This is to go with the Atmosphere VM port, now it just contains the callbacks needed for the interface between DmntCheatVm and yuzu, along with the cheat parsers.
StartLrAssignmentMode and StopLrAssignmentMode don't require any implementation as it's just used for showing the screen of changing the controller orientation if the user wishes to do so. Ever since #1634 this has not been needed as users can specify the controller orientation from the config and swap at any time. We store a private member just in case this gets used for anything extra in the future
This PR attempts to implement the shared memory provided by GetSharedMemoryNativeHandle. There is still more work to be done however that requires a rehaul of the current time module to handle clock contexts. This PR is mainly to get the basic functionality of the SharedMemory working and allow the use of addition to it whilst things get improved on.
Things to note:
Memory Barriers are used in the SharedMemory and a better solution would need to be done to implement this. Currently in this PR I’m faking the memory barriers as everything is sync and single threaded. They work by incrementing the counter and just populate the two data slots. On data reading, it will read the last added data.
Specific values in the shared memory would need to be updated periodically. This isn't included in this PR since we don't actively do this yet. In a later PR when time is refactored this should be done.
Finally, as we don't handle clock contexts. When time is refactored, we will need to update the shared memory for specific contexts. This PR does this already however since the contexts are all identical and not separated. We're just updating the same values for each context which in this case is empty.
Tiime:SetStandardUserSystemClockAutomaticCorrectionEnabled, Time:IsStandardUserSystemClockAutomaticCorrectionEnabled are also partially implemented in this PR. The reason the implementation is partial is because once again, a lack of clock contexts. This will be improved on in a future PR.
This PR closes issue #2556
These source files have been unused for the entire lifecycle of the
project. They're a hold-over from Citra and only add to the build time
of the project, so they can be removed.
There's also likely no way this would ever work in yuzu in its current
form without revamping quite a bit of it, given how different the GPU on
the Switch is compared to the 3DS.
Given this is utilized by the loaders, this allows avoiding inclusion of
the kernel process definitions where avoidable.
This also keeps the loading format for all executable data separate from
the kernel objects.
Within the kernel, shared memory and transfer memory facilities exist as
completely different kernel objects. They also have different validity
checking as well. Therefore, we shouldn't be treating the two as the
same kind of memory.
They also differ in terms of their behavioral aspect as well. Shared
memory is intended for sharing memory between processes, while transfer
memory is intended to be for transferring memory to other processes.
This breaks out the handling for transfer memory into its own class and
treats it as its own kernel object. This is also important when we
consider resource limits as well. Particularly because transfer memory
is limited by the resource limit value set for it.
While we currently don't handle resource limit testing against objects
yet (but we do allow setting them), this will make implementing that
behavior much easier in the future, as we don't need to distinguish
between shared memory and transfer memory allocations in the same place.
Places all error codes in an easily includable header.
This also corrects the unsupported error code (I accidentally used the
hex value when I meant to use the decimal one).
These are more closely related to the vi service as opposed to the
intermediary nvflinger.
This also places them in their relevant subfolder, as future changes to
these will likely result in subclassing to represent various displays
and services, as they're done within the service itself on hardware.
The reasoning for prefixing the display and layer source files is to
avoid potential clashing if two files with the same name are compiled
(e.g. if 'display.cpp/.h' or 'layer.cpp/.h' is added to another service
at any point), which MSVC will actually warn against. This prevents that
case from occurring.
This also presently coverts the std::array introduced within
f45c25aaba back to a std::vector to allow
the forward declaration of the Display type. Forward declaring a type
within a std::vector is allowed since the introduction of N4510
(http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4510.html) by
Zhihao Yuan.
A holdover from citra, the Horizon kernel on the switch has no
prominent kernel object that functions as a timer. At least not
to the degree of sophistication that this class provided.
As such, this can be removed entirely. This class also wasn't used at
all in any meaningful way within the core, so this was just code sitting
around doing nothing. This also allows removing a few things from the
main KernelCore class that allows it to use slightly less resources
overall (though very minor and not anything really noticeable).