Commit Graph

173 Commits

Author SHA1 Message Date
sspacelynx
3de4c3e32e Add Opus submodule 2021-07-19 02:07:12 +05:30
PixelyIon
1ad5ea6867 Move Mbed TLS to submodule + Update Java Libraries
We've moved from using an AAR for Mbed TLS to a submodule as the AAR was packaged manually and used from a local repository which ended up being very hacky and resulted in Linter errors, it could also not be updated with ease as it would need to be repackaged. All of these issues have been solved by moving to a git submodule tied to the official Mbed TLS GitHub repository.
2021-07-12 21:27:49 +05:30
PixelyIon
f1433ad0d9 Rework VI + IHOSBinder
VI/IHOSBinder suffered from major inaccuracies in their function due to being quickly thrown together initially with little concern for accuracy, this has now been fixed with them being substantially more accurate now.
2021-07-12 21:27:49 +05:30
PixelyIon
36547cd5dc Redesign Texture Class + Improve Presentation Engine
This commit reworks the `Texture` class to include a Vulkan Image backing that can be optionally owning or non-owning and swapped in with consideration for Vulkan image layout, it also adds CPU-sided synchronization for the texture objects with FenceCycle. It also makes the appropriate changes to `PresentationEngine` and `GraphicBufferProducer` to work with the new `Texture` class while setting the groundwork for supporting swapchain recreation. It also fixes a log in `IpcResponse` and improves the display mode selection algorithm by further weighing refresh rate.
2021-07-12 21:27:49 +05:30
PixelyIon
b2132fd7aa Implement Fence Cycle, Memory Manager and Command Scheduler
Implements a wrapper over fences to track a single cycle of activation, implement a Vulkan memory manager that wraps the Vulkan-Memory-Allocator library and a command scheduler for scheduling Vulkan command buffers
2021-07-12 21:27:49 +05:30
PixelyIon
da7e18de4c Update NDK to 21.4.7075529 2021-07-12 21:27:49 +05:30
PixelyIon
2143b43068 Vulkan PhysicalDevice + Device Initialization + Report Accurate Version
Vulkan Device initialization is handled now, it supports required extensions but support for optional extensions/features/properties will come in later when we require those. In addition, we now correctly report the version of Skyline to Vulkan which can be accessed from debugging tools. 

There's also a minor change regarding the search pattern for `SkylineLibraries` which now only searches in headers of libraries and it also explicitly excludes the redundant `vulkan.hpp` from the `Vulkan-Headers` repository.
2021-07-12 21:27:49 +05:30
PixelyIon
8ceed74371 Vulkan Instance + Validation Layer + Debug Report Initialization
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.
2021-07-12 21:27:49 +05:30
Billy Laws
a7dc69223b Implement mmnv::IRequest for media module clock control
This is used by games before calling into nvdec in order to clock up the
HW module, it can also be used to request a RAM frequency. Since we
obviously don't emulate the hardware down to this level a basic stub
that provides the correct reponses is enough.

Fixes a crash on first level of Super Mario Odyssey.
2021-06-20 14:18:40 +01:00
PixelyIon
0c29f982d5 Replace skyline-emu/VkHpp with KhronosGroup/Vulkan-Hpp
We used a custom version of Vulkan-Hpp which split the files a lot prior to avoid any developers needing to manually set IDE settings for IntelliJ to work but this wasn't practical due to how it required modifications to Vulkan-Hpp's generator which would make maintenance extremely difficult. It was determined that we should just add the requirement for changing the IDE settings and use Vulkan-Hpp directly.
2021-06-17 20:30:22 +05:30
PixelyIon
3f7373209a Move Guest GPU into SoC Directory
We decided to restructure Skyline to draw a layer of separation between guest and host GPU. We're reserving the `gpu` namespace and directory for purely host GPU and creating a new `soc` directory and namespace for emulation of parts of the X1 SoC which is currently limited to guest GPU but will be expanded to contain components like the audio DSP down the line.
2021-03-25 22:57:26 +05:30
PixelyIon
21229470ce Disable All Warnings from TZCode
This just disables all compiler warnings generated while compiling TZCode as those are irrelevant while compiling Skyline and need to be tackled in that repository.
2021-03-23 02:40:02 +05:30
PixelyIon
ae68009f9b Extend Perfetto Tracing
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.
2021-03-23 02:40:02 +05:30
Billy Laws
6c6e665569 Implement Perfetto Tracing
This commit implements tracing Skyline using https://perfetto.dev/ for SVCs, IPC, Scheduler and Presentation
2021-03-23 02:40:02 +05:30
Billy Laws
ba418976b0 Implement full timezone service support
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.
2021-03-21 18:56:31 +05:30
Billy Laws
34cb0b49e8 Implement the entirety of time services
This reimplements our time backend to be significantly more accurate to
the real PSC and provides complete implementations for every time IPC
allowing many newer games to work properly.

Time is unique in its use of glue services, the core sysmodule is fully
isolated and doesn't interface with any other services. Glue is instead
used where that is needed (e.g. for fetching settings), this distinction
is also present in our implementation.

Another unique feature of time is its global state, as time is
calibrated from the start of the service its state cannot be lost as
that would result in the application offsetting time incorrectly
whenever it closed a session.

A large proportion of this is based off of Thog's 9.0.0 PSC reversing.
2021-03-21 18:56:31 +05:30
Billy Laws
cb9f5f144e Pull in tzcode submodule and add tzdata assets
These are used for timezone conversions between POSIX and calander time.

Tzdata is in exactly the same format as HOS to allow loading sysarchives
in the future if needed. See its README for more info.

Details on tzcode can be found in its own repo, there are several
changes done Vs the base release to allow for HOS compat.
2021-03-21 18:56:31 +05:30
Billy Laws
63c54207d2 Add AndroidAsset{Backing,FileSystem} for accessing built-in assets
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.
2021-03-21 18:56:31 +05:30
Billy Laws
a0f6cc161c Add a UUID struct for holding and generating RFC4122 UUIDs
Time uses UUIDs for clock identification.
2021-03-21 18:56:31 +05:30
sspacelynx
75b769ca1d Add NSP ticket extraction support 2021-03-07 23:16:36 +05:30
sspacelynx
666df1eb43 Add XCI file format support 2021-03-07 22:55:59 +05:30
PixelyIon
2bbf526419 Fix Logger Settings + Use Java 8 + Update Kotlin + Extract Native SOs 2021-03-05 14:55:34 +05:30
◱ PixelyIon
80302cf1ad Update NDK, Gradle and dependencies + Improve Settings API + Migrate to PugiXML 2021-03-05 14:55:34 +05:30
◱ PixelyIon
ef52e22cef Improve Synchronization SVCs + Fix TLS Page Allocation Race + Fix KProcess::GetHandle<KObject> 2021-03-05 14:55:34 +05:30
◱ PixelyIon
cf000f5750 Implement Cooperative Scheduling With Load Balancing 2021-03-05 14:55:34 +05:30
◱ PixelyIon
d155e9cd71 Complete Exceptional Signal Handler Implementation + Fix More Destruction Behavior 2020-11-22 23:56:17 +05:30
◱ PixelyIon
668f623256 Implement Exceptional Signal Handler + Fix Destruction Behavior
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.
2020-11-22 23:56:17 +05:30
◱ PixelyIon
3cde568c51 Run Guest on Main Emulator Thread + Remove Mutex/GroupMutex + Introduce PresentationEngine 2020-11-22 23:56:17 +05:30
◱ PixelyIon
c65c91e1bc Implement NPDM, Core Mask SVCs + Fix VMM bug + Introduce Verbose Log Level 2020-11-22 23:56:17 +05:30
◱ PixelyIon
745ea19f42 Use u64s for FmtCast + Remove Functional Casts + Fix VMM Bugs 2020-11-22 23:56:17 +05:30
◱ PixelyIon
1db76dee1e NCE3: In-Process Guest Execution 2020-11-22 23:56:17 +05:30
◱ PixelyIon
90127740f0 Rework NCE/KThread/KProcess + Remove Guest Process 2020-11-22 23:56:17 +05:30
Billy Laws
85d5dd3619
Extend NvServices and implement IDirectory (#107)
* Fix alignment handling in NvHostAsGpu::AllocSpace

* Implement Ioctl{2,3} ioctls

These were added in HOS 3.0.0 in order to ease handling ioctl buffers.

* Introduce support for GPU address space remapping

* Fix nvdrv and am service bugs

Syncpoints are supposed to be allocated from ID 1, they were allocated
at 0 before. The ioctl functions were also missing from the service map

* Fix friend:u service name

* Stub NVGPU_IOCTL_CHANNEL_SET_TIMESLICE

* Stub IManagerForApplication::CheckAvailability

* Add OsFileSystem Directory support and add a size field to directory entries

The size field will be needed by the incoming HOS IDirectory support.

* Implement support for IDirectory

This is used by applications to list the contents of a directory.

* Address feedback
2020-11-03 15:10:42 +05:30
◱ PixelyIon
4d6ae9aa26 Constexpr Maps for Service Functions 2020-10-02 15:28:48 +00:00
◱ PixelyIon
20253a9573 Improve NvDevice Registration + Access 2020-09-20 20:07:33 +00:00
◱ PixelyIon
4cc3a3b2e8 Move NVDRV + IHOSBinder Internals to Discrete Components + Fix Lint 2020-09-20 20:07:33 +00:00
Willi Ye
4076d84efc
NCA decryption (#99)
* NCA decryption
* Remove unnecessary new lines
* Remove loader error dialog
* Always show ROMs
* Address CRs
* Add subtitle padding in grid mode
2020-09-14 19:23:40 +05:30
◱ PixelyIon
65019375ca Implement Guest Touch-Screen Support 2020-09-08 12:55:33 +00:00
◱ PixelyIon
1a58a2e967 Implement Rumble Support for Controllers and Device Vibrators 2020-09-06 15:31:20 +00:00
◱ PixelyIon
102f26d08e Refactor C++ Input
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.
2020-08-21 11:48:29 +00:00
Billy Laws
0219eda2db Initial C++ Input Implementation
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>
2020-08-21 11:48:29 +00:00
Billy Laws
ade8a711fb Format code and misc cleanup 2020-08-15 10:21:41 +00:00
Billy Laws
9fd0dd848b Add support for processing GP Entries and the pushbuffers they contain
This is the backbone of the GPU, in the future this will be expanded to
support calling into engines.
2020-08-15 10:21:41 +00:00
Billy Laws
be70f8715d Enable the use of C++20 2020-08-15 10:21:41 +00:00
Billy Laws
8dc9a10324 Implement the host side of host1x syncpoints
This will be extended in the future to support interfacing with the GPU.
2020-08-15 10:21:41 +00:00
Billy Laws
6edf89b538
Initial Savedata Implementation (#75)
* 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.
2020-08-09 01:08:51 +05:30
Willi Ye
ffb9e743dd Add profile service to support custom usernames 2020-07-21 18:29:45 +00:00
Billy Laws
b23779bda1 Implement a block based GPU virtual memory manager
The GPU has it's own seperate address space to the CPU. It is able to
address 40 bit addresses and accesses the system memory. A sorted vector
has been used to store blocks as insertions are not very frequent.
2020-07-17 16:21:34 +00:00
Billy Laws
c2fadffe60 Extend time services with support for the steady clock
The steady clock has a fixed timepoint that can not change while an
application is running.
2020-07-17 14:30:53 +00:00
Billy Laws
6548d4914d Implement IAudioDevice for accessing audio output properties
This is used by Super Mario Odyssey in its init routine.
2020-07-09 18:42:36 +00:00
Billy Laws
2e60b5e60d Stub play reporting services 2020-07-09 18:42:36 +00:00
Billy Laws
378e494d82 Add an empty ssl service implementation
This stubs a single function that is needed for SMO's init.
2020-07-09 18:42:36 +00:00
Billy Laws
a2c6a2a4ff Add a base socket (bsd) services implementation
This stubs enough to pass SMO's socket init.
2020-07-09 18:42:36 +00:00
Billy Laws
2aefb4ae84 Implement network interface services
nifm:u is used by applications to enable a connection to the network.
2020-07-09 18:42:36 +00:00
Billy Laws
7102fa910e Implement nfp services 2020-07-09 18:42:36 +00:00
Billy Laws
4cf7f9288e Add an empty friend service implementation
This is used to access a users friends. It is used by Super Mario
Odyssey.
2020-07-09 18:42:36 +00:00
Billy Laws
ff5dddbd5b Extend account services to support BAAS and some user operations
These are needed by Super Mario Odyssey and several other games.
2020-07-09 18:42:36 +00:00
Billy Laws
ef9760570b Extend parental control services 2020-07-09 18:42:36 +00:00
Billy Laws
6e074d596c Extend applet manager services for the library applet
This commit adds stubs for the library applet and adds support for
writing to an AM IStorage.
2020-07-09 13:57:28 +00:00
Billy Laws
30936ce6dc Implement an ADPCM decoder for audren
This is used by many retail games, it only supports mono sound.

This implementation is based on Ryu's.
2020-07-09 13:56:04 +00:00
Billy Laws
7fed6ca73d Enable -Wall for compilation
This gives some useful warnings for less significant issues.
Warnings for reordering are left disabled as they are rather pedantic
and serve little benefit.
2020-07-08 20:11:55 +00:00
Billy Laws
ff1c0e254f Add an empty account services implementation
This implements the base account service and stubs
InitializeApplicationInfoV0 which is used by Puyo Puyo Tetris. Support
for the entirety of account services will be added in the future.
2020-07-06 21:04:31 +01:00
Billy Laws
3a343d3a48 Implement log services (lm)
lm is used by applications to print messages to the system log. Log
messages are made up of a header and then several fields containing
metadata or string messages.
2020-07-06 19:59:26 +00:00
Billy Laws
8985fe705f Implement IStorage services in Applet Manager
In the case of am, IStorage is used to exchange buffers of data such
as application launch parameters or an applets result. It has no
relation to fsp-srv's IStorage.
2020-07-06 19:57:00 +00:00
Billy Laws
162df93870 Add an empty pctl implementation
This is required by Puyo Puyo Tetris. It may be stubbed further if
needed in the future.
2020-07-06 20:46:38 +01:00
Billy Laws
23d6b596b2 Add an empty aoc:u implementation
This is required by Puyo Puyo Tetris, it will be extended in the future
to allow using real DLC with the emulator.
2020-07-06 19:43:17 +00:00
Billy Laws
4a88adafb6 Implement the set service together with GetAvailableLanguageCodes
The 'set' service is used to obtain user settings such as language.
This is used by Puyo Puyo Tetris.
2020-07-06 19:17:20 +00:00
Billy Laws
801382e43a Implement pl:u for accessing shared fonts
Fonts are stored in an array of TTF data with an 8 byte header
containing a magic and an XOR'd length. Instead of requiring users to
provide original Nintendo fonts we pack open source replacements.
They are generated with the scripts here
https://github.com/FearlessTobi/yuzu_system_archives. All the fonts are
licenced under the Open Font or Apache 2 License so we can include them
all freely.
2020-07-06 19:17:02 +00:00
Billy Laws
a53d6266c7 Implement a basic NSP loader
An NSP (Nintendo Submission Package) is effectively a PFS0 containing
NCAs, there are also tickets and a CNMT file which contains metadata
about updates. The current implementation is very basic and only
support Control and Program NCAs which is enough for loading games.

Support for updates and dlc will be added at a later date.
2020-07-01 06:24:41 +00:00
Billy Laws
a5513bd7e6 Implement an NCA parser and loader
Nintendo Content Archives are used to store the assets, executables
and updates of applications. They support holding either a PFS0 or a
RomFS.

An NCA's ExeFS can be loaded by placing each NSO sequentially into
memory, starting with rtld which will link them together.

Currently only decrypted NCAs are supported, encryption and BKTR
handling will be added at a later time.
2020-07-01 06:24:41 +00:00
Billy Laws
db64f53cfb Implement filesystem backends for RomFS and Partition FS
RomFS is a hierarchial filesystem where each level is made up of a
linked list of files and child directories. It is used in NCAs to store
the applications icon as well as by applications themselves for
accessing assets.

Partition FS encapsulates both the HFS0 found in XCIs and the PFS0 used
for ExeFS images and NSPs, it is purely file based and has no support at
all for directories aside from the root.
2020-07-01 06:24:41 +00:00
Billy Laws
3a23ec06a4 Implement NSO loader
The NSO format is used by all retail games and some homebrew. It
supports compressing sections with lz4 and dynamic linking through the
use of rtld.
2020-06-28 07:54:12 +00:00
Billy Laws
bf46293fc7 Commonise executable loading infrastructure
Mapping and writing segments into memory is now handled by a common
function that can be shared between all loaders. All they need to do now
is to pack each segment into a common struct.
2020-06-28 07:54:12 +00:00
Billy Laws
c423a66020
Fixes for control IPC (#57)
* Correctly handle -WithContext IPC Requests

They should be treated the same as the non WithContext variants.

* Only send domain data on non-control IPC responses

Control IPC doesn't make use of domains so we shouldn't send extra data
in the response.

* Add the IStorage implementation to CMakeLists
2020-06-23 18:49:06 +00:00
Billy Laws
1bb979a7e1 Introduce new loader JNI for parsing application data and port Kotlin
code to use it

This will help ease the process of implementing new formats in the
future and remove duplicated code.
2020-06-20 20:26:53 +00:00
Billy Laws
4950dd5638 Introduce NACP class for reading control data
This contains info such as the application name and publisher.
2020-06-20 20:26:53 +00:00
Billy Laws
5c103ce9a6 Introduce basic VFS backing system together with two implementations
- The backing system provides a flexible way to access a a region of
   abstract memory.

- It is currently barebones and only has support for reading data but
   this will be expanded as necessary.

The current implementations are:
- OsBacking - A backing that abstracts a linux file descriptor
- RegionBacking - A backing that creates a region from a portion of an
   existing one
2020-06-20 20:26:53 +00:00
◱ PixelyIon
63154d05d1 Move vkhpp to it's own repository
This commit moves vkhpp (https://github.com/skyline-emu/vkhpp) to it's own repository and include it as a submodule instead
2020-04-23 22:26:27 +05:30
◱ PixelyIon
4e4ed5aac0 Refactor Audio
This commit refactors a lot of audio by fixing a lot of nitpicks here and there.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
820bbaede5 Fix occurrence of multiple headers in game list + Make TinyXML2 Static
This commit mainly fixes multiple headers in the game list, which was caused by using the wrong variable for the recursive function. In addition, it makes TinyXML2 statically linked to libskyline which makes it the lone shared objects present in APKs.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
d75d30b809 Minor Audio Refactor (and fix sm:IUserManager service name)
This makes some tiny changes to audio to make them compliant with the guidelines. In addition, to changing `IUserManager:IUserManager` to `sm:IUserManager`.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
618353c1fa Move to linking libraries statically
We used to link libraries dynamically before, this has obvious disadvantages and extra run-time overhead. Linking them statically instead has a lot of benefits as memory allocations and such don't need to be done independently, interaction with external libraries should be faster in general due to functions not being needed to be called virtually.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
42d982c6fb Refactor Display Services and GPU
This commit addresses the incorrect hierarchy of the GPU and refactors them at the same time. Now, the hierarchy much closely matches HOS. This commit also introduces a texture classes, albeit they're not complete and only partially implemented.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
500b49d329 Add Vulkan-Hpp to libraries
This commit adds Vulkan-Hpp as a library to the project. The headers are from a modified version of `VulkanHppGenerator`. They are broken into multiple files to avoid exceeding the Intellisense file size limit of Android Studio.
2020-04-23 22:26:27 +05:30
Billy Laws
4af37c4367 Refactor am services
Use the new service naming scheme.
Remove redundant casts and template specifiers in response.Push.
2020-04-23 22:26:27 +05:30
Billy Laws
616222a6db Refactor apm services
Use the new service naming scheme.
Switch to std::array for performanceConfig.
2020-04-23 22:26:27 +05:30
Billy Laws
52d47120a8 Refactor audio backend and services
Use the new service naming convention.
Move both audout and audren into one directory.
Close the audio stream upon emulator exit.
2020-04-23 22:26:27 +05:30
Billy Laws
2e0ac9bdd5 Refactor fatal services
Use the new service naming convention.
2020-04-23 22:26:27 +05:30
Billy Laws
644cfbe332 Refactor filesystem services
Use the new service naming convention.
2020-04-23 22:26:27 +05:30
Billy Laws
524cd26649 Refactor HID services
Use the new service naming convention.
Tidy up some unused includes.
Move constants to service namespace.
2020-04-23 22:26:27 +05:30
Billy Laws
f4620dd992 Refactor settings services
Use the new service naming convention.
2020-04-23 22:26:27 +05:30
Billy Laws
c8846ca07b Refactor service manager services
Use the new service naming convention.
Fix some small code style issues with {} on if statements
2020-04-23 22:26:27 +05:30
Billy Laws
ab33f692c6 Refactor time services
Use the new service naming convention.
Split out each sub-service into it's own file.
Fix some incorrect comments.
2020-04-23 22:26:27 +05:30
Billy Laws
bbe61e37f2 Add support for audio renderer services
Audren is used by many games and homebrews to make use of more advanced
audio features than audout.
2020-02-16 12:53:50 +00:00
Billy Laws
ddd1fc61ef audio: Add support for resampling tracks
Uses the resampling algorithm derived from HOS by the Ryujinx team
to resample the stream on the fly to 48KHz.
It is currently used only in audout.
2020-02-16 12:53:50 +00:00
Billy Laws
93206d5a3c Add support for audio playback via audout
Adds an audio manager to state to manage the creation of audio tracks and an audout service implementation that interfaces with it.
2020-02-16 12:53:50 +00:00
◱ PixelyIon
00cdc1fd6f Refactor the memory implementation and add Regions
This commit does a major refactor of the memory implementation, it forms a memory map which is far cleaner than trying to access it through a handle table lookup. In addition, it creates a common interface for all memory kernel objects: KMemory from which all other kernel memory objects inherit. This allows doing resizing, permission change, etc without casting to the base memory type.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
65018aedbc Complete making the kernel thread-safe #2 + Fix Shared Memory Implementation
This commit makes the kernel completely thread-safe and fixes an issue that caused libNX games to not work due to an error with KSharedMemory. In addition, implement GroupMutex to allow the kernel threads to run in parallel but still allow them to not overlap with the JNI thread.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
970dde8c27 Move from ptrace to junction branching and make kernel multithreaded
This commit is a huge step in the direction of better performance, as we move from ptrace to junction branching and have kernel call overhead similar to that of a native kernel call! In addition, this sets the base for the kernel to go fully multi-threaded. However, the kernel is currently not thread-safe and therefore this commit currently causes a crash.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
3e9bfaec0e Introduce Basic Junction Patching
This commit introduces basic junction patching or patching code to jump to a junction then execute intermediate functions and jump back.
2020-02-15 10:25:14 +00:00