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Actions build: fix errors. #275

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Actions build: fix errors. #275

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kongfl888
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Some errors were caused because GitHub Actions updated the system version.

sshot-1

If there is no better solution, the temporary solution is to return to the previous normal compilation environment.

log files of errors

log_29552171.zip

merryhime and others added 30 commits November 11, 2023 18:26
For each draw, Citra will rebind all descriptor set slots and may redundantly re-bind descriptor-sets that were already bound. Instead it should only bind the descriptor-sets that have either changed or have had their buffer-offsets changed. This also allows entire calls to `vkCmdBindDescriptorSets` to be removed in the case that nothing has changed between draw calls.
* Download TWL titles from NUS and list them in AM.

* Remove duplicate entries.

* Move TODO comment
* Stub QTM_S:GetHeadtrackingInfo

* Suggestions
* Unlock RW access to opened files on windows

* Add missing include
PabloMK7 and others added 27 commits July 16, 2024 12:50
These conditional tests are a 1:1 translation from the x64 code but do
not have to be. Reference-values are known at emit-time and can be
embedded as an immediate into an `EOR` instruction rather than moved
into a register. The `TST` instruction can be utilized to more optimally
test and update the `EQ`/`NE` status flags.
* shader_jit: Add conditional unit-tests

Tests all permutations of X, Y, AND, OR with each possible input value.

* video_core: Fix shader-interpreter conditional-code initialization

Rather than reserving the incoming state of the conditional codes, the
shader-interpreter was setting them both to false. In pretty much all
cases, the initial state of a shaderunit can be zero-initialized
statically. Just running the interpreter shouldn't necessarily reset the
conditional codes though.  The JIT loads incoming conditional codes
while the shader-interpreter resets them to false. This makes the
interpreter match the behavior of the shader-jit.

* shader_jit_a64: Fix/optimize conditional evaluation

Fix some of the regressions introduced by the previous optimization.
EOR does not support a constant of `0` in its immediate. In these cases
the COND{0,1} registers can be utilized immediately.

* shader_jit_x64: Fix conditional evaluation extended-bit hazard

The unit test seems to have identified a bug in the x64 jit too. The x64
jit was doing 32-bit comparisons despite the condition flags being 8-bit
values and is sensitive to garbage being in the upper 24 bits of the
register. This is fixed by using the proper 8-bit register types rather
than the 32-bit ones(`eax,`ebx` -> `al`, `bl`).

* shader_jit_x64: Zero-extend conditional-code bytes

`mov` was doing a partial update of bits within the register, allowing
garbage to be introduced in the upper bits of the register.
* Android: replace company in the game card with titleId.

TitleId is more useful for users than companies
because it can help them find game saves and the cheat file.

* Android: restore the company name on the game card.
* Update Vulkan and QT submodules

* Undefine FORTIFY_SOURCE before defining again

* Update discord-rpc submodule
* Implements a steps per hour (global) setting that gets returned by PTM GetStepHistory

* Make setting label text clearer

* Add setting to SDL frontend

* Add setting to Android (no UI)

* Remove IntSetting enum value

* Follow convension in android default ini
PabloMK7#236)

* qt: Fix default language not being set to the main one the system uses

* cleanup code
* act: Add more command names and implement GetErrorCode

The command names have been extracted from 3dbrew and the JavaScript
bindings that the NNID settings uses internally.

The error names have been extracted from the Wii U implementation
(102-XXXX), which are compatible with the 3DS ones except for 022-5XXX,
which are error codes specific to the 3DS.

* act: Split error codes into separate file
* Refactor Vulkan stream buffer memory type selection

This is a fix for GPUs with Vulkan V1.1 and V1.2

* add requested refactoring

* clang format

* fix typo
* common/aarch64: Allow generic code generator types

Use the templated `BasicCodeGenerator` type rather than the specialized
`CodeGenerator` type.
Allows `VectorCodeGenerator` to work with these functions.

* common/aarch64: Add `VectorCodeGenerator` to `CallFarFunction`

`VectorCodeGenerator` will always do far-calls since we cannot resolve any absolute addresses here.

* shader_jit_a64: Implement position-independent VectorCodeGenerator

Generates more position-independent assembly to allow for code to be
generated within a resizable vector before copying into executable
memory, allowing for more compact memory allocations and usage rather
than a statically defined worst-case for all-cases.

`VectorCodeGenerator` will need to generate position-independent code
rather than use absolute addresses. Assumes all far function calls in the
case of `VectorCodeGenerator` to use absolute addresses rather than
potentially use a relative `BL` branch after memory relocation.
…abloMK7#260)

I'm sure this was an oversight by the original devs and not intended to actually be runtime editable guessing by Qt's behavior

See azahar-emu/azahar#442
Replace deprecated `stateChanged` function with `checkStateChanged` that was first introduced in QT 6.7 but keep the old code to maintain compatibility with older versions of QT.
* Reenable dpad axes option

* Update Header Setting to allow for a description under tht title

* Add header descriptions for dpad axis and buttons
* FFmpeg: update layout api for ffmpeg 6.x and ffmpeg 7.

After ffmpeg 5.1, it is deprecated, and has been completely removed in ffmpeg 7.

Our current project is using 6.0 headers, modifying it will not have any side effects.

Since lavu 57.24.100(ffmpeg 5.1)

* FFmpeg: dynamic_library and dumping adapt to ffmpeg7.1.

But keeping support for older versions.

* externals/library-headers: update ffmpeg to 7.1
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