ares-openbsd/nall/algorithm.hpp

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#pragma once
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 19:10:46 +09:00
#include <nall/traits.hpp>
#undef min
#undef max
namespace nall {
Update to v106r87 release. byuu says: These WIPs are gonna be unstable for a bit, sorry. Large amounts of changes. Right now, higan+bsnes compile, but only with cores="sfc gb". There's a new nall::Settings class, which I really dislike the design of, but as long as the classes that use it remain stable, then ... I'll have to live with it for now. Interface loses both the old get/set/cap interface, plus the configuration interface. It now returns either properties() or options(). Both return a Settings& object. There's also helpers for accessing individual properties and options by string lookup. Properties are immutable traits of the hardware itself: CPU version, PPU VRAM size, boot ROM information, etc. Options are mutable traits that users may change. The idea with nall/settings is to build out a kind of extremely complex configuration object that'll do everything we'd ever want: - allow recursive children settings similar to Markup::Node - access values directly without dynamic_cast (type erasure) or string conversion (Markup::Node style) - serialize to and unserialize from BML - support valid values to guarantee that the settings are never in an invalid state - support latching of values to cache reads without another separate variable (so the GUI can modify any variables at any time safely) Todo: - allow binding callback functions on assignment, so that eg changing video/colorEmulation will regenerate the video palette - provide a hint on whether an option can be changed dynamically at run-time, or only statically at first load - provide descriptions for each setting And then once the class is fully fleshed out, I want to build a tool that will generate a fancy modal hiro Window from a Settings& object. Once that is complete, we'll then have System → Options to configure per-emulator settings (like bsnes PPU stuff) that otherwise doesn't fit into higan's GUI. We will be exposing the extended Super Famicom options to the bsnes GUI, of course. That's the emulator tab there. Next up, higan's systems tab will need to generate blank default property files for each system, and let you configure system properties from this screen. That's going to mean that, by allowing the same system to appear multiple times, that each entry gets its own options file, which will have to be stored somewhere. And to do all of that, we really need to work out how to handle regions first. It may have to be something radical like FitzRoy's idea, or it may be that we can come up with something a little less drastic. But I have no idea right now ... What I'd really like to do is start trying to get bsnes v107 out already. The two things holding it up are: fixing the desync between the settings.bml GUI settings and options.bml SNES properties (I know what's wrong, I just have to fix it), and getting XAudio2 DRC working (I copied BearOso's implementation details, but it just doesn't work for me ...). Then I also have to install Windows, set up a dev environment with msys2, and build it all. Lots and lots of work ...
2019-01-25 13:35:11 +09:00
template<typename T, typename U> constexpr auto min(const T& t, const U& u) -> T {
Update to v106r77 release. byuu says: So this turned out to be a rather unproductive ten-hour rabbit hole, but ... I reworked nall/primitives.hpp a lot. And because the changes are massive, testing of this WIP for regressions is critically important. I really can't stress that enough, we're almost certainly going to have some hidden regressions here ... We now have a nall/primitives/ subfolder that splits up the classes into manageable components. The bit-field support is now shared between both Natural and Integer. All of the assignment operator overloads are now templated and take references instead of values. Things like the GSU::Register class are non-copyable on account of the function<> object inside of it, and previously only operator= would work with classes like that. The big change is nall/primitives/operators.hpp, which is a really elaborate system to compute the minimum number of bits needed for any operation, and to return a Natural<T> or Integer<T> when one or both of the arguments are such a type. Unfortunately, it doesn't really work yet ... Kirby's Dream Land 3 breaks if we include operators.hpp. Zelda 3 runs fine with this, but I had to make a huge amount of core changes, including introducing a new ternary(bool, lhs, rhs) function to nall/algorithm to get past Natural<X> and Natural<Y> not being equivalent (is_integral types get a special exemption to ternary ?: type equivalence, yet it's impossible to simulate with our own classes, which is bullshit.) The horrifying part is that ternary() will evaluate both lhs and rhs, unlike ?: I converted some of the functions to test ? uint(x) : uint(y), and others to ternary(test, x, y) ... I don't have a strong preference either way yet. But the part where things may have gotten broken is in the changes to where ternary() was placed. Some cases like in the GBA PPU renderer, it was rather unclear the order of evaluations, so I may have made a mistake somewhere. So again, please please test this if you can. Or even better, look over the diff. Longer-term, I'd really like the enable nall/primitives/operators.hpp, but right now I'm not sure why Kirby's Dream Land 3 is breaking. Help would be appreciated, but ... it's gonna be really complex and difficult to debug, so I'm probably gonna be on my own here ... sigh.
2019-01-13 15:25:14 +09:00
return t < u ? t : (T)u;
}
Update to v106r87 release. byuu says: These WIPs are gonna be unstable for a bit, sorry. Large amounts of changes. Right now, higan+bsnes compile, but only with cores="sfc gb". There's a new nall::Settings class, which I really dislike the design of, but as long as the classes that use it remain stable, then ... I'll have to live with it for now. Interface loses both the old get/set/cap interface, plus the configuration interface. It now returns either properties() or options(). Both return a Settings& object. There's also helpers for accessing individual properties and options by string lookup. Properties are immutable traits of the hardware itself: CPU version, PPU VRAM size, boot ROM information, etc. Options are mutable traits that users may change. The idea with nall/settings is to build out a kind of extremely complex configuration object that'll do everything we'd ever want: - allow recursive children settings similar to Markup::Node - access values directly without dynamic_cast (type erasure) or string conversion (Markup::Node style) - serialize to and unserialize from BML - support valid values to guarantee that the settings are never in an invalid state - support latching of values to cache reads without another separate variable (so the GUI can modify any variables at any time safely) Todo: - allow binding callback functions on assignment, so that eg changing video/colorEmulation will regenerate the video palette - provide a hint on whether an option can be changed dynamically at run-time, or only statically at first load - provide descriptions for each setting And then once the class is fully fleshed out, I want to build a tool that will generate a fancy modal hiro Window from a Settings& object. Once that is complete, we'll then have System → Options to configure per-emulator settings (like bsnes PPU stuff) that otherwise doesn't fit into higan's GUI. We will be exposing the extended Super Famicom options to the bsnes GUI, of course. That's the emulator tab there. Next up, higan's systems tab will need to generate blank default property files for each system, and let you configure system properties from this screen. That's going to mean that, by allowing the same system to appear multiple times, that each entry gets its own options file, which will have to be stored somewhere. And to do all of that, we really need to work out how to handle regions first. It may have to be something radical like FitzRoy's idea, or it may be that we can come up with something a little less drastic. But I have no idea right now ... What I'd really like to do is start trying to get bsnes v107 out already. The two things holding it up are: fixing the desync between the settings.bml GUI settings and options.bml SNES properties (I know what's wrong, I just have to fix it), and getting XAudio2 DRC working (I copied BearOso's implementation details, but it just doesn't work for me ...). Then I also have to install Windows, set up a dev environment with msys2, and build it all. Lots and lots of work ...
2019-01-25 13:35:11 +09:00
template<typename T, typename U, typename... P> constexpr auto min(const T& t, const U& u, P&&... p) -> T {
2022-09-13 16:47:47 +09:00
return t < u ? min(t, std::forward<P>(p)...) : min(u, std::forward<P>(p)...);
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 19:10:46 +09:00
}
Update to v106r87 release. byuu says: These WIPs are gonna be unstable for a bit, sorry. Large amounts of changes. Right now, higan+bsnes compile, but only with cores="sfc gb". There's a new nall::Settings class, which I really dislike the design of, but as long as the classes that use it remain stable, then ... I'll have to live with it for now. Interface loses both the old get/set/cap interface, plus the configuration interface. It now returns either properties() or options(). Both return a Settings& object. There's also helpers for accessing individual properties and options by string lookup. Properties are immutable traits of the hardware itself: CPU version, PPU VRAM size, boot ROM information, etc. Options are mutable traits that users may change. The idea with nall/settings is to build out a kind of extremely complex configuration object that'll do everything we'd ever want: - allow recursive children settings similar to Markup::Node - access values directly without dynamic_cast (type erasure) or string conversion (Markup::Node style) - serialize to and unserialize from BML - support valid values to guarantee that the settings are never in an invalid state - support latching of values to cache reads without another separate variable (so the GUI can modify any variables at any time safely) Todo: - allow binding callback functions on assignment, so that eg changing video/colorEmulation will regenerate the video palette - provide a hint on whether an option can be changed dynamically at run-time, or only statically at first load - provide descriptions for each setting And then once the class is fully fleshed out, I want to build a tool that will generate a fancy modal hiro Window from a Settings& object. Once that is complete, we'll then have System → Options to configure per-emulator settings (like bsnes PPU stuff) that otherwise doesn't fit into higan's GUI. We will be exposing the extended Super Famicom options to the bsnes GUI, of course. That's the emulator tab there. Next up, higan's systems tab will need to generate blank default property files for each system, and let you configure system properties from this screen. That's going to mean that, by allowing the same system to appear multiple times, that each entry gets its own options file, which will have to be stored somewhere. And to do all of that, we really need to work out how to handle regions first. It may have to be something radical like FitzRoy's idea, or it may be that we can come up with something a little less drastic. But I have no idea right now ... What I'd really like to do is start trying to get bsnes v107 out already. The two things holding it up are: fixing the desync between the settings.bml GUI settings and options.bml SNES properties (I know what's wrong, I just have to fix it), and getting XAudio2 DRC working (I copied BearOso's implementation details, but it just doesn't work for me ...). Then I also have to install Windows, set up a dev environment with msys2, and build it all. Lots and lots of work ...
2019-01-25 13:35:11 +09:00
template<typename T, typename U> constexpr auto max(const T& t, const U& u) -> T {
Update to v106r77 release. byuu says: So this turned out to be a rather unproductive ten-hour rabbit hole, but ... I reworked nall/primitives.hpp a lot. And because the changes are massive, testing of this WIP for regressions is critically important. I really can't stress that enough, we're almost certainly going to have some hidden regressions here ... We now have a nall/primitives/ subfolder that splits up the classes into manageable components. The bit-field support is now shared between both Natural and Integer. All of the assignment operator overloads are now templated and take references instead of values. Things like the GSU::Register class are non-copyable on account of the function<> object inside of it, and previously only operator= would work with classes like that. The big change is nall/primitives/operators.hpp, which is a really elaborate system to compute the minimum number of bits needed for any operation, and to return a Natural<T> or Integer<T> when one or both of the arguments are such a type. Unfortunately, it doesn't really work yet ... Kirby's Dream Land 3 breaks if we include operators.hpp. Zelda 3 runs fine with this, but I had to make a huge amount of core changes, including introducing a new ternary(bool, lhs, rhs) function to nall/algorithm to get past Natural<X> and Natural<Y> not being equivalent (is_integral types get a special exemption to ternary ?: type equivalence, yet it's impossible to simulate with our own classes, which is bullshit.) The horrifying part is that ternary() will evaluate both lhs and rhs, unlike ?: I converted some of the functions to test ? uint(x) : uint(y), and others to ternary(test, x, y) ... I don't have a strong preference either way yet. But the part where things may have gotten broken is in the changes to where ternary() was placed. Some cases like in the GBA PPU renderer, it was rather unclear the order of evaluations, so I may have made a mistake somewhere. So again, please please test this if you can. Or even better, look over the diff. Longer-term, I'd really like the enable nall/primitives/operators.hpp, but right now I'm not sure why Kirby's Dream Land 3 is breaking. Help would be appreciated, but ... it's gonna be really complex and difficult to debug, so I'm probably gonna be on my own here ... sigh.
2019-01-13 15:25:14 +09:00
return t > u ? t : (T)u;
}
Update to v106r87 release. byuu says: These WIPs are gonna be unstable for a bit, sorry. Large amounts of changes. Right now, higan+bsnes compile, but only with cores="sfc gb". There's a new nall::Settings class, which I really dislike the design of, but as long as the classes that use it remain stable, then ... I'll have to live with it for now. Interface loses both the old get/set/cap interface, plus the configuration interface. It now returns either properties() or options(). Both return a Settings& object. There's also helpers for accessing individual properties and options by string lookup. Properties are immutable traits of the hardware itself: CPU version, PPU VRAM size, boot ROM information, etc. Options are mutable traits that users may change. The idea with nall/settings is to build out a kind of extremely complex configuration object that'll do everything we'd ever want: - allow recursive children settings similar to Markup::Node - access values directly without dynamic_cast (type erasure) or string conversion (Markup::Node style) - serialize to and unserialize from BML - support valid values to guarantee that the settings are never in an invalid state - support latching of values to cache reads without another separate variable (so the GUI can modify any variables at any time safely) Todo: - allow binding callback functions on assignment, so that eg changing video/colorEmulation will regenerate the video palette - provide a hint on whether an option can be changed dynamically at run-time, or only statically at first load - provide descriptions for each setting And then once the class is fully fleshed out, I want to build a tool that will generate a fancy modal hiro Window from a Settings& object. Once that is complete, we'll then have System → Options to configure per-emulator settings (like bsnes PPU stuff) that otherwise doesn't fit into higan's GUI. We will be exposing the extended Super Famicom options to the bsnes GUI, of course. That's the emulator tab there. Next up, higan's systems tab will need to generate blank default property files for each system, and let you configure system properties from this screen. That's going to mean that, by allowing the same system to appear multiple times, that each entry gets its own options file, which will have to be stored somewhere. And to do all of that, we really need to work out how to handle regions first. It may have to be something radical like FitzRoy's idea, or it may be that we can come up with something a little less drastic. But I have no idea right now ... What I'd really like to do is start trying to get bsnes v107 out already. The two things holding it up are: fixing the desync between the settings.bml GUI settings and options.bml SNES properties (I know what's wrong, I just have to fix it), and getting XAudio2 DRC working (I copied BearOso's implementation details, but it just doesn't work for me ...). Then I also have to install Windows, set up a dev environment with msys2, and build it all. Lots and lots of work ...
2019-01-25 13:35:11 +09:00
template<typename T, typename U, typename... P> constexpr auto max(const T& t, const U& u, P&&... p) -> T {
2022-09-13 16:47:47 +09:00
return t > u ? max(t, std::forward<P>(p)...) : max(u, std::forward<P>(p)...);
}
}