While trying to narrow down why sometimes SDL takes 20-40seconds to
initialize I built up some more profiling features.
TLDR - I still don't know why SDL is taking a long time but I've
narrowed it down to it initializing the `GAME_CONTROLLER` subsystem.
This isn't unprecedented, I found numerous github issues and articles
suggesting this is the problem:
![image](https://github.com/open-goal/jak-project/assets/13153231/1853326b-7a40-458e-87a0-f7a9f44781e3)
I imagine it is hardware/OS related on some level, there are even some
recent commits in SDL that have made it worse on certain platforms. I've
had this problem myself so I will hope to get it again soon so i can
debug where in the SDL code the delay occurs and make a proper bug
report. Hopefully this helps but it's not yet confirmed -
https://github.com/open-goal/jak-project/pull/3384
This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.
There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.
This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.
We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.
As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
This was just not implemented end to end. There are still two notable
issues, one that I can live with, one I need to narrow down eventually:
1. Rebinding confirm buttons with trigger (ie. X) behaviour is not 100%
as it should be. I fixed it enough that I can live with it but it's
still not proper. The difficulty is that unlike a button it will
re-trigger the pressed state on the journey back to neutral (aka
unpressed).
2. If you change the bind for the confirm button, then reset your
bindings, the next confirm input is eaten. This is unrelated to these
changes but I briefly looked into it and was unable to find the root
cause.
The main thing that was done here was to slightly modify the new
subtitle-v2 JSON schema to be more similar to the existing one so that
it can properly be used in Crowdin.
Draft while I double-check the diff myself
Along the way the following was also done (among other things):
- got rid of as much duplication as was feasible in the serialization
and editor code
- separated the text serialization code from the subtitle code for
better organization
- simplified "base language" in the editor. The new subtitle format has
built-in support for defining a base language so the editor doesn't have
to be used as a crutch. Also, cutscenes only defined in the base come
first in the list now as that is generally the order you'd work from
(what you havn't done first)
- got rid of the GOAL subtitle format code completely
- switched jak 2 text translations to the JSON format as well
- found a few mistakes in the jak 1 subtitle metadata files
- added a couple minor features to the editor
- consolidate and removed complexity, ie. recently all jak 1 hints were
forced to the `named` type, so I got rid of the two types as there isn't
a need anymore.
- removed subtitle editor groups for jak 1, the only reason they existed
was so when the GOAL file was manually written out they were somewhat
organized, the editor has a decent filter control, there's no need for
them.
- removed the GOAL -> JSON python script helper, it's been a month or so
and no one has come forward with existing translations that they need
help with migrating. If they do need it, the script will be in the git
history.
I did some reasonably through testing in Jak1/Jak 2 and everything
seemed to work. But more testing is always a good idea.
---------
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
The current event-based approach is very difficult to get right, and it
depends on no events ever being missed. This changes the keyboard/mouse
handling code to a polling-based approach.
Other fixes:
- an issue where modifier keys were not able to be successfully bound
(like Left Shift to `X`)
- improves cursor hiding (except when you use the start menu, this seems
like an SDL issue, see comment)
- Better discarding of kb/mouse inputs when imgui intercepts input
- properly swap bindings when an already set key is assigned, even if it
crosses the distinction of an analog vs normal button
Fixes#2800
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.
We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular
The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it
https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.
I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.
We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.
I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.
Closes#1358
* Reverted default keyboard camera controls to IJKL and fixed bug where use mouse would always be set as false
* Fixed inverse axis on Right Y axis analog keyboard control
* Fixed newpad unit test, fixed variable typo, and fixed MapAnalog typo in newpad.h
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
* Added First working instance of controller/keyboard re-mapper
* Fixed clang formatting issues
* Updated newpad.cpp to inverse analog y-axis to make json labelling consistent
* Added mouse sensitivity options for X and Y axis in json, removed scroll mouse support, and other changes requested in feedback
* Added option to have ImGui debug menu appear on start up and remove hard coded set_imgui_visible calls
* Added newpad unit tests and updated function names to better describe intended functionalities
* Fixed formatting issue in newpad unit test
* Removed rumble unit test new pad
* Fixed codacy static analysis issues
* Fixed Linux build issues
* Implemented github feedback
* Implemented updated github feedback
* Fixed formatting errors
* Updated Pad::CheckPadIdx
* Implemented changes based on latest github feedback
* Implemented changes based on github feedback
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
* reduce max supersampling options in progress menu
* cleanup knuth rng file
* save & load cheats
* allow keyboard controls when cpad is connected
* ignore key presses when imgui is being used
* save settings when quitting game
* Use sleepthread in RPC loop
* Keep a pointer to current IOP thread
* Implement IOP thread scheduling based on priority
And implement DelayThread as an actual delay.
* Run IOP flat out
* Use information from scheduler in wait_run_iop
* Lock sif mutex in set_rpc_queue
* always use kernel dispatch with wait_run
* Loop in dispatch until no thread is ready
* Use timestamp for next wakeup
instead of duration
* Wrap IOP thread entrypoints for safety
Libco threads are not supposed to return from their entrypoint
* Use a queue for IOP thread wakeups from EE thread
* IopThreadRecord -> IopThread
* add libco
* Use cooperative threading for IOP threads
* Ugly solution for overlord start
Needs to run in a thread
* Clean out thread shutdown logic
* Update comments
* extractor: refactor and cleanup for multi-game support
* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default
* extractor: finally working with unicode
* unicode: fix unicode cli args on windows in all `main` functions
* stash
* temp
* tools: subtitle tool works! just gotta fill out the db / polish UX
* tools: added configuration for every subtitle we have so far
* tools: add some colors to the editor, time for repl controls and make it run the code!
* tools: continuing polish of tool, getting very close
* tools: finished UX polish, just need to write deserializers
* tools: added deserializer for subtitle data
* tools: exported subtitle files, all data appears intact
* tools: more UX polish and test all the cutscenes, majority work
* assets: update subtitle files
* lint: formatting and cleanup
* lint: codacy lints
* fix IOP getting stuck on music load
* fix regression? and clang
* fix a decomp
* fix another regression
* another
* fix "all actors"
* another regression!
* tfrag3 data for merc2
* dma hooks for merc2
* start designing merc2 opengl, seems like the simple approach will be the best here
* before bone packing experiment
* fix up bones.gc
* use uniform buffer
* speedup, fix faces and eyes
* final fixes
* first pass at loader updates, tie is still bad
* temp
* improved loader
* run iop less often
* docs for ee merc code
* wip
* more extraction stuff
* partial mat1 working
* mat1
* cleanup
* partial mat2 and mat3 support
* merc extraction seems to work