00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
146 lines
5.1 KiB
C
146 lines
5.1 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* WIKI CATEGORY: SharedObject */
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/**
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* # CategorySharedObject
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*
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* System-dependent library loading routines.
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*
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* Shared objects are code that is programmatically loadable at runtime.
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* Windows calls these "DLLs", Linux calls them "shared libraries", etc.
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*
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* To use them, build such a library, then call SDL_LoadObject() on it. Once
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* loaded, you can use SDL_LoadFunction() on that object to find the address
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* of its exported symbols. When done with the object, call SDL_UnloadObject()
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* to dispose of it.
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*
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* Some things to keep in mind:
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*
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* - These functions only work on C function names. Other languages may have
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* name mangling and intrinsic language support that varies from compiler to
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* compiler.
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* - Make sure you declare your function pointers with the same calling
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* convention as the actual library function. Your code will crash
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* mysteriously if you do not do this.
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* - Avoid namespace collisions. If you load a symbol from the library, it is
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* not defined whether or not it goes into the global symbol namespace for
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* the application. If it does and it conflicts with symbols in your code or
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* other shared libraries, you will not get the results you expect. :)
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* - Once a library is unloaded, all pointers into it obtained through
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* SDL_LoadFunction() become invalid, even if the library is later reloaded.
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* Don't unload a library if you plan to use these pointers in the future.
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* Notably: beware of giving one of these pointers to atexit(), since it may
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* call that pointer after the library unloads.
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*/
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#ifndef SDL_loadso_h_
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#define SDL_loadso_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* An opaque datatype that represents a loaded shared object.
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*
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* \since This datatype is available since SDL 3.2.0.
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*
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* \sa SDL_LoadObject
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* \sa SDL_LoadFunction
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* \sa SDL_UnloadObject
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*/
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typedef struct SDL_SharedObject SDL_SharedObject;
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/**
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* Dynamically load a shared object.
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*
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* \param sofile a system-dependent name of the object file.
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* \returns an opaque pointer to the object handle or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_LoadFunction
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* \sa SDL_UnloadObject
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*/
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extern SDL_DECLSPEC SDL_SharedObject * SDLCALL SDL_LoadObject(const char *sofile);
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/**
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* Look up the address of the named function in a shared object.
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*
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* This function pointer is no longer valid after calling SDL_UnloadObject().
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*
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* This function can only look up C function names. Other languages may have
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* name mangling and intrinsic language support that varies from compiler to
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* compiler.
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*
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* Make sure you declare your function pointers with the same calling
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* convention as the actual library function. Your code will crash
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* mysteriously if you do not do this.
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*
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* If the requested function doesn't exist, NULL is returned.
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*
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* \param handle a valid shared object handle returned by SDL_LoadObject().
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* \param name the name of the function to look up.
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* \returns a pointer to the function or NULL on failure; call SDL_GetError()
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* for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_LoadObject
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*/
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extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(SDL_SharedObject *handle, const char *name);
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/**
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* Unload a shared object from memory.
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*
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* Note that any pointers from this object looked up through
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* SDL_LoadFunction() will no longer be valid.
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*
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* \param handle a valid shared object handle returned by SDL_LoadObject().
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_LoadObject
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(SDL_SharedObject *handle);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_loadso_h_ */
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