Progress Report 2017 Fourth Quarter (#73)
* Add 2017octnov Markdown boilerplate * Write into * Add TODOs * Remove citra-emu/citra#3141 * Tweak 20180104 * test * Write #3001 * Write #2993 #3048 #2975 #3029 #3113 #3144 * Write #2966 * Write #2982 * Write #2982 * Write outtro * Add fixes proposed by @Subv * Add boilerplate * Add nits suggested by @Leo626 * Add candidate PRs * Merge 2017octnov and 2017dec into 2017q4 * Add nit suggested by @bunnei * Add banner by @bunnei * Okay * Mawp * Write #3091 * Write #3184 * Write #3159 * Write #3116 * Write #3145 * Nit suggested by @jroweboy * Reword #3091 * Add fsUSER-threads.png * Add oot3dcia.png menucia.png * Add fullscreen.png * Fix metadata for release * Apply some suggestions by @jroweboy * Apply suggestion by @wwylele * Add `figure`s as suggested by @jroweboy * Add acnl-after.png * Add acnl-before.png * Replace acnl-after.png * Add controller.png * Retake controller.png * Add promo.png * Add shaderjit.png * Quickfix bug * Fix metadata for release
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date = "2018-02-04T17:00:00-04:00"
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title = "Citra Progress Report - 2017 Q4"
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tags = [ "progress-report" ]
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author = "anodium"
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forum = 9777
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+++
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New year, new changes in Citra. Specifically, lots of technical changes under
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the hood, from applets to IPC, have made Citra even more accurate and laid a
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foundation for even more goodies the next year. With many great changes all
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around, this article is going to be packed to the brim with all the new goodies
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that have come to Citra during those crimson months.
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But, enough faffing about! Let's get right into it:
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## [citra-qt : Adding fullscreen mode](https://github.com/citra-emu/citra/pull/3001) by [Styleoshin](https://github.com/Styleoshin)
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One of the most requested features for Citra has been enlarging the window to
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cover the entirety of the screen. After almost a year of requests on both the
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Citra Discourse and Discord servers, [Styleoshin](https://github.com/Styleoshin)
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has finally delivered!
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{{< figure src="/images/entry/citra-progress-report-2017-q4/fullscreen.png"
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title="No more pesky window décor!" >}}
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Simply go into `View → Fullscreen`, or just strike the Alt + Return keycombo, and
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enjoy Citra to its fullest on your largest monitor.
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## Rewrite AM Service and Add CIA Installation ([Here](https://github.com/citra-emu/citra/pull/2993), [here](https://github.com/citra-emu/citra/pull/3048), [here](https://github.com/citra-emu/citra/pull/2975), [there](https://github.com/citra-emu/citra/pull/3029), [this](https://github.com/citra-emu/citra/pull/3113), and [that](https://github.com/citra-emu/citra/pull/3144)) by [shinyquagsire23](https://github.com/shinyquagsire23) and [BreadFish64](https://github.com/BreadFish64)
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The `am` service on a Nintendo 3DS handles the installation, tracking, and removal
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of applications and games installed on the console and SD card(s) via a centralized
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database in the NAND, with some parts of the database for SD card-installed titles
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on the SD card itself. It has a handful of nice features such as installing packages
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as they're streamed in, along with DLC support being cleanly implemented as a
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side-effect of the CIA format's design. CIAs themselves are also designed to be
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streamed in, which is used extensively across 3DS apps, such as the eShop streaming
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downloads directly into `am` so that it installs at the same time, or `dlp` using
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it to stream Download Play CIAs from one 3DS to another directly.
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The CIA format starts off with a header that describes where each component of
|
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itself starts within the stream and a bitfield. This is then followed by a
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certificate signed by Nintendo, the CIA's ticket, and the title metadata (or TMD
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for short). The TMD then contains a list of every CXI file the CIA could possibly
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have, along with their name, size, etc.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/oot3dcia.png"
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title="A diagram of *The Legend of Zelda: Ocarina of Time 3D*'s CIA" >}}
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The astute reader might've noticed I said that the TMD contains a list of every
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*possible* CXI. This is because a CIA might not contain every CXI for the game,
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such as in the case of DLC. The bitfield I mentioned in the header is used to list
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off which of the entries in the TMD actually exists within that CIA. This is
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(ab)used in some cases, such as the Home Menu Themes, in that every single theme
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that exists is actually a different CXI within the same CIA. Just tick the themes
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the user owns in the bitfield and then attach those CXIs at the end of it. Dead
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simple way for it to work perfectly with both streaming of the file, and making
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personalized CIAs for each eShop user.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/menucia.png"
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title="A tiny portion of the Home Menu Themes CIA" >}}
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For the `am` side of streaming installations, the way it handles a request to
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install an application is by creating and then giving the requester a handle to
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a virtual file. This leaves most of the busy work to `am`, while the app only needs
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to worry about writing the CIA file into that handle.
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[shinyquagsire23](https://github.com/shinyquagsire23) reimplemented the entirety
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of how Citra handles NCCH files, which quickly paved the way to implementing `am`
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in Citra. This allowed users to use FBI to install applications from its virtual
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SD card. He and [BreadFish64](https://github.com/BreadFish64) also went a step
|
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further and added support for installing CIAs via the SDL and Qt frontends
|
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directly, removing the need to use FBI. Do note that you cannot yet run installed
|
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applications and games directly, but CXI executables can access the virtual SD
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card for DLC, updates, etc.
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## [Qtifw build installer](https://github.com/citra-emu/citra/pull/2966) by [j-selby](https://github.com/j-selby)
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Citra now has a fancy new installer and updater, thanks to [j-selby](https://github.com/j-selby)
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and [jroweboy](https://github.com/jroweboy)'s efforts! If you haven't already, we
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strongly recommend you download and install Citra through it, since it will make
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updating as easy as re-running the installer. You can check it out over [here](/download/),
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## [macOS: Build x86_64h slice](https://github.com/citra-emu/citra/pull/2982) by [MerryMage](https://github.com/MerryMage)
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A little known feature in macOS is fat binaries, the ability to have the same executable
|
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contain binaries for multiple architectures. This was used extensively around 2007
|
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to support Mac OS X's transition from PowerPC to x86_64, allowing developers to
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have one binary work on all Macs effortlessly.
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After poking around Apple's LLVM fork, [MerryMage](https://github.com/MerryMage)
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found that they had a specific flag to build binaries for Intel Haswell and later.
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Enabling it made a fat binary that contained both pre-Haswell and post-Haswell code,
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allowing Citra to take advantage of the newer CPU's instructions, without dropping
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support for older ones.
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## [Kernel/IPC: Add a small delay after each SyncRequest to prevent thread starvation.](https://github.com/citra-emu/citra/pull/3091) by [Subv](https://github.com/Subv)
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When communicating with services, titles on a real Nintendo 3DS expect to wait some
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amount of time before the service replies or responds. Until now, Citra didn't implement
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this, it responded without incrementing the virtual clock. From the emulated system's
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perspective, it appeared as though services replied and reponded literally instantly
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because of this, leading to strange side-effects.
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For example, some buildings in *Animal Crossing: New Leaf* fail to render and
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cannot be interacted with.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/acnl-before.png"
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title="Animal Crossing: New Leaf's acting up" >}}
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Or worse, some games such as *Star Fox 3D* can't even
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reach the title screen.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/fsUSER-threads.png"
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title="A demonstration of how instant service replies can break a title" >}}
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The example in this figure is taken directly from *Star Fox 3D*. When the game boots,
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it checks if any save data exists on the console's SD card, and tries to recreate it
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if it doesn't. It does this by sending a request to the service responsible for
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file access, and then waiting for a reply. Because the request is synchronous,
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the thread that made the request is put to sleep and its priority lowered. The
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game actually uses this time that would otherwise be spent waiting by having other
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threads run while the original thread was still asleep, so that by the time it
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woke up with the response, it would have other resources it needed ready to go.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/acnl-after.png"
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title="Animal Crossing: New Leaf, among other games, are now working perfectly with this change!" >}}
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As Citra's responses are instantaneous from the point-of-view of the game,
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the secondary thread doesn't have nearly enough time to finish its job. And, the
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first thread's priority comes back up above the secondary's once it wakes up,
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this leads to the first thread waiting on the secondary thread to finish, but it
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never gets a chance to, due to its now much lower priority. Essentially, the
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first thread waits on the secondary forever, because the secondary never gets a
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chance to actually finish what it was doing.
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[ds84182](https://github.com/ds84182) and [Subv](https://github.com/Subv) each
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wrote homebrew software which found and measured the issue, respectively, which
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[B3n30](https://github.com/B3n30) ran on a real Nintendo 3DS. With which, an
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average delay for every type of service reply was found. Then, [Subv](https://github.com/Subv)
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made Citra's virtual clock increment by this amount before fulfilling any service
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request, solving many of the issues this brought.
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## [core/arm: Improve timing accuracy before service calls in JIT](https://github.com/citra-emu/citra/pull/3184) by [MerryMage](https://github.com/MerryMage)
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As our previous section demonstrates, Citra's virtual clock should be
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incremented before any time code that was supposed to be on a real
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Nintendo 3DS runs within Citra, including services. This change by [MerryMage](https://github.com/MerryMage)
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makes services increment the clock *before* they are called, instead of after.
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<!-- NOTE: Possibly hard to understand/too verbose? Reword if so. -->
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One of the reasons this is important is that services can schedule calls to
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other services to run in the future. If the current time in the virtual clock is
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incorrect when the service schedule an event, it would run too early since
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the time for the scheduled event would effectively be shifted back by the virtual
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time it takes for the service that scheduled it would run.
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Although this doesn't fix any reported bugs, it does make the timing emulation
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of Citra much more accurate.
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## [citra-qt : Fix a bug in our fullscreen implementation](https://github.com/citra-emu/citra/pull/3159) by [FearlessTobi](https://github.com/FearlessTobi)
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In Citra's GUI, a strange bug exists, where if you have fullscreen enabled, and
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you start a game while the window is maximized, the window instead unmaximizes
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before starting the game. This was due to Citra not keeping track of the window's
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state (be it normal, maximized, minimized, or fullscreen), and instead simply
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defaulting to normal. [FearlessTobi](https://github.com/FearlessTobi) found,
|
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[reported](https://github.com/citra-emu/citra/pull/3001#issuecomment-338401048),
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and fixed the bug. Citra now keeps track of the window's state, position, and
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size, every time it goes fullscreen and restores them every time it leaves
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fullscreen.
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## [Allow input configuration with SDL joysticks](https://github.com/citra-emu/citra/pull/3116) by [muemart](https://github.com/muemart)
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In the input configuration menu, there has been the ability to change the key
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bindings on the keyboard for years now. Unfortunately, this menu allowed rebinding
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to keyboard keys only, not gamepads or any other input device one could use. This
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led to guides such as [this one](https://community.citra-emu.org/t/temporary-controller-configurations-for-citra/1061)
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being written, to help users manually change the configuration files if they
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wanted to use gamepads with Citra.
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This was extremely inconvenient and user-unfriendly to most, and so [muemart](https://github.com/muemart)
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took it upon themselves to finally add support for configuring gamepads within the
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configuration menu. Now, it's as simple as clicking a button, and pressing the
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corresponsing button on your controller, to set it up.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/controller.png"
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title="Citra's input configuration menu" >}}
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## [shader_jit_x64_compiler: Remove ABI overhead of LG2 and EX2](https://github.com/citra-emu/citra/pull/3145) by [MerryMage](https://github.com/MerryMage)
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The shader JIT in Citra is a component of the video core responsible for
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recompiling GPU shaders for the 3DS to x86 code, so that they can be run on the
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user's CPU directly.
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Shader intructions like LG2 (calculate binary logarithm) and EX2 (calculate binary
|
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exponential) can be run potentially thousands of times per second in a typical
|
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Nintendo 3DS title, so it's usually very worthwhile to try to optimize these as
|
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best as possible.
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In doing so, [MerryMage](https://github.com/MerryMage) actually rewrote these two
|
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instructions to pure x86 assembly, and runs them inline with the rest of the instructions.
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A faster algorithm, combined with not having to deal with the overhead of calling
|
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an external library for math functions, led to this change almost halving the
|
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amount of time it takes to calculate these!
|
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{{< figure src="/images/entry/citra-progress-report-2017-q4/shaderjit.png"
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title="Graph comparing times before and after this change" >}}
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## Conclusion
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As always, [changes big or small](https://github.com/citra-emu/citra/graphs/contributors?from=2017-10-01&to=2017-12-31&type=c)
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are vital to the project. Brick by brick, Citra will eventually be an accurate enough
|
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emulation of the Nintendo 3DS for most, if not all, uses. Thank you everyone for
|
||||
the hard work you've poured in.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/promo.png"
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title="And more to come." >}}
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