early-access version 3044

This commit is contained in:
pineappleEA 2022-10-21 11:53:29 +02:00
parent d5defdda12
commit d0429309af
13 changed files with 114 additions and 76 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 3043.
This is the source code for early-access 3044.
## Legal Notice

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@ -100,7 +100,6 @@ enum class CameraError {
enum class VibrationAmplificationType {
Linear,
Exponential,
Test,
};
// Analog properties for calibration
@ -325,6 +324,10 @@ public:
return VibrationError::NotSupported;
}
virtual bool IsVibrationEnabled() {
return false;
}
virtual PollingError SetPollingMode([[maybe_unused]] PollingMode polling_mode) {
return PollingError::NotSupported;
}

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@ -970,14 +970,7 @@ bool EmulatedController::SetVibration(std::size_t device_index, VibrationValue v
Common::Input::VibrationError::None;
}
bool EmulatedController::TestVibration(std::size_t device_index) {
if (device_index >= output_devices.size()) {
return false;
}
if (!output_devices[device_index]) {
return false;
}
bool EmulatedController::IsVibrationEnabled(std::size_t device_index) {
const auto player_index = NpadIdTypeToIndex(npad_id_type);
const auto& player = Settings::values.players.GetValue()[player_index];
@ -985,31 +978,15 @@ bool EmulatedController::TestVibration(std::size_t device_index) {
return false;
}
const Common::Input::VibrationStatus test_vibration = {
.low_amplitude = 0.001f,
.low_frequency = DEFAULT_VIBRATION_VALUE.low_frequency,
.high_amplitude = 0.001f,
.high_frequency = DEFAULT_VIBRATION_VALUE.high_frequency,
.type = Common::Input::VibrationAmplificationType::Test,
};
if (device_index >= output_devices.size()) {
return false;
}
const Common::Input::VibrationStatus zero_vibration = {
.low_amplitude = DEFAULT_VIBRATION_VALUE.low_amplitude,
.low_frequency = DEFAULT_VIBRATION_VALUE.low_frequency,
.high_amplitude = DEFAULT_VIBRATION_VALUE.high_amplitude,
.high_frequency = DEFAULT_VIBRATION_VALUE.high_frequency,
.type = Common::Input::VibrationAmplificationType::Test,
};
if (!output_devices[device_index]) {
return false;
}
// Send a slight vibration to test for rumble support
output_devices[device_index]->SetVibration(test_vibration);
// Wait for about 15ms to ensure the controller is ready for the stop command
std::this_thread::sleep_for(std::chrono::milliseconds(15));
// Stop any vibration and return the result
return output_devices[device_index]->SetVibration(zero_vibration) ==
Common::Input::VibrationError::None;
return output_devices[device_index]->IsVibrationEnabled();
}
bool EmulatedController::SetPollingMode(Common::Input::PollingMode polling_mode) {
@ -1234,12 +1211,6 @@ bool EmulatedController::IsConnected(bool get_temporary_value) const {
return is_connected;
}
bool EmulatedController::IsVibrationEnabled() const {
const auto player_index = NpadIdTypeToIndex(npad_id_type);
const auto& player = Settings::values.players.GetValue()[player_index];
return player.vibration_enabled;
}
NpadIdType EmulatedController::GetNpadIdType() const {
std::scoped_lock lock{mutex};
return npad_id_type;

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@ -206,9 +206,6 @@ public:
*/
bool IsConnected(bool get_temporary_value = false) const;
/// Returns true if vibration is enabled
bool IsVibrationEnabled() const;
/// Removes all callbacks created from input devices
void UnloadInput();
@ -339,7 +336,7 @@ public:
* Sends a small vibration to the output device
* @return true if SetVibration was successfull
*/
bool TestVibration(std::size_t device_index);
bool IsVibrationEnabled(std::size_t device_index);
/**
* Sets the desired data to be polled from a controller

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@ -3,6 +3,8 @@
#pragma once
#include <array>
#include "core/hle/kernel/k_auto_object.h"
#include "core/hle/kernel/k_event.h"
#include "core/hle/kernel/k_memory_block.h"
@ -52,8 +54,7 @@ public:
};
public:
explicit SessionMappings(KernelCore& kernel_)
: kernel(kernel_), m_mappings(nullptr), m_num_send(), m_num_recv(), m_num_exch() {}
explicit SessionMappings(KernelCore& kernel_) : kernel(kernel_) {}
void Initialize() {}
void Finalize();
@ -149,17 +150,15 @@ public:
private:
KernelCore& kernel;
Mapping m_static_mappings[NumStaticMappings];
Mapping* m_mappings;
u8 m_num_send;
u8 m_num_recv;
u8 m_num_exch;
std::array<Mapping, NumStaticMappings> m_static_mappings;
Mapping* m_mappings{};
u8 m_num_send{};
u8 m_num_recv{};
u8 m_num_exch{};
};
public:
explicit KSessionRequest(KernelCore& kernel_)
: KAutoObject(kernel_), m_mappings(kernel_), m_thread(nullptr), m_server(nullptr),
m_event(nullptr) {}
explicit KSessionRequest(KernelCore& kernel_) : KAutoObject(kernel_), m_mappings(kernel_) {}
static KSessionRequest* Create(KernelCore& kernel) {
KSessionRequest* req = KSessionRequest::Allocate(kernel);
@ -281,7 +280,7 @@ public:
private:
// NOTE: This is public and virtual in Nintendo's kernel.
void Finalize() {
void Finalize() override {
m_mappings.Finalize();
if (m_thread) {
@ -297,11 +296,11 @@ private:
private:
SessionMappings m_mappings;
KThread* m_thread;
KProcess* m_server;
KEvent* m_event;
uintptr_t m_address;
size_t m_size;
KThread* m_thread{};
KProcess* m_server{};
KEvent* m_event{};
uintptr_t m_address{};
size_t m_size{};
};
} // namespace Kernel

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@ -745,8 +745,9 @@ void Controller_NPad::SetSupportedNpadIdTypes(u8* data, std::size_t length) {
}
void Controller_NPad::GetSupportedNpadIdTypes(u32* data, std::size_t max_length) {
ASSERT(max_length < supported_npad_id_types.size());
std::memcpy(data, supported_npad_id_types.data(), supported_npad_id_types.size());
const auto copy_amount = supported_npad_id_types.size() * sizeof(u32);
ASSERT(max_length <= copy_amount);
std::memcpy(data, supported_npad_id_types.data(), copy_amount);
}
std::size_t Controller_NPad::GetSupportedNpadIdTypesSize() const {
@ -867,7 +868,7 @@ bool Controller_NPad::VibrateControllerAtIndex(Core::HID::NpadIdType npad_id,
return false;
}
if (!controller.device->IsVibrationEnabled()) {
if (!controller.device->IsVibrationEnabled(device_index)) {
if (controller.vibration[device_index].latest_vibration_value.low_amplitude != 0.0f ||
controller.vibration[device_index].latest_vibration_value.high_amplitude != 0.0f) {
// Send an empty vibration to stop any vibrations.
@ -1000,7 +1001,7 @@ void Controller_NPad::InitializeVibrationDeviceAtIndex(Core::HID::NpadIdType npa
}
controller.vibration[device_index].device_mounted =
controller.device->TestVibration(device_index);
controller.device->IsVibrationEnabled(device_index);
}
void Controller_NPad::SetPermitVibrationSession(bool permit_vibration_session) {

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@ -324,7 +324,7 @@ bool GCAdapter::GetGCEndpoint(libusb_device* device) {
return true;
}
Common::Input::VibrationError GCAdapter::SetRumble(
Common::Input::VibrationError GCAdapter::SetVibration(
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) {
const auto mean_amplitude = (vibration.low_amplitude + vibration.high_amplitude) * 0.5f;
const auto processed_amplitude =
@ -338,6 +338,10 @@ Common::Input::VibrationError GCAdapter::SetRumble(
return Common::Input::VibrationError::None;
}
bool GCAdapter::IsVibrationEnabled([[maybe_unused]] const PadIdentifier& identifier) {
return rumble_enabled;
}
void GCAdapter::UpdateVibrations() {
// Use 8 states to keep the switching between on/off fast enough for
// a human to feel different vibration strenght

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@ -25,9 +25,11 @@ public:
explicit GCAdapter(std::string input_engine_);
~GCAdapter() override;
Common::Input::VibrationError SetRumble(
Common::Input::VibrationError SetVibration(
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) override;
bool IsVibrationEnabled(const PadIdentifier& identifier) override;
/// Used for automapping features
std::vector<Common::ParamPackage> GetInputDevices() const override;
ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& params) override;

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@ -114,6 +114,20 @@ public:
}
return false;
}
void EnableVibration(bool is_enabled) {
has_vibration = is_enabled;
is_vibration_tested = true;
}
bool HasVibration() const {
return has_vibration;
}
bool IsVibrationTested() const {
return is_vibration_tested;
}
/**
* The Pad identifier of the joystick
*/
@ -236,6 +250,8 @@ private:
u64 last_motion_update{};
bool has_gyro{false};
bool has_accel{false};
bool has_vibration{false};
bool is_vibration_tested{false};
BasicMotion motion;
};
@ -517,7 +533,7 @@ std::vector<Common::ParamPackage> SDLDriver::GetInputDevices() const {
return devices;
}
Common::Input::VibrationError SDLDriver::SetRumble(
Common::Input::VibrationError SDLDriver::SetVibration(
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
@ -546,13 +562,6 @@ Common::Input::VibrationError SDLDriver::SetRumble(
.type = Common::Input::VibrationAmplificationType::Exponential,
};
if (vibration.type == Common::Input::VibrationAmplificationType::Test) {
if (!joystick->RumblePlay(new_vibration)) {
return Common::Input::VibrationError::Unknown;
}
return Common::Input::VibrationError::None;
}
vibration_queue.Push(VibrationRequest{
.identifier = identifier,
.vibration = new_vibration,
@ -561,6 +570,45 @@ Common::Input::VibrationError SDLDriver::SetRumble(
return Common::Input::VibrationError::None;
}
bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
constexpr Common::Input::VibrationStatus test_vibration{
.low_amplitude = 1,
.low_frequency = 160.0f,
.high_amplitude = 1,
.high_frequency = 320.0f,
.type = Common::Input::VibrationAmplificationType::Exponential,
};
constexpr Common::Input::VibrationStatus zero_vibration{
.low_amplitude = 0,
.low_frequency = 160.0f,
.high_amplitude = 0,
.high_frequency = 320.0f,
.type = Common::Input::VibrationAmplificationType::Exponential,
};
if (joystick->IsVibrationTested()) {
return joystick->HasVibration();
}
// First vibration might fail
joystick->RumblePlay(test_vibration);
// Wait for about 15ms to ensure the controller is ready for the stop command
std::this_thread::sleep_for(std::chrono::milliseconds(15));
if (!joystick->RumblePlay(zero_vibration)) {
joystick->EnableVibration(false);
return false;
}
joystick->EnableVibration(true);
return true;
}
void SDLDriver::SendVibrations() {
while (!vibration_queue.Empty()) {
VibrationRequest request;

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@ -61,9 +61,11 @@ public:
bool IsStickInverted(const Common::ParamPackage& params) override;
Common::Input::VibrationError SetRumble(
Common::Input::VibrationError SetVibration(
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) override;
bool IsVibrationEnabled(const PadIdentifier& identifier) override;
private:
struct VibrationRequest {
PadIdentifier identifier;

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@ -108,12 +108,17 @@ public:
[[maybe_unused]] const Common::Input::LedStatus& led_status) {}
// Sets rumble to a controller
virtual Common::Input::VibrationError SetRumble(
virtual Common::Input::VibrationError SetVibration(
[[maybe_unused]] const PadIdentifier& identifier,
[[maybe_unused]] const Common::Input::VibrationStatus& vibration) {
return Common::Input::VibrationError::NotSupported;
}
// Returns true if device supports vibrations
virtual bool IsVibrationEnabled([[maybe_unused]] const PadIdentifier& identifier) {
return false;
}
// Sets polling mode to a controller
virtual Common::Input::PollingError SetPollingMode(
[[maybe_unused]] const PadIdentifier& identifier,

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@ -763,7 +763,11 @@ public:
Common::Input::VibrationError SetVibration(
const Common::Input::VibrationStatus& vibration_status) override {
return input_engine->SetRumble(identifier, vibration_status);
return input_engine->SetVibration(identifier, vibration_status);
}
bool IsVibrationEnabled() override {
return input_engine->IsVibrationEnabled(identifier);
}
Common::Input::PollingError SetPollingMode(Common::Input::PollingMode polling_mode) override {

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@ -150,6 +150,8 @@ PixelFormat PixelFormatFromTextureInfo(TextureFormat format, ComponentType red,
return PixelFormat::D24_UNORM_S8_UINT;
case Hash(TextureFormat::D32S8, FLOAT, UINT, UNORM, UNORM, LINEAR):
return PixelFormat::D32_FLOAT_S8_UINT;
case Hash(TextureFormat::R32_B24G8, FLOAT, UINT, UNORM, UNORM, LINEAR):
return PixelFormat::D32_FLOAT_S8_UINT;
case Hash(TextureFormat::BC1_RGBA, UNORM, LINEAR):
return PixelFormat::BC1_RGBA_UNORM;
case Hash(TextureFormat::BC1_RGBA, UNORM, SRGB):