Not using the return value of these functions are undeniably the source
of a bug. This way we allow compilers to loudly make any future misuses
evident.
If subdirectories exist in the given path parameter and don't exist in the real filesystem create them prior to creating the files within.
This fixes the softlocks upon save creation in The Legend of Zelda: Breath of the Wild
* Switch game settings to use a pointer
In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.
* configuration: add new UI without changing existing funcitonality
The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.
* configuration: Rename files
These weren't included in the last commit. Now they are.
* configuration: setup global configuration checkbox
Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.
* configuration: swap to per-game config memory for properties dialog
Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.
* configuration: change config interfaces to use config-specific pointers
When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.
* configuration: boot a game using per-game settings
Swaps values where needed to boot a game.
* configuration: user correct config during emulation
Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.
* settings: split Settings::values into two different structs
By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.
* settings: move use_docked_mode to Controls group
`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.
* configuration: Fix the other yuzu executables and a regression
In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.
* settings: use a template to duplicate memory for each setting
Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.
* configuration: correct add-ons config and swap settings when apropriate
Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.
* settings: restore old values struct
No longer needed with the Settings::Setting class template.
* configuration: implement hierarchical game properties dialog
This sets the apropriate global or local data in each setting.
* clang format
* clang format take 2
can the docker container save this?
* address comments and style issues
* config: read and write settings with global awareness
Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.
* settings: restore global state when necessary
Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.
* configuration: guard setting values incorrectly
This disables setting values while a game is running if the setting is
overwritten by a per game setting.
* config: don't write local settings in the global config
Simple guards to prevent writing the wrong settings in the wrong files.
* configuration: add comments, assume less, and clang format
No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.
* configuration: fix a logic error
Should not be negated
* restore settings' global state regardless of accept/cancel
Fixes loading a properties dialog and causing the global config dialog to show
local settings.
* fix more logic errors
Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).
* fix another logic error
In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.
* configure_audio: set toggle_stretched_audio to tristate
* fixed custom rtc and rng seed overwriting the global value
* clang format
* rebased
* clang format take 4
* address my own review
Basically revert unintended changes
* settings: literal instead of casting
"No need to cast, use 1U instead"
Thanks, Morph!
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
* Revert "settings: literal instead of casting
"
This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.
* main: fix status buttons reporting wrong settings after stop emulation
* settings: Log UseDockedMode in the Controls group
This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.
* main: load settings if the file has a title id
In other words, don't exit if the loader has trouble getting a title id.
* use a zero
* settings: initalize resolution factor with constructor instead of casting
* Revert "settings: initalize resolution factor with constructor instead of casting"
This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.
* configure_graphics: guard device selector when Vulkan is global
Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.
* address reviewer concerns
Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.
Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>
* main: load per-game settings after LoadROM
This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.
* Revert "main: load per-game settings after LoadROM"
This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.
* main: only restore global settings when necessary
Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.
* configuration_shared: address reviewer concerns except operator overrides
Dropping operator override usage in next commit.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
* settings: Drop operator overrides from Setting template
Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.
* complete rebase
* configuration_shared: translate "Use global configuration"
Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.
* configure_per_game: address reviewer concern
As far as I understand, it prevents the program from unnecessarily copying strings.
Co-Authored-By: LC <lioncash@users.noreply.github.com>
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
Stub this by sending 1 layer id instead of 2 as yuzu does not support multiple layers per display.
No adverse side effects have been observed.
- Used by Animal Crossing: New Horizons Update 1.3.0
This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host
Timing, Reworks the Kernel's Scheduler, Introduce Idle State and
Suspended State, Recreates the bootmanager, Initializes Multicore
system.
This has been wrong since 0432af5ad1
I haven't found a game that called this function (and I haven't tried this on a real Switch), and because of this I haven't been able to check if the number in assert OR the string in the assert is wrong, but one of the two is wrong:
NetworkProfileData is 0x18E, while SfNetworkProfileData is 0x17C, according to Switchbrew
Switchbrew doesn't officially say that NetworkProfileData's size is 0x18E but it's possible to calculate its size since Switchbrew provides the size and the offset of all the components of NetworkProfileData (which isn't currently implemented in yuzu, alongside SfNetworkProfileData)
NetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#NetworkProfileData
SfNetworkProfileData documentation: https://switchbrew.org/wiki/Network_Interface_services#SfNetworkProfileData
Since I trust ogniK's work on reversing NIFM, I'd assume this was just a typo in the string
Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
Previously we never cleared the states of the entries and the key would stay held down, also looping over the key bytes for each key lead to setting every bit for the key state instead of the key we wanted
* Remove git submodules that will be loaded through conan
* Move custom Find modules to their own folder
* Use conan for downloading missing external dependencies
* CI: Change the yuzu source folder user to the user that the containers run on
* Attempt to remove dirty mingw build hack
* Install conan on the msvc build
* Only set release build type when using not using multi config generator
* Re-add qt bundled to workaround an issue with conan qt not downloading prebuilt binaries
* Add workaround for submodules that use legacy CMAKE variables
* Re-add USE_BUNDLED_QT on the msvc build bot
Return the proper state of vr mode for IsVrModeEnabled
We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
Currently SetBufferCount doesn't write to the out buffer which then contains uninitialized data. This leads to non-zero data which leads to responding with different error codes
Many of these implementations are used to implement a polymorphic
interface. While not directly used polymorphically, this prevents
virtual destruction from ever becoming an issue.
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
This corrects the behavior of free buffer after witnessing it in an
unrelated hardware test. I haven't found any games affected by it but in
name of better accuracy we'll correct such behavior.
This increases the PointerBufferSize as a lager one is required by some services.
This change is still not hw-accurate, but it is proven to work in Ryujinx.
Instead of using a hardcoded size, we should figure out the specific values for each service in the future. Some of them can be taken from Atmosphere: https://github.com/Atmosphere-NX/Atmosphere/search?q=PointerBufferSize.
Currently, yuzu just freezes when an error occurs while Initializing the WebApplet.
From a user perspective, this obviously isn't great as the game just softlocks.
With this change, yuzu will call the Finalize method, so to the game it seems like as the user just exited the WebApplet normally.
This works around https://github.com/yuzu-emu/yuzu/issues/2852.
* Stub SetLcdBacklighOffEnabled
Used by Super Smash Bros. Ultimate
We require backlight services to be implemented to turn on/off the backlight.
* Address feedback
This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.
This might also increase the performance as the other cores might be allowed to clock higher.
With all of the trivial parts of the memory interface moved over, we can
get right into moving over the bits that are used.
Note that this does require the use of GetInstance from the global
system instance to be used within hle_ipc.cpp and the gdbstub. This is
fine for the time being, as they both already rely on the global system
instance in other functions. These will be removed in a change directed
at both of these respectively.
For now, it's sufficient, as it still accomplishes the goal of
de-globalizing the memory code.
Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
* core_timing: Use better reference tracking for EventType.
- Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects.
- Removes need for unique names - we won't be using this for save states anyways.
Maintains implementation parity between QueryApplicationPlayStatistics
and QueryApplicationPlayStatisticsByUid.
These function the same behaviorally underneath the hood, with the only
difference being that one allows specifying a UID.
- This does not actually seem to exist in the real kernel - games reset these automatically.
# Conflicts:
# src/core/hle/service/am/applets/applets.cpp
# src/core/hle/service/filesystem/fsp_srv.cpp
While not an issue, it does prevent fallthrough from occurring if
anything is ever added after this case (unlikely to occur, but this
turns a trivial "should not cause issues" into a definite "won't cause
issues).
While a map is an OK way to do lookups (and usually recommended in most
cases), this is a map that lives for the entire duration of the program
and only deallocates its contents when the program terminates.
Given the total size of the map is quite small, we can simply use a
std::array of pairs and utilize std::find_if to perform the same
behavior without loss of performance.
This eliminates a static constructor and places the data into the
read-only segment.
While we're at it, we can also handle malformed inputs instead of
directly dereferencing the resulting iterator.
On parse errors, we can log out the explanatory string indicating what
the parsing error was, rather than just ignoring the variable and
returning an overly broad error code.
Migrates the HLE service code off the use of directly accessing the
global system instance where trivially able to do so.
This removes all usages of Core::CurrentProcess from the service code,
only 8 occurrences of this function exist elsewhere. There's still quite
a bit of "System::GetInstance()" being used, however this was able to
replace a few instances.
This commit uses guest fences on vSync event instead of an articial fake
fence we had.
It also corrects to keep signaling display events while loading the game
as the OS is suppose to send buffers to vSync during that time.
Previously we were simply returning the account-preselect structure all times but if passed with a different mode the game expects application-specific data. This also adds a hook for BCAT into this allowing us to send the launch parameter through bcat,
These functions are not stubbed and are called fairly often. Due to the nature of how often they're called, we should keep them marked as LOG_TRACE instead of LOG_DEBUG or LOG_WARNING
Avoids the use of global accessors, removing the reliance on global
state. This also makes dependencies explicit in the interface, as
opposed to being hidden
Volume is a f32 value. (SwIPC describes it as a u32, but it is actually f32 as corroborated by switchbrew docs and SetAudioDeviceOutputVolume)
```cpp
const f32 volume = rp.Pop<f32>();
```
This commit ensures that all backing memory allocated for the Guest CPU
is aligned to 256 bytes. This due to how gpu memory works and the heavy
constraints it has in the alignment of physical memory.
Audio devices use the supplied revision information in order to
determine if USB audio output is able to be supported. In this case, we
can only really handle using this revision information in
ListAudioDeviceName(), where it checks if USB audio output is supported
before supplying it as a device name.
A few other scenarios exist where the revision info is checked, such as:
- Early exiting from SetAudioDeviceOutputVolume if USB audio is
attempted to be set when that device is unsupported.
- Early exiting and returning 0.0f in GetAudioDeviceOutputVolume when
USB output volume is queried and it's an unsupported device.
- Falling back to AHUB headphones in GetActiveAudioDeviceName when the
device type is USB output, but is unsupported based off the revision
info.
In order for these changes to also be implemented, a few other changes
to the interface need to be made.
Given we now properly handle everything about ListAudioDeviceName(), we
no longer need to describe it as a stubbed function.
The revision querying facilities are used by more than just audren. e.g.
audio devices can use this to test whether or not USB audio output is
supported.
This will be used within the following change.
AudioDevice and AudioInterface aren't valid device names on the Switch.
We should also be returning consistent names in
GetActiveAudioDeviceName().
While we're at it, we can also handle proper name output in
ListAudioDeviceName, by returning all the available devices on the
Switch.
Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
Provides a basic implementation of SetAutoSleepDisabled. Until idle
handling is implemented, this is about the best we can do.
In the meantime, provide a rough documenting of specifics that occur
when this function is called on actual hardware.
Prior to PR, Yuzu did not restore memory to RW-
on unmap of mirrored memory or unloading of NRO.
(In fact, in the NRO case, the memory was unmapped
instead of reprotected to --- on Load, so it was
actually lost entirely...)
This PR addresses that, and restores memory to RW-
as it should.
This fixes a crash in Super Smash Bros when creating
a World of Light save for the first time, and possibly
other games/circumstances.
We don't have any friends implemented in Yuzu yet so it doesn't make sense to return any friends. For now we'll be returning 0 friends however the information provided will allow a proper implementation of this cmd when needed.
The event should only be signaled when an output audio device gets changed. Example, Speaker to USB headset. We don't identify different devices internally yet so there's no need to signal the event yet.
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
InitializeApplicationInfoRestricted will need further implementation as it's checking for other user requirements about the game. As we're emulating, we're assuming the user owns the game so we skip these checks currently, implementation will need to be added further on
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
Even though it has been proven that IAudioRenderer:SystemEvent is
actually an automatic event. The current implementation of such event is
all thought to be manual. Thus it's implementation needs to be corrected
when doing such change. As it is right now this PR introduced a series
of regressions on softlocks on multiple games. Therefore, this pr
reverts such change until a correct implementation is made.
IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
These can be generified together by using a concept type to designate
them. This also has the benefit of not making copies of potentially very
large arrays.
Previously, the code was accumulating data into a std::vector and then
tossing all of it away if a setting was disabled.
Instead, we can just check if it's disabled and do no work at all if
possible. If it's enabled, then we can append to the vector and
allocate.
Unlikely to impact usage much, but it is slightly less sloppy with
resources.
A few of the aoc service stubs/implementations weren't fully popping all
of the parameters passed to them. This ensures that all parameters are
popped and, at minimum, logged out.
Renames the members to more accurately indicate what they signify.
"OneShot" and "Sticky" are kind of ambiguous identifiers for the reset
types, and can be kind of misleading. Automatic and Manual communicate
the kind of reset type in a clearer manner. Either the event is
automatically reset, or it isn't and must be manually cleared.
The "OneShot" and "Sticky" terminology is just a hold-over from Citra
where the kernel had a third type of event reset type known as "Pulse".
Given the Switch kernel only has two forms of event reset types, we
don't need to keep the old terminology around anymore.
This reduces the boilerplate that services have to write out the current thread explicitly. Using current thread instead of client thread is also semantically incorrect, and will be a problem when we implement multicore (at which time there will be multiple current threads)
This corrects cases where it was possible to write more entries into the
write buffer than were requested. Now, we check the size of the buffer
before actually writing into them.
We were also returning the wrong value for
GetAvailableLanguageCodeCount2(). This was previously returning 64, but
only 17 should have been returned. 64 entries is the size of the static
array used in MakeLanguageCode() within the service binary itself, but
isn't the actual total number of language codes present.
Also introduced in REV5 was a variable-size audio command buffer. This
also affects how the size of the work buffer should be determined, so we
can add handling for this as well.
Thankfully, no other alterations were made to how the work buffer size
is calculated in 7.0.0-8.0.0. There were indeed changes made to to how
some of the actual audio commands are generated though (particularly in
REV7), however they don't apply here.
Introduced in REV5. This is trivial to add support for, now that
everything isn't a mess of random magic constant values.
All this is, is a change in data type sizes as far as this function
cares.
"Unmagics" quite a few magic constants within this code, making it much
easier to understand. Particularly given this factors out specific
sections into their own self-contained lambda functions.
Provides serialization/deserialization to the database in system save files, accessors for database state and proper handling of both major Mii formats (MiiInfo and MiiStoreData)
These indicate options that alter how a read/write is performed.
Currently we don't need to handle these, as the only one that seems to
be used is for writes, but all the custom options ever seem to do is
immediate flushing, which we already do by default.
Rather than make a full copy of the path, we can just use a string view
and truncate the viewed portion of the string instead of creating a totally
new truncated string.
In several places, we have request parsers where there's nothing to
really parse, simply because the HLE function in question operates on
buffers. In these cases we can just remove these instances altogether.
In the other cases, we can retrieve the relevant members from the parser
and at least log them out, giving them some use.
Applies the override specifier where applicable. In the case of
destructors that are defaulted in their definition, they can
simply be removed.
This also removes the unnecessary inclusions being done in audin_u and
audrec_u, given their close proximity.
For whatever reason, shared memory was being used here instead of
transfer memory, which (quite clearly) will not work based off the name
of the function.
This corrects this wonky usage of shared memory.
Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
Based off RE, most of these structure members are register values, which
makes, sense given this service is used to convey fatal errors.
One member indicates the program entry point address, one is a set of
bit flags used to determine which registers to print, and one member
indicates the architecture type.
The only member that still isn't determined is the final member within
the data structure.
This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
These functions act in tandem similar to how a lock or mutex require a
balanced lock()/unlock() sequence.
EnterFatalSection simply increments a counter for how many times it has
been called, while LeaveFatalSection ensures that a previous call to
EnterFatalSection has occured. If a previous call has occurred (the
counter is not zero), then the counter gets decremented as one would
expect. If a previous call has not occurred (the counter is zero), then
an error code is returned.
In some cases, our callbacks were using s64 as a parameter, and in other
cases, they were using an int, which is inconsistent.
To make all callbacks consistent, we can just use an s64 as the type for
late cycles, given it gets rid of the need to cast internally.
While we're at it, also resolve some signed/unsigned conversions that
were occurring related to the callback registration.
Makes it more evident that one is for actual code and one is for actual
data. Mutable and static are less than ideal terms here, because
read-only data is technically not mutable, but we were mapping it with
that label.
This function passes in the desired main applet and library applet
volume levels. We can then just pass those values back within the
relevant volume getter functions, allowing us to unstub those as well.
The initial values for the library and main applet volumes differ. The
main applet volume is 0.25 by default, while the library applet volume
is initialized to 1.0 by default in the services themselves.
With this, all kernel objects finally have all of their data members
behind an interface, making it nicer to reason about interactions with
other code (as external code no longer has the freedom to totally alter
internals and potentially messing up invariants).
After doing a little more reading up on the Opus codec, it turns out
that the multistream API that is part of libopus can handle regular
packets. Regular packets are just a degenerate case of multistream Opus
packets, and all that's necessary is to pass the number of streams as 1
and provide a basic channel mapping, then everything works fine for
that case.
This allows us to get rid of the need to use both APIs in the future
when implementing multistream variants in a follow-up PR, greatly
simplifying the code that needs to be written.
Relocates the error code to where it's most related, similar to how all
the other error codes are. Previously we were including a non-generic
error in the main result code header.
These can just be passed regularly, now that we use fmt instead of our
old logging system.
While we're at it, make the parameters to MakeFunctionString
std::string_views.
This will be utilized by more than just that class in the future. This
also renames it from OpusHeader to OpusPacketHeader to be more specific
about what kind of header it is.
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).
Removes a few inclusion dependencies from the headers or replaces
existing ones with ones that don't indirectly include the required
headers.
This allows removing an inclusion of core/memory.h, meaning that if the
memory header is ever changed in the future, it won't result in
rebuilding the entirety of the HLE services (as the IPC headers are used
quite ubiquitously throughout the HLE service implementations).
This currently has the same behavior as the regular
OpenAudioRenderer API function, so we can just move the code within
OpenAudioRenderer to an internal function that both service functions
call.
This service function appears to do nothing noteworthy on the switch.
All it does at the moment is either return an error code or abort the
system. Given we obviously don't want to kill the system, we just opt
for always returning the error code.
Provides names for previously unknown entries (aside from the two u8
that appear to be padding bytes, and a single word that also appears
to be reserved or padding).
This will be useful in subsequent changes when unstubbing behavior related
to the audio renderer services.
This function is also supposed to check its given policy type with the
permission of the service itself. This implements the necessary
machinery to unstub these functions.
Policy::User seems to just be basic access (which is probably why vi:u
is restricted to that policy), while the other policy seems to be for
extended abilities regarding which displays can be managed and queried,
so this is assumed to be for a background compositor (which I've named,
appropriately, Policy::Compositor).
This didn't really provide much benefit here, especially since the
subsequent change requires that the behavior for each service's
GetDisplayService differs in a minor detail.
This also arguably makes the services nicer to read, since it gets rid
of an indirection in the class hierarchy.
The NVFlinger service is already passed into services that need to
guarantee its lifetime, so the BufferQueue instances will already live
as long as they're needed. Making them std::shared_ptr instances in this
case is unnecessary.
Like the previous changes made to the Display struct, this prepares the
Layer struct for changes to its interface. Given Layer will be given
more invariants in the future, we convert it into a class to better
signify that.
With the display and layer structures relocated to the vi service, we
can begin giving these a proper interface before beginning to properly
support the display types.
This converts the display struct into a class and provides it with the
necessary functions to preserve behavior within the NVFlinger class.
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.
Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
This commit it automatically generated by command in zsh:
sed -i -- 's/BitField<\(.*\)_le>/BitField<\1>/g' **/*(D.)
BitField is now aware to endianness and default to little endian. It expects a value representation type without storage specification for its template parameter.
Converts many of the Find* functions to return a std::optional<T> as
opposed to returning the raw return values directly. This allows
removing a few assertions and handles error cases like the service
itself does.
This functions almost identically to DecodeInterleavedWithPerfOld,
however this function also has the ability to reset the decoder context.
This is documented as a potentially desirable thing in the libopus
manual in some circumstances as it says for the OPUS_RESET_STATE ctl:
"This should be called when switching streams in order to prevent the
back to back decoding from giving different result from one at a time
decoding."
In addition to the default, external, EDID, and internal displays,
there's also a null display provided as well, which as the name
suggests, does nothing but discard all commands given to it. This is
provided for completeness.
Opening a display isn't really a thing to warn about. It's an expected
thing, so this can be a debug log. This also alters the string to
indicate the display name better.
Opening "Default" display reads a little nicer compared to Opening
display Default.
This quite literally functions as a basic setter. No other error
checking or anything (since there's nothing to really check against).
With this, it completes the pm:bm interface in terms of functionality.
This appears to be a vestigial API function that's only kept around for
compatibility's sake, given the function only returns a success error
code and exits.
Since that's the case, we can remove the stubbed notification from the
log, since doing nothing is technically the correct behavior in this
case.
This is a function that definitely doesn't always have a non-modifying
behavior across all implementations, so this should be made non-const.
This gets rid of the need to mark data members as mutable to work around
the fact mutating data members needs to occur.
These values are not equivalent, based off RE. The internal value is put
into a lookup table with the following values:
[3, 0, 1, 2, 4]
So the values absolutely do not map 1:1 like the comment was indicating.
Avoids entangling the IPC buffer appending with the actual operation of
converting the scaling values over. This also inserts the proper error
handling for invalid scaling values.
This appears to only check if the scaling mode can actually be
handled, rather than actually setting the scaling mode for the layer.
This implements the same error handling performed on the passed in
values.
Within the actual service, it makes no distinguishing between docked and
undocked modes. This will always return the constants values reporting
1280x720 as the dimensions.
This IPC command is simply a stub inside the actual service itself, and
just returns a successful error code regardless of input. This is likely
only retained in the service interface to not break older code that relied
upon it succeeding in some way.
In many cases, we didn't bother to log out any of the popped data
members. This logs them out to the console within the logging call to
provide more contextual information.
Internally within the vi services, this is essentially all that
OpenDefaultDisplay does, so it's trivial to just do the same, and
forward the default display string into the function.
It appears that the two members indicate whether a display has a bounded
number of layers (and if set, the second member indicates the total
number of layers).
In all cases that these functions are needed, the VMManager can just be
retrieved and used instead of providing the same functions in Process'
interface.
This also makes it a little nicer dependency-wise, since it gets rid of
cases where the VMManager interface was being used, and then switched
over to using the interface for a Process instance. Instead, it makes
all accesses uniform and uses the VMManager instance for all necessary
tasks.
All the basic memory mapping functions did was forward to the Process'
VMManager instance anyways.
Now it also indicates the name and max session count. This also gives a
name to the unknown bool. This indicates if the created port is supposed
to be using light handles or regular handles internally. This is passed
to the respective svcCreatePort parameter internally.
Services created with the ServiceFramework base class install themselves as HleHandlers with an owning shared_ptr in the ServerPort ServiceFrameworkBase::port member variable, creating a cyclic ownership between ServiceFrameworkBase and the ServerPort, preventing deletion of the service objects.
Fix that by removing the ServiceFrameworkBase::port member because that was only used to detect multiple attempts at installing a port. Instead store a flag if the port was already installed to achieve the same functionality.
Based off RE, the backing code only ever seems to use 0-2 as the range
of values 1 being a generic log enable, with 2 indicating logging should
go to the SD card. These are used as a set of flags internally.
Given we only care about receiving the log in general, we can just
always signify that we want logging in general.
This was causing some games (most notably Pokemon Quest) to softlock due to an event being fired when not supposed to. This also removes a hack wherein we were firing the state changed event when the game retrieves it, which is incorrect.
These auto-deduce the result based off its arguments, so there's no need
to do that work for the compiler, plus, the function return value itself
already indicates what we're returning.
Previously, ILibraryAppletAccessor would signal upon creation of any applet, but this is incorrect. A flag inside of the applet code determines whether or not creation should signal state change and swkbd happens to be one of these applets.
We can just return a new instance of this when it's requested. This only
ever holds pointers to the existing registed caches, so it's not a large
object. Plus, this also gets rid of the need to keep around a separate
member function just to properly clear out the union.
Gets rid of one of five globals in the filesystem code.
This is the same behavior-wise as DeleteDirectoryRecursively, with the
only difference being that it doesn't delete the top level directory in
the hierarchy, so given:
root_dir/
- some_dir/
- File.txt
- OtherFile.txt
The end result is just:
root_dir/
Avoids the need to create a copy of the std::string instance
(potentially allocating).
The only reason RegisterService takes its argument by value is because
it's std::moved internally.
The interface for shared memory was changed, but another commit was
merged that relied on the (previously public) internals of SharedMemory.
This amends that discrepancy.
This service function was likely intended to be a way to redirect where
the output of a log went. e.g. Firing a log over a network, dumping over
a tunneling session, etc.
Given we always want to see the log and not change its output. It's one
of the lucky service functions where the easiest implementation is to
just do nothing at all and return success.
The separate enum isn't particularly necessary here, and the values can
just be directly put into the ResultCode instances, given the names are
also self-documenting here.
Used by developers to test games, not present on retail systems. Some games are known to respond to DebugPad input though, for example Kirby Star Allies.
It seems palma is done through bluetooth, we need this for pokemon go however more research needs to be done when we actually get palma working. This is presumably used for transfering data between the controller and the console, it does not seem for actual input as far as I know.
empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
These are needed by Edizon to boot. They are used to see if a user is using SX OS, as SX OS registers a custom service called 'tx' and attempting to register a service of the same name lets the application know if it is present.
Previously, we would let a user enter an unbounded name and then
silently truncate away characters that went over the 32-character limit.
This is kind of bad from the UX point of view, because we're essentially
not doing what the user intended in certain scenarios.
Instead, we clamp it to 32 characters and make that visually apparent in
the dialog box to provide a name for a user.
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
Returns the raw NACP bytes and the raw icon bytes into a title-provided buffer. Pulls from Registration Cache for control data, returning all zeros should it not exist.
An object to read SaveDataInfo objects, which describe a unique save on the system. This implementation iterates through all the directories in the save data space and uses the paths to reconstruct the metadata.
This is just flat data, so it doesn't really need to be in the function
itself. This also allows deduplicating the constant for the backup size
in GetImageSize().
We can just call the function instead of duplicating the code here. This
also prevents an unused function warning.
We also don't need to take the lambda capture by reference. It's just a
u64 value, so by value is fine here.
* Fixed conflict with nfp
* Few fixups for nfc
* Conflict 2
* Fixed AttachAvailabilityChangeEvent
* Conflict 3
* Fixed byte padding
* Refactored amiibo to not reside in "System"
* Removed remaining references of nfc from system
* used enum for Nfc GetStateOld
* Added missing newline
* Moved file operations to front end
* Conflict 4
* Amiibos now use structs and added mutexes
* Removed amiibo_path
This is a subset of the better-hid-2 changes, this fixes input in various games which don't support dual joycons. This pr will search for the next best controller which is supported by the current game
This event signals the game when new DLC is purchased from the eShop while the game is running. Since, for the forseeable future, yuzu will not have this ability, it seems safe to stub with a dummy event that will never fire. This is needed to boot Sonic Mania Plus (update v1.04).
swap.h only needs to be present in the header for the type aliases and
definitions, it's not actually needed in the cpp files though. input.h
is just unused entirely in xpad.h
These classes are non-trivial and are definitely going to be changed in
the future, so we default these to prevent issues with forward
declarations, and to keep the compiler from inlining tear-down code.
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
Neither of these functions alter the ownership of the provided pointer,
so we can simply make the parameters a reference rather than a direct
shared pointer alias. This way we also disallow passing incorrect memory values like
nullptr.
HandheldVariant is for specific games which expect handheld controllers to be at position 8(kirby), however this doesn't fix all games as some games require handhelds to be at position 0(snipperclips)
Hardware tests show that trying to unmap an unmapped buffer already should always succeed. Hardware test was tested up to 32 iterations of attempting to unmap
In some games (Splatoon 2 and Splatoon 2 Splatfest World Premiere, notably), pass offset=0 and count=2047 into the ListAddOnContent method which should return all DLCs for the current title. The (presumably) intended behavior is to successfully return a empty array but because of a < v. <= in an if statement, a failure error code was returned causing these games to svcBreak. This fixes that if statement.
Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
* Implemented fatal:u properly
fatal:u now is properly implemented with all the ipc cmds. Error reports/Crash reports are also now implemented for fatal:u. Crash reports save to yuzu/logs/crash_reports/
The register dump is currently known as sysmodules send all zeros. If there are any non zero values for the "registers" or the unknown values, let me know!
* Fatal:U fixups
* Made fatal:u execution break more clear
* Fatal fixups
* Stubbed IRS
Currently we have no ideal way of implementing IRS. For the time being we should have the functions stubbed until we come up with a way to emulate IRS properly.
* Added IRS to logging backend
* Forward declared shared memory for irs
Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
Courtesy of @ogniK5377.
This also moves them into the cpp file and limits the visibility to
where they're directly used. It also gets rid of unused or duplicate
error codes.
Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
When a destructor isn't defaulted into a cpp file, it can cause the use
of forward declarations to seemingly fail to compile for non-obvious
reasons. It also allows inlining of the construction/destruction logic
all over the place where a constructor or destructor is invoked, which
can lead to code bloat. This isn't so much a worry here, given the
services won't be created and destroyed frequently.
The cause of the above mentioned non-obvious errors can be demonstrated
as follows:
------- Demonstrative example, if you know how the described error happens, skip forwards -------
Assume we have the following in the header, which we'll call "thing.h":
\#include <memory>
// Forward declaration. For example purposes, assume the definition
// of Object is in some header named "object.h"
class Object;
class Thing {
public:
// assume no constructors or destructors are specified here,
// or the constructors/destructors are defined as:
//
// Thing() = default;
// ~Thing() = default;
//
// ... Some interface member functions would be defined here
private:
std::shared_ptr<Object> obj;
};
If this header is included in a cpp file, (which we'll call "main.cpp"),
this will result in a compilation error, because even though no
destructor is specified, the destructor will still need to be generated by
the compiler because std::shared_ptr's destructor is *not* trivial (in
other words, it does something other than nothing), as std::shared_ptr's
destructor needs to do two things:
1. Decrement the shared reference count of the object being pointed to,
and if the reference count decrements to zero,
2. Free the Object instance's memory (aka deallocate the memory it's
pointing to).
And so the compiler generates the code for the destructor doing this inside main.cpp.
Now, keep in mind, the Object forward declaration is not a complete type. All it
does is tell the compiler "a type named Object exists" and allows us to
use the name in certain situations to avoid a header dependency. So the
compiler needs to generate destruction code for Object, but the compiler
doesn't know *how* to destruct it. A forward declaration doesn't tell
the compiler anything about Object's constructor or destructor. So, the
compiler will issue an error in this case because it's undefined
behavior to try and deallocate (or construct) an incomplete type and
std::shared_ptr and std::unique_ptr make sure this isn't the case
internally.
Now, if we had defaulted the destructor in "thing.cpp", where we also
include "object.h", this would never be an issue, as the destructor
would only have its code generated in one place, and it would be in a
place where the full class definition of Object would be visible to the
compiler.
---------------------- End example ----------------------------
Given these service classes are more than certainly going to change in
the future, this defaults the constructors and destructors into the
relevant cpp files to make the construction and destruction of all of
the services consistent and unlikely to run into cases where forward
declarations are indirectly causing compilation errors. It also has the
plus of avoiding the need to rebuild several services if destruction
logic changes, since it would only be necessary to recompile the single
cpp file.
The only reason this include was necessary, was because the constructor
wasn't defaulted in the cpp file and the compiler would inline it
wherever it was used. However, given Controller is forward declared, all
those inlined constructors would see an incomplete type, causing a
compilation failure. So, we just place the constructor in the cpp file,
where it can see the complete type definition, allowing us to remove
this include.
Now that we have a class representing the kernel in some capacity, we
now have a place to put the named port map, so we move it over and get
rid of another piece of global state within the core.
This isn't required to be visible to anything outside of the main source
file, and will eliminate needing to rebuild anything else including the
header if the SSL class needs to be changed in the future.
The follow-up to e2457418da, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
core.h is kind of a massive header in terms what it includes within
itself. It includes VFS utilities, kernel headers, file_sys header,
ARM-related headers, etc. This means that changing anything in the
headers included by core.h essentially requires you to rebuild almost
all of core.
Instead, we can modify the System class to use the PImpl idiom, which
allows us to move all of those headers to the cpp file and forward
declare the bulk of the types that would otherwise be included, reducing
compile times. This change specifically only performs the PImpl portion.
As means to pave the way for getting rid of global state within core,
This eliminates kernel global state by removing all globals. Instead
this introduces a KernelCore class which acts as a kernel instance. This
instance lives in the System class, which keeps its lifetime contained
to the lifetime of the System class.
This also forces the kernel types to actually interact with the main
kernel instance itself instead of having transient kernel state placed
all over several translation units, keeping everything together. It also
has a nice consequence of making dependencies much more explicit.
This also makes our initialization a tad bit more correct. Previously we
were creating a kernel process before the actual kernel was initialized,
which doesn't really make much sense.
The KernelCore class itself follows the PImpl idiom, which allows
keeping all the implementation details sealed away from everything else,
which forces the use of the exposed API and allows us to avoid any
unnecessary inclusions within the main kernel header.
Makes the class interface consistent and provides accessors for
obtaining a reference to the memory manager instance.
Given we also return references, this makes our more flimsy uses of
const apparent, given const doesn't propagate through pointers in the
way one would typically expect. This makes our mutable state more
apparent in some places.
Rightnow, in games use GetAvailableLanguageCodes(), there is a WriteBuffer() with size larger than the buffer_size. (Core Critical core\hle\kernel\hle_ipc.cpp:WriteBuffer:296: size (0000000000000088) is greater than buffer_size (0000000000000078))
0x88 = 17(languages) * 8
0x78 = 15(languages) * 8
GetAvailableLanguageCodes() can only support 15 languages.
After firmware 4.0.0 there are 17 supported language instead of 15, to enable this GetAvailableLanguageCodes2() need to be used.
So GetAvailableLanguageCodes() will be caped at 15 languages.
Reference:
http://switchbrew.org/index.php/Settings_services
By having the following TTF files in your yuzu sysdata directory. You can load sharedfonts via TTF files.
FontStandard.ttf
FontChineseSimplified.ttf
FontExtendedChineseSimplified.ttf
FontChineseTraditional.ttf
FontKorean.ttf
FontNintendoExtended.ttf
FontNintendoExtended2.ttf
* Added bfttf loading
We can now load system bfttf fonts from system archives AND shared memory dumps. This allows people who have installed their system nand dumps to yuzu to automatically get shared font support. We also now don't hard code the offsets or the sizes of the shared fonts and it's all calculated for us now.
* Addressed plu fixups
* Style changes for plu
* Fixed logic error for plu and added more error checks.
Gets rid of the potential for C array-to-pointer decay, and also makes
pointer arithmetic to get the end of the copy range unnecessary. We can
just use std::array's begin() and end() member functions.
Avoids the need to rebuild multiple source files if the filesystem code
headers change.
This also gets rid of a few instances of indirect inclusions being
relied upon
We have an overload of WriteBuffer that accepts containers that satisfy
the ContiguousContainer concept, which std::array does, so we only need
to pass in the array itself.
ProfileInfo is quite a large struct in terms of data, and we don't need
to perform a copy in these instances, so we can just pass constant
references instead.
We can use the constructor initializer list and just compare the
contained u128's together instead of comparing each element
individually. Ditto for comparing against an invalid UUID.
Moving a const reference isn't possible, so this just results in a copy
(and given ProfileInfo is composed of trivial types and aggregates, a
move wouldn't really do anything).
Allows querying the inverse of IsDomain() to make things more readable.
This will likely also be usable in the event of implementing
ConvertDomainToSession().
Using LOG_TRACE here isn't a good idea because LOG_TRACE is only enabled
when yuzu is compiled in debug mode. Debug mode is also quite slow, and
so we're potentially throwing away logging messages that can provide
value when trying to boot games.