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40 Commits

Author SHA1 Message Date
Nico de Poel 854aba77a9 Additional project file updates for consoles 4 years ago
Nico de Poel e97fe69e82 Copy PDB files to Plugins directory for Xbox release builds as well 4 years ago
Nico de Poel b6ddd8252f Updated FMOD static libraries for console builds to 2.02.06 as well 4 years ago
Nico de Poel 1a0d1e71c4 Updated FMOD for all consoles to version 2.02.06 with the latest SDK's 4 years ago
Nico de Poel 7945a397d3 Rebuilt PS kernel shims using PS4 SDK 9.00 and PS5 SDK 4.00 4 years ago
Nico de Poel 182760038d Merge branch 'master' into console 4 years ago
Nico de Poel 849f770e19 Rebuilt PS4 and PS5 kernel shims using latest SDK's 5 years ago
Nico de Poel d61847a35d Removed PS4 and PS5 SDK overrides 5 years ago
Nico de Poel 5710581295 Merge branch 'master' into console 5 years ago
Nico de Poel 170f062660 Added Release configurations for PS4 and PS5, and fixed a minor compiler warning 5 years ago
Nico de Poel 569b00bdbd Set up Release build configurations for Xbox One and Scarlett 5 years ago
Nico de Poel 0da0a0e030 Use optimized compile settings for PS4, which produces significantly faster development builds 5 years ago
Nico de Poel 44231b97fa Move FMOD mixer thread off the same core as the Unity main thread 5 years ago
Nico de Poel 3176116542 Upgraded FMOD for consoles to 2.01.11 5 years ago
Nico de Poel 6f290779c4 Merge branch 'master' into console 5 years ago
Nico de Poel e62ac3f4a6 Scale the fps counter so that it appears the same size at all resolutions 5 years ago
Nico de Poel 2de4c7af98 Merge branch 'master' into console 5 years ago
Nico de Poel 19f63f4794 Use HeapAlloc to allocate hunk memory for the engine on Xbox. This reserves memory from the title's pool as opposed to the system's pool, which allows us to get the full 128 MB (or more) that we desire. 5 years ago
Nico de Poel 39c238b7ff Added .meta files for console engine plugins. The actual plugin files are not included since they are compilation output, but including the loose .meta files ensures those plugins will be imported correctly when built. 5 years ago
Nico de Poel c65f22a674 Added support for native Xbox Series X|S (Scarlett) builds 5 years ago
Nico de Poel cdc6a9754e Removed mock FMOD project, as we now have all the original FMOD libraries that we need 5 years ago
Nico de Poel 83a8e13208 Merge branch 'master' into console 5 years ago
Nico de Poel 9b6a15337d Fixes to make the game run on Xbox One: limit allocated heap memory to 32 MB (for now). Also copy PDB file for engine to native plugin directory. 5 years ago
Nico de Poel 3b75e81c62 Added proper FMOD libraries for Xbox One downloaded from the FMOD website, and linked the UniQuake engine project against those. 5 years ago
Nico de Poel 6869f4ed63 Updated Unity code for Game Core 5 years ago
Nico de Poel 68f0cc16e1 Added a framerate counter and let the game run at 120 fps on next-gen console hardware 5 years ago
Nico de Poel b32b15291c Added plugins, packages and project settings for Game Core 5 years ago
Nico de Poel fc4b03f356 Updated engine project with build target for Game Core Xbox One, with a few code changes to make it compile. Still awaiting the FMOD native libraries for Xbox One. 5 years ago
Nico de Poel 47770a562c Removed unnecessary preprocessor defines from PS4 engine build 5 years ago
Nico de Poel cf976698b9 Set up Unity project for PS5 builds. UniQuake now runs natively on PS5 as well, yay! 5 years ago
Nico de Poel 6472eb74d6 Updated engine project with PS5 (Prospero) build settings 5 years ago
Nico de Poel 2ed28eb59b Added plugins and packages required for PS5 builds 5 years ago
Nico de Poel e0ad3ebd5e Merge branch 'master' into console 5 years ago
Nico de Poel 24cb838f7b Set PS4 Pro resolution to 1800p. Not sure what will actually be the best resolution for this SKU... choosing something somewhere in the middle now. 5 years ago
Nico de Poel b5334fcbe4 Added FMOD libraries for PS4 with the correct version and including the static stub libraries this time. Updated the engine project to link against these libraries. 5 years ago
Nico de Poel f2cea2847d Allow console test scene to control the base game that is being used 5 years ago
Nico de Poel da4bce4958 Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well! 5 years ago
Nico de Poel dfb083a800 Added a small shim library to allow access to the PS4 kernel's dynamic library functions, which are used to dynamically linking and unlink against the native engine library. I'm not sure if there isn't an easier way to do this, but this works for now. 5 years ago
Nico de Poel bd28bcac6b Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works. 5 years ago
Nico de Poel e485caa605 First modifications to make the engine code compile for PS4 (Orbis SDK). All the code compiles, but we're missing the FMOD linker libraries at the moment. 5 years ago
  1. 2
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  2. 4
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  3. 8
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  55. 28
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  88. 1
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2
.gitignore

@ -18,3 +18,5 @@ Assets/StreamingAssets/
Build*/ Build*/
*_Debug/ *_Debug/
Data/ Data/
ORBIS_Release/
Prospero_Release/

4
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public const string dll = "fmod" + dllSuffix; public const string dll = "fmod" + dllSuffix;
#elif UNITY_STANDALONE_OSX #elif UNITY_STANDALONE_OSX
public const string dll = "fmod" + dllSuffix; public const string dll = "fmod" + dllSuffix;
#elif UNITY_PS4 || UNITY_PS5
public const string dll = "libfmod" + dllSuffix;
#elif UNITY_GAMECORE
public const string dll = "fmod" + dllSuffix;
#endif #endif
} }
} }

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Assets/Scripts/AudioManager.cs

@ -81,6 +81,11 @@ public class AudioManager : MonoBehaviour
if (fmodSystem.hasHandle()) if (fmodSystem.hasHandle())
return; return;
#if UNITY_PS4 || UNITY_PS5 || UNITY_GAMECORE
// Move FMOD mixer thread off the already heavily congested core 1
FMOD.Thread.SetAttributes(FMOD.THREAD_TYPE.MIXER, FMOD.THREAD_AFFINITY.CORE_4);
#endif
FMOD.RESULT result = FMOD.Factory.System_Create(out fmodSystem); FMOD.RESULT result = FMOD.Factory.System_Create(out fmodSystem);
CheckFmodResult(result, "FMOD.Factory.System_Create"); CheckFmodResult(result, "FMOD.Factory.System_Create");

84
Assets/Scripts/ConsoleTest.cs

@ -0,0 +1,84 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConsoleTest : MonoBehaviour
{
[SerializeField]
private MissionPack baseGame = MissionPack.Quake;
[SerializeField]
private string mod, args;
[SerializeField]
private Camera mainCamera;
[SerializeField]
private List<VisualStyle> visualStyles = new List<VisualStyle>();
private UniQuake uq;
private void Start()
{
Debug.Log($"Running in {IntPtr.Size * 8}-bit mode");
#if UNITY_PS5 || UNITY_GAMECORE_SCARLETT
Application.targetFrameRate = 120;
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, true, 120);
#endif
uq = gameObject.AddComponent<UniQuake>();
uq.BaseGame = baseGame;
uq.ModDirectory = mod;
uq.AdditionalArguments = ParseArgs();
uq.Camera = mainCamera;
uq.GameLayer = Layers.Game1;
uq.ViewModelLayer = Layers.ViewModel1;
uq.SetVisualStyle(visualStyles[0]);
}
private string[] ParseArgs()
{
if (args == null)
return new string[0];
return args.Split(new[] {' ', '\t', '\r', '\n'}, StringSplitOptions.RemoveEmptyEntries);
}
private readonly float[] frameTimes = new float[10];
private int frameCount = 0;
private float framesPerSecond = float.NaN;
private string fpsText;
private void Update()
{
frameTimes[frameCount++] = Time.unscaledDeltaTime;
if (frameCount >= frameTimes.Length)
{
float totalTime = 0f;
for (int i = 0; i < frameTimes.Length; ++i)
{
totalTime += frameTimes[i];
}
framesPerSecond = (float)frameCount / totalTime;
frameCount = 0;
fpsText = $"{framesPerSecond:0.0} fps";
}
}
private void OnGUI()
{
int screenHeight = Screen.currentResolution.height;
if (screenHeight == 0)
screenHeight = 1080;
float screenScale = screenHeight / 720f;
GUI.matrix = Matrix4x4.Scale(new Vector3(screenScale, screenScale, 1));
if (fpsText != null)
GUI.Label(new Rect(10, 10, 1000, 100), fpsText);
}
}

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Assets/Scripts/QuakeParms.cs

@ -49,7 +49,13 @@ public class QuakeParms
public void AllocateMemory(int memorySize) public void AllocateMemory(int memorySize)
{ {
memSize = memorySize; memSize = memorySize;
#if UNITY_GAMECORE
memBase = SystemLibrary.HeapAlloc(SystemLibrary.GetProcessHeap(), 0, new IntPtr(memorySize));
#else
memBase = Marshal.AllocHGlobal(memorySize); memBase = Marshal.AllocHGlobal(memorySize);
#endif
if (memBase == IntPtr.Zero) if (memBase == IntPtr.Zero)
{ {
throw new OutOfMemoryException($"Could not allocate {memorySize / 1024 / 1024} MB of heap memory!"); throw new OutOfMemoryException($"Could not allocate {memorySize / 1024 / 1024} MB of heap memory!");
@ -66,7 +72,11 @@ public class QuakeParms
if (memBase != IntPtr.Zero) if (memBase != IntPtr.Zero)
{ {
#if UNITY_GAMECORE
SystemLibrary.HeapFree(SystemLibrary.GetProcessHeap(), 0, memBase);
#else
Marshal.FreeHGlobal(memBase); Marshal.FreeHGlobal(memBase);
#endif
memBase = IntPtr.Zero; memBase = IntPtr.Zero;
} }

40
Assets/Scripts/SystemLibrary.cs

@ -4,7 +4,7 @@ using System.Runtime.InteropServices;
public static class SystemLibrary public static class SystemLibrary
{ {
#if UNITY_STANDALONE_WIN
#if UNITY_STANDALONE_WIN || UNITY_GAMECORE
[DllImport("kernel32", EntryPoint = "LoadLibrary", SetLastError = true, CharSet = CharSet.Unicode)] [DllImport("kernel32", EntryPoint = "LoadLibrary", SetLastError = true, CharSet = CharSet.Unicode)]
private static extern IntPtr LoadLibraryNative(string lpFileName); private static extern IntPtr LoadLibraryNative(string lpFileName);
@ -26,5 +26,43 @@ public static class SystemLibrary
[DllImport("kernel32")] [DllImport("kernel32")]
public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName); public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName);
#elif UNITY_PS4 || UNITY_PS5
[DllImport("SceKernelShim.prx", EntryPoint = "LoadLibrary")]
private static extern Int32 LoadLibraryNative(string filename);
public static IntPtr LoadLibrary(string filename)
{
Int32 moduleHandle = LoadLibraryNative(filename);
if (moduleHandle <= 0)
{
UnityEngine.Debug.LogError($"Error loading PRX module '{filename}', error code = 0x{moduleHandle:X}");
return IntPtr.Zero;
}
return new IntPtr(moduleHandle);
}
[DllImport("SceKernelShim.prx", EntryPoint = "FreeLibrary")]
private static extern bool FreeLibraryNative(Int32 moduleHandle);
public static bool FreeLibrary(IntPtr hModule)
{
return FreeLibraryNative(hModule.ToInt32());
}
[DllImport("SceKernelShim.prx")]
public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName);
#endif
#if UNITY_GAMECORE
[DllImport("kernel32", SetLastError = true)]
public static extern IntPtr GetProcessHeap();
[DllImport("kernel32")]
public static extern IntPtr HeapAlloc(IntPtr hHeap, int dwFlags, IntPtr dwBytes);
[DllImport("kernel32")]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool HeapFree(IntPtr hHeap, int dwFlags, IntPtr lpMem);
#endif #endif
} }

4
Assets/Scripts/UniQuake.Interop.cs

@ -13,6 +13,10 @@ public partial class UniQuake
#else #else
private const string DllPath = "Plugins/x86/uniquake.dll"; private const string DllPath = "Plugins/x86/uniquake.dll";
#endif #endif
#elif UNITY_PS4 || UNITY_PS5
private const string DllPath = "Plugins/uniquake.prx";
#elif UNITY_GAMECORE
private const string DllPath = "Plugins/uniquake.dll";
#endif #endif
private IntPtr libraryHandle; private IntPtr libraryHandle;

5
Assets/Scripts/UniQuake.cs

@ -90,8 +90,13 @@ public partial class UniQuake: MonoBehaviour
quakeParms = new QuakeParms quakeParms = new QuakeParms
{ {
#if UNITY_PS4 || UNITY_PS5 || UNITY_GAMECORE
baseDir = Application.streamingAssetsPath,
userDir = Application.persistentDataPath,
#else
baseDir = Application.persistentDataPath, baseDir = Application.persistentDataPath,
userDir = null, // TODO set this if user prefs need to be stored somewhere specific, otherwise this will be the same as baseDir userDir = null, // TODO set this if user prefs need to be stored somewhere specific, otherwise this will be the same as baseDir
#endif
numCpus = SystemInfo.processorCount, numCpus = SystemInfo.processorCount,
errState = 0, errState = 0,
}; };

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3
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@ -1,5 +1,8 @@
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"com.unity.render-pipelines.ps4": "file:ps4/com.unity.render-pipelines.ps4-1.4.0.tgz",
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18
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@ -76,6 +76,24 @@
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"source": "local-tarball",
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"source": "local-tarball",
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@ -0,0 +1,14 @@
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@ -0,0 +1,11 @@
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"deploymentMethod": 0,
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@ -0,0 +1,14 @@
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"xboxOneResolutionHeight": 1080,
"xboxOneSResolutionWidth": 1920,
"xboxOneSResolutionHeight": 1080,
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"xboxOneXResolutionHeight": 2160,
"esramDisabled": false
}

18
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@ -20,11 +20,11 @@
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"bgmPath": "", "bgmPath": "",
"playerPrefsMaxSize": 32768, "playerPrefsMaxSize": 32768,
"videoOutInitialWidth": 1920,
"videoOutInitialWidth": 3840,
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"includedModules": [ "includedModules": [
@ -36,14 +36,18 @@
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"libScePfs.prx" "libScePfs.prx"
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25
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m_ShowUnitySplashScreen: 0
m_ShowUnitySplashLogo: 1 m_ShowUnitySplashLogo: 1
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@ -139,6 +139,10 @@ PlayerSettings:
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m_Width: 128
m_Height: 128
m_Kind: 0
m_BuildTargetPlatformIcons: [] m_BuildTargetPlatformIcons: []
m_BuildTargetBatching: m_BuildTargetBatching:
- m_BuildTarget: Standalone - m_BuildTarget: Standalone
@ -520,7 +531,7 @@ PlayerSettings:
ps4AppType: 0 ps4AppType: 0
ps4ParamSfxPath: ps4ParamSfxPath:
ps4VideoOutPixelFormat: 0 ps4VideoOutPixelFormat: 0
ps4VideoOutInitialWidth: 1920
ps4VideoOutInitialWidth: 3200
ps4VideoOutBaseModeInitialWidth: 1920 ps4VideoOutBaseModeInitialWidth: 1920
ps4VideoOutReprojectionRate: 60 ps4VideoOutReprojectionRate: 60
ps4PronunciationXMLPath: ps4PronunciationXMLPath:
@ -530,7 +541,7 @@ PlayerSettings:
ps4StartupImagesFolder: ps4StartupImagesFolder:
ps4IconImagesFolder: ps4IconImagesFolder:
ps4SaveDataImagePath: ps4SaveDataImagePath:
ps4SdkOverride: C:\Program Files (x86)\SCE\ORBIS SDKs\8.000
ps4SdkOverride:
ps4BGMPath: ps4BGMPath:
ps4ShareFilePath: ps4ShareFilePath:
ps4ShareOverlayImagePath: ps4ShareOverlayImagePath:
@ -545,7 +556,7 @@ PlayerSettings:
ps4ApplicationParam2: 0 ps4ApplicationParam2: 0
ps4ApplicationParam3: 0 ps4ApplicationParam3: 0
ps4ApplicationParam4: 0 ps4ApplicationParam4: 0
ps4DownloadDataSize: 0
ps4DownloadDataSize: 1024
ps4GarlicHeapSize: 2048 ps4GarlicHeapSize: 2048
ps4ProGarlicHeapSize: 2560 ps4ProGarlicHeapSize: 2560
playerPrefsMaxSize: 32768 playerPrefsMaxSize: 32768
@ -559,11 +570,11 @@ PlayerSettings:
resetTempFolder: 1 resetTempFolder: 1
restrictedAudioUsageRights: 0 restrictedAudioUsageRights: 0
ps4UseResolutionFallback: 0 ps4UseResolutionFallback: 0
ps4ReprojectionSupport: 0
ps4ReprojectionSupport: 1
ps4UseAudio3dBackend: 0 ps4UseAudio3dBackend: 0
ps4UseLowGarlicFragmentationMode: 1 ps4UseLowGarlicFragmentationMode: 1
ps4SocialScreenEnabled: 0 ps4SocialScreenEnabled: 0
ps4ScriptOptimizationLevel: 0
ps4ScriptOptimizationLevel: 2
ps4Audio3dVirtualSpeakerCount: 14 ps4Audio3dVirtualSpeakerCount: 14
ps4attribCpuUsage: 0 ps4attribCpuUsage: 0
ps4PatchPkgPath: ps4PatchPkgPath:

9
ProjectSettings/QualitySettings.asset

@ -220,17 +220,18 @@ QualitySettings:
asyncUploadBufferSize: 16 asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1 asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1 resolutionScalingFixedDPIFactor: 1
customRenderPipeline: {fileID: 0}
customRenderPipeline: {fileID: 11400000, guid: c24e2c2de0e0d4d4ba09c317ce83dea9,
type: 2}
excludedTargetPlatforms: [] excludedTargetPlatforms: []
m_PerPlatformDefaultQuality: m_PerPlatformDefaultQuality:
Android: 2 Android: 2
GameCoreScarlett: 0
GameCoreXboxOne: 0
GameCoreScarlett: 5
GameCoreXboxOne: 5
Lumin: 5 Lumin: 5
Nintendo 3DS: 5 Nintendo 3DS: 5
Nintendo Switch: 5 Nintendo Switch: 5
PS4: 5 PS4: 5
PS5: 0
PS5: 5
PSP2: 2 PSP2: 2
Stadia: 5 Stadia: 5
Standalone: 5 Standalone: 5

9
ProjectSettings/ScarlettGame.config

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<Game xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" configVersion="0">
<Identity Name="UniQuake" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" Version="1.0.0.0" />
<ShellVisuals DefaultDisplayName="UniQuake" PublisherDisplayName="Skullsoft" StoreLogo="StoreLogo.png" Square150x150Logo="Logo.png" Square44x44Logo="SmallLogo.png" Description="UniQuake" BackgroundColor="#000000" SplashScreenImage="SplashScreen.png" />
<PersistentLocalStorage>
<SizeMB>1024</SizeMB>
</PersistentLocalStorage>
<VirtualMachine />
</Game>

9
ProjectSettings/XboxOneGame.config

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<Game xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" configVersion="0">
<Identity Name="UniQuake" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" Version="1.0.0.0" />
<ShellVisuals DefaultDisplayName="UniQuake" PublisherDisplayName="Skullsoft" StoreLogo="StoreLogo.png" Square150x150Logo="Logo.png" Square44x44Logo="SmallLogo.png" Description="UniQuake" BackgroundColor="#000000" SplashScreenImage="SplashScreen.png" />
<PersistentLocalStorage>
<SizeMB>1024</SizeMB>
</PersistentLocalStorage>
<VirtualMachine />
</Game>

BIN
engine/FMOD/lib/orbis/libfmodL_stub_weak.a

BIN
engine/FMOD/lib/orbis/libfmod_stub_weak.a

BIN
engine/FMOD/lib/prospero/libfmodL_stub_weak.a

BIN
engine/FMOD/lib/prospero/libfmod_stub_weak.a

BIN
engine/FMOD/lib/scarlett/fmod.lib

BIN
engine/FMOD/lib/scarlett/fmodL.lib

BIN
engine/FMOD/lib/xboxone/fmod.lib

BIN
engine/FMOD/lib/xboxone/fmodL.lib

18
engine/Quake/arch_def.h

@ -40,6 +40,12 @@
# define PLATFORM_OS2 1 # define PLATFORM_OS2 1
# endif # endif
#elif defined(_GAMING_XBOX)
# if !defined(PLATFORM_XBOX)
# define PLATFORM_XBOX 1
# endif
#elif defined(_WIN32) || defined(__WIN32__) || defined(_WIN64) || defined(__NT__) || defined(_Windows) #elif defined(_WIN32) || defined(__WIN32__) || defined(_WIN64) || defined(__NT__) || defined(_Windows)
# if !defined(PLATFORM_WINDOWS) # if !defined(PLATFORM_WINDOWS)
@ -72,6 +78,18 @@
# define PLATFORM_RISCOS 1 # define PLATFORM_RISCOS 1
# endif # endif
#elif defined(__ORBIS__)
# if !defined(PLATFORM_ORBIS)
# define PLATFORM_ORBIS 1
# endif
#elif defined(__PROSPERO__)
# if !defined(PLATFORM_PROSPERO)
# define PLATFORM_PROSPERO 1
# endif
#else /* here goes the unix platforms */ #else /* here goes the unix platforms */
#if defined(__unix) || defined(__unix__) || defined(unix) || \ #if defined(__unix) || defined(__unix__) || defined(unix) || \

6
engine/Quake/console.c

@ -32,6 +32,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#endif #endif
#include "quakedef.h" #include "quakedef.h"
#ifdef _GAMING_XBOX
#define open _open
#define close _close
#define write _write
#endif
int con_linewidth; int con_linewidth;
float con_cursorspeed = 4; float con_cursorspeed = 4;

16
engine/Quake/host_cmd.c

@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/ */
#include "quakedef.h" #include "quakedef.h"
#ifndef _WIN32
#if !defined(_WIN32) && !defined(__ORBIS__) && !defined(__PROSPERO__)
#include <dirent.h> #include <dirent.h>
#endif #endif
@ -119,7 +119,7 @@ void ExtraMaps_Init (void)
#ifdef _WIN32 #ifdef _WIN32
WIN32_FIND_DATA fdat; WIN32_FIND_DATA fdat;
HANDLE fhnd; HANDLE fhnd;
#else
#elif defined(DIR)
DIR *dir_p; DIR *dir_p;
struct dirent *dir_t; struct dirent *dir_t;
#endif #endif
@ -149,7 +149,7 @@ void ExtraMaps_Init (void)
ExtraMaps_Add (mapname); ExtraMaps_Add (mapname);
} while (FindNextFile(fhnd, &fdat)); } while (FindNextFile(fhnd, &fdat));
FindClose(fhnd); FindClose(fhnd);
#else
#elif defined(DIR)
q_snprintf (filestring, sizeof(filestring), "%s/maps/", search->filename); q_snprintf (filestring, sizeof(filestring), "%s/maps/", search->filename);
dir_p = opendir(filestring); dir_p = opendir(filestring);
if (dir_p == NULL) if (dir_p == NULL)
@ -252,7 +252,7 @@ void Modlist_Init (void)
FindClose(fhnd); FindClose(fhnd);
} }
#else
#elif defined(DIR)
void Modlist_Init (void) void Modlist_Init (void)
{ {
DIR *dir_p, *mod_dir_p; DIR *dir_p, *mod_dir_p;
@ -281,6 +281,10 @@ void Modlist_Init (void)
closedir(dir_p); closedir(dir_p);
} }
#else
void Modlist_Init(void)
{
}
#endif #endif
//============================================================================== //==============================================================================
@ -306,7 +310,7 @@ void DemoList_Init (void)
#ifdef _WIN32 #ifdef _WIN32
WIN32_FIND_DATA fdat; WIN32_FIND_DATA fdat;
HANDLE fhnd; HANDLE fhnd;
#else
#elif defined(DIR)
DIR *dir_p; DIR *dir_p;
struct dirent *dir_t; struct dirent *dir_t;
#endif #endif
@ -336,7 +340,7 @@ void DemoList_Init (void)
FileList_Add (demname, &demolist); FileList_Add (demname, &demolist);
} while (FindNextFile(fhnd, &fdat)); } while (FindNextFile(fhnd, &fdat));
FindClose(fhnd); FindClose(fhnd);
#else
#elif defined(DIR)
q_snprintf (filestring, sizeof(filestring), "%s/", search->filename); q_snprintf (filestring, sizeof(filestring), "%s/", search->filename);
dir_p = opendir(filestring); dir_p = opendir(filestring);
if (dir_p == NULL) if (dir_p == NULL)

20
engine/Quake/net_sys.h

@ -175,6 +175,26 @@ COMPILE_TIME_ASSERT(sockaddr, offsetof(struct sockaddr, sa_family) == SA_FAM_OFF
#endif /* end of windows stuff */ #endif /* end of windows stuff */
#if defined(PLATFORM_ORBIS) || defined(PLATFORM_PROSPERO) || defined(PLATFORM_XBOX)
typedef int sys_socket_t;
#define INVALID_SOCKET (-1)
#define SOCKET_ERROR (-1)
typedef int socklen_t;
#define SOCKETERRNO errno
#define ioctlsocket ioctl
#define closesocket close
#define selectsocket select
#define IOCTLARG_P(x) /* (char *) */ x
#define NET_EWOULDBLOCK EWOULDBLOCK
#define NET_ECONNREFUSED ECONNREFUSED
#define socketerror(x) strerror((x))
#endif
/* macros which may still be missing */ /* macros which may still be missing */

31
engine/SceKernelShim/SceKernelShim.sln

@ -0,0 +1,31 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28307.1433
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SceKernelShim", "SceKernelShim.vcxproj", "{4587A77D-1FD8-4A92-9D11-26545047C1D1}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ORBIS = Debug|ORBIS
Debug|Prospero = Debug|Prospero
Release|ORBIS = Release|ORBIS
Release|Prospero = Release|Prospero
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Debug|ORBIS.ActiveCfg = Debug|ORBIS
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Debug|ORBIS.Build.0 = Debug|ORBIS
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Debug|Prospero.ActiveCfg = Debug|Prospero
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Debug|Prospero.Build.0 = Debug|Prospero
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Release|ORBIS.ActiveCfg = Release|ORBIS
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Release|ORBIS.Build.0 = Release|ORBIS
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Release|Prospero.ActiveCfg = Release|Prospero
{4587A77D-1FD8-4A92-9D11-26545047C1D1}.Release|Prospero.Build.0 = Release|Prospero
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {5883AE2B-631A-4510-AF53-C0EB35922AA2}
EndGlobalSection
EndGlobal

106
engine/SceKernelShim/SceKernelShim.vcxproj

@ -0,0 +1,106 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ORBIS">
<Configuration>Debug</Configuration>
<Platform>ORBIS</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Prospero">
<Configuration>Debug</Configuration>
<Platform>Prospero</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ORBIS">
<Configuration>Release</Configuration>
<Platform>ORBIS</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Prospero">
<Configuration>Release</Configuration>
<Platform>Prospero</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{4587A77D-1FD8-4A92-9D11-26545047C1D1}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ORBIS'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Prospero'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ORBIS'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Prospero'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PropertyGroup Condition="'$(DebuggerFlavor)'=='ORBISDebugger'" Label="OverrideDebuggerDefaults">
<!--LocalDebuggerCommand>$(TargetPath)</LocalDebuggerCommand-->
<!--LocalDebuggerCommandArguments></LocalDebuggerCommandArguments-->
<!--LocalDebuggerTarget></LocalDebuggerTarget-->
<!--LocalDebuggerWorkingDirectory>$(ProjectDir)</LocalDebuggerWorkingDirectory-->
<!--LocalRunCommandLine></LocalRunCommandLine-->
</PropertyGroup>
<ImportGroup Label="ExtensionSettings">
<Import Condition="Exists('$(VCTargetsPath)\BuildCustomizations\OrbisWavePsslc.props')" Project="$(VCTargetsPath)\BuildCustomizations\OrbisWavePsslc.props" />
<Import Condition="Exists('$(VCTargetsPath)\BuildCustomizations\SCU.props')" Project="$(VCTargetsPath)\BuildCustomizations\SCU.props" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ORBIS'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Prospero'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ORBIS'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Prospero'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ORBIS'">
<ClCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions);</PreprocessorDefinitions>
<GenerateDebugInformation>true</GenerateDebugInformation>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Prospero'">
<ClCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions);</PreprocessorDefinitions>
<GenerateDebugInformation>true</GenerateDebugInformation>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ORBIS'">
<ClCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions);</PreprocessorDefinitions>
<OptimizationLevel>Level2</OptimizationLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Prospero'">
<ClCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions);</PreprocessorDefinitions>
<OptimizationLevel>Level2</OptimizationLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="prx.cpp" />
</ItemGroup>
<Import Condition="'$(ConfigurationType)' == 'Makefile' and Exists('$(VCTargetsPath)\Platforms\$(Platform)\SCE.Makefile.$(Platform).targets')" Project="$(VCTargetsPath)\Platforms\$(Platform)\SCE.Makefile.$(Platform).targets" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Condition="Exists('$(VCTargetsPath)\BuildCustomizations\OrbisWavePsslc.targets')" Project="$(VCTargetsPath)\BuildCustomizations\OrbisWavePsslc.targets" />
<Import Condition="Exists('$(VCTargetsPath)\BuildCustomizations\SCU.targets')" Project="$(VCTargetsPath)\BuildCustomizations\SCU.targets" />
</ImportGroup>
</Project>

18
engine/SceKernelShim/SceKernelShim.vcxproj.filters

@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cxx;cc;s;asm</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="prx.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

23
engine/SceKernelShim/prx.cpp

@ -0,0 +1,23 @@
#include <kernel.h>
#define PRX_EXPORT extern "C" __declspec (dllexport)
PRX_EXPORT SceKernelModule LoadLibrary(const char *filename)
{
return sceKernelLoadStartModule(filename, 0, nullptr, 0, nullptr, nullptr);
}
PRX_EXPORT bool FreeLibrary(SceKernelModule moduleHandle)
{
return sceKernelStopUnloadModule(moduleHandle, 0, nullptr, 0, nullptr, nullptr) == 0;
}
PRX_EXPORT void *GetProcAddress(SceKernelModule moduleHandle, const char *procedureName)
{
void *result;
if (sceKernelDlsym(moduleHandle, procedureName, &result) != 0)
{
return nullptr;
}
return result;
}

1
engine/UniQuake/stub/stub_opengl.c

@ -1,6 +1,7 @@
#ifndef USE_OPENGL #ifndef USE_OPENGL
#define BUILD_GL32 #define BUILD_GL32
#include "stub_opengl.h" #include "stub_opengl.h"
#include <string.h>
#if !defined(__WIN32__) #if !defined(__WIN32__)
#undef GLAPI #undef GLAPI

38
engine/Windows/VisualStudio/uniquake.sln

@ -7,22 +7,60 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "uniquake", "uniquake.vcxpro
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug Portable|Gaming.Xbox.Scarlett.x64 = Debug Portable|Gaming.Xbox.Scarlett.x64
Debug Portable|Gaming.Xbox.XboxOne.x64 = Debug Portable|Gaming.Xbox.XboxOne.x64
Debug Portable|ORBIS = Debug Portable|ORBIS
Debug Portable|Prospero = Debug Portable|Prospero
Debug Portable|x64 = Debug Portable|x64 Debug Portable|x64 = Debug Portable|x64
Debug Portable|x86 = Debug Portable|x86 Debug Portable|x86 = Debug Portable|x86
Debug|Gaming.Xbox.Scarlett.x64 = Debug|Gaming.Xbox.Scarlett.x64
Debug|Gaming.Xbox.XboxOne.x64 = Debug|Gaming.Xbox.XboxOne.x64
Debug|ORBIS = Debug|ORBIS
Debug|Prospero = Debug|Prospero
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
Debug|x86 = Debug|x86 Debug|x86 = Debug|x86
Release|Gaming.Xbox.Scarlett.x64 = Release|Gaming.Xbox.Scarlett.x64
Release|Gaming.Xbox.XboxOne.x64 = Release|Gaming.Xbox.XboxOne.x64
Release|ORBIS = Release|ORBIS
Release|Prospero = Release|Prospero
Release|x64 = Release|x64 Release|x64 = Release|x64
Release|x86 = Release|x86 Release|x86 = Release|x86
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|Gaming.Xbox.Scarlett.x64.ActiveCfg = Debug Portable|Gaming.Xbox.Scarlett.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|Gaming.Xbox.Scarlett.x64.Build.0 = Debug Portable|Gaming.Xbox.Scarlett.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|Gaming.Xbox.XboxOne.x64.ActiveCfg = Debug Portable|Gaming.Xbox.XboxOne.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|Gaming.Xbox.XboxOne.x64.Build.0 = Debug Portable|Gaming.Xbox.XboxOne.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|ORBIS.ActiveCfg = Debug Portable|ORBIS
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|ORBIS.Build.0 = Debug Portable|ORBIS
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|Prospero.ActiveCfg = Debug Portable|Prospero
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|Prospero.Build.0 = Debug Portable|Prospero
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x64.ActiveCfg = Debug Portable|x64 {AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x64.ActiveCfg = Debug Portable|x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x64.Build.0 = Debug Portable|x64 {AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x64.Build.0 = Debug Portable|x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x86.ActiveCfg = Debug Portable|Win32 {AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x86.ActiveCfg = Debug Portable|Win32
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x86.Build.0 = Debug Portable|Win32 {AE77266F-0A23-4F08-A491-369DE664B273}.Debug Portable|x86.Build.0 = Debug Portable|Win32
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|Gaming.Xbox.Scarlett.x64.ActiveCfg = Debug|Gaming.Xbox.Scarlett.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|Gaming.Xbox.Scarlett.x64.Build.0 = Debug|Gaming.Xbox.Scarlett.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|Gaming.Xbox.XboxOne.x64.ActiveCfg = Debug|Gaming.Xbox.XboxOne.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|Gaming.Xbox.XboxOne.x64.Build.0 = Debug|Gaming.Xbox.XboxOne.x64
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|ORBIS.ActiveCfg = Debug|ORBIS
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|ORBIS.Build.0 = Debug|ORBIS
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|Prospero.ActiveCfg = Debug|Prospero
{AE77266F-0A23-4F08-A491-369DE664B273}.Debug|Prospero.Build.0 = Debug|Prospero
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544
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@ -1,6 +1,22 @@
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3
engine/Windows/VisualStudio/uniquake.vcxproj.filters

@ -456,6 +456,9 @@
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