAST_CALL
#elif defined(MY_CPU_AMD64)
// #define MY_FAST_CALL __attribute__((ms_abi))
#define MY_FAST_CALL
#else
#define MY_FAST_CALL
#endif
#endif // _MSC_VER
/* The following interfaces use first parameter as pointer to structure */
typedef struct IByteIn IByteIn;
struct IByteIn
{
Byte (*Read)(const IByteIn *p); /* reads one byte, returns 0 in case of EOF or error */
};
#define IByteIn_Read(p) (p)->Read(p)
typedef struct IByteOut IByteOut;
struct IByteOut
{
void (*Write)(const IByteOut *p, Byte b);
};
#define IByteOut_Write(p, b) (p)->Write(p, b)
typedef struct ISeqInStream ISeqInStream;
struct ISeqInStream
{
SRes (*Read)(const ISeqInStream *p, void *buf, size_t *size);
/* if (input(*size) != 0 && output(*size) == 0) means end_of_stream.
(output(*size) < input(*size)) is allowed */
};
#define ISeqInStream_Read(p, buf, size) (p)->Read(p, buf, size)
/* it can return SZ_ERROR_INPUT_EOF */
SRes SeqInStream_Read(const ISeqInStream *stream, void *buf, size_t size);
SRes SeqInStream_Read2(const ISeqInStream *stream, void *buf, size_t size, SRes errorType);
SRes SeqInStream_ReadByte(const ISeqInStream *stream, Byte *buf);
typedef struct ISeqOutStream ISeqOutStream;
struct ISeqOutStream
{
size_t (*Write)(const ISeqOutStream *p, const void *buf, size_t size);
/* Returns: result - the number of actually written bytes.
(result < size) means error */
};
#define ISeqOutStream_Write(p, buf, size) (p)->Write(p, buf, size)
typedef enum
{
SZ_SEEK_SET = 0,
SZ_SEEK_CUR = 1,
SZ_SEEK_END = 2
} ESzSeek;
typedef struct ISeekInStream ISeekInStream;
struct ISeekInStream
{
SRes (*Read)(const ISeekInStream *p, void *buf, size_t *size); /* same as ISeqInStream::Read */
SRes (*Seek)(const ISeekInStream *p, Int64 *pos, ESzSeek origin);
};
#define ISeekInStream_Read(p, buf, size) (p)->Read(p, buf, size)
#define ISeekInStream_Seek(p, pos, origin) (p)->Seek(p, pos, origin)
typedef struct ILookInStream ILookInStream;
struct ILookInStream
{
SRes (*Look)(const ILookInStream *p, const void **buf, size_t *size);
/* if (input(*size) != 0 && output(*size) == 0) means end_of_stream.
(output(*size) > input(*size)) is not allowed
(output(*size) < input(*size)) is allowed */
SRes (*Skip)(const ILookInStream *p, size_t offset);
/* offset must be <= output(*size) of Look */
SRes (*Read)(const ILookInStream *p, void *buf, size_t *size);
/* reads directly (without buffer). It's same as ISeqInStream::Read */
SRes (*Seek)(const ILookInStream *p, Int64 *pos, ESzSeek origin);
};
#define ILookInStream_Look(p, buf, size) (p)->Look(p, buf, size)
#define ILookInStream_Skip(p, offset) (p)->Skip(p, offset)
#define ILookInStream_Read(p, buf, size) (p)->Read(p, buf, size)
#define ILookInStream_Seek(p, pos, origin) (p)->Seek(p, pos, origin)
SRes LookInStream_LookRead(const ILookInStream *stream, void *buf, size_t *size);
SRes LookInStream_SeekTo(const ILookInStream *stream, UInt64 offset);
/* reads via ILookInStream::Read */
SRes LookInStream_Read2(const ILookInStream *stream, void *buf, size_t size, SRes errorType);
SRes LookInStream_Read(const ILookInStream *stream, void *buf, size_t size);
typedef struct
{
ILookInStream vt;
const ISeekInStream *realStream;
size_t pos;
size_t size; /* it's data size */
/* the following variables must be set outside */
Byte *buf;
size_t bufSize;
} CLookToRead2;
void LookToRead2_CreateVTable(CLookToRead2 *p, int lookahead);
#define LookToRead2_Init(p) { (p)->pos = (p)->size = 0; }
typedef struct
{
ISeqInStream vt;
const ILookInStream *realStream;
} CSecToLook;
void SecToLook_CreateVTable(CSecToLook *p);
typedef struct
{
ISeqInStream vt;
const ILookInStream *realStream;
} CSecToRead;
void SecToRead_CreateVTable(CSecToRead *p);
typedef struct ICompressProgress ICompressProgress;
struct ICompressProgress
{
SRes (*Progress)(const ICompressProgress *p, UInt64 inSize, UInt64 outSize);
/* Returns: result. (result != SZ_OK) means break.
Value (UInt64)(Int64)-1 for size means unknown value. */
};
#define ICompressProgress_Progress(p, inSize, outSize) (p)->Progress(p, inSize, outSize)
typedef struct ISzAlloc ISzAlloc;
typedef const ISzAlloc * ISzAllocPtr;
struct ISzAlloc
{
void *(*Alloc)(ISzAllocPtr p, size_t size);
void (*Free)(ISzAllocPtr p, void *address); /* address can be 0 */
};
#define ISzAlloc_Alloc(p, size) (p)->Alloc(p, size)
#define ISzAlloc_Free(p, a) (p)->Free(p, a)
/* deprecated */
#define IAlloc_Alloc(p, size) ISzAlloc_Alloc(p, size)
#define IAlloc_Free(p, a) ISzAlloc_Free(p, a)
#ifndef MY_offsetof
#ifdef offsetof
#define MY_offsetof(type, m) offsetof(type, m)
/*
#define MY_offsetof(type, m) FIELD_OFFSET(type, m)
*/
#else
#define MY_offsetof(type, m) ((size_t)&(((type *)0)->m))
#endif
#endif
#ifndef MY_container_of
/*
#define MY_container_of(ptr, type, m) container_of(ptr, type, m)
#define MY_container_of(ptr, type, m) CONTAINING_RECORD(ptr, type, m)
#define MY_container_of(ptr, type, m) ((type *)((char *)(ptr) - offsetof(type, m)))
#define MY_container_of(ptr, type, m) (&((type *)0)->m == (ptr), ((type *)(((char *)(ptr)) - MY_offsetof(type, m))))
*/
/*
GCC shows warning: "perhaps the 'offsetof' macro was used incorrectly"
GCC 3.4.4 : classes with constructor
GCC 4.8.1 : classes with non-public variable members"
*/
#define MY_container_of(ptr, type, m) ((type *)(void *)((char *)(void *)(1 ? (ptr) : &((type *)0)->m) - MY_offsetof(type, m)))
#endif
#define CONTAINER_FROM_VTBL_SIMPLE(ptr, type, m) ((type *)(void *)(ptr))
/*
#define CONTAINER_FROM_VTBL(ptr, type, m) CONTAINER_FROM_VTBL_SIMPLE(ptr, type, m)
*/
#define CONTAINER_FROM_VTBL(ptr, type, m) MY_container_of(ptr, type, m)
#define CONTAINER_FROM_VTBL_CLS(ptr, type, m) CONTAINER_FROM_VTBL_SIMPLE(ptr, type, m)
/*
#define CONTAINER_FROM_VTBL_CLS(ptr, type, m) CONTAINER_FROM_VTBL(ptr, type, m)
*/
#define MY_memset_0_ARRAY(a) memset((a), 0, sizeof(a))
#ifdef _WIN32
#define CHAR_PATH_SEPARATOR '\\'
#define WCHAR_PATH_SEPARATOR L'\\'
#define STRING_PATH_SEPARATOR "\\"
#define WSTRING_PATH_SEPARATOR L"\\"
#else
#define CHAR_PATH_SEPARATOR '/'
#define WCHAR_PATH_SEPARATOR L'/'
#define STRING_PATH_SEPARATOR "/"
#define WSTRING_PATH_SEPARATOR L"/"
#endif
EXTERN_C_END
#endif

27
3rdparty/lzma/include/7zVersion.h vendored Normal file
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#define MY_VER_MAJOR 21
#define MY_VER_MINOR 07
#define MY_VER_BUILD 0
#define MY_VERSION_NUMBERS "21.07"
#define MY_VERSION MY_VERSION_NUMBERS
#ifdef MY_CPU_NAME
#define MY_VERSION_CPU MY_VERSION " (" MY_CPU_NAME ")"
#else
#define MY_VERSION_CPU MY_VERSION
#endif
#define MY_DATE "2021-12-26"
#undef MY_COPYRIGHT
#undef MY_VERSION_COPYRIGHT_DATE
#define MY_AUTHOR_NAME "Igor Pavlov"
#define MY_COPYRIGHT_PD "Igor Pavlov : Public domain"
#define MY_COPYRIGHT_CR "Copyright (c) 1999-2021 Igor Pavlov"
#ifdef USE_COPYRIGHT_CR
#define MY_COPYRIGHT MY_COPYRIGHT_CR
#else
#define MY_COPYRIGHT MY_COPYRIGHT_PD
#endif
#define MY_COPYRIGHT_DATE MY_COPYRIGHT " : " MY_DATE
#define MY_VERSION_COPYRIGHT_DATE MY_VERSION_CPU " : " MY_COPYRIGHT " : " MY_DATE

58
3rdparty/lzma/include/Alloc.h vendored Normal file
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/* Alloc.h -- Memory allocation functions
2021-07-13 : Igor Pavlov : Public domain */
#ifndef __COMMON_ALLOC_H
#define __COMMON_ALLOC_H
#include "7zTypes.h"
EXTERN_C_BEGIN
void *MyAlloc(size_t size);
void MyFree(void *address);
#ifdef _WIN32
void SetLargePageSize(void);
void *MidAlloc(size_t size);
void MidFree(void *address);
void *BigAlloc(size_t size);
void BigFree(void *address);
#else
#define MidAlloc(size) MyAlloc(size)
#define MidFree(address) MyFree(address)
#define BigAlloc(size) MyAlloc(size)
#define BigFree(address) MyFree(address)
#endif
extern const ISzAlloc g_Alloc;
#ifdef _WIN32
extern const ISzAlloc g_BigAlloc;
extern const ISzAlloc g_MidAlloc;
#else
#define g_BigAlloc g_AlignedAlloc
#define g_MidAlloc g_AlignedAlloc
#endif
extern const ISzAlloc g_AlignedAlloc;
typedef struct
{
ISzAlloc vt;
ISzAllocPtr baseAlloc;
unsigned numAlignBits; /* ((1 << numAlignBits) >= sizeof(void *)) */
size_t offset; /* (offset == (k * sizeof(void *)) && offset < (1 << numAlignBits) */
} CAlignOffsetAlloc;
void AlignOffsetAlloc_CreateVTable(CAlignOffsetAlloc *p);
EXTERN_C_END
#endif

146
3rdparty/lzma/include/Bcj2.h vendored Normal file
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/* Bcj2.h -- BCJ2 Converter for x86 code
2014-11-10 : Igor Pavlov : Public domain */
#ifndef __BCJ2_H
#define __BCJ2_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define BCJ2_NUM_STREAMS 4
enum
{
BCJ2_STREAM_MAIN,
BCJ2_STREAM_CALL,
BCJ2_STREAM_JUMP,
BCJ2_STREAM_RC
};
enum
{
BCJ2_DEC_STATE_ORIG_0 = BCJ2_NUM_STREAMS,
BCJ2_DEC_STATE_ORIG_1,
BCJ2_DEC_STATE_ORIG_2,
BCJ2_DEC_STATE_ORIG_3,
BCJ2_DEC_STATE_ORIG,
BCJ2_DEC_STATE_OK
};
enum
{
BCJ2_ENC_STATE_ORIG = BCJ2_NUM_STREAMS,
BCJ2_ENC_STATE_OK
};
#define BCJ2_IS_32BIT_STREAM(s) ((s) == BCJ2_STREAM_CALL || (s) == BCJ2_STREAM_JUMP)
/*
CBcj2Dec / CBcj2Enc
bufs sizes:
BUF_SIZE(n) = lims[n] - bufs[n]
bufs sizes for BCJ2_STREAM_CALL and BCJ2_STREAM_JUMP must be mutliply of 4:
(BUF_SIZE(BCJ2_STREAM_CALL) & 3) == 0
(BUF_SIZE(BCJ2_STREAM_JUMP) & 3) == 0
*/
/*
CBcj2Dec:
dest is allowed to overlap with bufs[BCJ2_STREAM_MAIN], with the following conditions:
bufs[BCJ2_STREAM_MAIN] >= dest &&
bufs[BCJ2_STREAM_MAIN] - dest >= tempReserv +
BUF_SIZE(BCJ2_STREAM_CALL) +
BUF_SIZE(BCJ2_STREAM_JUMP)
tempReserv = 0 : for first call of Bcj2Dec_Decode
tempReserv = 4 : for any other calls of Bcj2Dec_Decode
overlap with offset = 1 is not allowed
*/
typedef struct
{
const Byte *bufs[BCJ2_NUM_STREAMS];
const Byte *lims[BCJ2_NUM_STREAMS];
Byte *dest;
const Byte *destLim;
unsigned state; /* BCJ2_STREAM_MAIN has more priority than BCJ2_STATE_ORIG */
UInt32 ip;
Byte temp[4];
UInt32 range;
UInt32 code;
UInt16 probs[2 + 256];
} CBcj2Dec;
void Bcj2Dec_Init(CBcj2Dec *p);
/* Returns: SZ_OK or SZ_ERROR_DATA */
SRes Bcj2Dec_Decode(CBcj2Dec *p);
#define Bcj2Dec_IsFinished(_p_) ((_p_)->code == 0)
typedef enum
{
BCJ2_ENC_FINISH_MODE_CONTINUE,
BCJ2_ENC_FINISH_MODE_END_BLOCK,
BCJ2_ENC_FINISH_MODE_END_STREAM
} EBcj2Enc_FinishMode;
typedef struct
{
Byte *bufs[BCJ2_NUM_STREAMS];
const Byte *lims[BCJ2_NUM_STREAMS];
const Byte *src;
const Byte *srcLim;
unsigned state;
EBcj2Enc_FinishMode finishMode;
Byte prevByte;
Byte cache;
UInt32 range;
UInt64 low;
UInt64 cacheSize;
UInt32 ip;
/* 32-bit ralative offset in JUMP/CALL commands is
- (mod 4 GB) in 32-bit mode
- signed Int32 in 64-bit mode
We use (mod 4 GB) check for fileSize.
Use fileSize up to 2 GB, if you want to support 32-bit and 64-bit code conversion. */
UInt32 fileIp;
UInt32 fileSize; /* (fileSize <= ((UInt32)1 << 31)), 0 means no_limit */
UInt32 relatLimit; /* (relatLimit <= ((UInt32)1 << 31)), 0 means desable_conversion */
UInt32 tempTarget;
unsigned tempPos;
Byte temp[4 * 2];
unsigned flushPos;
UInt16 probs[2 + 256];
} CBcj2Enc;
void Bcj2Enc_Init(CBcj2Enc *p);
void Bcj2Enc_Encode(CBcj2Enc *p);
#define Bcj2Enc_Get_InputData_Size(p) ((SizeT)((p)->srcLim - (p)->src) + (p)->tempPos)
#define Bcj2Enc_IsFinished(p) ((p)->flushPos == 5)
#define BCJ2_RELAT_LIMIT_NUM_BITS 26
#define BCJ2_RELAT_LIMIT ((UInt32)1 << BCJ2_RELAT_LIMIT_NUM_BITS)
/* limit for CBcj2Enc::fileSize variable */
#define BCJ2_FileSize_MAX ((UInt32)1 << 31)
EXTERN_C_END
#endif

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/* Bra.h -- Branch converters for executables
2013-01-18 : Igor Pavlov : Public domain */
#ifndef __BRA_H
#define __BRA_H
#include "7zTypes.h"
EXTERN_C_BEGIN
/*
These functions convert relative addresses to absolute addresses
in CALL instructions to increase the compression ratio.
In:
data - data buffer
size - size of data
ip - current virtual Instruction Pinter (IP) value
state - state variable for x86 converter
encoding - 0 (for decoding), 1 (for encoding)
Out:
state - state variable for x86 converter
Returns:
The number of processed bytes. If you call these functions with multiple calls,
you must start next call with first byte after block of processed bytes.
Type Endian Alignment LookAhead
x86 little 1 4
ARMT little 2 2
ARM little 4 0
PPC big 4 0
SPARC big 4 0
IA64 little 16 0
size must be >= Alignment + LookAhead, if it's not last block.
If (size < Alignment + LookAhead), converter returns 0.
Example:
UInt32 ip = 0;
for ()
{
; size must be >= Alignment + LookAhead, if it's not last block
SizeT processed = Convert(data, size, ip, 1);
data += processed;
size -= processed;
ip += processed;
}
*/
#define x86_Convert_Init(state) { state = 0; }
SizeT x86_Convert(Byte *data, SizeT size, UInt32 ip, UInt32 *state, int encoding);
SizeT ARM_Convert(Byte *data, SizeT size, UInt32 ip, int encoding);
SizeT ARMT_Convert(Byte *data, SizeT size, UInt32 ip, int encoding);
SizeT PPC_Convert(Byte *data, SizeT size, UInt32 ip, int encoding);
SizeT SPARC_Convert(Byte *data, SizeT size, UInt32 ip, int encoding);
SizeT IA64_Convert(Byte *data, SizeT size, UInt32 ip, int encoding);
EXTERN_C_END
#endif

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3rdparty/lzma/include/Compiler.h vendored Normal file
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/* Compiler.h
2021-01-05 : Igor Pavlov : Public domain */
#ifndef __7Z_COMPILER_H
#define __7Z_COMPILER_H
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-private-field"
#endif
#ifdef _MSC_VER
#ifdef UNDER_CE
#define RPC_NO_WINDOWS_H
/* #pragma warning(disable : 4115) // '_RPC_ASYNC_STATE' : named type definition in parentheses */
#pragma warning(disable : 4201) // nonstandard extension used : nameless struct/union
#pragma warning(disable : 4214) // nonstandard extension used : bit field types other than int
#endif
#if _MSC_VER >= 1300
#pragma warning(disable : 4996) // This function or variable may be unsafe
#else
#pragma warning(disable : 4511) // copy constructor could not be generated
#pragma warning(disable : 4512) // assignment operator could not be generated
#pragma warning(disable : 4514) // unreferenced inline function has been removed
#pragma warning(disable : 4702) // unreachable code
#pragma warning(disable : 4710) // not inlined
#pragma warning(disable : 4714) // function marked as __forceinline not inlined
#pragma warning(disable : 4786) // identifier was truncated to '255' characters in the debug information
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#pragma clang diagnostic ignored "-Wmicrosoft-exception-spec"
// #pragma clang diagnostic ignored "-Wreserved-id-macro"
#endif
#endif
#define UNUSED_VAR(x) (void)x;
/* #define UNUSED_VAR(x) x=x; */
#endif

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/* CpuArch.h -- CPU specific code
2021-07-13 : Igor Pavlov : Public domain */
#ifndef __CPU_ARCH_H
#define __CPU_ARCH_H
#include "7zTypes.h"
EXTERN_C_BEGIN
/*
MY_CPU_LE means that CPU is LITTLE ENDIAN.
MY_CPU_BE means that CPU is BIG ENDIAN.
If MY_CPU_LE and MY_CPU_BE are not defined, we don't know about ENDIANNESS of platform.
MY_CPU_LE_UNALIGN means that CPU is LITTLE ENDIAN and CPU supports unaligned memory accesses.
MY_CPU_64BIT means that processor can work with 64-bit registers.
MY_CPU_64BIT can be used to select fast code branch
MY_CPU_64BIT doesn't mean that (sizeof(void *) == 8)
*/
#if defined(_M_X64) \
|| defined(_M_AMD64) \
|| defined(__x86_64__) \
|| defined(__AMD64__) \
|| defined(__amd64__)
#define MY_CPU_AMD64
#ifdef __ILP32__
#define MY_CPU_NAME "x32"
#define MY_CPU_SIZEOF_POINTER 4
#else
#define MY_CPU_NAME "x64"
#define MY_CPU_SIZEOF_POINTER 8
#endif
#define MY_CPU_64BIT
#endif
#if defined(_M_IX86) \
|| defined(__i386__)
#define MY_CPU_X86
#define MY_CPU_NAME "x86"
/* #define MY_CPU_32BIT */
#define MY_CPU_SIZEOF_POINTER 4
#endif
#if defined(_M_ARM64) \
|| defined(__AARCH64EL__) \
|| defined(__AARCH64EB__) \
|| defined(__aarch64__)
#define MY_CPU_ARM64
#define MY_CPU_NAME "arm64"
#define MY_CPU_64BIT
#endif
#if defined(_M_ARM) \
|| defined(_M_ARM_NT) \
|| defined(_M_ARMT) \
|| defined(__arm__) \
|| defined(__thumb__) \
|| defined(__ARMEL__) \
|| defined(__ARMEB__) \
|| defined(__THUMBEL__) \
|| defined(__THUMBEB__)
#define MY_CPU_ARM
#if defined(__thumb__) || defined(__THUMBEL__) || defined(_M_ARMT)
#define MY_CPU_NAME "armt"
#else
#define MY_CPU_NAME "arm"
#endif
/* #define MY_CPU_32BIT */
#define MY_CPU_SIZEOF_POINTER 4
#endif
#if defined(_M_IA64) \
|| defined(__ia64__)
#define MY_CPU_IA64
#define MY_CPU_NAME "ia64"
#define MY_CPU_64BIT
#endif
#if defined(__mips64) \
|| defined(__mips64__) \
|| (defined(__mips) && (__mips == 64 || __mips == 4 || __mips == 3))
#define MY_CPU_NAME "mips64"
#define MY_CPU_64BIT
#elif defined(__mips__)
#define MY_CPU_NAME "mips"
/* #define MY_CPU_32BIT */
#endif
#if defined(__ppc64__) \
|| defined(__powerpc64__) \
|| defined(__ppc__) \
|| defined(__powerpc__) \
|| defined(__PPC__) \
|| defined(_POWER)
#if defined(__ppc64__) \
|| defined(__powerpc64__) \
|| defined(_LP64) \
|| defined(__64BIT__)
#ifdef __ILP32__
#define MY_CPU_NAME "ppc64-32"
#define MY_CPU_SIZEOF_POINTER 4
#else
#define MY_CPU_NAME "ppc64"
#define MY_CPU_SIZEOF_POINTER 8
#endif
#define MY_CPU_64BIT
#else
#define MY_CPU_NAME "ppc"
#define MY_CPU_SIZEOF_POINTER 4
/* #define MY_CPU_32BIT */
#endif
#endif
#if defined(__sparc64__)
#define MY_CPU_NAME "sparc64"
#define MY_CPU_64BIT
#elif defined(__sparc__)
#define MY_CPU_NAME "sparc"
/* #define MY_CPU_32BIT */
#endif
#if defined(MY_CPU_X86) || defined(MY_CPU_AMD64)
#define MY_CPU_X86_OR_AMD64
#endif
#if defined(MY_CPU_ARM) || defined(MY_CPU_ARM64)
#define MY_CPU_ARM_OR_ARM64
#endif
#ifdef _WIN32
#ifdef MY_CPU_ARM
#define MY_CPU_ARM_LE
#endif
#ifdef MY_CPU_ARM64
#define MY_CPU_ARM64_LE
#endif
#ifdef _M_IA64
#define MY_CPU_IA64_LE
#endif
#endif
#if defined(MY_CPU_X86_OR_AMD64) \
|| defined(MY_CPU_ARM_LE) \
|| defined(MY_CPU_ARM64_LE) \
|| defined(MY_CPU_IA64_LE) \
|| defined(__LITTLE_ENDIAN__) \
|| defined(__ARMEL__) \
|| defined(__THUMBEL__) \
|| defined(__AARCH64EL__) \
|| defined(__MIPSEL__) \
|| defined(__MIPSEL) \
|| defined(_MIPSEL) \
|| defined(__BFIN__) \
|| (defined(__BYTE_ORDER__) && (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__))
#define MY_CPU_LE
#endif
#if defined(__BIG_ENDIAN__) \
|| defined(__ARMEB__) \
|| defined(__THUMBEB__) \
|| defined(__AARCH64EB__) \
|| defined(__MIPSEB__) \
|| defined(__MIPSEB) \
|| defined(_MIPSEB) \
|| defined(__m68k__) \
|| defined(__s390__) \
|| defined(__s390x__) \
|| defined(__zarch__) \
|| (defined(__BYTE_ORDER__) && (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__))
#define MY_CPU_BE
#endif
#if defined(MY_CPU_LE) && defined(MY_CPU_BE)
#error Stop_Compiling_Bad_Endian
#endif
#if defined(MY_CPU_32BIT) && defined(MY_CPU_64BIT)
#error Stop_Compiling_Bad_32_64_BIT
#endif
#ifdef __SIZEOF_POINTER__
#ifdef MY_CPU_SIZEOF_POINTER
#if MY_CPU_SIZEOF_POINTER != __SIZEOF_POINTER__
#error Stop_Compiling_Bad_MY_CPU_PTR_SIZE
#endif
#else
#define MY_CPU_SIZEOF_POINTER __SIZEOF_POINTER__
#endif
#endif
#if defined(MY_CPU_SIZEOF_POINTER) && (MY_CPU_SIZEOF_POINTER == 4)
#if defined (_LP64)
#error Stop_Compiling_Bad_MY_CPU_PTR_SIZE
#endif
#endif
#ifdef _MSC_VER
#if _MSC_VER >= 1300
#define MY_CPU_pragma_pack_push_1 __pragma(pack(push, 1))
#define MY_CPU_pragma_pop __pragma(pack(pop))
#else
#define MY_CPU_pragma_pack_push_1
#define MY_CPU_pragma_pop
#endif
#else
#ifdef __xlC__
#define MY_CPU_pragma_pack_push_1 _Pragma("pack(1)")
#define MY_CPU_pragma_pop _Pragma("pack()")
#else
#define MY_CPU_pragma_pack_push_1 _Pragma("pack(push, 1)")
#define MY_CPU_pragma_pop _Pragma("pack(pop)")
#endif
#endif
#ifndef MY_CPU_NAME
#ifdef MY_CPU_LE
#define MY_CPU_NAME "LE"
#elif defined(MY_CPU_BE)
#define MY_CPU_NAME "BE"
#else
/*
#define MY_CPU_NAME ""
*/
#endif
#endif
#ifdef MY_CPU_LE
#if defined(MY_CPU_X86_OR_AMD64) \
|| defined(MY_CPU_ARM64)
#define MY_CPU_LE_UNALIGN
#define MY_CPU_LE_UNALIGN_64
#elif defined(__ARM_FEATURE_UNALIGNED)
/* gcc9 for 32-bit arm can use LDRD instruction that requires 32-bit alignment.
So we can't use unaligned 64-bit operations. */
#define MY_CPU_LE_UNALIGN
#endif
#endif
#ifdef MY_CPU_LE_UNALIGN
#define GetUi16(p) (*(const UInt16 *)(const void *)(p))
#define GetUi32(p) (*(const UInt32 *)(const void *)(p))
#ifdef MY_CPU_LE_UNALIGN_64
#define GetUi64(p) (*(const UInt64 *)(const void *)(p))
#endif
#define SetUi16(p, v) { *(UInt16 *)(void *)(p) = (v); }
#define SetUi32(p, v) { *(UInt32 *)(void *)(p) = (v); }
#ifdef MY_CPU_LE_UNALIGN_64
#define SetUi64(p, v) { *(UInt64 *)(void *)(p) = (v); }
#endif
#else
#define GetUi16(p) ( (UInt16) ( \
((const Byte *)(p))[0] | \
((UInt16)((const Byte *)(p))[1] << 8) ))
#define GetUi32(p) ( \
((const Byte *)(p))[0] | \
((UInt32)((const Byte *)(p))[1] << 8) | \
((UInt32)((const Byte *)(p))[2] << 16) | \
((UInt32)((const Byte *)(p))[3] << 24))
#define SetUi16(p, v) { Byte *_ppp_ = (Byte *)(p); UInt32 _vvv_ = (v); \
_ppp_[0] = (Byte)_vvv_; \
_ppp_[1] = (Byte)(_vvv_ >> 8); }
#define SetUi32(p, v) { Byte *_ppp_ = (Byte *)(p); UInt32 _vvv_ = (v); \
_ppp_[0] = (Byte)_vvv_; \
_ppp_[1] = (Byte)(_vvv_ >> 8); \
_ppp_[2] = (Byte)(_vvv_ >> 16); \
_ppp_[3] = (Byte)(_vvv_ >> 24); }
#endif
#ifndef MY_CPU_LE_UNALIGN_64
#define GetUi64(p) (GetUi32(p) | ((UInt64)GetUi32(((const Byte *)(p)) + 4) << 32))
#define SetUi64(p, v) { Byte *_ppp2_ = (Byte *)(p); UInt64 _vvv2_ = (v); \
SetUi32(_ppp2_ , (UInt32)_vvv2_); \
SetUi32(_ppp2_ + 4, (UInt32)(_vvv2_ >> 32)); }
#endif
#ifdef __has_builtin
#define MY__has_builtin(x) __has_builtin(x)
#else
#define MY__has_builtin(x) 0
#endif
#if defined(MY_CPU_LE_UNALIGN) && /* defined(_WIN64) && */ defined(_MSC_VER) && (_MSC_VER >= 1300)
/* Note: we use bswap instruction, that is unsupported in 386 cpu */
#include <stdlib.h>
#pragma intrinsic(_byteswap_ushort)
#pragma intrinsic(_byteswap_ulong)
#pragma intrinsic(_byteswap_uint64)
/* #define GetBe16(p) _byteswap_ushort(*(const UInt16 *)(const Byte *)(p)) */
#define GetBe32(p) _byteswap_ulong (*(const UInt32 *)(const void *)(p))
#define GetBe64(p) _byteswap_uint64(*(const UInt64 *)(const void *)(p))
#define SetBe32(p, v) (*(UInt32 *)(void *)(p)) = _byteswap_ulong(v)
#elif defined(MY_CPU_LE_UNALIGN) && ( \
(defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) \
|| (defined(__clang__) && MY__has_builtin(__builtin_bswap16)) )
/* #define GetBe16(p) __builtin_bswap16(*(const UInt16 *)(const void *)(p)) */
#define GetBe32(p) __builtin_bswap32(*(const UInt32 *)(const void *)(p))
#define GetBe64(p) __builtin_bswap64(*(const UInt64 *)(const void *)(p))
#define SetBe32(p, v) (*(UInt32 *)(void *)(p)) = __builtin_bswap32(v)
#else
#define GetBe32(p) ( \
((UInt32)((const Byte *)(p))[0] << 24) | \
((UInt32)((const Byte *)(p))[1] << 16) | \
((UInt32)((const Byte *)(p))[2] << 8) | \
((const Byte *)(p))[3] )
#define GetBe64(p) (((UInt64)GetBe32(p) << 32) | GetBe32(((const Byte *)(p)) + 4))
#define SetBe32(p, v) { Byte *_ppp_ = (Byte *)(p); UInt32 _vvv_ = (v); \
_ppp_[0] = (Byte)(_vvv_ >> 24); \
_ppp_[1] = (Byte)(_vvv_ >> 16); \
_ppp_[2] = (Byte)(_vvv_ >> 8); \
_ppp_[3] = (Byte)_vvv_; }
#endif
#ifndef GetBe16
#define GetBe16(p) ( (UInt16) ( \
((UInt16)((const Byte *)(p))[0] << 8) | \
((const Byte *)(p))[1] ))
#endif
#ifdef MY_CPU_X86_OR_AMD64
typedef struct
{
UInt32 maxFunc;
UInt32 vendor[3];
UInt32 ver;
UInt32 b;
UInt32 c;
UInt32 d;
} Cx86cpuid;
enum
{
CPU_FIRM_INTEL,
CPU_FIRM_AMD,
CPU_FIRM_VIA
};
void MyCPUID(UInt32 function, UInt32 *a, UInt32 *b, UInt32 *c, UInt32 *d);
BoolInt x86cpuid_CheckAndRead(Cx86cpuid *p);
int x86cpuid_GetFirm(const Cx86cpuid *p);
#define x86cpuid_GetFamily(ver) (((ver >> 16) & 0xFF0) | ((ver >> 8) & 0xF))
#define x86cpuid_GetModel(ver) (((ver >> 12) & 0xF0) | ((ver >> 4) & 0xF))
#define x86cpuid_GetStepping(ver) (ver & 0xF)
BoolInt CPU_Is_InOrder(void);
BoolInt CPU_IsSupported_AES(void);
BoolInt CPU_IsSupported_AVX2(void);
BoolInt CPU_IsSupported_VAES_AVX2(void);
BoolInt CPU_IsSupported_SSSE3(void);
BoolInt CPU_IsSupported_SSE41(void);
BoolInt CPU_IsSupported_SHA(void);
BoolInt CPU_IsSupported_PageGB(void);
#elif defined(MY_CPU_ARM_OR_ARM64)
BoolInt CPU_IsSupported_CRC32(void);
BoolInt CPU_IsSupported_NEON(void);
#if defined(_WIN32)
BoolInt CPU_IsSupported_CRYPTO(void);
#define CPU_IsSupported_SHA1 CPU_IsSupported_CRYPTO
#define CPU_IsSupported_SHA2 CPU_IsSupported_CRYPTO
#define CPU_IsSupported_AES CPU_IsSupported_CRYPTO
#else
BoolInt CPU_IsSupported_SHA1(void);
BoolInt CPU_IsSupported_SHA2(void);
BoolInt CPU_IsSupported_AES(void);
#endif
#endif
#if defined(__APPLE__)
int My_sysctlbyname_Get(const char *name, void *buf, size_t *bufSize);
int My_sysctlbyname_Get_UInt32(const char *name, UInt32 *val);
#endif
EXTERN_C_END
#endif

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/* Delta.h -- Delta converter
2013-01-18 : Igor Pavlov : Public domain */
#ifndef __DELTA_H
#define __DELTA_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define DELTA_STATE_SIZE 256
void Delta_Init(Byte *state);
void Delta_Encode(Byte *state, unsigned delta, Byte *data, SizeT size);
void Delta_Decode(Byte *state, unsigned delta, Byte *data, SizeT size);
EXTERN_C_END
#endif

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/* LzFind.h -- Match finder for LZ algorithms
2021-07-13 : Igor Pavlov : Public domain */
#ifndef __LZ_FIND_H
#define __LZ_FIND_H
#include "7zTypes.h"
EXTERN_C_BEGIN
typedef UInt32 CLzRef;
typedef struct _CMatchFinder
{
Byte *buffer;
UInt32 pos;
UInt32 posLimit;
UInt32 streamPos; /* wrap over Zero is allowed (streamPos < pos). Use (UInt32)(streamPos - pos) */
UInt32 lenLimit;
UInt32 cyclicBufferPos;
UInt32 cyclicBufferSize; /* it must be = (historySize + 1) */
Byte streamEndWasReached;
Byte btMode;
Byte bigHash;
Byte directInput;
UInt32 matchMaxLen;
CLzRef *hash;
CLzRef *son;
UInt32 hashMask;
UInt32 cutValue;
Byte *bufferBase;
ISeqInStream *stream;
UInt32 blockSize;
UInt32 keepSizeBefore;
UInt32 keepSizeAfter;
UInt32 numHashBytes;
size_t directInputRem;
UInt32 historySize;
UInt32 fixedHashSize;
UInt32 hashSizeSum;
SRes result;
UInt32 crc[256];
size_t numRefs;
UInt64 expectedDataSize;
} CMatchFinder;
#define Inline_MatchFinder_GetPointerToCurrentPos(p) ((const Byte *)(p)->buffer)
#define Inline_MatchFinder_GetNumAvailableBytes(p) ((UInt32)((p)->streamPos - (p)->pos))
/*
#define Inline_MatchFinder_IsFinishedOK(p) \
((p)->streamEndWasReached \
&& (p)->streamPos == (p)->pos \
&& (!(p)->directInput || (p)->directInputRem == 0))
*/
int MatchFinder_NeedMove(CMatchFinder *p);
/* Byte *MatchFinder_GetPointerToCurrentPos(CMatchFinder *p); */
void MatchFinder_MoveBlock(CMatchFinder *p);
void MatchFinder_ReadIfRequired(CMatchFinder *p);
void MatchFinder_Construct(CMatchFinder *p);
/* Conditions:
historySize <= 3 GB
keepAddBufferBefore + matchMaxLen + keepAddBufferAfter < 511MB
*/
int MatchFinder_Create(CMatchFinder *p, UInt32 historySize,
UInt32 keepAddBufferBefore, UInt32 matchMaxLen, UInt32 keepAddBufferAfter,
ISzAllocPtr alloc);
void MatchFinder_Free(CMatchFinder *p, ISzAllocPtr alloc);
void MatchFinder_Normalize3(UInt32 subValue, CLzRef *items, size_t numItems);
// void MatchFinder_ReduceOffsets(CMatchFinder *p, UInt32 subValue);
/*
#define Inline_MatchFinder_InitPos(p, val) \
(p)->pos = (val); \
(p)->streamPos = (val);
*/
#define Inline_MatchFinder_ReduceOffsets(p, subValue) \
(p)->pos -= (subValue); \
(p)->streamPos -= (subValue);
UInt32 * GetMatchesSpec1(UInt32 lenLimit, UInt32 curMatch, UInt32 pos, const Byte *buffer, CLzRef *son,
size_t _cyclicBufferPos, UInt32 _cyclicBufferSize, UInt32 _cutValue,
UInt32 *distances, UInt32 maxLen);
/*
Conditions:
Mf_GetNumAvailableBytes_Func must be called before each Mf_GetMatchLen_Func.
Mf_GetPointerToCurrentPos_Func's result must be used only before any other function
*/
typedef void (*Mf_Init_Func)(void *object);
typedef UInt32 (*Mf_GetNumAvailableBytes_Func)(void *object);
typedef const Byte * (*Mf_GetPointerToCurrentPos_Func)(void *object);
typedef UInt32 * (*Mf_GetMatches_Func)(void *object, UInt32 *distances);
typedef void (*Mf_Skip_Func)(void *object, UInt32);
typedef struct _IMatchFinder
{
Mf_Init_Func Init;
Mf_GetNumAvailableBytes_Func GetNumAvailableBytes;
Mf_GetPointerToCurrentPos_Func GetPointerToCurrentPos;
Mf_GetMatches_Func GetMatches;
Mf_Skip_Func Skip;
} IMatchFinder2;
void MatchFinder_CreateVTable(CMatchFinder *p, IMatchFinder2 *vTable);
void MatchFinder_Init_LowHash(CMatchFinder *p);
void MatchFinder_Init_HighHash(CMatchFinder *p);
void MatchFinder_Init_4(CMatchFinder *p);
void MatchFinder_Init(CMatchFinder *p);
UInt32* Bt3Zip_MatchFinder_GetMatches(CMatchFinder *p, UInt32 *distances);
UInt32* Hc3Zip_MatchFinder_GetMatches(CMatchFinder *p, UInt32 *distances);
void Bt3Zip_MatchFinder_Skip(CMatchFinder *p, UInt32 num);
void Hc3Zip_MatchFinder_Skip(CMatchFinder *p, UInt32 num);
void LzFindPrepare(void);
EXTERN_C_END
#endif

34
3rdparty/lzma/include/LzHash.h vendored Normal file
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/* LzHash.h -- HASH functions for LZ algorithms
2019-10-30 : Igor Pavlov : Public domain */
#ifndef __LZ_HASH_H
#define __LZ_HASH_H
/*
(kHash2Size >= (1 << 8)) : Required
(kHash3Size >= (1 << 16)) : Required
*/
#define kHash2Size (1 << 10)
#define kHash3Size (1 << 16)
// #define kHash4Size (1 << 20)
#define kFix3HashSize (kHash2Size)
#define kFix4HashSize (kHash2Size + kHash3Size)
// #define kFix5HashSize (kHash2Size + kHash3Size + kHash4Size)
/*
We use up to 3 crc values for hash:
crc0
crc1 << Shift_1
crc2 << Shift_2
(Shift_1 = 5) and (Shift_2 = 10) is good tradeoff.
Small values for Shift are not good for collision rate.
Big value for Shift_2 increases the minimum size
of hash table, that will be slow for small files.
*/
#define kLzHash_CrcShift_1 5
#define kLzHash_CrcShift_2 10
#endif

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/* Lzma2Dec.h -- LZMA2 Decoder
2018-02-19 : Igor Pavlov : Public domain */
#ifndef __LZMA2_DEC_H
#define __LZMA2_DEC_H
#include "LzmaDec.h"
EXTERN_C_BEGIN
/* ---------- State Interface ---------- */
typedef struct
{
unsigned state;
Byte control;
Byte needInitLevel;
Byte isExtraMode;
Byte _pad_;
UInt32 packSize;
UInt32 unpackSize;
CLzmaDec decoder;
} CLzma2Dec;
#define Lzma2Dec_Construct(p) LzmaDec_Construct(&(p)->decoder)
#define Lzma2Dec_FreeProbs(p, alloc) LzmaDec_FreeProbs(&(p)->decoder, alloc)
#define Lzma2Dec_Free(p, alloc) LzmaDec_Free(&(p)->decoder, alloc)
SRes Lzma2Dec_AllocateProbs(CLzma2Dec *p, Byte prop, ISzAllocPtr alloc);
SRes Lzma2Dec_Allocate(CLzma2Dec *p, Byte prop, ISzAllocPtr alloc);
void Lzma2Dec_Init(CLzma2Dec *p);
/*
finishMode:
It has meaning only if the decoding reaches output limit (*destLen or dicLimit).
LZMA_FINISH_ANY - use smallest number of input bytes
LZMA_FINISH_END - read EndOfStream marker after decoding
Returns:
SZ_OK
status:
LZMA_STATUS_FINISHED_WITH_MARK
LZMA_STATUS_NOT_FINISHED
LZMA_STATUS_NEEDS_MORE_INPUT
SZ_ERROR_DATA - Data error
*/
SRes Lzma2Dec_DecodeToDic(CLzma2Dec *p, SizeT dicLimit,
const Byte *src, SizeT *srcLen, ELzmaFinishMode finishMode, ELzmaStatus *status);
SRes Lzma2Dec_DecodeToBuf(CLzma2Dec *p, Byte *dest, SizeT *destLen,
const Byte *src, SizeT *srcLen, ELzmaFinishMode finishMode, ELzmaStatus *status);
/* ---------- LZMA2 block and chunk parsing ---------- */
/*
Lzma2Dec_Parse() parses compressed data stream up to next independent block or next chunk data.
It can return LZMA_STATUS_* code or LZMA2_PARSE_STATUS_* code:
- LZMA2_PARSE_STATUS_NEW_BLOCK - there is new block, and 1 additional byte (control byte of next block header) was read from input.
- LZMA2_PARSE_STATUS_NEW_CHUNK - there is new chunk, and only lzma2 header of new chunk was read.
CLzma2Dec::unpackSize contains unpack size of that chunk
*/
typedef enum
{
/*
LZMA_STATUS_NOT_SPECIFIED // data error
LZMA_STATUS_FINISHED_WITH_MARK
LZMA_STATUS_NOT_FINISHED //
LZMA_STATUS_NEEDS_MORE_INPUT
LZMA_STATUS_MAYBE_FINISHED_WITHOUT_MARK // unused
*/
LZMA2_PARSE_STATUS_NEW_BLOCK = LZMA_STATUS_MAYBE_FINISHED_WITHOUT_MARK + 1,
LZMA2_PARSE_STATUS_NEW_CHUNK
} ELzma2ParseStatus;
ELzma2ParseStatus Lzma2Dec_Parse(CLzma2Dec *p,
SizeT outSize, // output size
const Byte *src, SizeT *srcLen,
int checkFinishBlock // set (checkFinishBlock = 1), if it must read full input data, if decoder.dicPos reaches blockMax position.
);
/*
LZMA2 parser doesn't decode LZMA chunks, so we must read
full input LZMA chunk to decode some part of LZMA chunk.
Lzma2Dec_GetUnpackExtra() returns the value that shows
max possible number of output bytes that can be output by decoder
at current input positon.
*/
#define Lzma2Dec_GetUnpackExtra(p) ((p)->isExtraMode ? (p)->unpackSize : 0);
/* ---------- One Call Interface ---------- */
/*
finishMode:
It has meaning only if the decoding reaches output limit (*destLen).
LZMA_FINISH_ANY - use smallest number of input bytes
LZMA_FINISH_END - read EndOfStream marker after decoding
Returns:
SZ_OK
status:
LZMA_STATUS_FINISHED_WITH_MARK
LZMA_STATUS_NOT_FINISHED
SZ_ERROR_DATA - Data error
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_UNSUPPORTED - Unsupported properties
SZ_ERROR_INPUT_EOF - It needs more bytes in input buffer (src).
*/
SRes Lzma2Decode(Byte *dest, SizeT *destLen, const Byte *src, SizeT *srcLen,
Byte prop, ELzmaFinishMode finishMode, ELzmaStatus *status, ISzAllocPtr alloc);
EXTERN_C_END
#endif

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/* Lzma2DecMt.h -- LZMA2 Decoder Multi-thread
2018-02-17 : Igor Pavlov : Public domain */
#ifndef __LZMA2_DEC_MT_H
#define __LZMA2_DEC_MT_H
#include "7zTypes.h"
EXTERN_C_BEGIN
typedef struct
{
size_t inBufSize_ST;
size_t outStep_ST;
#ifndef _7ZIP_ST
unsigned numThreads;
size_t inBufSize_MT;
size_t outBlockMax;
size_t inBlockMax;
#endif
} CLzma2DecMtProps;
/* init to single-thread mode */
void Lzma2DecMtProps_Init(CLzma2DecMtProps *p);
/* ---------- CLzma2DecMtHandle Interface ---------- */
/* Lzma2DecMt_ * functions can return the following exit codes:
SRes:
SZ_OK - OK
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_PARAM - Incorrect paramater in props
SZ_ERROR_WRITE - ISeqOutStream write callback error
// SZ_ERROR_OUTPUT_EOF - output buffer overflow - version with (Byte *) output
SZ_ERROR_PROGRESS - some break from progress callback
SZ_ERROR_THREAD - error in multithreading functions (only for Mt version)
*/
typedef void * CLzma2DecMtHandle;
CLzma2DecMtHandle Lzma2DecMt_Create(ISzAllocPtr alloc, ISzAllocPtr allocMid);
void Lzma2DecMt_Destroy(CLzma2DecMtHandle p);
SRes Lzma2DecMt_Decode(CLzma2DecMtHandle p,
Byte prop,
const CLzma2DecMtProps *props,
ISeqOutStream *outStream,
const UInt64 *outDataSize, // NULL means undefined
int finishMode, // 0 - partial unpacking is allowed, 1 - if lzma2 stream must be finished
// Byte *outBuf, size_t *outBufSize,
ISeqInStream *inStream,
// const Byte *inData, size_t inDataSize,
// out variables:
UInt64 *inProcessed,
int *isMT, /* out: (*isMT == 0), if single thread decoding was used */
// UInt64 *outProcessed,
ICompressProgress *progress);
/* ---------- Read from CLzma2DecMtHandle Interface ---------- */
SRes Lzma2DecMt_Init(CLzma2DecMtHandle pp,
Byte prop,
const CLzma2DecMtProps *props,
const UInt64 *outDataSize, int finishMode,
ISeqInStream *inStream);
SRes Lzma2DecMt_Read(CLzma2DecMtHandle pp,
Byte *data, size_t *outSize,
UInt64 *inStreamProcessed);
EXTERN_C_END
#endif

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/* Lzma2Enc.h -- LZMA2 Encoder
2017-07-27 : Igor Pavlov : Public domain */
#ifndef __LZMA2_ENC_H
#define __LZMA2_ENC_H
#include "LzmaEnc.h"
EXTERN_C_BEGIN
#define LZMA2_ENC_PROPS__BLOCK_SIZE__AUTO 0
#define LZMA2_ENC_PROPS__BLOCK_SIZE__SOLID ((UInt64)(Int64)-1)
typedef struct
{
CLzmaEncProps lzmaProps;
UInt64 blockSize;
int numBlockThreads_Reduced;
int numBlockThreads_Max;
int numTotalThreads;
} CLzma2EncProps;
void Lzma2EncProps_Init(CLzma2EncProps *p);
void Lzma2EncProps_Normalize(CLzma2EncProps *p);
/* ---------- CLzmaEnc2Handle Interface ---------- */
/* Lzma2Enc_* functions can return the following exit codes:
SRes:
SZ_OK - OK
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_PARAM - Incorrect paramater in props
SZ_ERROR_WRITE - ISeqOutStream write callback error
SZ_ERROR_OUTPUT_EOF - output buffer overflow - version with (Byte *) output
SZ_ERROR_PROGRESS - some break from progress callback
SZ_ERROR_THREAD - error in multithreading functions (only for Mt version)
*/
typedef void * CLzma2EncHandle;
CLzma2EncHandle Lzma2Enc_Create(ISzAllocPtr alloc, ISzAllocPtr allocBig);
void Lzma2Enc_Destroy(CLzma2EncHandle p);
SRes Lzma2Enc_SetProps(CLzma2EncHandle p, const CLzma2EncProps *props);
void Lzma2Enc_SetDataSize(CLzma2EncHandle p, UInt64 expectedDataSiize);
Byte Lzma2Enc_WriteProperties(CLzma2EncHandle p);
SRes Lzma2Enc_Encode2(CLzma2EncHandle p,
ISeqOutStream *outStream,
Byte *outBuf, size_t *outBufSize,
ISeqInStream *inStream,
const Byte *inData, size_t inDataSize,
ICompressProgress *progress);
EXTERN_C_END
#endif

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/* Lzma86.h -- LZMA + x86 (BCJ) Filter
2013-01-18 : Igor Pavlov : Public domain */
#ifndef __LZMA86_H
#define __LZMA86_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define LZMA86_SIZE_OFFSET (1 + 5)
#define LZMA86_HEADER_SIZE (LZMA86_SIZE_OFFSET + 8)
/*
It's an example for LZMA + x86 Filter use.
You can use .lzma86 extension, if you write that stream to file.
.lzma86 header adds one additional byte to standard .lzma header.
.lzma86 header (14 bytes):
Offset Size Description
0 1 = 0 - no filter, pure LZMA
= 1 - x86 filter + LZMA
1 1 lc, lp and pb in encoded form
2 4 dictSize (little endian)
6 8 uncompressed size (little endian)
Lzma86_Encode
-------------
level - compression level: 0 <= level <= 9, the default value for "level" is 5.
dictSize - The dictionary size in bytes. The maximum value is
128 MB = (1 << 27) bytes for 32-bit version
1 GB = (1 << 30) bytes for 64-bit version
The default value is 16 MB = (1 << 24) bytes, for level = 5.
It's recommended to use the dictionary that is larger than 4 KB and
that can be calculated as (1 << N) or (3 << N) sizes.
For better compression ratio dictSize must be >= inSize.
filterMode:
SZ_FILTER_NO - no Filter
SZ_FILTER_YES - x86 Filter
SZ_FILTER_AUTO - it tries both alternatives to select best.
Encoder will use 2 or 3 passes:
2 passes when FILTER_NO provides better compression.
3 passes when FILTER_YES provides better compression.
Lzma86Encode allocates Data with MyAlloc functions.
RAM Requirements for compressing:
RamSize = dictionarySize * 11.5 + 6MB + FilterBlockSize
filterMode FilterBlockSize
SZ_FILTER_NO 0
SZ_FILTER_YES inSize
SZ_FILTER_AUTO inSize
Return code:
SZ_OK - OK
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_PARAM - Incorrect paramater
SZ_ERROR_OUTPUT_EOF - output buffer overflow
SZ_ERROR_THREAD - errors in multithreading functions (only for Mt version)
*/
enum ESzFilterMode
{
SZ_FILTER_NO,
SZ_FILTER_YES,
SZ_FILTER_AUTO
};
SRes Lzma86_Encode(Byte *dest, size_t *destLen, const Byte *src, size_t srcLen,
int level, UInt32 dictSize, int filterMode);
/*
Lzma86_GetUnpackSize:
In:
src - input data
srcLen - input data size
Out:
unpackSize - size of uncompressed stream
Return code:
SZ_OK - OK
SZ_ERROR_INPUT_EOF - Error in headers
*/
SRes Lzma86_GetUnpackSize(const Byte *src, SizeT srcLen, UInt64 *unpackSize);
/*
Lzma86_Decode:
In:
dest - output data
destLen - output data size
src - input data
srcLen - input data size
Out:
destLen - processed output size
srcLen - processed input size
Return code:
SZ_OK - OK
SZ_ERROR_DATA - Data error
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_UNSUPPORTED - unsupported file
SZ_ERROR_INPUT_EOF - it needs more bytes in input buffer
*/
SRes Lzma86_Decode(Byte *dest, SizeT *destLen, const Byte *src, SizeT *srcLen);
EXTERN_C_END
#endif

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/* LzmaDec.h -- LZMA Decoder
2020-03-19 : Igor Pavlov : Public domain */
#ifndef __LZMA_DEC_H
#define __LZMA_DEC_H
#include "7zTypes.h"
EXTERN_C_BEGIN
/* #define _LZMA_PROB32 */
/* _LZMA_PROB32 can increase the speed on some CPUs,
but memory usage for CLzmaDec::probs will be doubled in that case */
typedef
#ifdef _LZMA_PROB32
UInt32
#else
UInt16
#endif
CLzmaProb;
/* ---------- LZMA Properties ---------- */
#define LZMA_PROPS_SIZE 5
typedef struct _CLzmaProps
{
Byte lc;
Byte lp;
Byte pb;
Byte _pad_;
UInt32 dicSize;
} CLzmaProps;
/* LzmaProps_Decode - decodes properties
Returns:
SZ_OK
SZ_ERROR_UNSUPPORTED - Unsupported properties
*/
SRes LzmaProps_Decode(CLzmaProps *p, const Byte *data, unsigned size);
/* ---------- LZMA Decoder state ---------- */
/* LZMA_REQUIRED_INPUT_MAX = number of required input bytes for worst case.
Num bits = log2((2^11 / 31) ^ 22) + 26 < 134 + 26 = 160; */
#define LZMA_REQUIRED_INPUT_MAX 20
typedef struct
{
/* Don't change this structure. ASM code can use it. */
CLzmaProps prop;
CLzmaProb *probs;
CLzmaProb *probs_1664;
Byte *dic;
SizeT dicBufSize;
SizeT dicPos;
const Byte *buf;
UInt32 range;
UInt32 code;
UInt32 processedPos;
UInt32 checkDicSize;
UInt32 reps[4];
UInt32 state;
UInt32 remainLen;
UInt32 numProbs;
unsigned tempBufSize;
Byte tempBuf[LZMA_REQUIRED_INPUT_MAX];
} CLzmaDec;
#define LzmaDec_Construct(p) { (p)->dic = NULL; (p)->probs = NULL; }
void LzmaDec_Init(CLzmaDec *p);
/* There are two types of LZMA streams:
- Stream with end mark. That end mark adds about 6 bytes to compressed size.
- Stream without end mark. You must know exact uncompressed size to decompress such stream. */
typedef enum
{
LZMA_FINISH_ANY, /* finish at any point */
LZMA_FINISH_END /* block must be finished at the end */
} ELzmaFinishMode;
/* ELzmaFinishMode has meaning only if the decoding reaches output limit !!!
You must use LZMA_FINISH_END, when you know that current output buffer
covers last bytes of block. In other cases you must use LZMA_FINISH_ANY.
If LZMA decoder sees end marker before reaching output limit, it returns SZ_OK,
and output value of destLen will be less than output buffer size limit.
You can check status result also.
You can use multiple checks to test data integrity after full decompression:
1) Check Result and "status" variable.
2) Check that output(destLen) = uncompressedSize, if you know real uncompressedSize.
3) Check that output(srcLen) = compressedSize, if you know real compressedSize.
You must use correct finish mode in that case. */
typedef enum
{
LZMA_STATUS_NOT_SPECIFIED, /* use main error code instead */
LZMA_STATUS_FINISHED_WITH_MARK, /* stream was finished with end mark. */
LZMA_STATUS_NOT_FINISHED, /* stream was not finished */
LZMA_STATUS_NEEDS_MORE_INPUT, /* you must provide more input bytes */
LZMA_STATUS_MAYBE_FINISHED_WITHOUT_MARK /* there is probability that stream was finished without end mark */
} ELzmaStatus;
/* ELzmaStatus is used only as output value for function call */
/* ---------- Interfaces ---------- */
/* There are 3 levels of interfaces:
1) Dictionary Interface
2) Buffer Interface
3) One Call Interface
You can select any of these interfaces, but don't mix functions from different
groups for same object. */
/* There are two variants to allocate state for Dictionary Interface:
1) LzmaDec_Allocate / LzmaDec_Free
2) LzmaDec_AllocateProbs / LzmaDec_FreeProbs
You can use variant 2, if you set dictionary buffer manually.
For Buffer Interface you must always use variant 1.
LzmaDec_Allocate* can return:
SZ_OK
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_UNSUPPORTED - Unsupported properties
*/
SRes LzmaDec_AllocateProbs(CLzmaDec *p, const Byte *props, unsigned propsSize, ISzAllocPtr alloc);
void LzmaDec_FreeProbs(CLzmaDec *p, ISzAllocPtr alloc);
SRes LzmaDec_Allocate(CLzmaDec *p, const Byte *props, unsigned propsSize, ISzAllocPtr alloc);
void LzmaDec_Free(CLzmaDec *p, ISzAllocPtr alloc);
/* ---------- Dictionary Interface ---------- */
/* You can use it, if you want to eliminate the overhead for data copying from
dictionary to some other external buffer.
You must work with CLzmaDec variables directly in this interface.
STEPS:
LzmaDec_Construct()
LzmaDec_Allocate()
for (each new stream)
{
LzmaDec_Init()
while (it needs more decompression)
{
LzmaDec_DecodeToDic()
use data from CLzmaDec::dic and update CLzmaDec::dicPos
}
}
LzmaDec_Free()
*/
/* LzmaDec_DecodeToDic
The decoding to internal dictionary buffer (CLzmaDec::dic).
You must manually update CLzmaDec::dicPos, if it reaches CLzmaDec::dicBufSize !!!
finishMode:
It has meaning only if the decoding reaches output limit (dicLimit).
LZMA_FINISH_ANY - Decode just dicLimit bytes.
LZMA_FINISH_END - Stream must be finished after dicLimit.
Returns:
SZ_OK
status:
LZMA_STATUS_FINISHED_WITH_MARK
LZMA_STATUS_NOT_FINISHED
LZMA_STATUS_NEEDS_MORE_INPUT
LZMA_STATUS_MAYBE_FINISHED_WITHOUT_MARK
SZ_ERROR_DATA - Data error
SZ_ERROR_FAIL - Some unexpected error: internal error of code, memory corruption or hardware failure
*/
SRes LzmaDec_DecodeToDic(CLzmaDec *p, SizeT dicLimit,
const Byte *src, SizeT *srcLen, ELzmaFinishMode finishMode, ELzmaStatus *status);
/* ---------- Buffer Interface ---------- */
/* It's zlib-like interface.
See LzmaDec_DecodeToDic description for information about STEPS and return results,
but you must use LzmaDec_DecodeToBuf instead of LzmaDec_DecodeToDic and you don't need
to work with CLzmaDec variables manually.
finishMode:
It has meaning only if the decoding reaches output limit (*destLen).
LZMA_FINISH_ANY - Decode just destLen bytes.
LZMA_FINISH_END - Stream must be finished after (*destLen).
*/
SRes LzmaDec_DecodeToBuf(CLzmaDec *p, Byte *dest, SizeT *destLen,
const Byte *src, SizeT *srcLen, ELzmaFinishMode finishMode, ELzmaStatus *status);
/* ---------- One Call Interface ---------- */
/* LzmaDecode
finishMode:
It has meaning only if the decoding reaches output limit (*destLen).
LZMA_FINISH_ANY - Decode just destLen bytes.
LZMA_FINISH_END - Stream must be finished after (*destLen).
Returns:
SZ_OK
status:
LZMA_STATUS_FINISHED_WITH_MARK
LZMA_STATUS_NOT_FINISHED
LZMA_STATUS_MAYBE_FINISHED_WITHOUT_MARK
SZ_ERROR_DATA - Data error
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_UNSUPPORTED - Unsupported properties
SZ_ERROR_INPUT_EOF - It needs more bytes in input buffer (src).
SZ_ERROR_FAIL - Some unexpected error: internal error of code, memory corruption or hardware failure
*/
SRes LzmaDecode(Byte *dest, SizeT *destLen, const Byte *src, SizeT *srcLen,
const Byte *propData, unsigned propSize, ELzmaFinishMode finishMode,
ELzmaStatus *status, ISzAllocPtr alloc);
EXTERN_C_END
#endif

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/* LzmaEnc.h -- LZMA Encoder
2019-10-30 : Igor Pavlov : Public domain */
#ifndef __LZMA_ENC_H
#define __LZMA_ENC_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define LZMA_PROPS_SIZE 5
typedef struct _CLzmaEncProps
{
int level; /* 0 <= level <= 9 */
UInt32 dictSize; /* (1 << 12) <= dictSize <= (1 << 27) for 32-bit version
(1 << 12) <= dictSize <= (3 << 29) for 64-bit version
default = (1 << 24) */
int lc; /* 0 <= lc <= 8, default = 3 */
int lp; /* 0 <= lp <= 4, default = 0 */
int pb; /* 0 <= pb <= 4, default = 2 */
int algo; /* 0 - fast, 1 - normal, default = 1 */
int fb; /* 5 <= fb <= 273, default = 32 */
int btMode; /* 0 - hashChain Mode, 1 - binTree mode - normal, default = 1 */
int numHashBytes; /* 2, 3 or 4, default = 4 */
UInt32 mc; /* 1 <= mc <= (1 << 30), default = 32 */
unsigned writeEndMark; /* 0 - do not write EOPM, 1 - write EOPM, default = 0 */
int numThreads; /* 1 or 2, default = 2 */
UInt64 reduceSize; /* estimated size of data that will be compressed. default = (UInt64)(Int64)-1.
Encoder uses this value to reduce dictionary size */
UInt64 affinity;
} CLzmaEncProps;
void LzmaEncProps_Init(CLzmaEncProps *p);
void LzmaEncProps_Normalize(CLzmaEncProps *p);
UInt32 LzmaEncProps_GetDictSize(const CLzmaEncProps *props2);
/* ---------- CLzmaEncHandle Interface ---------- */
/* LzmaEnc* functions can return the following exit codes:
SRes:
SZ_OK - OK
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_PARAM - Incorrect paramater in props
SZ_ERROR_WRITE - ISeqOutStream write callback error
SZ_ERROR_OUTPUT_EOF - output buffer overflow - version with (Byte *) output
SZ_ERROR_PROGRESS - some break from progress callback
SZ_ERROR_THREAD - error in multithreading functions (only for Mt version)
*/
typedef void * CLzmaEncHandle;
CLzmaEncHandle LzmaEnc_Create(ISzAllocPtr alloc);
void LzmaEnc_Destroy(CLzmaEncHandle p, ISzAllocPtr alloc, ISzAllocPtr allocBig);
SRes LzmaEnc_SetProps(CLzmaEncHandle p, const CLzmaEncProps *props);
void LzmaEnc_SetDataSize(CLzmaEncHandle p, UInt64 expectedDataSiize);
SRes LzmaEnc_WriteProperties(CLzmaEncHandle p, Byte *properties, SizeT *size);
unsigned LzmaEnc_IsWriteEndMark(CLzmaEncHandle p);
SRes LzmaEnc_Encode(CLzmaEncHandle p, ISeqOutStream *outStream, ISeqInStream *inStream,
ICompressProgress *progress, ISzAllocPtr alloc, ISzAllocPtr allocBig);
SRes LzmaEnc_MemEncode(CLzmaEncHandle p, Byte *dest, SizeT *destLen, const Byte *src, SizeT srcLen,
int writeEndMark, ICompressProgress *progress, ISzAllocPtr alloc, ISzAllocPtr allocBig);
/* ---------- One Call Interface ---------- */
SRes LzmaEncode(Byte *dest, SizeT *destLen, const Byte *src, SizeT srcLen,
const CLzmaEncProps *props, Byte *propsEncoded, SizeT *propsSize, int writeEndMark,
ICompressProgress *progress, ISzAllocPtr alloc, ISzAllocPtr allocBig);
EXTERN_C_END
#endif

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/* LzmaLib.h -- LZMA library interface
2021-04-03 : Igor Pavlov : Public domain */
#ifndef __LZMA_LIB_H
#define __LZMA_LIB_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define MY_STDAPI int MY_STD_CALL
#define LZMA_PROPS_SIZE 5
/*
RAM requirements for LZMA:
for compression: (dictSize * 11.5 + 6 MB) + state_size
for decompression: dictSize + state_size
state_size = (4 + (1.5 << (lc + lp))) KB
by default (lc=3, lp=0), state_size = 16 KB.
LZMA properties (5 bytes) format
Offset Size Description
0 1 lc, lp and pb in encoded form.
1 4 dictSize (little endian).
*/
/*
LzmaCompress
------------
outPropsSize -
In: the pointer to the size of outProps buffer; *outPropsSize = LZMA_PROPS_SIZE = 5.
Out: the pointer to the size of written properties in outProps buffer; *outPropsSize = LZMA_PROPS_SIZE = 5.
LZMA Encoder will use defult values for any parameter, if it is
-1 for any from: level, loc, lp, pb, fb, numThreads
0 for dictSize
level - compression level: 0 <= level <= 9;
level dictSize algo fb
0: 64 KB 0 32
1: 256 KB 0 32
2: 1 MB 0 32
3: 4 MB 0 32
4: 16 MB 0 32
5: 16 MB 1 32
6: 32 MB 1 32
7: 32 MB 1 64
8: 64 MB 1 64
9: 64 MB 1 64
The default value for "level" is 5.
algo = 0 means fast method
algo = 1 means normal method
dictSize - The dictionary size in bytes. The maximum value is
128 MB = (1 << 27) bytes for 32-bit version
1 GB = (1 << 30) bytes for 64-bit version
The default value is 16 MB = (1 << 24) bytes.
It's recommended to use the dictionary that is larger than 4 KB and
that can be calculated as (1 << N) or (3 << N) sizes.
lc - The number of literal context bits (high bits of previous literal).
It can be in the range from 0 to 8. The default value is 3.
Sometimes lc=4 gives the gain for big files.
lp - The number of literal pos bits (low bits of current position for literals).
It can be in the range from 0 to 4. The default value is 0.
The lp switch is intended for periodical data when the period is equal to 2^lp.
For example, for 32-bit (4 bytes) periodical data you can use lp=2. Often it's
better to set lc=0, if you change lp switch.
pb - The number of pos bits (low bits of current position).
It can be in the range from 0 to 4. The default value is 2.
The pb switch is intended for periodical data when the period is equal 2^pb.
fb - Word size (the number of fast bytes).
It can be in the range from 5 to 273. The default value is 32.
Usually, a big number gives a little bit better compression ratio and
slower compression process.
numThreads - The number of thereads. 1 or 2. The default value is 2.
Fast mode (algo = 0) can use only 1 thread.
In:
dest - output data buffer
destLen - output data buffer size
src - input data
srcLen - input data size
Out:
destLen - processed output size
Returns:
SZ_OK - OK
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_PARAM - Incorrect paramater
SZ_ERROR_OUTPUT_EOF - output buffer overflow
SZ_ERROR_THREAD - errors in multithreading functions (only for Mt version)
*/
MY_STDAPI LzmaCompress(unsigned char *dest, size_t *destLen, const unsigned char *src, size_t srcLen,
unsigned char *outProps, size_t *outPropsSize, /* *outPropsSize must be = 5 */
int level, /* 0 <= level <= 9, default = 5 */
unsigned dictSize, /* default = (1 << 24) */
int lc, /* 0 <= lc <= 8, default = 3 */
int lp, /* 0 <= lp <= 4, default = 0 */
int pb, /* 0 <= pb <= 4, default = 2 */
int fb, /* 5 <= fb <= 273, default = 32 */
int numThreads /* 1 or 2, default = 2 */
);
/*
LzmaUncompress
--------------
In:
dest - output data buffer
destLen - output data buffer size
src - input data
srcLen - input data size
Out:
destLen - processed output size
srcLen - processed input size
Returns:
SZ_OK - OK
SZ_ERROR_DATA - Data error
SZ_ERROR_MEM - Memory allocation arror
SZ_ERROR_UNSUPPORTED - Unsupported properties
SZ_ERROR_INPUT_EOF - it needs more bytes in input buffer (src)
*/
MY_STDAPI LzmaUncompress(unsigned char *dest, size_t *destLen, const unsigned char *src, SizeT *srcLen,
const unsigned char *props, size_t propsSize);
EXTERN_C_END
#endif

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/* Ppmd.h -- PPMD codec common code
2021-04-13 : Igor Pavlov : Public domain
This code is based on PPMd var.H (2001): Dmitry Shkarin : Public domain */
#ifndef __PPMD_H
#define __PPMD_H
#include "CpuArch.h"
EXTERN_C_BEGIN
#if defined(MY_CPU_SIZEOF_POINTER) && (MY_CPU_SIZEOF_POINTER == 4)
/*
PPMD code always uses 32-bit internal fields in PPMD structures to store internal references in main block.
if (PPMD_32BIT is defined), the PPMD code stores internal pointers to 32-bit reference fields.
if (PPMD_32BIT is NOT defined), the PPMD code stores internal UInt32 offsets to reference fields.
if (pointer size is 64-bit), then (PPMD_32BIT) mode is not allowed,
if (pointer size is 32-bit), then (PPMD_32BIT) mode is optional,
and it's allowed to disable PPMD_32BIT mode even if pointer is 32-bit.
PPMD code works slightly faster in (PPMD_32BIT) mode.
*/
#define PPMD_32BIT
#endif
#define PPMD_INT_BITS 7
#define PPMD_PERIOD_BITS 7
#define PPMD_BIN_SCALE (1 << (PPMD_INT_BITS + PPMD_PERIOD_BITS))
#define PPMD_GET_MEAN_SPEC(summ, shift, round) (((summ) + (1 << ((shift) - (round)))) >> (shift))
#define PPMD_GET_MEAN(summ) PPMD_GET_MEAN_SPEC((summ), PPMD_PERIOD_BITS, 2)
#define PPMD_UPDATE_PROB_0(prob) ((prob) + (1 << PPMD_INT_BITS) - PPMD_GET_MEAN(prob))
#define PPMD_UPDATE_PROB_1(prob) ((prob) - PPMD_GET_MEAN(prob))
#define PPMD_N1 4
#define PPMD_N2 4
#define PPMD_N3 4
#define PPMD_N4 ((128 + 3 - 1 * PPMD_N1 - 2 * PPMD_N2 - 3 * PPMD_N3) / 4)
#define PPMD_NUM_INDEXES (PPMD_N1 + PPMD_N2 + PPMD_N3 + PPMD_N4)
MY_CPU_pragma_pack_push_1
/* Most compilers works OK here even without #pragma pack(push, 1), but some GCC compilers need it. */
/* SEE-contexts for PPM-contexts with masked symbols */
typedef struct
{
UInt16 Summ; /* Freq */
Byte Shift; /* Speed of Freq change; low Shift is for fast change */
Byte Count; /* Count to next change of Shift */
} CPpmd_See;
#define Ppmd_See_Update(p) if ((p)->Shift < PPMD_PERIOD_BITS && --(p)->Count == 0) \
{ (p)->Summ = (UInt16)((p)->Summ << 1); (p)->Count = (Byte)(3 << (p)->Shift++); }
typedef struct
{
Byte Symbol;
Byte Freq;
UInt16 Successor_0;
UInt16 Successor_1;
} CPpmd_State;
typedef struct CPpmd_State2_
{
Byte Symbol;
Byte Freq;
} CPpmd_State2;
typedef struct CPpmd_State4_
{
UInt16 Successor_0;
UInt16 Successor_1;
} CPpmd_State4;
MY_CPU_pragma_pop
/*
PPMD code can write full CPpmd_State structure data to CPpmd*_Context
at (byte offset = 2) instead of some fields of original CPpmd*_Context structure.
If we use pointers to different types, but that point to shared
memory space, we can have aliasing problem (strict aliasing).
XLC compiler in -O2 mode can change the order of memory write instructions
in relation to read instructions, if we have use pointers to different types.
To solve that aliasing problem we use combined CPpmd*_Context structure
with unions that contain the fields from both structures:
the original CPpmd*_Context and CPpmd_State.
So we can access the fields from both structures via one pointer,
and the compiler doesn't change the order of write instructions
in relation to read instructions.
If we don't use memory write instructions to shared memory in
some local code, and we use only reading instructions (read only),
then probably it's safe to use pointers to different types for reading.
*/
#ifdef PPMD_32BIT
#define Ppmd_Ref_Type(type) type *
#define Ppmd_GetRef(p, ptr) (ptr)
#define Ppmd_GetPtr(p, ptr) (ptr)
#define Ppmd_GetPtr_Type(p, ptr, note_type) (ptr)
#else
#define Ppmd_Ref_Type(type) UInt32
#define Ppmd_GetRef(p, ptr) ((UInt32)((Byte *)(ptr) - (p)->Base))
#define Ppmd_GetPtr(p, offs) ((void *)((p)->Base + (offs)))
#define Ppmd_GetPtr_Type(p, offs, type) ((type *)Ppmd_GetPtr(p, offs))
#endif // PPMD_32BIT
typedef Ppmd_Ref_Type(CPpmd_State) CPpmd_State_Ref;
typedef Ppmd_Ref_Type(void) CPpmd_Void_Ref;
typedef Ppmd_Ref_Type(Byte) CPpmd_Byte_Ref;
/*
#ifdef MY_CPU_LE_UNALIGN
// the unaligned 32-bit access latency can be too large, if the data is not in L1 cache.
#define Ppmd_GET_SUCCESSOR(p) ((CPpmd_Void_Ref)*(const UInt32 *)(const void *)&(p)->Successor_0)
#define Ppmd_SET_SUCCESSOR(p, v) *(UInt32 *)(void *)(void *)&(p)->Successor_0 = (UInt32)(v)
#else
*/
/*
We can write 16-bit halves to 32-bit (Successor) field in any selected order.
But the native order is more consistent way.
So we use the native order, if LE/BE order can be detected here at compile time.
*/
#ifdef MY_CPU_BE
#define Ppmd_GET_SUCCESSOR(p) \
( (CPpmd_Void_Ref) (((UInt32)(p)->Successor_0 << 16) | (p)->Successor_1) )
#define Ppmd_SET_SUCCESSOR(p, v) { \
(p)->Successor_0 = (UInt16)(((UInt32)(v) >> 16) /* & 0xFFFF */); \
(p)->Successor_1 = (UInt16)((UInt32)(v) /* & 0xFFFF */); }
#else
#define Ppmd_GET_SUCCESSOR(p) \
( (CPpmd_Void_Ref) ((p)->Successor_0 | ((UInt32)(p)->Successor_1 << 16)) )
#define Ppmd_SET_SUCCESSOR(p, v) { \
(p)->Successor_0 = (UInt16)((UInt32)(v) /* & 0xFFFF */); \
(p)->Successor_1 = (UInt16)(((UInt32)(v) >> 16) /* & 0xFFFF */); }
#endif
// #endif
#define PPMD_SetAllBitsIn256Bytes(p) \
{ size_t z; for (z = 0; z < 256 / sizeof(p[0]); z += 8) { \
p[z+7] = p[z+6] = p[z+5] = p[z+4] = p[z+3] = p[z+2] = p[z+1] = p[z+0] = ~(size_t)0; }}
EXTERN_C_END
#endif

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/* Ppmd7.h -- Ppmd7 (PPMdH) compression codec
2021-04-13 : Igor Pavlov : Public domain
This code is based on:
PPMd var.H (2001): Dmitry Shkarin : Public domain */
#ifndef __PPMD7_H
#define __PPMD7_H
#include "Ppmd.h"
EXTERN_C_BEGIN
#define PPMD7_MIN_ORDER 2
#define PPMD7_MAX_ORDER 64
#define PPMD7_MIN_MEM_SIZE (1 << 11)
#define PPMD7_MAX_MEM_SIZE (0xFFFFFFFF - 12 * 3)
struct CPpmd7_Context_;
typedef Ppmd_Ref_Type(struct CPpmd7_Context_) CPpmd7_Context_Ref;
// MY_CPU_pragma_pack_push_1
typedef struct CPpmd7_Context_
{
UInt16 NumStats;
union
{
UInt16 SummFreq;
CPpmd_State2 State2;
} Union2;
union
{
CPpmd_State_Ref Stats;
CPpmd_State4 State4;
} Union4;
CPpmd7_Context_Ref Suffix;
} CPpmd7_Context;
// MY_CPU_pragma_pop
#define Ppmd7Context_OneState(p) ((CPpmd_State *)&(p)->Union2)
typedef struct
{
UInt32 Range;
UInt32 Code;
UInt32 Low;
IByteIn *Stream;
} CPpmd7_RangeDec;
typedef struct
{
UInt32 Range;
Byte Cache;
// Byte _dummy_[3];
UInt64 Low;
UInt64 CacheSize;
IByteOut *Stream;
} CPpmd7z_RangeEnc;
typedef struct
{
CPpmd7_Context *MinContext, *MaxContext;
CPpmd_State *FoundState;
unsigned OrderFall, InitEsc, PrevSuccess, MaxOrder, HiBitsFlag;
Int32 RunLength, InitRL; /* must be 32-bit at least */
UInt32 Size;
UInt32 GlueCount;
UInt32 AlignOffset;
Byte *Base, *LoUnit, *HiUnit, *Text, *UnitsStart;
union
{
CPpmd7_RangeDec dec;
CPpmd7z_RangeEnc enc;
} rc;
Byte Indx2Units[PPMD_NUM_INDEXES + 2]; // +2 for alignment
Byte Units2Indx[128];
CPpmd_Void_Ref FreeList[PPMD_NUM_INDEXES];
Byte NS2BSIndx[256], NS2Indx[256];
Byte ExpEscape[16];
CPpmd_See DummySee, See[25][16];
UInt16 BinSumm[128][64];
// int LastSymbol;
} CPpmd7;
void Ppmd7_Construct(CPpmd7 *p);
BoolInt Ppmd7_Alloc(CPpmd7 *p, UInt32 size, ISzAllocPtr alloc);
void Ppmd7_Free(CPpmd7 *p, ISzAllocPtr alloc);
void Ppmd7_Init(CPpmd7 *p, unsigned maxOrder);
#define Ppmd7_WasAllocated(p) ((p)->Base != NULL)
/* ---------- Internal Functions ---------- */
#define Ppmd7_GetPtr(p, ptr) Ppmd_GetPtr(p, ptr)
#define Ppmd7_GetContext(p, ptr) Ppmd_GetPtr_Type(p, ptr, CPpmd7_Context)
#define Ppmd7_GetStats(p, ctx) Ppmd_GetPtr_Type(p, (ctx)->Union4.Stats, CPpmd_State)
void Ppmd7_Update1(CPpmd7 *p);
void Ppmd7_Update1_0(CPpmd7 *p);
void Ppmd7_Update2(CPpmd7 *p);
#define PPMD7_HiBitsFlag_3(sym) ((((unsigned)sym + 0xC0) >> (8 - 3)) & (1 << 3))
#define PPMD7_HiBitsFlag_4(sym) ((((unsigned)sym + 0xC0) >> (8 - 4)) & (1 << 4))
// #define PPMD7_HiBitsFlag_3(sym) ((sym) < 0x40 ? 0 : (1 << 3))
// #define PPMD7_HiBitsFlag_4(sym) ((sym) < 0x40 ? 0 : (1 << 4))
#define Ppmd7_GetBinSumm(p) \
&p->BinSumm[(size_t)(unsigned)Ppmd7Context_OneState(p->MinContext)->Freq - 1] \
[ p->PrevSuccess + ((p->RunLength >> 26) & 0x20) \
+ p->NS2BSIndx[(size_t)Ppmd7_GetContext(p, p->MinContext->Suffix)->NumStats - 1] \
+ PPMD7_HiBitsFlag_4(Ppmd7Context_OneState(p->MinContext)->Symbol) \
+ (p->HiBitsFlag = PPMD7_HiBitsFlag_3(p->FoundState->Symbol)) ]
CPpmd_See *Ppmd7_MakeEscFreq(CPpmd7 *p, unsigned numMasked, UInt32 *scale);
/*
We support two versions of Ppmd7 (PPMdH) methods that use same CPpmd7 structure:
1) Ppmd7a_*: original PPMdH
2) Ppmd7z_*: modified PPMdH with 7z Range Coder
Ppmd7_*: the structures and functions that are common for both versions of PPMd7 (PPMdH)
*/
/* ---------- Decode ---------- */
#define PPMD7_SYM_END (-1)
#define PPMD7_SYM_ERROR (-2)
/*
You must set (CPpmd7::rc.dec.Stream) before Ppmd7*_RangeDec_Init()
Ppmd7*_DecodeSymbol()
out:
>= 0 : decoded byte
-1 : PPMD7_SYM_END : End of payload marker
-2 : PPMD7_SYM_ERROR : Data error
*/
/* Ppmd7a_* : original PPMdH */
BoolInt Ppmd7a_RangeDec_Init(CPpmd7_RangeDec *p);
#define Ppmd7a_RangeDec_IsFinishedOK(p) ((p)->Code == 0)
int Ppmd7a_DecodeSymbol(CPpmd7 *p);
/* Ppmd7z_* : modified PPMdH with 7z Range Coder */
BoolInt Ppmd7z_RangeDec_Init(CPpmd7_RangeDec *p);
#define Ppmd7z_RangeDec_IsFinishedOK(p) ((p)->Code == 0)
int Ppmd7z_DecodeSymbol(CPpmd7 *p);
// Byte *Ppmd7z_DecodeSymbols(CPpmd7 *p, Byte *buf, const Byte *lim);
/* ---------- Encode ---------- */
void Ppmd7z_Init_RangeEnc(CPpmd7 *p);
void Ppmd7z_Flush_RangeEnc(CPpmd7 *p);
// void Ppmd7z_EncodeSymbol(CPpmd7 *p, int symbol);
void Ppmd7z_EncodeSymbols(CPpmd7 *p, const Byte *buf, const Byte *lim);
EXTERN_C_END
#endif

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/* Precomp.h -- StdAfx
2013-11-12 : Igor Pavlov : Public domain */
#ifndef __7Z_PRECOMP_H
#define __7Z_PRECOMP_H
#include "Compiler.h"
/* #include "7zTypes.h" */
#endif

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/* RotateDefs.h -- Rotate functions
2015-03-25 : Igor Pavlov : Public domain */
#ifndef __ROTATE_DEFS_H
#define __ROTATE_DEFS_H
#ifdef _MSC_VER
#include <stdlib.h>
/* don't use _rotl with MINGW. It can insert slow call to function. */
/* #if (_MSC_VER >= 1200) */
#pragma intrinsic(_rotl)
#pragma intrinsic(_rotr)
/* #endif */
#define rotlFixed(x, n) _rotl((x), (n))
#define rotrFixed(x, n) _rotr((x), (n))
#else
/* new compilers can translate these macros to fast commands. */
#define rotlFixed(x, n) (((x) << (n)) | ((x) >> (32 - (n))))
#define rotrFixed(x, n) (((x) >> (n)) | ((x) << (32 - (n))))
#endif
#endif

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/* Sha256.h -- SHA-256 Hash
2021-01-01 : Igor Pavlov : Public domain */
#ifndef __7Z_SHA256_H
#define __7Z_SHA256_H
#include "7zTypes.h"
EXTERN_C_BEGIN
#define SHA256_NUM_BLOCK_WORDS 16
#define SHA256_NUM_DIGEST_WORDS 8
#define SHA256_BLOCK_SIZE (SHA256_NUM_BLOCK_WORDS * 4)
#define SHA256_DIGEST_SIZE (SHA256_NUM_DIGEST_WORDS * 4)
typedef void (MY_FAST_CALL *SHA256_FUNC_UPDATE_BLOCKS)(UInt32 state[8], const Byte *data, size_t numBlocks);
/*
if (the system supports different SHA256 code implementations)
{
(CSha256::func_UpdateBlocks) will be used
(CSha256::func_UpdateBlocks) can be set by
Sha256_Init() - to default (fastest)
Sha256_SetFunction() - to any algo
}
else
{
(CSha256::func_UpdateBlocks) is ignored.
}
*/
typedef struct
{
SHA256_FUNC_UPDATE_BLOCKS func_UpdateBlocks;
UInt64 count;
UInt64 __pad_2[2];
UInt32 state[SHA256_NUM_DIGEST_WORDS];
Byte buffer[SHA256_BLOCK_SIZE];
} CSha256;
#define SHA256_ALGO_DEFAULT 0
#define SHA256_ALGO_SW 1
#define SHA256_ALGO_HW 2
/*
Sha256_SetFunction()
return:
0 - (algo) value is not supported, and func_UpdateBlocks was not changed
1 - func_UpdateBlocks was set according (algo) value.
*/
BoolInt Sha256_SetFunction(CSha256 *p, unsigned algo);
void Sha256_InitState(CSha256 *p);
void Sha256_Init(CSha256 *p);
void Sha256_Update(CSha256 *p, const Byte *data, size_t size);
void Sha256_Final(CSha256 *p, Byte *digest);
// void MY_FAST_CALL Sha256_UpdateBlocks(UInt32 state[8], const Byte *data, size_t numBlocks);
/*
call Sha256Prepare() once at program start.
It prepares all supported implementations, and detects the fastest implementation.
*/
void Sha256Prepare(void);
EXTERN_C_END
#endif

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/* Xz.h - Xz interface
2021-04-01 : Igor Pavlov : Public domain */
#ifndef __XZ_H
#define __XZ_H
#include "Sha256.h"
EXTERN_C_BEGIN
#define XZ_ID_Subblock 1
#define XZ_ID_Delta 3
#define XZ_ID_X86 4
#define XZ_ID_PPC 5
#define XZ_ID_IA64 6
#define XZ_ID_ARM 7
#define XZ_ID_ARMT 8
#define XZ_ID_SPARC 9
#define XZ_ID_LZMA2 0x21
unsigned Xz_ReadVarInt(const Byte *p, size_t maxSize, UInt64 *value);
unsigned Xz_WriteVarInt(Byte *buf, UInt64 v);
/* ---------- xz block ---------- */
#define XZ_BLOCK_HEADER_SIZE_MAX 1024
#define XZ_NUM_FILTERS_MAX 4
#define XZ_BF_NUM_FILTERS_MASK 3
#define XZ_BF_PACK_SIZE (1 << 6)
#define XZ_BF_UNPACK_SIZE (1 << 7)
#define XZ_FILTER_PROPS_SIZE_MAX 20
typedef struct
{
UInt64 id;
UInt32 propsSize;
Byte props[XZ_FILTER_PROPS_SIZE_MAX];
} CXzFilter;
typedef struct
{
UInt64 packSize;
UInt64 unpackSize;
Byte flags;
CXzFilter filters[XZ_NUM_FILTERS_MAX];
} CXzBlock;
#define XzBlock_GetNumFilters(p) (((unsigned)(p)->flags & XZ_BF_NUM_FILTERS_MASK) + 1)
#define XzBlock_HasPackSize(p) (((p)->flags & XZ_BF_PACK_SIZE) != 0)
#define XzBlock_HasUnpackSize(p) (((p)->flags & XZ_BF_UNPACK_SIZE) != 0)
#define XzBlock_HasUnsupportedFlags(p) (((p)->flags & ~(XZ_BF_NUM_FILTERS_MASK | XZ_BF_PACK_SIZE | XZ_BF_UNPACK_SIZE)) != 0)
SRes XzBlock_Parse(CXzBlock *p, const Byte *header);
SRes XzBlock_ReadHeader(CXzBlock *p, ISeqInStream *inStream, BoolInt *isIndex, UInt32 *headerSizeRes);
/* ---------- xz stream ---------- */
#define XZ_SIG_SIZE 6
#define XZ_FOOTER_SIG_SIZE 2
extern const Byte XZ_SIG[XZ_SIG_SIZE];
/*
extern const Byte XZ_FOOTER_SIG[XZ_FOOTER_SIG_SIZE];
*/
#define XZ_FOOTER_SIG_0 'Y'
#define XZ_FOOTER_SIG_1 'Z'
#define XZ_STREAM_FLAGS_SIZE 2
#define XZ_STREAM_CRC_SIZE 4
#define XZ_STREAM_HEADER_SIZE (XZ_SIG_SIZE + XZ_STREAM_FLAGS_SIZE + XZ_STREAM_CRC_SIZE)
#define XZ_STREAM_FOOTER_SIZE (XZ_FOOTER_SIG_SIZE + XZ_STREAM_FLAGS_SIZE + XZ_STREAM_CRC_SIZE + 4)
#define XZ_CHECK_MASK 0xF
#define XZ_CHECK_NO 0
#define XZ_CHECK_CRC32 1
#define XZ_CHECK_CRC64 4
#define XZ_CHECK_SHA256 10
typedef struct
{
unsigned mode;
UInt32 crc;
UInt64 crc64;
CSha256 sha;
} CXzCheck;
void XzCheck_Init(CXzCheck *p, unsigned mode);
void XzCheck_Update(CXzCheck *p, const void *data, size_t size);
int XzCheck_Final(CXzCheck *p, Byte *digest);
typedef UInt16 CXzStreamFlags;
#define XzFlags_IsSupported(f) ((f) <= XZ_CHECK_MASK)
#define XzFlags_GetCheckType(f) ((f) & XZ_CHECK_MASK)
#define XzFlags_HasDataCrc32(f) (Xz_GetCheckType(f) == XZ_CHECK_CRC32)
unsigned XzFlags_GetCheckSize(CXzStreamFlags f);
SRes Xz_ParseHeader(CXzStreamFlags *p, const Byte *buf);
SRes Xz_ReadHeader(CXzStreamFlags *p, ISeqInStream *inStream);
typedef struct
{
UInt64 unpackSize;
UInt64 totalSize;
} CXzBlockSizes;
typedef struct
{
CXzStreamFlags flags;
size_t numBlocks;
CXzBlockSizes *blocks;
UInt64 startOffset;
} CXzStream;
void Xz_Construct(CXzStream *p);
void Xz_Free(CXzStream *p, ISzAllocPtr alloc);
#define XZ_SIZE_OVERFLOW ((UInt64)(Int64)-1)
UInt64 Xz_GetUnpackSize(const CXzStream *p);
UInt64 Xz_GetPackSize(const CXzStream *p);
typedef struct
{
size_t num;
size_t numAllocated;
CXzStream *streams;
} CXzs;
void Xzs_Construct(CXzs *p);
void Xzs_Free(CXzs *p, ISzAllocPtr alloc);
SRes Xzs_ReadBackward(CXzs *p, ILookInStream *inStream, Int64 *startOffset, ICompressProgress *progress, ISzAllocPtr alloc);
UInt64 Xzs_GetNumBlocks(const CXzs *p);
UInt64 Xzs_GetUnpackSize(const CXzs *p);
// ECoderStatus values are identical to ELzmaStatus values of LZMA2 decoder
typedef enum
{
CODER_STATUS_NOT_SPECIFIED, /* use main error code instead */
CODER_STATUS_FINISHED_WITH_MARK, /* stream was finished with end mark. */
CODER_STATUS_NOT_FINISHED, /* stream was not finished */
CODER_STATUS_NEEDS_MORE_INPUT /* you must provide more input bytes */
} ECoderStatus;
// ECoderFinishMode values are identical to ELzmaFinishMode
typedef enum
{
CODER_FINISH_ANY, /* finish at any point */
CODER_FINISH_END /* block must be finished at the end */
} ECoderFinishMode;
typedef struct _IStateCoder
{
void *p;
void (*Free)(void *p, ISzAllocPtr alloc);
SRes (*SetProps)(void *p, const Byte *props, size_t propSize, ISzAllocPtr alloc);
void (*Init)(void *p);
SRes (*Code2)(void *p, Byte *dest, SizeT *destLen, const Byte *src, SizeT *srcLen,
int srcWasFinished, ECoderFinishMode finishMode,
// int *wasFinished,
ECoderStatus *status);
SizeT (*Filter)(void *p, Byte *data, SizeT size);
} IStateCoder;
#define MIXCODER_NUM_FILTERS_MAX 4
typedef struct
{
ISzAllocPtr alloc;
Byte *buf;
unsigned numCoders;
Byte *outBuf;
size_t outBufSize;
size_t outWritten; // is equal to lzmaDecoder.dicPos (in outBuf mode)
BoolInt wasFinished;
SRes res;
ECoderStatus status;
// BoolInt SingleBufMode;
int finished[MIXCODER_NUM_FILTERS_MAX - 1];
size_t pos[MIXCODER_NUM_FILTERS_MAX - 1];
size_t size[MIXCODER_NUM_FILTERS_MAX - 1];
UInt64 ids[MIXCODER_NUM_FILTERS_MAX];
SRes results[MIXCODER_NUM_FILTERS_MAX];
IStateCoder coders[MIXCODER_NUM_FILTERS_MAX];
} CMixCoder;
typedef enum
{
XZ_STATE_STREAM_HEADER,
XZ_STATE_STREAM_INDEX,
XZ_STATE_STREAM_INDEX_CRC,
XZ_STATE_STREAM_FOOTER,
XZ_STATE_STREAM_PADDING,
XZ_STATE_BLOCK_HEADER,
XZ_STATE_BLOCK,
XZ_STATE_BLOCK_FOOTER
} EXzState;
typedef struct
{
EXzState state;
UInt32 pos;
unsigned alignPos;
unsigned indexPreSize;
CXzStreamFlags streamFlags;
UInt32 blockHeaderSize;
UInt64 packSize;
UInt64 unpackSize;
UInt64 numBlocks; // number of finished blocks in current stream
UInt64 indexSize;
UInt64 indexPos;
UInt64 padSize;
UInt64 numStartedStreams;
UInt64 numFinishedStreams;
UInt64 numTotalBlocks;
UInt32 crc;
CMixCoder decoder;
CXzBlock block;
CXzCheck check;
CSha256 sha;
BoolInt parseMode;
BoolInt headerParsedOk;
BoolInt decodeToStreamSignature;
unsigned decodeOnlyOneBlock;
Byte *outBuf;
size_t outBufSize;
size_t outDataWritten; // the size of data in (outBuf) that were fully unpacked
Byte shaDigest[SHA256_DIGEST_SIZE];
Byte buf[XZ_BLOCK_HEADER_SIZE_MAX];
} CXzUnpacker;
/* alloc : aligned for cache line allocation is better */
void XzUnpacker_Construct(CXzUnpacker *p, ISzAllocPtr alloc);
void XzUnpacker_Init(CXzUnpacker *p);
void XzUnpacker_SetOutBuf(CXzUnpacker *p, Byte *outBuf, size_t outBufSize);
void XzUnpacker_Free(CXzUnpacker *p);
/*
XzUnpacker
The sequence for decoding functions:
{
XzUnpacker_Construct()
[Decoding_Calls]
XzUnpacker_Free()
}
[Decoding_Calls]
There are 3 types of interfaces for [Decoding_Calls] calls:
Interface-1 : Partial output buffers:
{
XzUnpacker_Init()
for()
{
XzUnpacker_Code();
}
XzUnpacker_IsStreamWasFinished()
}
Interface-2 : Direct output buffer:
Use it, if you know exact size of decoded data, and you need
whole xz unpacked data in one output buffer.
xz unpacker doesn't allocate additional buffer for lzma2 dictionary in that mode.
{
XzUnpacker_Init()
XzUnpacker_SetOutBufMode(); // to set output buffer and size
for()
{
XzUnpacker_Code(); // (dest = NULL) in XzUnpacker_Code()
}
XzUnpacker_IsStreamWasFinished()
}
Interface-3 : Direct output buffer : One call full decoding
It unpacks whole input buffer to output buffer in one call.
It uses Interface-2 internally.
{
XzUnpacker_CodeFull()
XzUnpacker_IsStreamWasFinished()
}
*/
/*
finishMode:
It has meaning only if the decoding reaches output limit (*destLen).
CODER_FINISH_ANY - use smallest number of input bytes
CODER_FINISH_END - read EndOfStream marker after decoding
Returns:
SZ_OK
status:
CODER_STATUS_NOT_FINISHED,
CODER_STATUS_NEEDS_MORE_INPUT - the decoder can return it in two cases:
1) it needs more input data to finish current xz stream
2) xz stream was finished successfully. But the decoder supports multiple
concatented xz streams. So it expects more input data for new xz streams.
Call XzUnpacker_IsStreamWasFinished() to check that latest xz stream was finished successfully.
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_DATA - Data error
SZ_ERROR_UNSUPPORTED - Unsupported method or method properties
SZ_ERROR_CRC - CRC error
// SZ_ERROR_INPUT_EOF - It needs more bytes in input buffer (src).
SZ_ERROR_NO_ARCHIVE - the error with xz Stream Header with one of the following reasons:
- xz Stream Signature failure
- CRC32 of xz Stream Header is failed
- The size of Stream padding is not multiple of four bytes.
It's possible to get that error, if xz stream was finished and the stream
contains some another data. In that case you can call XzUnpacker_GetExtraSize()
function to get real size of xz stream.
*/
SRes XzUnpacker_Code(CXzUnpacker *p, Byte *dest, SizeT *destLen,
const Byte *src, SizeT *srcLen, int srcFinished,
ECoderFinishMode finishMode, ECoderStatus *status);
SRes XzUnpacker_CodeFull(CXzUnpacker *p, Byte *dest, SizeT *destLen,
const Byte *src, SizeT *srcLen,
ECoderFinishMode finishMode, ECoderStatus *status);
/*
If you decode full xz stream(s), then you can call XzUnpacker_IsStreamWasFinished()
after successful XzUnpacker_CodeFull() or after last call of XzUnpacker_Code().
*/
BoolInt XzUnpacker_IsStreamWasFinished(const CXzUnpacker *p);
/*
XzUnpacker_GetExtraSize() returns then number of unconfirmed bytes,
if it's in (XZ_STATE_STREAM_HEADER) state or in (XZ_STATE_STREAM_PADDING) state.
These bytes can be some data after xz archive, or
it can be start of new xz stream.
Call XzUnpacker_GetExtraSize() after XzUnpacker_Code() function to detect real size of
xz stream in two cases, if XzUnpacker_Code() returns:
res == SZ_OK && status == CODER_STATUS_NEEDS_MORE_INPUT
res == SZ_ERROR_NO_ARCHIVE
*/
UInt64 XzUnpacker_GetExtraSize(const CXzUnpacker *p);
/*
for random block decoding:
XzUnpacker_Init();
set CXzUnpacker::streamFlags
XzUnpacker_PrepareToRandomBlockDecoding()
loop
{
XzUnpacker_Code()
XzUnpacker_IsBlockFinished()
}
*/
void XzUnpacker_PrepareToRandomBlockDecoding(CXzUnpacker *p);
BoolInt XzUnpacker_IsBlockFinished(const CXzUnpacker *p);
#define XzUnpacker_GetPackSizeForIndex(p) ((p)->packSize + (p)->blockHeaderSize + XzFlags_GetCheckSize((p)->streamFlags))
/* ---- Single-Thread and Multi-Thread xz Decoding with Input/Output Streams ---- */
/*
if (CXzDecMtProps::numThreads > 1), the decoder can try to use
Multi-Threading. The decoder analyses xz block header, and if
there are pack size and unpack size values stored in xz block header,
the decoder reads compressed data of block to internal buffers,
and then it can start parallel decoding, if there are another blocks.
The decoder can switch back to Single-Thread decoding after some conditions.
The sequence of calls for xz decoding with in/out Streams:
{
XzDecMt_Create()
XzDecMtProps_Init(XzDecMtProps) to set default values of properties
// then you can change some XzDecMtProps parameters with required values
// here you can set the number of threads and (memUseMax) - the maximum
Memory usage for multithreading decoding.
for()
{
XzDecMt_Decode() // one call per one file
}
XzDecMt_Destroy()
}
*/
typedef struct
{
size_t inBufSize_ST; // size of input buffer for Single-Thread decoding
size_t outStep_ST; // size of output buffer for Single-Thread decoding
BoolInt ignoreErrors; // if set to 1, the decoder can ignore some errors and it skips broken parts of data.
#ifndef _7ZIP_ST
unsigned numThreads; // the number of threads for Multi-Thread decoding. if (umThreads == 1) it will use Single-thread decoding
size_t inBufSize_MT; // size of small input data buffers for Multi-Thread decoding. Big number of such small buffers can be created
size_t memUseMax; // the limit of total memory usage for Multi-Thread decoding.
// it's recommended to set (memUseMax) manually to value that is smaller of total size of RAM in computer.
#endif
} CXzDecMtProps;
void XzDecMtProps_Init(CXzDecMtProps *p);
typedef void * CXzDecMtHandle;
/*
alloc : XzDecMt uses CAlignOffsetAlloc internally for addresses allocated by (alloc).
allocMid : for big allocations, aligned allocation is better
*/
CXzDecMtHandle XzDecMt_Create(ISzAllocPtr alloc, ISzAllocPtr allocMid);
void XzDecMt_Destroy(CXzDecMtHandle p);
typedef struct
{
Byte UnpackSize_Defined;
Byte NumStreams_Defined;
Byte NumBlocks_Defined;
Byte DataAfterEnd; // there are some additional data after good xz streams, and that data is not new xz stream.
Byte DecodingTruncated; // Decoding was Truncated, we need only partial output data
UInt64 InSize; // pack size processed. That value doesn't include the data after
// end of xz stream, if that data was not correct
UInt64 OutSize;
UInt64 NumStreams;
UInt64 NumBlocks;
SRes DecodeRes; // the error code of xz streams data decoding
SRes ReadRes; // error code from ISeqInStream:Read()
SRes ProgressRes; // error code from ICompressProgress:Progress()
SRes CombinedRes; // Combined result error code that shows main rusult
// = S_OK, if there is no error.
// but check also (DataAfterEnd) that can show additional minor errors.
SRes CombinedRes_Type; // = SZ_ERROR_READ, if error from ISeqInStream
// = SZ_ERROR_PROGRESS, if error from ICompressProgress
// = SZ_ERROR_WRITE, if error from ISeqOutStream
// = SZ_ERROR_* codes for decoding
} CXzStatInfo;
void XzStatInfo_Clear(CXzStatInfo *p);
/*
XzDecMt_Decode()
SRes: it's combined decoding result. It also is equal to stat->CombinedRes.
SZ_OK - no error
check also output value in (stat->DataAfterEnd)
that can show additional possible error
SZ_ERROR_MEM - Memory allocation error
SZ_ERROR_NO_ARCHIVE - is not xz archive
SZ_ERROR_ARCHIVE - Headers error
SZ_ERROR_DATA - Data Error
SZ_ERROR_UNSUPPORTED - Unsupported method or method properties
SZ_ERROR_CRC - CRC Error
SZ_ERROR_INPUT_EOF - it needs more input data
SZ_ERROR_WRITE - ISeqOutStream error
(SZ_ERROR_READ) - ISeqInStream errors
(SZ_ERROR_PROGRESS) - ICompressProgress errors
// SZ_ERROR_THREAD - error in multi-threading functions
MY_SRes_HRESULT_FROM_WRes(WRes_error) - error in multi-threading function
*/
SRes XzDecMt_Decode(CXzDecMtHandle p,
const CXzDecMtProps *props,
const UInt64 *outDataSize, // NULL means undefined
int finishMode, // 0 - partial unpacking is allowed, 1 - xz stream(s) must be finished
ISeqOutStream *outStream,
// Byte *outBuf, size_t *outBufSize,
ISeqInStream *inStream,
// const Byte *inData, size_t inDataSize,
CXzStatInfo *stat, // out: decoding results and statistics
int *isMT, // out: 0 means that ST (Single-Thread) version was used
// 1 means that MT (Multi-Thread) version was used
ICompressProgress *progress);
EXTERN_C_END
#endif

26
3rdparty/lzma/include/XzCrc64.h vendored Normal file
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/* XzCrc64.h -- CRC64 calculation
2013-01-18 : Igor Pavlov : Public domain */
#ifndef __XZ_CRC64_H
#define __XZ_CRC64_H
#include <stddef.h>
#include "7zTypes.h"
EXTERN_C_BEGIN
extern UInt64 g_Crc64Table[];
void MY_FAST_CALL Crc64GenerateTable(void);
#define CRC64_INIT_VAL UINT64_CONST(0xFFFFFFFFFFFFFFFF)
#define CRC64_GET_DIGEST(crc) ((crc) ^ CRC64_INIT_VAL)
#define CRC64_UPDATE_BYTE(crc, b) (g_Crc64Table[((crc) ^ (b)) & 0xFF] ^ ((crc) >> 8))
UInt64 MY_FAST_CALL Crc64Update(UInt64 crc, const void *data, size_t size);
UInt64 MY_FAST_CALL Crc64Calc(const void *data, size_t size);
EXTERN_C_END
#endif

60
3rdparty/lzma/include/XzEnc.h vendored Normal file
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/* XzEnc.h -- Xz Encode
2017-06-27 : Igor Pavlov : Public domain */
#ifndef __XZ_ENC_H
#define __XZ_ENC_H
#include "Lzma2Enc.h"
#include "Xz.h"
EXTERN_C_BEGIN
#define XZ_PROPS__BLOCK_SIZE__AUTO LZMA2_ENC_PROPS__BLOCK_SIZE__AUTO
#define XZ_PROPS__BLOCK_SIZE__SOLID LZMA2_ENC_PROPS__BLOCK_SIZE__SOLID
typedef struct
{
UInt32 id;
UInt32 delta;
UInt32 ip;
int ipDefined;
} CXzFilterProps;
void XzFilterProps_Init(CXzFilterProps *p);
typedef struct
{
CLzma2EncProps lzma2Props;
CXzFilterProps filterProps;
unsigned checkId;
UInt64 blockSize;
int numBlockThreads_Reduced;
int numBlockThreads_Max;
int numTotalThreads;
int forceWriteSizesInHeader;
UInt64 reduceSize;
} CXzProps;
void XzProps_Init(CXzProps *p);
typedef void * CXzEncHandle;
CXzEncHandle XzEnc_Create(ISzAllocPtr alloc, ISzAllocPtr allocBig);
void XzEnc_Destroy(CXzEncHandle p);
SRes XzEnc_SetProps(CXzEncHandle p, const CXzProps *props);
void XzEnc_SetDataSize(CXzEncHandle p, UInt64 expectedDataSiize);
SRes XzEnc_Encode(CXzEncHandle p, ISeqOutStream *outStream, ISeqInStream *inStream, ICompressProgress *progress);
SRes Xz_Encode(ISeqOutStream *outStream, ISeqInStream *inStream,
const CXzProps *props, ICompressProgress *progress);
SRes Xz_EncodeEmpty(ISeqOutStream *outStream);
EXTERN_C_END
#endif

112
3rdparty/lzma/lzma.vcxproj vendored Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(SolutionDir)common\vsprops\BaseProjectConfig.props" />
<Import Project="$(SolutionDir)common\vsprops\WinSDK.props" />
<PropertyGroup Label="Globals">
<ProjectGuid>{A4323327-3F2B-4271-83D9-7F9A3C66B6B2}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
<UseDebugLibraries Condition="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings" />
<ImportGroup Label="PropertySheets">
<Import Project="..\DefaultProjectRootDir.props" />
<Import Project="..\3rdparty.props" />
<Import Condition="$(Configuration.Contains(Debug))" Project="..\..\common\vsprops\CodeGen_Debug.props" />
<Import Condition="$(Configuration.Contains(Devel))" Project="..\..\common\vsprops\CodeGen_Devel.props" />
<Import Condition="$(Configuration.Contains(Release))" Project="..\..\common\vsprops\CodeGen_Release.props" />
<Import Condition="!$(Configuration.Contains(Release))" Project="..\..\common\vsprops\IncrementalLinking.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<ClCompile Include="src\7zAlloc.c" />
<ClCompile Include="src\7zArcIn.c" />
<ClCompile Include="src\7zBuf.c" />
<ClCompile Include="src\7zBuf2.c" />
<ClCompile Include="src\7zCrc.c" />
<ClCompile Include="src\7zCrcOpt.c" />
<ClCompile Include="src\7zDec.c" />
<ClCompile Include="src\7zFile.c" />
<ClCompile Include="src\7zStream.c" />
<ClCompile Include="src\Alloc.c" />
<ClCompile Include="src\Bcj2.c" />
<ClCompile Include="src\Bcj2Enc.c" />
<ClCompile Include="src\Bra.c" />
<ClCompile Include="src\Bra86.c" />
<ClCompile Include="src\BraIA64.c" />
<ClCompile Include="src\CpuArch.c" />
<ClCompile Include="src\Delta.c" />
<ClCompile Include="src\LzFind.c" />
<ClCompile Include="src\LzFindOpt.c" />
<ClCompile Include="src\Lzma2Dec.c" />
<ClCompile Include="src\Lzma2DecMt.c" />
<ClCompile Include="src\Lzma2Enc.c" />
<ClCompile Include="src\Lzma86Dec.c" />
<ClCompile Include="src\Lzma86Enc.c" />
<ClCompile Include="src\LzmaDec.c" />
<ClCompile Include="src\LzmaEnc.c" />
<ClCompile Include="src\LzmaLib.c" />
<ClCompile Include="src\Ppmd7.c" />
<ClCompile Include="src\Ppmd7Dec.c" />
<ClCompile Include="src\Ppmd7Enc.c" />
<ClCompile Include="src\Sha256.c" />
<ClCompile Include="src\Sha256Opt.c" />
<ClCompile Include="src\Xz.c" />
<ClCompile Include="src\XzCrc64.c" />
<ClCompile Include="src\XzCrc64Opt.c" />
<ClCompile Include="src\XzDec.c" />
<ClCompile Include="src\XzEnc.c" />
<ClCompile Include="src\XzIn.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\7z.h" />
<ClInclude Include="include\7zAlloc.h" />
<ClInclude Include="include\7zBuf.h" />
<ClInclude Include="include\7zCrc.h" />
<ClInclude Include="include\7zFile.h" />
<ClInclude Include="include\7zTypes.h" />
<ClInclude Include="include\7zVersion.h" />
<ClInclude Include="include\Alloc.h" />
<ClInclude Include="include\Bcj2.h" />
<ClInclude Include="include\Bra.h" />
<ClInclude Include="include\Compiler.h" />
<ClInclude Include="include\CpuArch.h" />
<ClInclude Include="include\Delta.h" />
<ClInclude Include="include\LzFind.h" />
<ClInclude Include="include\LzHash.h" />
<ClInclude Include="include\Lzma2Dec.h" />
<ClInclude Include="include\Lzma2DecMt.h" />
<ClInclude Include="include\Lzma2Enc.h" />
<ClInclude Include="include\Lzma86.h" />
<ClInclude Include="include\LzmaDec.h" />
<ClInclude Include="include\LzmaEnc.h" />
<ClInclude Include="include\LzmaLib.h" />
<ClInclude Include="include\Ppmd.h" />
<ClInclude Include="include\Ppmd7.h" />
<ClInclude Include="include\Precomp.h" />
<ClInclude Include="include\RotateDefs.h" />
<ClInclude Include="include\Sha256.h" />
<ClInclude Include="include\Xz.h" />
<ClInclude Include="include\XzCrc64.h" />
<ClInclude Include="include\XzEnc.h" />
</ItemGroup>
<ItemDefinitionGroup>
<ClCompile>
<PreprocessorDefinitions>_7ZIP_ST;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>TurnOffAllWarnings</WarningLevel>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\lzma\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
</Project>

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