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https://github.com/hedge-dev/UnleashedRecomp
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Linux support. (#54)
* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
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@@ -14,7 +14,7 @@ using namespace plume;
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struct Video
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{
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static void CreateHostDevice();
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static void CreateHostDevice(bool sdlVideoDefault);
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static void HostPresent();
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static void StartPipelinePrecompilation();
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static void WaitForGPU();
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@@ -84,22 +84,26 @@ struct GuestResource
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void AddRef()
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{
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std::atomic_ref atomicRef(refCount.value);
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uint32_t originalValue, incrementedValue;
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do
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{
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originalValue = refCount.value;
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incrementedValue = ByteSwap(ByteSwap(originalValue) + 1);
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} while (InterlockedCompareExchange(reinterpret_cast<LONG*>(&refCount), incrementedValue, originalValue) != originalValue);
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} while (!atomicRef.compare_exchange_weak(originalValue, incrementedValue));
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}
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void Release()
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{
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std::atomic_ref atomicRef(refCount.value);
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uint32_t originalValue, decrementedValue;
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do
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{
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originalValue = refCount.value;
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decrementedValue = ByteSwap(ByteSwap(originalValue) - 1);
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} while (InterlockedCompareExchange(reinterpret_cast<LONG*>(&refCount), decrementedValue, originalValue) != originalValue);
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} while (!atomicRef.compare_exchange_weak(originalValue, decrementedValue));
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// Normally we are supposed to release here, so only use this
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// function when you know you won't be the one destructing it.
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@@ -274,8 +278,10 @@ struct GuestShader : GuestResource
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std::unique_ptr<RenderShader> shader;
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struct ShaderCacheEntry* shaderCacheEntry = nullptr;
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ankerl::unordered_dense::map<uint32_t, std::unique_ptr<RenderShader>> linkedShaders;
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#ifdef SWA_D3D12
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std::vector<ComPtr<IDxcBlob>> shaderBlobs;
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ComPtr<IDxcBlobEncoding> libraryBlob;
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#endif
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#ifdef ASYNC_PSO_DEBUG
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const char* name = "<unknown>";
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#endif
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@@ -390,7 +396,7 @@ enum GuestTextureAddress
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D3DTADDRESS_BORDER = 6
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};
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extern bool g_needsResize;
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inline bool g_needsResize;
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extern std::unique_ptr<GuestTexture> LoadTexture(const uint8_t* data, size_t dataSize, RenderComponentMapping componentMapping = RenderComponentMapping());
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