mirror of
https://git.citron-emu.org/citron/emulator
synced 2026-01-20 09:53:51 +00:00
feat: Add frame generation and enhance UE4 game compatibility
- Add frame generation settings (enabled/disabled, interpolation/extrapolation modes) - Add frame skipping settings (enabled/disabled, adaptive/fixed modes) - Implement frame skipping logic with adaptive and fixed modes - Enhance UE4 crash handling with recovery mechanisms - Add support for signed and float 32-bit image formats across shader backends - Update Vulkan Validation Layers to v1.4.321.0 - Fix duplicate frame skipping options in Qt UI - Improve memory handling for UE4 games (Hogwarts Legacy compatibility) - Add enhanced bindless texture handling with fallback approach - Update Android build configuration and dependencies Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
@@ -21,45 +21,40 @@ void Break(Core::System& system, BreakReason reason, u64 info1, u64 info2) {
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bool has_dumped_buffer{};
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std::vector<u8> debug_buffer;
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const auto handle_debug_buffer = [&](u64 addr, u64 sz) {
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if (sz == 0 || addr == 0 || has_dumped_buffer) {
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const auto handle_debug_buffer = [&]() {
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if (has_dumped_buffer) {
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return;
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}
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auto& memory = GetCurrentMemory(system.Kernel());
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// This typically is an error code so we're going to assume this is the case
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if (sz == sizeof(u32)) {
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LOG_CRITICAL(Debug_Emulated, "debug_buffer_err_code={:X}", memory.Read32(addr));
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} else {
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// We don't know what's in here so we'll hexdump it
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debug_buffer.resize(sz);
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memory.ReadBlock(addr, debug_buffer.data(), sz);
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std::string hexdump;
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for (std::size_t i = 0; i < debug_buffer.size(); i++) {
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hexdump += fmt::format("{:02X} ", debug_buffer[i]);
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if (i != 0 && i % 16 == 0) {
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hexdump += '\n';
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}
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}
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LOG_CRITICAL(Debug_Emulated, "debug_buffer=\n{}", hexdump);
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}
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has_dumped_buffer = true;
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};
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// Enhanced UE4 crash handling
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const auto handle_ue4_crash = [&]() {
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LOG_WARNING(Debug_Emulated, "UE4-style crash detected, attempting recovery...");
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// For UE4 games, we'll try to continue execution instead of crashing
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// This is especially important for games like Hogwarts Legacy
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if (break_reason == BreakReason::Panic && info1 < 0x1000) {
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LOG_INFO(Debug_Emulated, "UE4 low-address panic detected, treating as recoverable");
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notification_only = true; // Make this a notification-only break
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}
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};
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switch (break_reason) {
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case BreakReason::Panic:
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LOG_CRITICAL(Debug_Emulated, "Userspace PANIC! info1=0x{:016X}, info2=0x{:016X}", info1,
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info2);
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handle_debug_buffer(info1, info2);
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handle_debug_buffer();
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handle_ue4_crash();
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break;
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case BreakReason::Assert:
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LOG_CRITICAL(Debug_Emulated, "Userspace Assertion failed! info1=0x{:016X}, info2=0x{:016X}",
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info1, info2);
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handle_debug_buffer(info1, info2);
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handle_debug_buffer();
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handle_ue4_crash();
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break;
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case BreakReason::User:
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LOG_WARNING(Debug_Emulated, "Userspace Break! 0x{:016X} with size 0x{:016X}", info1, info2);
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handle_debug_buffer(info1, info2);
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handle_debug_buffer();
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break;
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case BreakReason::PreLoadDll:
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LOG_INFO(Debug_Emulated,
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@@ -87,7 +82,7 @@ void Break(Core::System& system, BreakReason reason, u64 info1, u64 info2) {
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Debug_Emulated,
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"Signalling debugger, Unknown break reason {:#X}, info1=0x{:016X}, info2=0x{:016X}",
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reason, info1, info2);
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handle_debug_buffer(info1, info2);
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handle_debug_buffer();
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break;
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}
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@@ -101,7 +96,7 @@ void Break(Core::System& system, BreakReason reason, u64 info1, u64 info2) {
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"Emulated program broke execution! reason=0x{:016X}, info1=0x{:016X}, info2=0x{:016X}",
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reason, info1, info2);
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handle_debug_buffer(info1, info2);
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handle_debug_buffer();
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system.CurrentPhysicalCore().LogBacktrace();
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}
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@@ -710,7 +710,20 @@ struct Memory::Impl {
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return GetPointerImpl(
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GetInteger(vaddr),
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[vaddr]() {
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LOG_ERROR(HW_Memory, "Unmapped GetPointer @ 0x{:016X}", GetInteger(vaddr));
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// Enhanced unmapped memory handling
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const u64 addr = GetInteger(vaddr);
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// Check if this is a very low address
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if (addr < 0x1000) {
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LOG_WARNING(HW_Memory, "UE4-style low address read detected @ 0x{:016X}, returning 0 for stability",
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addr);
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// For UE4 games, we'll return 0 for these reads to prevent crashes
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// This is a common pattern in UE4 games where they read from low addresses
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return;
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}
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LOG_ERROR(HW_Memory, "Unmapped Read{} @ 0x{:016X}", sizeof(u8) * 8,
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GetInteger(vaddr));
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},
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[]() {});
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}
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@@ -737,6 +750,18 @@ struct Memory::Impl {
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const u8* const ptr = GetPointerImpl(
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GetInteger(vaddr),
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[vaddr]() {
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// Enhanced unmapped memory handling
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const u64 addr = GetInteger(vaddr);
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// Check if this is a very low address
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if (addr < 0x1000) {
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LOG_WARNING(HW_Memory, "UE4-style low address read detected @ 0x{:016X}, returning 0 for stability",
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addr);
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// For UE4 games, we'll return 0 for these reads to prevent crashes
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// This is a common pattern in UE4 games where they read from low addresses
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return;
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}
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LOG_ERROR(HW_Memory, "Unmapped Read{} @ 0x{:016X}", sizeof(T) * 8,
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GetInteger(vaddr));
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},
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@@ -761,6 +786,18 @@ struct Memory::Impl {
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u8* const ptr = GetPointerImpl(
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GetInteger(vaddr),
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[vaddr, data]() {
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// Enhanced unmapped memory handling for UE4 games like Hogwarts Legacy
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const u64 addr = GetInteger(vaddr);
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// Check if this is a very low address that might be used by UE4
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if (addr < 0x1000) {
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LOG_WARNING(HW_Memory, "UE4-style low address write detected @ 0x{:016X} = 0x{:016X}, ignoring for stability",
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addr, static_cast<u64>(data));
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// For UE4 games, we'll ignore these writes to prevent crashes
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// This is a common pattern in UE4 games where they write to low addresses
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return;
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}
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LOG_ERROR(HW_Memory, "Unmapped Write{} @ 0x{:016X} = 0x{:016X}", sizeof(T) * 8,
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GetInteger(vaddr), static_cast<u64>(data));
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},
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