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.
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.
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.
There was a mistake in the code-style refactor where the signature in the instruction encoding of `MRS` was set to `0xD54` instead of `0xD53` which would cause a SIGILL (Illegal Instruction) for devices which had their HW timer frequency equivalent to the Switch (19.2MHz) as a modified `MRS` would be deployed there. This issue should not affect devices which perform clock rescaling as the `MRS` instruction there is encoded by the assembler.
Many users of VFS didn't check for nullptr or 0 results leading to
various potential issues, to mitigate this introduce error checking to
VFS by default. The original variants can still be used through the
*Unchecked family of functions.
This allows better validation and simplified default argument handling.
Could also be useful in the future when we switch to proper VFS error
reporting.
* Pushbuffer data is now stored in a member buffer to avoid reallocating
it for each pushbuffer which hampered performance before.
* Don't prefetch pushbuffers as it puts unnecessary load on the guest
thread that is better suited for the GPFIFO thread.
* Clean up some misc code to avoid pointless casts of a 4 byte object
and handle GPFIFO control opcodes.
NvHostEvents were renamed to SyncpointEvents which is a much clearer
name that more accurately describes them. Locking is needed as IOCTLs
can be called asynchronously and so event registration and signalling
can race.
The following scheduler bugs were fixed:
* It was assumed that all non-cooperative `Rotate` calls were from a preemptive yield and changed the state of `KThread::isPreempted` incorrectly which could lead to UB, an example of a scenario with it would be:
* * Preemptive thread A gets a signal to yield from cooperative thread B due to it being ready to schedule and higher priority
* * A complies with this request but there's an assumption that the signal was actually from it's preemption timer therefore it doesn't reset it (As it isn't required if the timer was responsible for the signal)
* * A receives the actual preemption signal a while later, causing UB as the signal handler is invoked twice
* `Scheduler::UpdatePriority`
* * A check for `currentIt == core->queue.begin()` existed which caused an incorrect early return
* * The preemption timer was armed correctly when a priority transition from cooperative priority -> preemption priority occurred but not disarmed when a transition from preemption priority -> cooperative priority occurred
* * The timer was unnecessarily disarmed in the case of updating the priority of a non-running thread, this isn't as much a bug as it is just pointless
* Priority inheritance in `KProcess::MutexLock` is fundamentally broken as it performs UB with `waitThread` being accessed prior to being assigned
* When a thread sets its own priority using `SvcSetThreadCoreMask` and its current core is no longer in the affinity mask, it wouldn't actually move to the new thread until the next time the thread is load balanced
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.
The case of a thread not being in the core queue during a non-cooperative core affinity change would break things as the thread was non-conditionally removed and inserted, this has been fixed by adding a check to see if the thread exists in the core's queue prior to migration. In addition, `yieldWithCoreMigration` was broken by the previous commit as the fallthrough was intentional and removing it cause core migration without a yield which led to breakage in certain circumstances. The mutex locking logic was also improved in `ConditionalVariableWait` to use atomics in a more effective manner with less atomic operations being performed overall.
The code region's size was previously set at the same value as it is for 36-bit ASes, this value is inadequate for certain larger games and needed to be expanded. We've chosen 4GiB as the new value which should easily encompass all Switch games.
The SVCs improvements are as follows:
* Make SVC logs more concise for:
* * `SleepThread`
* * `ClearEvent`
* * `CloseHandle`
* * `ResetSignal`
* * `WaitSynchronization` (Special case for single handle)
* * `ArbitrateLock`
* * `ArbitrateUnlock`
* * `WaitProcessWideKeyAtomic`
* * `SignalProcessWideKey`
* Fix unintentional fallthrough into `yieldWithoutCoreMigration` from `yieldWithCoreMigration` in `SleepThread`
* Return `result::InvalidState` when an unsignalled handle is reset in `ResetSignal`
* Return `Result{}` (Success) in `CancelSynchronization`
* Do not return `result::InvalidCurrentMemory` in `ArbitrateLock` as it's not a failure condition
* Make `count` in `WaitProcessWideKeyAtomic` a `i32` from a `u32`, zero and all negative values result in waking all waiters
The entirety of the address arbiter is implemented in this commit, all three arbitration types: `WaitIfLessThan`, `DecrementAndWaitIfLessThan` and `WaitIfEqual`, and all three signal types: `Signal`, `SignalAndIncrementIfEqual` and `SignalAndModifyBasedOnWaitingThreadCountIfEqual` have been implemented.
This allows any application which uses levent (Light Events) to function which includes titles such as ARMS.
We did not support migration of threads which were running in a non-cooperative manner, this was partially due to the dependence on per-core conditional variables rather than per-thread which made this harder to do programmatically. This has been fixed by moving to per-thread cvars and therefore the limitation can be removed, this feature is used by Unity games.
SvcClearEvent previously set the `signalled` flag directly rather than
calling `ResetSignal`, which skipped the locking necessary to make it
globally visible. Switch it to use `ResetSignal` to fix this.
We've moved to using RS and GS from ASCII as delimiters rather than
'\n' and '|', this allows more robust parsing and increases the
readability of the log files
This prevents a race where two threads could read at the same time and
end up using the wrong IV leading to garbage data being read. This
caused crashes in several games including Celeste.
This was causing a significant amount of sched thrashing and pinning a
core to 100% as games constantly updated audren, now change it to only
signal on buffer release.
This caused the menus in Sonic Mania to be nonfunctional, futhermore,
default init is not ran for the input structs so the default max
definition in CommonHeader never actually applied.
CircularQueue was looping around too early resulting in the wrong
pushbuffers being used. The debug logging is useful for interpreting the
GPU method call logs.
Exefs loading was changed to check if an NSO exists before trying to
read it, preventing exceptions that get annoying while debugging.
* 'Fix' memory accounting to not measure reserved regions
* Fix some copy bugs introduced by switch to span
* Correct remap the behaviour of Modify so it actually works
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.
* 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
This patch reduces the burden of adding services significantly, rather
than having to create an enum entry and add strings in the constructor
it will all be determined at runtime through RTTI. A macro is also used
in the service creation case to reduce clutter.
* Fix NvHostCtrl:EventSignal event ID parsing
* Divide the audout buffer length by the sample size
* Correct audout channel quantity handling
* A few bugfixes for audio tracks
* * Correctly lock in CheckReleasedBuffers and only call the callback once
* * Check if the identifier queue is empty before accessing it's iterator
* Refactor audio to better fit the codestyle
* Explictly specify reference when using GetReference
* Fix CheckReleasedBuffers
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 fixes a Joy-Con Pair bug which caused a crash when a partner device was set to none while being set as a partner. In addition, the following HID service functions were implemented:
* GetSupportedNpadStyleSet
* ActivateNpadWithRevision
* GetNpadJoyHoldType
* AcquireNpadStyleSetUpdateEventHandle
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 adds in the UI for Controller Configuration to Settings, in addition to introducing the storage and loading of aforementioned configurations to a file that can be saved/loaded at runtime. This commit also fixes updating of individual fields in Settings when changed from an external activity.
This commit focuses on making the UI completely usable using a controller so that a user won't have to switch between their device's touch screen and a controller constantly.
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>
interpreter.
The Maxwell 3D engine handles all 3D rendering, currently only non
rendering related methods are implemented. Macros are small pieces of
code that run on the GPU and allow methods to be quickly called for
things like instanced drawing.
These are used to allow the CPU to synchronise with the GPU as it
reaches specific points in its command stream.
Also fixes an nvmap bug where a struct was incorrect.
bugs
An engine is effectively a HW block in the GPU, the main one is the
Maxwell 3D which is used for 3D graphics. Engines can be bound to
individual subchannels and then methods within them can be called
through pushbuffers.
The engine side of the GPFIO is also included, it currently does nothing
but will need to be extended in the future with semaphores.
* 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.
* Make sure icons have a 1:1 ratio
* Use recyclerview padding to increase grid edge margins
* Fix race condition in searching roms
* Use notify insert for adapter
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.