Implements the 'csrng:' service using C++ <random>'s Mersenne Twister, this does make it insecure for cryptographic purposes but it is pointless to attempt to do this regardless as we cannot ensure that the guest will run in a secure environment which cannot be mutated by an attacker. Used by Prison Princess, Pokemon Cafe Mix, Paint your Pet and more.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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.
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.