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.
This gives some useful warnings for less significant issues.
Warnings for reordering are left disabled as they are rather pedantic
and serve little benefit.
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.
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.
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.
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.
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.
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.
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.
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.
* 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
- 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
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.
This makes some tiny changes to audio to make them compliant with the guidelines. In addition, to changing `IUserManager:IUserManager` to `sm:IUserManager`.
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.
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.
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.
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.
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.
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.
This commit fixes JNI race conditions by usage of a mutex, fixes a bug in release builds due to ProGuard member obfuscation and fix searching by fixing the HeaderAdapter filter.
The following things were fixed:
* KSharedMemory
* KSyncObject (and how waiting on them works)
* Inclusion of Headers
What was added:
* Transfer Memory
* svcSleepThread
This commit introduces a new memory model that supports true shared memory with separate permissions for remote and local processes, implements svcQueryMemory and completes svcGetInfo further, adds IPC support with the IpcRequest and IpcResponse classes.