See 8903cf8ec0
This got removed from devkitPPC a while ago, this should allow
people on newer toolchains to build.
These changes also need to be done to all the cores.
This adds '--disable-menu' which will disable all of the menu drivers
including Qt. This will also allow disabling only rgui and not the other
menu drivers.
== DETAILS
For local netplay, it's useful to have your IP address easily
available. This commit makes the Information > Network Information
menu display the Wii U's IP address.
Change summary:
- Fix the logging init to be reentrant to avoid socket consumption
- Add implementation of POSIX `getifaddrs()` and `freeifaddrs()`
to `missing_libc_functions.c`
- Remove compiler directives protecting the code paths that call
`getifaddrs()` from being used in Wii U builds
== TESTING
Have tested locally, successfully get IP address information in
the Information > Network Information.
I think this may also fix NAT traversal. Will need to be tested.
== DETAILS
The broadcast address is a standard part of TCP/IP that is used to
send messages to everyone on the subnet. This patch updates the
logging code to do the following:
1. Derive the broadcast address from the Wii U's own IP address
and subnet mask. These can all be obtained at runtime, which
means we can...
2. Remove the PC_DEVELOPMENT_IP_ADDRESS define from Wii U's
Makefile, because compiling in an IP is no longer needed.
3. Rewrite the net_listen script to listen for broadcast packets
and print them out with timestamps.
Since it's using the broadcast address, the only requirement is
that the PC be on the same network subnet as the Wii U.
Because of the low overhead of UDP, I've made logging on by
default. This will make it a ton easier to get useful bug
reports from users.
- move non-salamander objects out of salamander scope
- move the missing libc functions to general scope
- fix salamander_main inline invocation
TESTING: Ran 'make -f Makefile.wiiu SALAMANDER=1' successfully
=== DETAILS
Since @aliaspider wants the `wiiu/` to be something of a mini-SDK, I've
reorganized the code I put in there:
- `wiiu/main.c` now only has the ELF/RPX entrypoints, and the code used
by those entrypoints, with RA code removed (e.g. swapped retro_sleep()
for usleep()). These entrypoints then call main() ...
- Moved `main()` and its support functions back into `frontend/drivers/platform_wiiu.c`
I also renamed some of the support functions I wrote, and better
organized them within the code.
- Moved `wiiu/input/` into the `input/` hierarchy:
* The joypad drivers now live in `input/drivers_joypad/wiiu/`
* The HID driver now lives in `input/drivers_hid/`
* The Wii U specific headers now live in `input/include/wiiu`
* I added `input/include` into the include search path to avoid
using really ugly relative includes
== DETAILS
The Wii U main entrypoints were embedded in the frontend driver,
which isn't a great place for them. Also, the `main()` method was
pretty long and monolithic. Now it's (much) less so.
Changes:
- Refactor out the main entrypoints into their own source files
(`wiiu/main.c` and `wiiu/main.h`)
- Optimize includes in both files, so only the minimum needed to
compile are included.
- The `main()` method is a lot easier to understand now. It's no longer
a confusing mess of ifdefs.
- There's a small amount of changes in the headers for future work, which
is switching kpad_driver to be callback-driven. The only change here is
to import the function that will be used, and define some data types.
Testing:
- Did local builds and confirmed build is successful
- Successfully loaded a core and switched among a few games
== DETAILS
- DS3 analog wasn't working mainly because I forgot to actually declare the
axes in input/input_autoconfig.c when declaring the pad. Whoops.
- I also moved the axis decoding logic to a more central place, because it
clearly is not Wii U specific.
- Removed some dead commented-out code
== TESTING
Can use analog inputs on both GCA and DS3. Tested in Mario 3 on Nestopia core.
Haven't tested with any actual analog games, but I did confirm via logging
that the correct ranges are produced.
Fortunately, the gcc port implements the builtins and, from basic
testing, they seem to work.
This is only really useful on Wii U--other platforms have more
robust atomic operations, or aren't using gcc to build.
== DETAILS
1. Noticed that the HID driver wasn't loading after setting WIIU_HID=1. Found
that the HID driver init was ifdef'd out. Removed that.
2. Current theory around "System Memory Error 160-2203" is in-memory
corruption. So, to try to identify it:
- Created a routine that does a hex dump of the RPX over the logger. (I
have a python3 script that can extract the hex dump back into a binary
file). If a SME occurs with this routine enabled, we can see if the
corruption is happening at read-time, or somewhere between when we send
the RPX to the loader and try to execute it.
- I noticed that we allocate slightly more memory than the RPX actually
needs, and we don't zero the memory, which means there's a handful of
bytes at the end that could be anything. I added a call to memset() to
zero out the memory prior to loading the RPX off the SD card.
And, of course, after adding those, I haven't been able to reproduce the
System Memory Error, so maybe the uninitialized memory was the problem?
Here's hoping.
== DETAILS
- Add *.swp to gitignore so editor swap files don't get committed
- Remove unneeded commented-out defines from WiiU build
- Start on fix for DSI when switching cores on WiiU
== TESTING
Sigh. I'm back at "System Memory error", which makes me think the problem
might be the SD card. (On the plus side, I manually verified the hash so
at least the copy process is working).
So, that's to say that I can't actually test to see if the DSI error is
fixed.
== DETAILS
We're trying to track down the source of crashes when switching cores.
To rule out the HID code, this commit does the following:
- Wraps the library imports in an ifdef
- Wraps the object files in conditionals in Makefile.wiiu
- In wiiu_joypad, calls into the hidpad driver are wrapped in ifdef
== TESTING
This didn't solve the "System memory error" crash I've been experiencing.
But, maybe it will impact the other flavors of crashes others are seeing.
can load *.slangp and *.slang files. since there is no runtime compiler,
precompiled shaders (*.gsh) need to be present next to each *.slang
source file.
== DETAILS
RetroArch's general HID drivers are intended as a full-on substitute for
other input drivers such as XInput, DInput, SDL, etc. The Wii U port is,
to my knowledge, the first case of heterogenous input drivers working
concurrently.
As such, I've moved things around:
- The HID driver source is moved into the wiiu/input/ directory alongside
the joypad subdrivers.
- We no longer use the input_hid_init_first() method to instantiate; instead
we just init the wiiu HID driver directly.
- The HID pad driver and HID subsystem driver enjoy a tighter coupling,
mainly having to do with the initialization of the joypad connections
list, because there's no way to inform the HID driver's init() method
how many slots to allocate.
== TESTING
Will test in a moment, but at least it compiles cleanly. ;)
== DETAILS
Well, after a lot of code analysis, this seems like the
best way to handle things on the Wii U without also completely
re-architecting the I/O handling in RetroArch.
How it works:
- the top-level wiiu_joypad driver is now nothing more than a
delegator.
- the wiiu-specific drivers live in `wiiu/input/`
- wpad_driver.c handles the WiiU gamepad
- kpad_driver.c handles the wiimotes
- hidpad_driver.c will handle HID devices like the GC adapter, DS3/DS4, etc.
(I say "will" because this isn't implemented yet)
== TESTING
Haven't actually tried the build to see if it works, but it does
compile.
== DETAILS
The old code was crashing; I did a minimalized branch and the crash
went away, so I'm bringing that over here. Meaning I'll have to
redo some of the other work I'd put in, but oh well.
(now watch it start crashing again)
== TESTING
Can confirm it builds. Wii U is busy ATM so I can't test.
== DETAILS
We discovered that the controller_patcher code was causing
the WiiU to intermittently crash when switching ROMs.
Changes:
- Completely extricates the controller_patcher code
- Create a skeleton wiiu_hid driver
- Wire up the build system to build/link it successfully
== TESTING
Has not been tested. Probably doesn't crash, since the
skeleton driver is just a copy of the null driver.
There was some type confusion around IOS_Open with libiosuhax, leading
to it treating the first instruction of that function as an address to
point to. Adding -D__WUT__ lets it know that we are using proper symbols
and not function pointers.
As discussed in libretro#5357; controller_patcher is now optional. It's
off by default; though this could be changed with a simple makefile
tweak (ENABLE_CONTROLLER_PATCHER ?= 1, perhaps?)
To re-enable controller_patcher; append ENABLE_CONTROLLER_PATCHER=1 to
your usual make command.
controller_patcher was the only user of c++ constructors in the Wii U
port, so you'll need 26a006c in your tree otherwise you will have a
blackscreen on startup.