Unlike VEN, the endpoint is determined by the value at 8-12.
If it's non-zero, HID submits the request to the interrupt OUT
endpoint. Otherwise, the request is submitted to the IN endpoint.
This commit changes HIDv5 to keep track of endpoints (like IOS does)
and use them when submitting interrupt transfers.
This implements /dev/usb/hid v5, found in IOS57, IOS58 and IOS59.
This is an initial implementation that ignores some differences
with VEN because I lack understanding of what IOS is actually doing
sometimes. These are documented on the WiiBrew article:
https://wiibrew.org/wiki//dev/usb/hid_(v5)
One major difference that this implementation handles is about IDs.
It turns out Nintendo has decided to include the interface number in
the top byte of HIDv5 device IDs, unlike VEN -- even though everything
else about ioctl 1 is otherwise the same!
USBv5 IOS resource managers share most of their code. Some ioctls
are even completely the same! So let's separate the common code
from the VEN specific stuff to make HIDv5 easier to implement.
The descriptor copy code is not actually the same in HIDv4 and VEN,
so it did not make a lot of sense to put it in USB/Common.cpp.
Separate and move it to HIDv4 and VEN.
This cleanup is important because there are even more differences
between HIDv4 and HIDv5.
Fix the device ID struct to reflect the actual structure used by IOS.
It turns out that offset 2 is the internal device index. The reason
that field seemed to be "0x1e - interface_number" is that IOS only
keeps track of 32 devices and always looks for free entries from
the end of the internal array. With each USB interface being exposed
as a separate USBv5 device, "0x1e - interface_number" was mostly
correct... but wrong!
We also made the assumption that the interface number can be
identified from just a USBV5 device ID, which is definitely not true.
VEN (and HID) keep track of the interface number in the internal struct
instead of "reconstructing" it from the device ID (which is normally
not possible if we were generating IDs correctly)
This commit fixes all of these inaccuracies.
This reverts commit 1fc910b3ea9eafcc3cc5132bdfc51731ba5fa9fd,
replacing the old INI setting EFBScale with a new INI setting
called InternalResolution, which has a simpler mapping:
| EFBScale | InternalResolution
----------------- | -------------------- | --------------------
Auto (fractional) | 0 |
Auto (integral) | 1 | 0
1x | 2 | 1
1.5x | 3 |
2x | 4 | 2
2.5x | 5 |
3x | 6 | 3
4x | 7 | 4
5x | 8 | 5
6x | 9 | 6
All the fractional IRs were removed in f090a943.
It is not possible to tell whether DLC contents are supposed to be
present on the NAND or not, because they're treated as "optional".
So this commit changes the NAND check to not consider missing
contents for DLC titles as an issue.
Because the Wii NAND size is finite, mark titles that were installed
only for booting as temporary, and remove them whenever we need to
install another title (to make room). This is exactly what the
System Menu does for temporary SD card title data.
This commit removes the last usage of NANDContentManager in IOS code.
Another cleanup change is that loading ARM (IOS) binaries is now done
by the kernel in the BootIOS syscall, instead of being handled as a
special case in the MIOS code. This is more similar to how console
works and lets us easily extend the same logic to other IOS binaries
in the future, if we decide to actually load them.
This removes the hack that enables directly booting from WADs
without installing them first for the following reasons:
1. It makes the NAND content handling much more complicated than what
it should be and makes future changes like permissions or booting
NAND titles without a WAD more annoying to implement.
Because of this hack, we needed an extra level of abstraction
(NANDContent*) which has to read tons of things from the NAND, even
most of the time it's useless. This in turn forces us to have
caching, which is known to break titles and requires manual cache
invalidations. Annoying and error prone.
2. It prevents the WAD boot code from being easily accurate. With this
change, we can simply reuse the existing launch code, and ask IOS
to launch the title from the NAND.
3. The hack did not work that well since it did not cover a lot of ES
commands. And it works even less since the ES accuracy fixes.
This results in Dolphin returning inconsistent results: a
lot of the ES "DI" commands will just fail because the active title
is not installed on the NAND. uid.sys is not changed, etc.
And I'm not even talking about FS stuff -- where this would still
totally fail, unless we add even more unnecessary hacks.
This is not just theoretical -- the system menu and the Wii Shop are
known to behave strangely because the hack damages the NAND
structure, and we've already had several users report issues.
This commit makes it so WADs are always installed prior to launching.
A future commit will remove any code that was there only for the hack.
The GameCube's sample rate is slightly different due to a hardware bug.
The exact numbers are (54000000 / 1124) for GameCube and (54000000 / 1125)
on Wii. I also modified 32KHz mode. This fixes audio desyncs in several
GameCube games and severe issues in Sonic Mega Collection.
A bunch of changes, looks mainly like bug fixes and code cleanup.
Notable changes:
- `cubeb_get_min_latency`'s signature was changed to take params via
pointer, requiring Dolphin code to be tweaked in two places.
- A fix for kinetiknz/cubeb#320, as reported by @shuffle2
- Fixed build on FreeBSD (kinetiknz/cubeb#344), as contributed by @endrift
Change the repair logic to fix issues more aggressively by deleting bad
titles. This is necessary because of a bug in Dolphin's WAD boot code.
The UI code was updated to inform the user about titles that will be
deleted if they continue a repair, before deleting anything.
Old versions of Dolphin are so broken regarding NAND handling that
we need this to repair common issues and avoid issues with titles
like the System Menu or the Wii Shop.
This isn't an exhaustive check, but this will catch most issues
and offer to fix them automatically (if possible).
The newer title dumpers don't clobber tickets anymore (that's good!),
which means personalised tickets still have the console specific data
used to decrypt the title key in them. Dolphin should ignore that data
when importing WADs, because the title key has already been decrypted,
and we must not try to decrypt it *again*.