Commit Graph
12 Commits
Author SHA1 Message Date
iChris4andClaude Opus 5 1d8fcac35e Scan GX_DEFERRED overrides, and guard the Retro-WFC payload
The native-registration scan only knew PPC_NATIVE_OVERRIDE, so every
GX_DEFERRED_OVERRIDE_VOID was missing from the index; the deferred form
registers `symbol` and posts the hand-written `symbol_gx`.

A Retro Rewind kit built from a translation without the Retro-WFC payload now
refuses to package instead of crashing on entering WFC, and on Android ImGui
keeps off SDL's cursor, which ART aborts on from a guest fiber's stack.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 02:34:31 +02:00
iChris4andClaude Opus 5 ee5df403ac Merge upstream/main (v0.2.32) into openxr-work
Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek
skip-return hook fixes (#182, #218), the exit button and controller LED
fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux
--sysroot plumbing (#224) and the switch to the theofficialgman
dawn-build fork (#215).

Conflicts resolved to keep the VR integration intact:

- settings_overlay.cpp/.h: kept both new declarations. The controller
  rebinding UI takes upstream's click-to-rebind widgets wholesale - our
  only edit there was wrapping the combo width in Scaled(), and
  upstream's bindingWidth is already font-relative, so the headset
  panel still scales. Kept our DrawResolutionMenu() extraction (the VR
  panel reuses it) while adopting upstream's DrawExitPrompt() and its
  new DrawTopBar() prologue; kept our Diagnostics menu alongside
  upstream's exit-button width math. HandleEvents merges both keyboard
  paths, with the VR recenter hotkey now guarded by !g_rebind.active so
  it cannot fire while a binding is being captured.

- AuroraDawnProvider.cmake: dropped our now-dead Android hash block.
  Upstream restructured the pins into an if/elseif chain that already
  covers android/aarch64, with the digest for the new dawn-build fork;
  our leftover block was unreachable and carried the old encounter
  digest.

- Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and
  csproj): kept this fork's own line, which is 0.2.39 and centralised in
  Launcher/Directory.Build.props, rather than regressing to upstream's
  hardcoded 0.2.32.

Verified: translator 654/654; runtime ctest 14/14 including every VR
test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263,
the one failure being the TevRegisterLiveness case already documented as
pre-existing on this branch.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 23:02:33 +02:00
iChris4 e52227baf5 Added Android Meta Quest Support 2026-09-16 22:06:34 +02:00
theofficialgmanandpatchzyy 8e0cc96898 Scope Kamek bl-patch LR-continuation detection to genuine skip-return… (#218)
* Scope Kamek bl-patch LR-continuation detection to genuine skip-return targets

Fix crash from Kamek skip-return hooks (Item Rain crash) (#182) added every
Kamek BranchLink patch target to lrContinuationCallTargets unconditionally,
with no filter analogous to the RetroWfcHookSetsLinkRegister check already
used for RetroWFC hooks. Since bl is the ordinary PowerPC call instruction,
this made the codegen treat effectively every patched call in the mod as a
potential skip-return hook, forcing conservative handling (full register
reload, disabled resident-call fast paths, local LR-continuation dispatch
tables) onto thousands of calls that just return normally.

For Retro Rewind this inflated total translated mod size by +42%
(1,414,327 -> 2,005,284 lines), concentrated in ~10 unrelated overlay
functions that happened to call a patched target, and was enough to make
one aggregate build shard pathologically slow to compile (hangs Linux CI).

Instead, only mark a bl target as LR-continuation-aware if a lightweight
discovery-only decode of its own body actually finds evidence of
skip-return behavior via DiscoverLrRelativeIndirectJumpOffsets. Falls back
to the conservative (old) behavior if a target can't be statically
analyzed, so no skip-return case is silently missed.

Verified against the real Retro Rewind mod: total mod size returns to
1,416,350 lines (+0.14% vs. pre-fix, down from +42%), all 6 genuinely new
continuation functions from the original fix are preserved, zero
functions lost, and all 609 existing translator tests still pass.

* Distinguish exhausted from truncated LR-relative offset search

CodeRabbit flagged that TargetExhibitsLrSkipReturn (added in ad2d4e7) treated
an empty DiscoverLrRelativeIndirectJumpOffsets result as a verified "this
target never skip-returns," but the analysis silently drops any path state
once more than MaxStatesPerInstruction (16) distinct states reach one
instruction - a bctr/return on a dropped state can never contribute its
offset, so an empty result could be an incomplete search rather than a real
negative. Treating every capped case as "skip-return possible" outright was
rejected as too broad a fallback given how conservative/expensive that path
already is.

Instead: raise MaxStatesPerInstruction 16 -> 512 (an arbitrary conservative
bound to begin with, not something correctness depended on) so genuinely
branchy functions have far more headroom to reach an exhaustive answer, and
give DiscoverLrRelativeIndirectJumpOffsets an optional onStateCapExceeded
callback that fires exactly when a state is dropped. TargetExhibitsLrSkipReturn
now only falls back to the conservative "treat as skip-return" answer when
the search both found nothing and the cap was actually hit during that run -
not whenever the cap merely exists - so a target is trusted as clean once the
search genuinely exhausts it.

Verified: all 609 translator tests pass, and a full translate-mod run against
the real Retro Rewind mod produces byte-for-byte identical output to the
prior fix (same 4,065 functions, 1,416,350 total lines) - confirming the
16-state cap was never actually the limiting factor in practice and this
change is a pure safety-net closure, not a behavior change for this mod.

* Add LR continuation regression tests

* Refine LR continuation hook analysis

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-14 16:47:28 +02:00
25c69ae28e Fix crash from Kamek skip-return hooks (Item Rain crash) (#182)
* fix: Kamek LR-continuation hook discovery and dispatch

* test: cover branching Kamek LR continuations

* review fix

* another review fix

fix: get the new tests to pass
test: expose LR restore and loop continuation regressions

* Update translator/src/Translator.Core/Mods/ContinuationPlanner.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* test: cover continuation regressions from the new path-sensitive planner

* Update translator/src/Translator.Core/Mods/ContinuationPlanner.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* test: cover continuation regressions from the new path-sensitive planner

* fix: preserve LR continuation analysis across large handlers and clobbers

* fix: track LR-relative r1 across update-form stack stores

* Harden LR-relative continuation test coverage

* Fix LR/SP continuation state tracking

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-09-10 15:51:16 +02:00
iChris4andClaude Opus 5 c8eaa52727 Merge upstream/main into openxr-work (reverse-Z fix adapted for VR)
Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195),
HTTPS Retro WFC payload (#198), macOS build guide (#177), and the
reverse-Z depth fix (#134).

Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp,
both from #134, which lands squarely on the VR stereo replay path.

#134 makes UseReversedZ genuinely reversed: the near/far correction now
applies exactly once, inside effective_projection(), instead of being
applied there AND per-vertex in the shader (the double application had
been cancelling out, so "reversed" Z silently behaved like forward Z).
Three pieces of the VR path were built against that old behaviour and
would have broken silently, so they are adapted here:

- shader.cpp exact-screen-depth parked the virtual screen at -0.5*w
  specifically so the shader's following negation would land it at
  +0.5*w. With that negation gone it now writes +0.5*w directly; keeping
  the minus sign would park the screen at NDC -0.5, outside the clip
  volume, discarding every 2D/HUD draw.

- stereo_replay.hpp backend_ndc_depth_row re-applied the correction to
  the projection it was handed. That projection is effective_projection()
  output, which now already carries it, so the function is a pass-through
  of the Z row and no longer depends on the reversed-Z setting; the dead
  bool parameter is dropped. Re-applying it would invert the virtual
  screen's depth ordering, so 2D layers meant to sit on top would lose
  the depth test to the ones behind them.

- shader_info.cpp stages the host depth window for that exact-depth path.
  It now uses the same reversed-Z remap as upstream's new SetViewport
  code, since frag_depth is written directly and has to reproduce the
  window the fixed viewport transform would have applied. Restricted
  depth windows (how the game forces an element in front of everything)
  are exactly the 2D draws the virtual screen carries.

The SetViewport resolution keeps upstream's remap but retains the
ordering/clamp guard our version had: for any ordered guest range the
result is identical to upstream, and it avoids handing WebGPU
minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye
replay reuses these recorded values, so the guard covers that path too.

Test updates:
- stereo_replay_test now asserts the composed Z row against the staged
  projection's own Z row rather than against the helper's output, so it
  actually catches a re-introduced double correction (verified: it fails
  when the old negation is put back; the previous self-consistent form
  passed).
- gx_fifo_test's clearDepthValue expectation followed #134's deliberate
  clear_depth_value() inversion, expressed through UseReversedZ rather
  than hardcoded. Upstream changed the behaviour without updating this
  test, so it fails on upstream/main as-is.

Verified: aurora suite 247 passed with the same 2 failures that already
fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots,
PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated
to depth); shader.cpp and common.cpp compile clean; translator suite 577
passed. Not yet validated on-device in VR.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 04:19:51 +02:00
patchzyy 407f8a7190 https payload (#198) 2026-09-09 14:41:58 +02:00
iChris4 60316f0115 Merge upstream main into openxr-work 2026-09-03 15:08:50 +02:00
Michael G ffc7244277 Support Kamek v2 Code.pul files (#126) 2026-09-03 07:52:17 +02:00
iChris4 8c8e4561e9 translator: add project entry observers for MKW VR 2026-09-03 03:59:42 +02:00
Michael Gandpatchzyy 5c76e2b0df feature: add apple silicon native macOS support (#81)
* feature: add apple silicon native macOS support - #81

* (macos): Fix crash

This fixes a crash when viewing the rear camera

* fix(macos): keep interpolated presentation on main thread

* fix(macos): supply Retro-WFC payload during setup

* perf(windows): compile out flat-memory fallback check

* remove duplicate smoke test

* test(macos): name and focus host platform tests

* fix(macos): validate Retro-WFC payload cache

* fix(payload): preserve staged file access failures

* Limit flat-page checks to variable-page hosts

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-01 18:57:15 +02:00
patchzyy ec226e8348 init 2026-08-23 17:10:50 +02:00