We used instantaneous values for FPS previously which led to a lot of variation in it and the inability to determine a proper FPS value due to constant fluctuations. All FPS values are now averaged to allow reading out a stable value and a deviation statistic has been added for the frame-time to judge judder and frame-pacing which allows for a significantly better measure of overall performance. The formatting for all the floating-point numbers is now fixed-point to prevent shifting of position due to decimal digits becoming 0.
The GPU class has been extended in this for Vulkan initialization, this is done to the point of initializing the instance alongside loading in `VK_LAYER_KHRONOS_validation` which is also now packed into all Debug APKs for Skyline. In addition, `VK_EXT_debug_report` is also initialized and it's output is piped directly into the Logger.
A minor change regarding the type of the `Fps` and `Frametime` globals was changed to `skyline::i32`s which is a more suitable type due to those having a smaller chance of overflowing while being signed as Java doesn't have unsigned integral types.
Add Tracing for SVCs, Services, NVDRV, and Synchronization Primitives. In addition, fix `TRACE_EVENT_END("guest")` being emitted when a signal is received while being in the guest rather than host which would cause an exception. This commit also disables warnings for the Perfetto library as we do not control fixing them.
This serves as an extension to the initial time commit and combined
they provide a complete implementation of everything application facing
in time.
psc:ITimeZoneService and glue:ITimeZoneService are used to convert
between POSIX and calendar times according to the device location.
Timezone binaries are used during the conversion, details of them can
be read about in the previous commit.
This is based off my own glue RE and Thog's time RE.
These only implement the subset of VFS needed for time, implementing
more is difficult due to some issues in the AAsset API which make
support quite ugly. The abstract asset filesystem can be accessed by
services through the OS class allowing other implementations to be used
in the future.
This addresses all CR comments including more codebase-wide changes arising from certain review comments like proper usage of its/it's and consistent contraction of it is into it's.
An overhaul was made to the presentation and formatting of `KThread.h` and `LoadBalance` works has been superseded by `GetOptimalCoreForThread` which can be used alongside `InsertThread` or `MigrateToCore`. It makes the API far more atomic and neater. This was a major point of contention for the design prior, it's simplified some code and potentially improved performance.
An exceptional signal handler allows us to convert an OS signal into a C++ exception, this allows us to alleviate a lot of crashes that would otherwise occur from signals being thrown during execution of games and be able to handle them gracefully.
This commit significantly increases the accuracy of the prior HID code due to testing on the Switch. It is now fully accurate in all supported scenarios, them being assignment mode, orientation, color writes and system properties. In addition, review comments were addressed and fixed in the PR.
This commit adds support to the C++ end of things for controller configuration. It isn't targeting being 1:1 to HOS for controller assignment but is rather based on intuition of how things should be.
This commit refactors the C++ end of Input so it'll be in line with the rest of the codebase and be ready for the extension with multiple players and controller configuration.
This commit contains the Kotlin side of the initial Input implementation, this is based on the work done in the `hid` branch in `bylaws/skyline`.
Co-authored-by: ◱ PixelyIon <pixelyion@protonmail.com>
This commit contains the C++ side of the initial Input implementation, this is based on the work done in the `hid` branch in `bylaws/skyline`.
Co-authored-by: ◱ PixelyIon <pixelyion@protonmail.com>
* Rework VFS to support creating and writing files and introduce OsFileSystem
OsFileSystem abstracts a directory on the device using the filesystem API.
This also introduces GetEntryType and changes FileExists to use it.
* Implement the Horizon FileSystem APIs using our VFS framework
Horizon provides access to files through its IFileSystem class, we can
closely map this to our vfs::FileSystem class.
* Add support for creating application savedata
This implements basic savedata creation using the OsFileSystem API. The
data is stored in Skyline's private directory is stored in the same
format as yuzu.