First step to help refactor Module management.
Add every module in the static ModuleInfo list. Module without id are assigned
to 0xffff.
The init function is called after constructor and take a pointer to Module
as an input.
This pointer is used to set the Module's global pointer in its file.
+ Tab in settings for cellCamera and cellGem related things, currently
includes setting camera type
+ cellCamera and cellGem initilization
+ Added cellCameraGetType
* Updated asmjit and ffmpeg
* Some minor optimizations
Reasons: 1) It's unsafe - we cannot guarantee that address is still good
while it is used. 2) It's wrong in many modules which are usually just
compare pointer with zero.
Was using fileExists/dirExists before when really should have just been exists. File or Dir doesn't matter and would only create false negatives.
Current working directory shouldn't really be used at all. This is just the folder the application is run from (not even where the .exe resides).
Some of the infos required by vfsLocalDir such as executable may not be portable. Not sure of their intended function as they are never used.
* Replace `int` with `s32` as return type for syscalls.
* Renamed `SC_Something.*` files with the proper lv2 name
`sys_something.*`.
* Moving away from the lv2, those functions and folders that doesn't
correspond to lv2 functions. E.g. module functions from sys_io,
sysPrxForUser, cellGcmSys.
* Splitted some files (memory -> memory+mmapper) and merged other ones
(event+event_flag ->event, spu+spu_thread -> spu), according to common
sense, PSDevWiki docs, and checking firmware files.
* Removed external functions from `SysCalls.h`.
NOTE: What should we do about: cellGcmCallback? It's not a lv2 syscall
but it appears on the sc_table and it is actually called in games. Is
this some kind of hack?