* Create a mkderivation wrapper lambda.
.
.
* Removed execName
* Call new wrappers instead of duplicated mkDerivation.
* Removed finalAttrs
* Use more semi-colons
* Used clang and the build environment instead of the standard gcc.
* Replaced "git" with current nightly version.
* Automatically pass the required environment variables into the development shell instead of requiring them as part of cmake command.
* Change to an if statement because ! hurts the brain.
* Added perf to devshell package list.
* Added Nix formatter.
.
* Collision with the ++ operator in the environment variable.
* Nix Format.
* Set dummy GameController's m_connected to false
* Remove this check and handle it differently
* Save one reverse lookup on a map
this is mostly irrelevant on performance
* i have no clue so let's just log stuff
* apparently this is the correct default
* swap this to debug logging
* the loathsome clang-formatter
* Revert "shader_recompiler: Pad number of TES passthrough outputs to fragment inputs if needed"
This reverts commit 6436063025.
* Revert "shader_recompiler: Only forward declared number of vertex inputs. (#4293)"
This reverts commit 47f5cc1437.
* sigaddset, sigdelset, sigismember
* Some define fixups
Based on decomp, PS4 sigset is defined as a u32[4]. This doesn't change any behavior, but makes my decomp-based sigaddset and sigdelset implementations function appropriately.
Additionally, define handler and sigaction functions as PS4_SYSV_ABI.
* Fix returns
* Implement signal, export _sigintr
In libkernel, signal just uses sigaction. No harm in implementing it, since we've got our own implementations for everything except sigaction (and sigaction is implemented for Unix platforms).
* Fix and cleanup posix_select defines
Swaps use of defines for just having static functions, and fixes the pd_set_posix struct to match FreeBSD/Orbis properly (sizeof(long) == 4 on Windows, which does not match Orbis).
* Fix siginfo struct
Again, sizeof(long) differs on different platforms. Need to use our proper typedef to ensure accuracy.
* Clang, the bane of my existance.
* Oops
* move np_score to /np_score folder
* added more logging to np functions
* using common np_error file
* moved web_api to dedicated folder
* implemented some context creations for np_score so logging would be more productive
* implement sceAudio3dPortCreate and closer implementation to sceAudio3dPortOpen
* clang format and forgot to remove some lines
* refactor port creation, small cleanups and openal
* rename parameter arguments
* idk might be correct
* floor size_this to closest multiple of 8
* Fix flip status on close
* Store equeues by handle instead of pointer
As is, a game could call sceKernelDeleteEqueue on the equeue registered for flip/vblank events, and terminate the equeue while our VideoOut driver retains a valid pointer to it.
Changing to storing the equeue handle means we can check if the equeue still exists and prevent this.
* Remove flip and vblank events on sceVideoOutClose
* Don't forget to clear vectors
* Oops
Intended to erase the memset on FlipStatus, not VblankStatus.
* Add proper SDK checks for language values
Fixes some crashes caused by otherwise valid languages in older titles.
* Rename firmware constants
Makes more sense this way, and works better in case we find an SDK check added in a more minor update.
Instead of 1.00 being 10, 1.50 being 15, and so on, this commit changes 1.00 to 100, 1.50 to 150, and so on.
* Claaaaang
* more uri work based on decompile and tests
* fix includes
* fix loader stubs
* cleanups
* sceHttpParseStatusLine matches decompile and tests
* sceHttpParseResponseHeader implemenation and tests
* try fixing no-internet path in sendrequest
* minimal state machine to support proper erroring of no-internet available
* more improvements
* more implementation based on stephen's comments
* some more fixes based on decompile
* add parameters and logging
* added sceHttpUriBuild , fixes to sceHttpUriEscape ,sceHttpUriParse
* return an error to statuscode , this should be enough for no-connection
* Core: Add user state callback management and improve user login/logout handling
* Core: Implement handle key lookup and special handle checks in pad library
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>