| Commit message (Collapse) | Author | Files | Lines |
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Co-authored-by: Mat M. <mathew1800@gmail.com>
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QLaunch 1.0.0
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Closes #3829
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Properly implement IApplicationFunctions::GetDisplayVersion
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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
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Consistency for the rest of the error codes in the codebase
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Keeps the service function tables up to date.
Updated based off information on SwitchBrew.
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Previously const objects were being std::moved, which results in no move
actually occurring. This resolves that.
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Implement (and stub) VR related APIs in AM sysmodule.
This fixes issue #2938
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* Stub SetLcdBacklighOffEnabled
Used by Super Smash Bros. Ultimate
We require backlight services to be implemented to turn on/off the backlight.
* Address feedback
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* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.
- See https://github.com/citra-emu/citra/pull/4710 for details.
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We can simplify these by wrapping the necessary members in structs and
then simply reading out the whole struct.
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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.
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Keeps the function tables up to date.
Updated based off information from Switchbrew.
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These are fairly trivial to resolve and most of the changes entail
using RESULT_UNKNOWN over ResultCode(-1).
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- 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
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These commands require Screenshots to be implemented anyway, so they are safe to stub for now.
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Removes all uses of the global system accessor within the BCAT
interface.
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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.
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Ports BCAT to use FSC interface
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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,
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Closes the current application.
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Tested against libnx, signals to games to begin cleanup.
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Creates a default save data for the application given a user ID.
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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
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* AM: Implement IApplicationFunctions::GetGpuErrorDetectedSystemEvent
* Remove unneeded event clear
* Fix event name
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This simply queries whether or not auto-sleep facilities are disabled
and has no special handling. It's a basic getter function.
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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.
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Avoids using system accessor to get current process in applet code.
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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.
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Previously this would fall through and return successfully, despite
being an out of bounds read or write.
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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.
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Updates function tables based off information from SwitchBrew.
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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.
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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.
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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.
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Makes the declaration order of the handling functions consistent with
the handler table itself.
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We already have the service related stuff set up for this, however, it's
missing the function table.
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All this does is supply a new volume level and a fade time in
nanoseconds for the volume transition to occur within.
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Like the other volume setter, this mainly just sets a data member within
the service, nothing too special.
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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.
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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.
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When we have no messages, we should be returning an error code.
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These functions come in a pair and are needed by Smash Ultimate, Minecraft, and Skyrim, amongst others.
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This is supposed to return the current process' ID. (0 indicates an
invalid ID for both process IDs and ARU IDs).
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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.
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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.
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The accessor should be doing just that, accessing, rather than retaining
the lifetime of the data broker as well.
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This cleans up most of the callbacks and such in the Applets::Applet interface, while also properly implementing all four data channels.
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a
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Allows the game to verify and send a message to the frontend.
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Allows use of software keyboard applet and future applets to be easily added by adding enum ID and a switch case.
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Now starts the applet provided in constructor.
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Used by software keyboard applet for data transfer.
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std::stack was no longer suitable for non-trivial operations
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Needs to be accessible by applet files.
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Writes to an AM::IStorage object through an IStorageAccessor will now be preserved once the accessor is destroyed.
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Creates an AM::IStorage object with the contents of the transfer memory located at the handle provided.
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Specifying an internal resolution in yuzu now will report the scaled changes to vi and am.
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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
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* 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
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Now that we can actually use std::optional on macOS, we don't need to
continue using boost::optional here.
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Added based off information provided by Switchbrew.
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Updated based off information from Switchbrew
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Needed by arms due to new hid rework
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Due to keeping the code style consistent in the yuzu codebase. `rb = rp.MakeBuilder(...)` was replaced with `rb{ctx, ...}`
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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.
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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.
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* Added GetBootMode
Used by homebrew
* Added enum for GetBootMode
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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.
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* Used by Mario Tennis Aces
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Require by Toki Tori and Toki Tori 2+
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- Used by Super Mario Odyssey.
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Adds the basic skeleton for missing am services idle:sys, omm, and spsm
based off the information provided by Switch Brew.
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* Virtual Filesystem
* Fix delete bug and documentate
* Review fixes + other stuff
* Fix puyo regression
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This reverts commit 77c684c1140f6bf3fb7d4560d06d2efb1a2ee5e2.
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* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
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* add some InfoType
* correct OpenApplicationProxy cmd number
* add IDisplayController functions
* fix clang-format
* add more system languages
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* Stubs for QLaunch
* Wiped unrelated stuff
* Addressed comment
* Dropped GetPopFromGeneralChannelEvent
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This makes the formatting expectations more obvious (e.g. any zero padding specified
is padding that's entirely dedicated to the value being printed, not any pretty-printing
that also gets tacked on).
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Tidies up namespace declarations
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The values are still unknown and the function is still considered a stub.
Puyo Puyo Tetris now tries to call fsp-srv:MountSaveData.
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* Add AppletAE, step 1: move common interfaces to am.h
* Add AppletAE, step 2
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It'll be needed when we implement CreateManagedDisplayLayer.
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This has a huge fallout in terms of needing to fix other files because
all service implementations included that file.
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Updated based off information from 3dbrew.
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This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
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Named the service functions in am:app as per 3dbrew.
This fixes an illegal read loop in Steel Diver
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