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2011 Commits

Author SHA1 Message Date
Billy Laws
dc20a61527
Update README.md 2023-05-13 11:53:07 +01:00
Billy Laws
c986a55990
Update edge names 2023-05-13 11:52:17 +01:00
Mark Collins
a2f675072a
Update README.md 2023-05-07 20:48:11 +05:30
PabloG02
35fb874a42 Address remaining feedback 2023-05-02 13:39:07 +01:00
PabloG02
6e68786bd8 Address some feedback
Replace 0-9 with \d
Change zip import to use cache dir
Move export and import logic to their own functions
Delete zip after being shared
2023-05-02 13:39:07 +01:00
PabloG02
a6c2699395 Use constants instead of 0666 2023-05-02 13:39:07 +01:00
PabloG02
e7cf7c9dae Change name of zip to {name} (v{version}) [{titleId}] - {saveTime} 2023-05-02 13:39:07 +01:00
PabloG02
dae5469a61 Fix regex 2023-05-02 13:39:07 +01:00
PabloG02
f85ecc23be Change file creation permissions to 0666 2023-05-02 13:39:07 +01:00
PabloG02
71a0033f5b Use the title of the game as the name of the zip.
This zip will have the structure gameTitle.zip/titleId/...
2023-05-02 13:39:07 +01:00
PabloG02
3dbd47082d Make import and export buttons have text 2023-05-02 13:39:07 +01:00
PabloG02
9bcbb3af47 Extract strings 2023-05-02 13:39:07 +01:00
PabloG02
dc36f3d76a Clean layout 2023-05-02 13:39:07 +01:00
PabloG02
5c4973e141 Use coroutines 2023-05-02 13:39:07 +01:00
PabloG02
c57d572936 Show dialog before deleting save 2023-05-02 13:39:07 +01:00
PabloG02
92c6eecfc8 Delete zip after exporting 2023-05-02 13:39:07 +01:00
PabloG02
b24bf9eb91 Make TitleId check more robust 2023-05-02 13:39:07 +01:00
PabloG02
a634bca2d2 Initial implementation of save management 2023-05-02 13:39:07 +01:00
lynxnb
b7548e51cf Use AndroidX use extension function instead of Kotlin built-in one
The Kotlin built-in `use` extension function applies to `AutoCloseable` only, and throws an error if the object it's being called on is not an `AutoCloseable`. This causes `OnScreenView` to fail to inflate on SDK < 31 as it retrieved the current theme primary color with a `TypedArray`, which only implements `AutoCloseable` since SDK 31 (Android 12).
The AndroidX core library provides a `use` extension function that applies to `TypeArray` instead of `AutoCloseable` so the fix is just a simple import.
2023-05-02 12:27:57 +01:00
lynxnb
cce4b3f89a Add OSC recenter sticks option description 2023-05-02 12:27:57 +01:00
lynxnb
563c72afa9 Implement OSC customizable stick activation radius 2023-05-02 12:27:57 +01:00
lynxnb
d86b2ec3e9 Implement OSC stick regions
Stick regions extend the activation area of the sticks to rectangles covering the corresponding half of the screen.
E.g. for the left stick: when any point of the left side of the screen is touched, the stick is repositioned there, and acts as if it was centered in the touched position. When the finger is lifter, the stick is hidden.
2023-05-02 12:27:57 +01:00
lynxnb
32f995165c Use 1.0 as the default OSC button scale value
The default value was previously 1.15.
2023-05-02 12:27:57 +01:00
lynxnb
821cdb8d72 Draw a circle indicator on OSC buttons with toggle mode enabled 2023-05-02 12:27:57 +01:00
lynxnb
7cf45b11b0 Vibrate on OSC roll-over button presses too 2023-05-02 12:27:57 +01:00
lynxnb
655ca8f89b Ignore OSC roll-over events if the button is already pressed 2023-05-02 12:27:57 +01:00
lynxnb
560fcd9442 Implement toggle mode for OSC buttons
When toggle mode is enabled, the button will toggle between the `Pressed` and `Released` state when it's pressed.

Without toggle mode:
ACTION_DOWN -> Pressed
ACTION_UP -> Released
ACTION_DOWN -> Pressed
ACTION_UP -> Released

With toggle mode:
ACTION_DOWN -> Pressed
ACTION_UP -> No event
ACTION_DOWN -> No event
ACTION_UP -> Released
2023-05-02 12:27:57 +01:00
lynxnb
78252fbcbd Show current input values in OnScreenEditActivity
This was made primarily for debugging on-screen controls, but it might be useful to users too.
2023-05-02 12:27:57 +01:00
lynxnb
69fb15ffc9 Improve separation between OSCEditActivity and OSCView
The activity shouldn't access the edit button directly, but should only access data available through the public interface.
2023-05-02 12:27:57 +01:00
lynxnb
7e3d3bd281 Draw a box around disabled OSC buttons in edit mode
The box is also drawn if the alpha is configured too low (<5%).
2023-05-02 12:27:57 +01:00
lynxnb
659e090d38 Enable OSC per-button text and color selection 2023-05-02 12:27:57 +01:00
lynxnb
c7d213c3ea Make the OSC edit panel collapsible
The panel can now be closed to try out the buttons.
2023-05-02 12:27:57 +01:00
lynxnb
3f2fd7a653 Make some properties constant in OnScreenButton
They were initially made variable by mistake
2023-05-02 12:27:57 +01:00
lynxnb
37a2a2fbad Fix inconsistent OSC button movements when using the arrow buttons
A combination of factors caused inconsistent button movements when using the arrow buttons to move it, namely floating point approximation and the round down performed when snapping a button to the grid. Sometimes the layman solution is the best one: adding/subtracting one to the move amount depending on the direction ensures that the button always ends up on a grid line.
2023-05-02 12:27:57 +01:00
lynxnb
1d6b075d5c Draw a selection rectangle around the active button while editing 2023-05-02 12:27:57 +01:00
lynxnb
e91993698f Remove OSC EditMode enum
An enum isn't needed anymore, as there's no state to enumerate anymore.
2023-05-02 12:27:57 +01:00
lynxnb
2556b25ebf Fix OSC incorrect pressed alpha when low values are used
OSC would "light up" when the alpha value was low because of the value being coerced to an arbitrary range. Divide the alpha value by 3 instead.
2023-05-02 12:27:57 +01:00
lynxnb
d69c9f472f Make the OSC control panel draggable 2023-05-02 12:27:57 +01:00
lynxnb
d7e38e9556 Introduce a control panel to edit buttons instead of a fab bar
An unusual big commit, unfortunately needed because none of these changes would make sense nor work individual. A quick list of what have been done follows.
* Introduced a control panel to control buttons replacing the FAB bar
* `ConfigurableButton` and `OnScreenConfiguration` interfaces have been introduced to allow for easier proxying of actions when applying the same changes to all buttons
* Button resize logic has been stripped from the buttons in favor of the new sliders
* General cleanup and renaming of various methods to better reflect their functionality
2023-05-02 12:27:57 +01:00
lynxnb
49de8a8f38 Rework OSC action bar appearance
FABs are now placed on top of a sheet hanging from the top. Actions are now properly enumerated and don't rely on the icon resource ID anymore.
2023-05-02 12:27:57 +01:00
Abandoned Cart
fe4ccd1ee0 Suppress or resolve common warnings 2023-05-02 12:27:06 +01:00
Abandoned Cart
97694e639a Add a Parcelable helper to handle deprecation 2023-05-02 12:27:06 +01:00
Abandoned Cart
96c5b94429 Always resume emulator, even if running
Fixes skyline-emu/skyline#2305
2023-05-02 12:27:06 +01:00
lynxnb
24d4f5e3cd Improve the robustness of the ROMs auto-refresh feature 2023-04-27 19:14:14 +02:00
lynxnb
e6efaf26bc Don't scroll to the top of the game list on adapter changes 2023-04-27 00:31:14 +02:00
lynxnb
caa15f729f Revert setting the app category to game
It was causing unbelievable slow cold app boot times on some devices (e.g. Pixel 6), for no apparent reason.
2023-04-27 00:31:14 +02:00
Dima
bdf73aa20d Fix GetSharedFontInOrderOfPriority
return fonts array size instead of loaded state
2023-04-25 10:20:50 +01:00
Pablo González
8c2b39858d
Add xml for the shader compilation screen (#2255)
* Add xml for the shader compilation screen
* Change ConstraintLayout for LinearLayout and adapt style to MD3
* Change some aspects of the progress indicator and the source of text color
2023-04-23 21:43:48 +02:00
Abandoned Cart
178dbea801 Use the searching text to specify load state 2023-04-22 19:54:04 +01:00
Abandoned Cart
30aee55122 Suppress AppItem serialVersionUID warning 2023-04-22 19:54:04 +01:00
Abandoned Cart
56fd79ff46 Remove the DataItem wrapper on AppItem 2023-04-22 19:54:04 +01:00
Abandoned Cart
c8e0f71bb7 Remove RomFormat as an AppEntry key
There may be a time and place where knowing the format is necessary, but it is not in the list of games being presented to the end-user
2023-04-22 19:54:04 +01:00
Abandoned Cart
fe46213beb Remove "Group Games By Format" option 2023-04-22 19:54:04 +01:00
Abandoned Cart
0b453ca4ed Simplify placeholder for empty items 2023-04-22 19:54:04 +01:00
Abandoned Cart
b82452f8f8 Remove HeaderItem as a DataItem type 2023-04-22 19:54:04 +01:00
Dima
1841727c56 Remove header rom filter 2023-04-22 19:54:04 +01:00
Billy Laws
d3d36c6fa0 Update hades 2023-04-16 16:31:42 +01:00
Billy Laws
6a57fd16fb Don't bail out when invalid desc types are encountered
This caused graphical artifacts and didn't particularly help prevent crashes.
2023-04-16 16:31:42 +01:00
Billy Laws
34611ba180 Optimise waiter queue push 2023-04-16 16:31:42 +01:00
Billy Laws
e63108bff1 Mark app as being a game 2023-04-16 16:31:42 +01:00
Billy Laws
9caa845d4f Avoid using interconnect for texture data copies
Since the interonnect copies aren't visible or tracked by texture manager, this could cause the texture manager to effectively miss the upload.
2023-04-16 16:31:42 +01:00
Billy Laws
4192873744 Fix TLS writes from X2/3
These mistakenly used the wrong source register.
2023-04-16 16:31:42 +01:00
Billy Laws
5bcc79ef80 Ensure SVC trampoline is always correctly sized
Despite the trampoline size being hardcoded, it was previously dynamic and could change based off of the value stored in the target register potentially leading to instructions being missed.
2023-04-16 16:31:42 +01:00
Billy Laws
e0c487f607 Fix system register state handling
We failed to preserve NCSZ, and and we stored instead of loaded FPCR when returning to guest.
2023-04-16 16:31:42 +01:00
Billy Laws
77ca290a78 Silence counter reset warnings
Some games reset all counters at the start of a frame.
2023-04-16 16:31:42 +01:00
Billy Laws
7d0b7f0b71 Handle OOB blits by adding to the texture base offset
The previous method would cause OOB reads for the last row to clamp, and adding an extra row would potentially encounter unmapped memory. So use this technique based on how Ryu does it.
2023-04-16 16:31:42 +01:00
Dima
6aef7fdd1e Stub some services 2023-04-03 10:30:20 +01:00
Billy Laws
5c83dec85f Update shader compiler 2023-04-02 17:35:12 +01:00
Billy Laws
bbc8ccb823 Treat partially unmapped textures as unmapped 2023-04-02 17:35:12 +01:00
Billy Laws
bbe4872a95 Fix missed CachedMappedBufferView initialisation 2023-04-02 17:35:12 +01:00
Billy Laws
7bfe63f679 Enable adreno/mali LLVM misopt workaround
Fixes animal crossing character issues, see shader compiler commit for details.
2023-04-02 17:35:12 +01:00
Billy Laws
737fb2207d Avoid submitting executions on semaphore incrs
This avoids breaking RPs which helps perf, and since we have our own sync logic we don't need to match the guest here.
2023-04-02 17:35:12 +01:00
Billy Laws
99a7b77948 Remove broken descriptor aliasing quirk
This can be fixed in the shader compiler by just naming cbufs differently.
2023-04-02 17:35:12 +01:00
Billy Laws
c440575a56 Add partial conditional rendering support
Disabled for cases where the results come from queries rn, however still functional for cases like AC which don't use it with queries.
2023-04-02 17:35:12 +01:00
Billy Laws
a2798a9184 Implement support for occulusion queries
These are mostly implemented how you would expect, however as opposed to copying out query pool results immeditely, doing so is delayed until the RP end in order to avoid splits.
2023-04-02 17:35:12 +01:00
Billy Laws
202c97a1eb Introduce several new node insertion functions for use with queries
Queries need the ability to insert commands at the beginning and end of RPs.
2023-04-02 17:35:12 +01:00
Billy Laws
9a51b5f54e Update audio-core 2023-04-02 17:33:57 +01:00
lynxnb
816599749b Fix Android Studio OSC layout preview (again)
The layout preview/editor doesn't instantiate an Application instance, therefore accessing `displayMetrics` from the app context would lead to a crash, and the view being mocked in the preview.
Additionally a default grid value is defined for `AlignmentGridView` to avoid a crash because of an invalid iteration step in the drawing loop.
2023-04-02 18:16:10 +02:00
lynxnb
3cbbdeda33 Improve OSC default position of sticks and buttons 2023-04-02 18:16:10 +02:00
lynxnb
a799cb63f1 Add separate L3 and R3 buttons to OSC
As part of this commit, a `defaultEnabled` property was added to `OnScreenButton` to determine the default visibility of buttons. This is required because L3 and R3 should be hidden by default and only enabled by the user on demand.
Additionally, the buttons' mask values were added to `ButtonId` members, as adding entries in the middle of the class conflicted with the `ordinal` enum property, making it unfit to use for our purposes.
Finally, the `ControllerType` class was extended with an array of optional buttons. Optional buttons represent buttons that are allowed to be displayed on screen, but shouldn't be included in the controller mapping activity.
2023-04-02 18:16:10 +02:00
lynxnb
acdf4e6823 Introduce constants for default OSC config values 2023-04-02 18:16:10 +02:00
lynxnb
83bc93601f Use EFFECT_TICK instead of CLICK as OSC vibration effect 2023-04-02 18:16:10 +02:00
lynxnb
88e6fc9888 Implement OSC snap to grid functionality 2023-04-02 18:16:10 +02:00
lynxnb
88084016a1 Implement OSC per-button scale functionality 2023-04-02 18:16:10 +02:00
lynxnb
2794af6d06 OSC: delegate config reset to individual buttons 2023-04-02 18:16:10 +02:00
lynxnb
3fc09f0953 Add OnScreenButton properties' missing comments 2023-04-02 18:16:10 +02:00
lynxnb
81eb8fd231 Rework OSC edit mode handling for better extensibility
Edit mode configuration parameters are now shared between the view and the buttons in a small `OnScreenEditInfo` object, avoiding variable duplication about edit state. The `editingTouchHandler` has also been simplified to only lookup the button if one wasn't being edited already.
2023-04-02 18:16:10 +02:00
lynxnb
c4d0d02509 Simplify OnScreenConfiguration
`ControllerConfigurationDummy` was removed as it isn't needed anymore, and the remaining classes simplified.
2023-04-02 18:16:10 +02:00
lynxnb
17f45c0366 Retrieve the vibrator service outside of OSC View
Retrieving the vibrator service inside the view crashes the layout editor. Fix by retrieving it in the activity and passing it to the view.
2023-04-02 18:16:10 +02:00
kikimanjaro
0eed72664d Add automatic refreshing games list 2023-04-02 16:52:37 +02:00
Billy Laws
d00fcee79d Prevent aaudio backend usage 2023-03-27 22:31:14 +01:00
Billy Laws
9555082763 Update audio-core 2023-03-27 22:31:14 +01:00
Billy Laws
653bfba23b Use OpenSL over AAudio
AAudio lacks support for multiple streams on some devices, whereas OpenSL doesn't.
2023-03-27 22:31:14 +01:00
Billy Laws
7d573db80b Make GetTimeTicks return the time in guest ticks as opposed to host
This is required by audren.
2023-03-27 22:31:14 +01:00
Billy Laws
d5a15faab7 Greatly simplify circular buffer logic, fixing several bugs 2023-03-27 22:31:14 +01:00
Billy Laws
01febe75c4 Reimplement audout and audren using yuzu audio_core
The yuzu audio_core code is mostly untouched, with a set of wrappers used to bridge it with skyline kernel primitives. Huge thanks to maide and their advice, whom without this wouldn't have been possible.
2023-03-27 22:31:14 +01:00
PabloG02
ef5456f939 Hide Debug preferences from search on release builds and remove settings that don't support per-game configuration instead of hiding them 2023-03-25 22:54:27 +00:00
PabloG02
44cbf26b72 Add search functionality to settings
Multiple terms search is also available by separating individual terms with commas.
2023-03-25 22:54:27 +00:00
lynxnb
61c45e02c8 Fix FABs being too big in OnScreenEditActivity 2023-03-22 21:57:50 +01:00
lynxnb
ab553c9671 Use MD3 divider in ControllerActivity 2023-03-22 21:57:50 +01:00
lynxnb
236b754559 Implement Material You theming support
Material You is disabled by default, it can be toggled in settings.
2023-03-22 21:57:50 +01:00
lynxnb
d3d22670f9 Use MaterialAlertDialogBuilder in PreferenceDialogFragments
`PreferenceDialogFragment`s have been extended to use `MaterialAlertDialogBuilder`, which results in Material Design 3 dialogs. `DialogFragment` creation logic has been moved to `SettingsActivity` to reduce code duplication.
2023-03-22 21:57:50 +01:00
lynxnb
a4a5bedeea Remove icon padding from the left side of preferences
`ProfilePicturePreference` image preview has been moved to the right side as a result.
2023-03-22 21:57:50 +01:00
lynxnb
6fcb09bd2d Override the default PreferenceScreen divider with an MD3 one 2023-03-22 21:57:50 +01:00
lynxnb
b12a2bdc3e Replace preference checkboxes with material switches 2023-03-22 21:57:50 +01:00
lynxnb
ee2716403e Update dialogs' drag handle to use BottomSheetDragHandleView 2023-03-22 21:57:50 +01:00
lynxnb
2bcf0e2abd Update themes and styles to Material Design 3
This commit transitions all layouts and views to the use the new stuff from MD3.
2023-03-22 21:57:50 +01:00
Billy Laws
ba33e8cbf5
Update edge credits 2023-03-21 17:44:12 +00:00
Billy Laws
1f0d297221 Fix infinite loop when reading dirty buffers with direct mem
The code didn't account for interval Queries returning zero when reaching the end.
2023-03-19 13:52:15 +00:00
Billy Laws
0b551e04db Return a null handle when reading from an unbound cbuf 2023-03-19 13:52:15 +00:00
Billy Laws
8d9b0041b4 Return a dummy buffer when encountering unbound SSBOs 2023-03-19 13:52:15 +00:00
Billy Laws
d893777262 Flush deferred draws before executing macro HLE and cleanup 2023-03-19 13:52:15 +00:00
Billy Laws
c928084bb1 Show a toast when per-game settings are active 2023-03-19 13:52:15 +00:00
Billy Laws
6433a1722d Update adrenotools for 8G2 DMI 2023-03-19 13:52:15 +00:00
Billy Laws
0f33055176 Fixup accidental change 2023-03-19 13:52:15 +00:00
Billy Laws
3901ecbf49 Hook up indirect draws into usagetracker
Now usagetracker is properly in place, indirect draw HLE can be used without requiring any hacks. Dirtiness is now ignored when fetching macro arguments, and it's now the duty of the HLE impls themselves to perform flushing if they require it.
2023-03-19 13:52:15 +00:00
Billy Laws
04f3fa4b7f Implement basic indirect draw macro HLE
This still requires usagetracker to avoid redundantly performing indirect draws when the memory isn't dirty, and to allow for using it with direct memory, but it's a start.
2023-03-19 13:52:15 +00:00
Billy Laws
2444f2e81d Fix HLE macro code to not hash all of macro memory + update args struct
We incorrectly hashed the entirety of macro memory starting from the macro base address, as opposed to just the macro itself.
2023-03-19 13:52:15 +00:00
Billy Laws
b313dcbdca Avoid dereferencing macro argument pointers in memory where possible
Indirect draws are implemented by having the macro arguments overflow into a seperate GP Entry that points directly to the indirect argument buffer. To HLE indirect draws a buffer needs to be created from this pointer, and it cannot be dereferenced on the CPU at any point to avoid hitting traps.
2023-03-19 13:52:15 +00:00
Billy Laws
2b93604da0 Use hades HLE replacement for constant buffer attributes
In the cases of indirect draws, we don't know the vertex offset to write into the driver info constant buffer ahead of time, and to do it at draw time on the GPU would mean marking the constant buffer as GPU dirty (slow). HLE them in the shader instead using the host draw parameters extension.
2023-03-19 13:52:15 +00:00
Billy Laws
7e1c58accc Implement indirect draws in the Maxwell 3D interconnect
These will be used by the HLE indirect draw macro to perform indirect draws without waiting for GPU idle.
2023-03-19 13:52:15 +00:00
Billy Laws
49cd2a71cc Introduce GPU checkpoints for crash debugging
When GPU crashes aren't reproducable in renderdoc, it helps to have someway to figure out what exactly is going on when a crash happens or what operation caused it. Add a checkpoint system that reports the GPU execution state in perfetto in time with actual GPU execution, and use flow events to show the event's path through execution, vulkan record and executor record stages.
2023-03-19 13:52:15 +00:00
Billy Laws
d5b6c68ae4 Split out common parts of Maxwell 3D draws
These will be able to be shared between indirect and normal draws.
2023-03-19 13:52:15 +00:00
Billy Laws
779ba3de05 Commonise full pipeline barrier recording 2023-03-19 13:52:15 +00:00
Billy Laws
a65aa28df2 Avoid redundant GPU-dirty propagation for direct buffer recreation 2023-03-19 13:52:15 +00:00
Billy Laws
4a3a40aa40 Add more perfetto tracepoints 2023-03-19 13:52:15 +00:00
Billy Laws
c15b89975b Allocate a general purpose GPU-side debug tracing buffer
Can be used for checkpoints, etc.
2023-03-19 13:52:15 +00:00
Billy Laws
c36b8e843e Add index buffer size estimation via mapping size
This is useful for indirect draws, where we don't know the underlying index buffer size and also don't know the index count.
2023-03-19 13:52:15 +00:00
Billy Laws
0deff5e37a Set a higher perfetto size hint to avoid packet loss 2023-03-19 13:52:15 +00:00
Billy Laws
4bb2a41594 Use usagetracker to determine if pushbuffers need to flush the GPU 2023-03-19 13:52:15 +00:00
Billy Laws
090151f0c3 Introduce usage tracker for dirty tracking within an execution
This is neccessary as e.g. shaders can be updated through a mirror and never hit modification traps. By tracking which addresses have sequenced writes applied, the shader manager can then correctly detect if a given shader has been modified by the GPU.
2023-03-19 13:52:15 +00:00
Billy Laws
f64860c93e Commonise buffer interval list code
This will be reused for usagetracker.
2023-03-19 13:52:15 +00:00
Abandoned Cart
0949d51871 Clear or suppress some easy lint warnings 2023-03-18 16:16:15 +01:00
Abandoned Cart
94459e01a4 useLegacyPackaging for extractNativeLibs
"PackagingOptions.jniLibs.useLegacyPackaging should be set to true because android:extractNativeLibs is set to "true" in AndroidManifest.xml"
2023-03-18 16:15:51 +01:00
Abandoned Cart
e08525679c Suppress a linear configuration warning
Due to the way Android Studio reads gradle configuration, a false positive warning for incompatible Java versions is fired when the Kotlin Java version is not specified first.
2023-03-18 16:15:51 +01:00
Abandoned Cart
e68baf9088 Centralize missingIcon and condition for use in DataItem
`One missing Bitmap to rule them all and one condition to find them.` Also eliminates passing that condition between methods. The data class can simply return the same instance every time it's necessary.
2023-03-15 14:25:24 +01:00
Abandoned Cart
905c0a47fa Allow the options, even if they're useless
Since this is instantiated in `onCreate` and may be recycled with different settings, relying on the audio to be disabled to determine if a mute action is available seems like a risky gamble.
2023-03-14 23:22:32 +00:00
Abandoned Cart
39393ec310 Move picture-in-picture configuration to method
This will also make the transition to per-game settings less of a collision later.
2023-03-14 23:22:32 +00:00
Abandoned Cart
a906c6d689 Use BuildConfig package name to forgo Context
This should adapt to the package name, despite not actually relying on the value of it to function. Intents are one of the most analyzed items for vulnerabilities and exploits.
2023-03-14 23:22:32 +00:00
Abandoned Cart
bd9050f6c7 Add an emulator pause button to the OSC 2023-03-14 23:22:32 +00:00
Abandoned Cart
69e322b76b Pausing should mute audio for looped music
Also adds pausing the surface in onPause and restoring it in onResume to avoid wasting resources when the activity is legitimately in the background.
2023-03-14 23:22:32 +00:00
Abandoned Cart
df96d74ca1 No use assigning null surface if null already
This also prevents any possibility a null value is falsely assigned to a valid surface for whatever reason.
2023-03-14 23:22:32 +00:00
Abandoned Cart
95a679e5cd Add an action to pause the emulator process 2023-03-14 23:22:32 +00:00
Abandoned Cart
a1143ee5de Respect the existing "mute" user preference 2023-03-14 23:22:32 +00:00
Abandoned Cart
bdc368e039 Add a mute button as a PiP window action 2023-03-14 23:22:32 +00:00
Abandoned Cart
4298415134 Add picture in picture for emulation activity 2023-03-14 23:22:32 +00:00
Billy Laws
179363a5e7 Fix depth-stencil formats 2023-03-14 23:22:12 +00:00
PabloG02
b4280a61ac Stub IApplicationFunctions::GetSaveDataSize 2023-03-11 18:27:36 +00:00
Abandoned Cart
6703a875f0 Support deprecation of getSerializableExtra 2023-03-11 18:27:15 +00:00
Billy Laws
6d582566f9 Use AdaptiveSingleWaiterConditionVariable for thread scheduling
Some games, for example PGLE, have heavy contention in code that locks mutexes for only a brief period of time. This heavy contention over multiple threads results in futex latency (often ~20us) impacting performance heavily. Using an adaptive condition variable helps to reduce this latency.
2023-03-11 18:26:02 +00:00
Billy Laws
b1e57bc7bc Introduce adapting condition variable class
By spin waiting for a small period before falling back to an actual condition variable, some of the overheads inherent to futex's can be avoided. The used constants were tuned for optimal performance on 8G1 on Skyrim and PGLE.
2023-03-11 18:26:02 +00:00
TheASVigilante
444e35e34f Fix swizzling regression + minor optimizations to swizzling 2023-03-06 21:56:31 +00:00
TheASVigilante
3e1db818cf Address review 2023-03-06 21:56:31 +00:00
TheASVigilante
caf1abbe31 Fix 3D swizzled copies & a small bug with DMA clears 2023-03-06 21:56:31 +00:00
TheASVigilante
70ee36e85c Add support for 1D remapped buffer clears 2023-03-06 21:56:31 +00:00
TheASVigilante
4c3fed6cd0 Hookup various DMA engine features
The DMA engine now supports these additional functions: pitch (to pitch) copies, subrect copies, split copies.
2023-03-06 21:56:31 +00:00
TheASVigilante
fd205ff0a9 Implement rest of I2M engine copies 2023-03-06 21:56:31 +00:00
TheASVigilante
72c2d94cbe Implement subrect copies 2023-03-06 21:56:31 +00:00
TheASVigilante
df0fd88991 Implement pitch swizzled copies 2023-03-06 21:56:31 +00:00
TheASVigilante
5c4bb1c44e Fix incorrect remapping register layout 2023-03-06 21:56:31 +00:00
Billy Laws
55176c2a72
Update patreon names 2023-03-05 20:16:45 +00:00
Niccolò Betto
20130f1182
Update translations (#2235)
* Apply translations in zh-Hans
* Apply translations in zh-Hant
* Apply translations in pt_BR
* Apply translations in es_419
* Apply translations in pt

Co-authored-by: transifex-integration[bot] <43880903+transifex-integration[bot]@users.noreply.github.com>
2023-03-05 13:04:34 +01:00
lynxnb
22a3a79eb3 Fix Transifex language resource mapping for pt-BR 2023-03-05 12:55:15 +01:00
lynxnb
b724bc2309 Adjust default OSC opacity and color 2023-03-05 12:45:07 +01:00
KikiManjaro
1282362fce Add color selection to OSC
* Add bold text and antialiasing for osc buttons
* Fix osc dpad and button position (widder than taller)
* Set default OSC color to white background with black text
2023-03-05 12:45:07 +01:00
KikiManjaro
66d2965c63 Fix resetControls for opacity of OSC 2023-03-05 12:45:07 +01:00
Abandoned Cart
1f608da8e0 Drop local app path in preview summary 2023-03-05 11:48:46 +01:00
Abandoned Cart
bcd38460be Align ChipGroup to center when space exists 2023-03-05 11:42:20 +01:00
Billy Laws
750dfb8f00 Disable extended dynamic state on <r42 mali drivers 2023-03-04 18:55:44 +00:00
Billy Laws
acf118155d Submit an execution on invalidate{Sampler,TextureHeader}Cache accesses 2023-03-04 18:55:44 +00:00
Billy Laws
6ce5202b8e Add exceptions for some more unimplemented maxwell draw regs 2023-03-04 18:55:44 +00:00
Billy Laws
7150ce0d1d Allow disabling the freeing of texture guest memory
This helps to prevent issues that result from the overlapping of buffer and texture data, by only ever syncing back textures if they are actually used as RTs, which are much less likely to overlap buffers.
2023-03-04 18:55:44 +00:00
Billy Laws
5e8cdfda92 Don't populate colour targets with an empty write mask
Avoids breaking VK spec in BOTW, as it has the same colour attachment bound twice, but the former is masked out entirely.
2023-03-04 18:55:44 +00:00
Billy Laws
8baf06c9ab Never free memory for GPU dirty buffers
Fixes Persona 5 textures in some cases due to overlaps with textures.
2023-03-04 18:55:44 +00:00
Billy Laws
1dd13e90b0 Use channel sequence number for TIC cache validity tracking
Fixes some OpenGL games which update a TIC with I2M but never end up triggering an execution otherwise.
2023-03-04 18:55:44 +00:00
Billy Laws
34fddfccba Only clear requested aspect for depth/stencil clears
Fixes water in Skyrim (depth was being cleared when only stencil should have been)
2023-03-04 18:55:44 +00:00
Billy Laws
330f402398 Clear chained fence cycles on the waiter thread
This avoids some sporadic random crashes that happen during fence cycle destruction in BOTW/SMO.
2023-03-04 18:55:44 +00:00
lynxnb
787f2bde02 Enable localization for app strings
A setting has been added to override the system default language, should a user want a different language for the app.
2023-02-27 22:19:53 +01:00
transifex-integration[bot]
8e7455fb04 Initial translations sync with Transifex
* Apply translations in fr
* Apply translations in ru
* Apply translations in b+zh+Hans
* Apply translations in b+zh+Hant
* Apply translations in de
* Apply translations in el
* Apply translations in ja
* Apply translations in ar
* Apply translations in ta
* Apply translations in pl
* Apply translations in ko
* Apply translations in es
* Apply translations in pl
* Apply translations in in
* Apply translations in it
* Apply translations in b+es+419
* Apply translations in hu
2023-02-27 22:19:53 +01:00
lynxnb
e1eb16bbd4 Workaround Android using the old code for Indonesian 2023-02-27 22:19:53 +01:00
lynxnb
778b647887 Add Transifex configuration file 2023-02-27 22:19:53 +01:00
lynxnb
3b849393c2 Fix capitalization in settings title strings 2023-02-27 19:56:53 +01:00
lynxnb
aa1da257f8 Add an option to copy global settings to per-game ones 2023-02-27 19:56:53 +01:00
lynxnb
485bd2031c Only hide validation_layer setting on release instead of debug category 2023-02-27 19:56:53 +01:00
lynxnb
b2228a93da Reorder settings pt.2 2023-02-27 19:56:53 +01:00
lynxnb
ddfa9013a9 Use a proper tag for AppItem in intent extras and arguments 2023-02-27 19:56:53 +01:00
lynxnb
2f4778247c Use per-game settings during emulation 2023-02-27 19:56:53 +01:00
lynxnb
1a11aaa651 Add per-game settings configuration functionality 2023-02-27 19:56:53 +01:00
lynxnb
0467614dc0 Add per-game support to EmulationSettings
Implements support for retrieving per-game emulation settings
2023-02-27 19:56:53 +01:00
lynxnb
cd426d9f18 Split PreferenceSettings into AppSettings and EmulationSettings
`PreferenceSettings` was removed in favor of:
* `AppSettings`: stores general purpose settings mostly used for UI configuration and state
* `EmulationSettings`: stores emulation-related settings, most of these are passed to native emulation code
2023-02-27 19:56:53 +01:00
lynxnb
854ea1a42d Make NativeSettings a serializable data class 2023-02-27 19:56:53 +01:00
lynxnb
ee98aaaed1 Add a method to return format in AppItem 2023-02-27 19:56:53 +01:00
lynxnb
d1fd44e32e Move preference fragment to a separate file for modularity 2023-02-27 19:56:53 +01:00
lynxnb
a683978e8c Split preferences to multiple files for reusability 2023-02-27 19:56:53 +01:00
lynxnb
e7c176a8e5 Reorder preferences and introduce new categories 2023-02-27 19:56:53 +01:00
lynxnb
a1ca84f95e Move Kotlin settings to a dedicate package 2023-02-27 19:56:53 +01:00
lynxnb
180d1efd4d Revert "Toggle DisableFrameThrottling setting by clicking on FPS"
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
2023-02-27 19:00:52 +01:00
PixelyIon
22f8cc5970 Stub indirect layer VI service functions
Indirect layers are used by the game to render layer on its own, the game allocates a buffer with the size from `GetIndirectLayerImageRequiredMemoryInfo` and uses `GetIndirectLayerImageMap` to draw the applet contents into the buffer. 

As we don't LLE applet implementations nor do our HLE implementations draw equivalent applets, we cannot submit this to the guest. As a result, these functions are stubbed with the framebuffer being cleared to red. 

Stubbing these functions allows titles such as Dark Souls to not crash while initializing indirect layers.
2023-02-22 23:23:08 +05:30
lynxnb
dba191d2dc Fix deadlock on settings in PresentationEngine after callback
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
2023-02-20 21:45:30 +00:00
lynxnb
fc9b34846c Fix KtSettings JNI usage
* Use a global ref for NativeSettings JNI instance
* Always use the JNI env from the JNI call to ensure it's safe to use in the current thread
2023-02-20 21:45:30 +00:00
lynxnb
5b0a397165 Update native settings after toggling frame throttling 2023-02-20 21:45:30 +00:00
Matesic Darko
f850271e2d toggle DisableFrameThrottling setting by clicking on FPS display
s/jSurface/vkSurface
2023-02-20 21:45:30 +00:00
TheASVigilante
3168e8efc0 Address review 2023-02-20 18:17:35 +00:00
TheASVigilante
b780e2b755 Deallocate Unmapped memory pages
Reduces memory usage buildup over time, may affect performance.
2023-02-20 18:17:35 +00:00
Billy Laws
7296f8503d Enable always attempt to enable robustness 2023-02-20 18:01:49 +00:00
Billy Laws
d45f9e4d26 Loosen some texture WaR sync when possible
By keeping track of the stages reading the image we can do more fine-grained WaR prevention, as opposed to waiting for all commands to complete.
2023-02-20 18:01:49 +00:00
Billy Laws
6ee8a919e5 Use pipeline barriers, as opposed to an ext dependency for RP barrier
Allows for waiting on compute shaders, which are not a graphics stage.
2023-02-20 18:01:49 +00:00
Billy Laws
ee68facc5d Apply RP barrier masks for every draw, rather than the 1st in RP
I missed that addSubpass was only called once-per-subpass, meaning that if a new barrier req was discovered several draws into the RP it wouldn't be applied. Split out barriers into a seperate function to avoid this.
2023-02-20 18:01:49 +00:00
Billy Laws
bb20b145a8 Hash subpass dependencies in RP cache 2023-02-20 18:01:49 +00:00
Billy Laws
99bf7dbb36 Implement usage based implicit renderpass barrier generation
Full pipeline barriers between every RP can be extremely expensive on HW, by analysing the inputs and outputs of a draw it's possible to construct a much more optimal barrier that only syncs what is neccessary.
2023-02-20 18:01:49 +00:00
Billy Laws
7a759326b3 Don't break RPs on view pointer changes
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.
2023-02-20 18:01:49 +00:00
Billy Laws
a02e1a2536 R.I.P. Subpasses 2023-02-20 18:01:49 +00:00
Billy Laws
a47f010653 Add an option to allow CPU writes when fast readback is used 2023-02-20 18:01:49 +00:00
Billy Laws
2d56ed053d Implement all remaining ASTC formats 2023-02-20 18:01:49 +00:00
Billy Laws
d93c96de83 Fix sign error when decoding bc5s images
Using an unsigned loop counter caused an implicit conversion breaking the decoder logic.
2023-02-20 18:01:49 +00:00
Billy Laws
2d97b9fc2c Keep track of buffer dirtiness within an execution 2023-02-20 18:01:49 +00:00
Billy Laws
6ea1483c9a Fix a race with multiple threads pushing data into circular queue
If the 'end' changes when waiting for data to be consumed our 'waitNext' would be invalid leading to a deadlock.
2023-02-20 18:01:49 +00:00
Billy Laws
f55b135243 Assert on geometry stream usage 2023-02-20 18:01:49 +00:00
Billy Laws
2e64199640 Add host shader replacement and dumping support
This is useful for debugging, but shouldn't generally be used as bindings in SPIR-V etc are unstable.
2023-02-20 18:01:49 +00:00
Billy Laws
02786839a5 Flush pipeline after texture uploads 2023-02-20 18:01:49 +00:00
Billy Laws
ffdd50bdf3 Fix geometry and compute shaders on mali GPUs 2023-02-20 18:01:49 +00:00
mk73ds
cb62e15748 Ignore new layer creations instead of replacing previous ones while waiting for proper multiple layers support. 2023-02-18 12:06:37 +00:00
Erwin Spitaler
2855d12f31 quick and dirty implementation for GetFreeSpaceSize 2023-02-18 12:06:18 +00:00
Abandoned Cart
b20c6e9fc4 onBackPressed -> onBackPressedDispatcher 2023-02-16 14:50:02 +01:00
MrPurple666
bc3c49bc28 Add TIC format: 0x58D24946
Cult of the Lamb must be in-game and should fix some textures in Bayonetta 3

Co-authored-by: neogan-bot <neogan-bot@users.noreply.github.com>
2023-02-13 12:10:29 +00:00
PixelyIon
3407f5a6d1 Fix Depth RT layer stride
The layer stride provided by the depth register in Maxwell3D needs to be shifted by 2, this caused the stride to be 1/4th of what it needed to be resulting in OOB access.
2023-02-13 12:02:29 +00:00
PixelyIon
df3b961d5d Fix mipmapped GOB dimensions calculation
When calculating mip-level dimensions in terms of GOBs, they need to be divided by 2 while rounding upwards rather than downwards. This fixes corrupted textures and OOB access on lower mip levels across a substantial amount of titles, reducing arbitrary crashes as a result.
2023-02-13 12:02:29 +00:00
lynxnb
c9b055d0e3 Build reldebug instead of debug in CI 2023-02-12 22:21:25 +01:00
Niccolò Betto
439c18d8eb Fix ccache not working in CI
The default `compiler_check` strategy used by ccache was causing a 0% hit rate, as it was using the compiler's "modified time" as part of the hash. Since the script installs dependencies from scratch for every run, mtime was always different, causing different hashes even when source files were unchanged. To avoid this, use the NDK version as part of the hash instead.
2023-02-12 22:09:11 +01:00
lynxnb
9a96ea84ba Trigger an edge patch update on modified edge PRs 2023-02-12 03:22:00 +01:00
lynxnb
e9907d2fac Trigger an edge patch update on edge label added/removed 2023-02-09 23:49:20 +01:00
Billy Laws
bff232f326 Update edge names 2023-02-07 16:52:33 +00:00
Billy Laws
754a9dfd77 Avoid storing guest shader hash in generated spirv
This accidentally broke VK spec and could harm driver caching.
2023-02-07 16:50:46 +00:00
german77
9e1c9caa36 input: Fix motion orientation based on phone orientation 2023-02-07 16:16:41 +00:00
german77
56d43a70c0 Implement SixAxis sensor 2023-02-07 16:16:41 +00:00
lynxnb
bac4ec2977 Update Kotlin + Android dependencies
* Update Kotlin to 1.7.21
* Migrate Hilt to Gradle Plugin DSL and use updated package name
* Update dependencies
* Misc cleanup of build scripts
2023-02-06 15:04:20 +01:00
lynxnb
5137d7d876 Update gitignore to ignore gradle-generated files 2023-02-06 15:04:20 +01:00
lynxnb
85a711c420 Suppress warnings in AndroidManifest 2023-02-06 15:04:20 +01:00
lynxnb
8abd0032f1 Update Android Studio run configurations to the latest format 2023-02-06 15:04:20 +01:00
lynxnb
42e0cc4290 Update build.gradle to remove deprecated properties 2023-02-06 15:04:20 +01:00
PixelyIon
2cdff40bcb Add debug log for SVC CancelSynchronization
This SVC was missing a log which makes it harder to trace issues to it, it has been added to assist with future debugging.
2023-02-05 18:07:11 +05:30
PixelyIon
0cc2eede22 Add output-metadata.json to .gitignore
This JSON file is generated for any APK builds, it's entirely unnecessary to commit to the repository and has no relevance outside of the local context therefore has been added to `.gitignore`.
2023-02-05 18:05:32 +05:30
Billy Laws
7f1b6de1fe Update hades 2023-02-04 23:10:45 +00:00
Billy Laws
94ac457ce0 Ensure mappings are always aligned to big page size when deallocated and
mapped

Since we align up when allocating, not doing so when deallocating would result in a gradual buildup of boundary pages that eventually fill the whole address space.
2023-02-04 23:10:45 +00:00
Billy Laws
d659b4f55e Swap min and max depth when negative scale is used
Fixes Super Mario 3D All Stars rendering.
2023-02-04 23:10:45 +00:00
Billy Laws
198e9e8e48 Avoid page faults when using the fallback shader size
These occured in some homebrew otherwise.
2023-02-04 23:10:45 +00:00
Billy Laws
10e7e6272a Pass in pipeline tessellation state to Vulkan 2023-02-04 23:10:45 +00:00
Billy Laws
12c88babd0 Fix address space allocator slow path to avoid OOB 2023-02-04 23:10:45 +00:00
Billy Laws
4a4f6df792 Stub GetBufferHistory transaction 2023-02-04 23:10:45 +00:00
Billy Laws
3795ecceff Stub IdleTickCount GetInfo result 2023-02-04 23:10:45 +00:00
Billy Laws
3ef84b27c3 Avoid pipeline cache warning 2023-02-04 23:10:45 +00:00
Billy Laws
bb3baa888d Add a hack to disable shader subgroup shuffles
These are about 100x as expensive on adreno than nvidia due to the lack of a dedicated instruction, since some games work fine without them add a hack to disable them.
2023-02-04 23:10:45 +00:00
Billy Laws
568306195f Prevent Vulkan guest crashes by avoiding intermediate syncpt event signal state
The vulkan guest driver doesn't expect a 0xB return code from SyncptEventWait, even though this is valid when an event is being signalled. Just ignore the intermediate state instead as doing so avoids races without causing any more.
2023-02-04 23:10:45 +00:00
Billy Laws
fcb8f2a229 Apply texture shader compiler generated descriptor shifts
These were missed on a hades version upgrade.
2023-02-04 23:10:45 +00:00
Billy Laws
bbef006051 Simplify free descriptor set accounting and update ratios
Slightly reduces descriptor usage in Breath of The Wild
2023-02-04 23:10:45 +00:00
Billy Laws
5e862cf5f7 Bail out early if the new pipeline key matches that of the current one
Prevents the transition cache of some pipelines from getting full of copies of itself in cases where an update happens redundantly.
2023-02-04 23:10:45 +00:00
Billy Laws
3e971d4043 Wait for pipeline compilation to finish before loading the guest
The excessive blocking caused by initial compilation happening async to the guest caused issues in some cases, now we have a Vulkan pipeline cache to speed it up we can wait for a full compile before launch without too many issues.
2023-02-04 23:10:45 +00:00
Billy Laws
be6f08cd97 Add debug pipeline statistics recording for finding redundant pipelines 2023-02-04 23:10:45 +00:00
Billy Laws
6333a92b53 Only include active RTs in pipeline state key
This was causing a buildup of many redundant pipelines in SMO as a depth-only shader was being called without previous RTs being unbound.
2023-02-04 23:10:45 +00:00
Billy Laws
9d3a9f63d5 Move graphics piplines away from storing hades shader info struct
By only using what we need, and mirroring the descriptor structs to allow for much tighter packing (while keeping the same member names) we can reduce pipeline memory to about 1/3 of what it was before.
2023-02-04 23:10:45 +00:00
Billy Laws
dd92cb1536 Implement support for (de)serialising VkPipelineCaches to/from storage
Significantly improves launch times in games with many shader combinations, giving an 5x speedup in some cases.
2023-02-04 23:10:45 +00:00
Billy Laws
db173083d7 Update edge credits 2023-02-04 23:10:45 +00:00
PixelyIon
a1bf5d27a0 Add information about Skyline Edge to Contributing Guidelines 2023-01-30 20:31:30 +05:30
PabloG02
35617930d5 Fix rebase 2023-01-28 11:57:19 +00:00
PabloG02
8b9d6f79ab Add option to enable/disable shader cache 2023-01-28 11:57:19 +00:00
PixelyIon
8bfda0d84d Fix hole punching in mappings with SVC UnmapPhysicalMemory
Certain titles such as Super Smash Bros Ultimate can use SVC `UnmapPhysicalMemory` to punch holes into physical memory mappings, this wasn't handled correctly as we completely deleted the portion after the hole. It has now been fixed which results in these titles which depend on this behavior to work now.
2023-01-23 21:28:59 +00:00
hacobot.dev
ff1e62df7a deleted unnecessary convertion 2023-01-23 21:28:49 +00:00
hacobot.dev
75f6f5e31c pull request requested changes 2023-01-23 21:28:49 +00:00
hacobot.dev
7cd13916a3 Main activity is now refreshing when the group checkbox is changed 2023-01-23 21:28:49 +00:00
hacobot.dev
b67bfe3848 Added functionality to make optional to group games by format and sort 2023-01-23 21:28:49 +00:00
Billy Laws
6b9be2edd4 Add note about circular queue append contiguosity guarantees 2023-01-20 21:19:04 +00:00
PabloG02
535eafb57a Add Android 13 themed icon 2023-01-20 21:08:33 +00:00
PabloG02
d544ccf5ea Stub INotificationServicesForApplication 2023-01-20 21:08:12 +00:00
PabloG02
2fa5ea451e Stub IPrepoService::SaveReportWithUserOld2 2023-01-20 21:08:12 +00:00
PabloG02
7327cdbde9 Stub some functions in IDeliveryCacheStorageService 2023-01-20 21:08:12 +00:00
PabloG02
c53d99d393 Stub IDeliveryCacheFileService and IDeliveryCacheDirectoryService 2023-01-20 21:08:12 +00:00
PabloG02
299d11d86f Stub IApplicationFunctions::GetNotificationStorageChannelEvent 2023-01-20 21:08:12 +00:00
Billy Laws
7c623f8301 Use a spinlock for thread waiter mutex
Since the waitermutex is only ever locked for a short amount of time, spinning in contention-heavy scenarios ends up quite a bit more efficient than a kernel wait.
2023-01-20 21:07:59 +00:00
Billy Laws
e2463b7619 Adjust gpfifo WFI to only do a pipeline barrier 2023-01-20 21:07:59 +00:00
Billy Laws
2b282ece1a Add more fine-grained buffer recreation locking 2023-01-20 21:07:59 +00:00
Billy Laws
85a23e73ba Implement a shared spinlock and use it for GPU VMM 2023-01-20 21:07:59 +00:00
Billy Laws
fd5c141dbf Correct GetNpadIrCameraHandle return value 2023-01-20 21:07:59 +00:00
Billy Laws
a8b32c3cef Cleanup helper pipeline cache code 2023-01-20 21:07:59 +00:00
Billy Laws
1f99d63a80 Incr transition cache size 2023-01-20 21:07:59 +00:00
Billy Laws
262f92900d Ensure unmapped VMM ranges return an invalid span 2023-01-20 21:07:59 +00:00
Billy Laws
0a608fb4b2 Update to latest hades 2023-01-20 21:07:59 +00:00
Billy Laws
44f6aada18 Always set blend state for all colour attachments 2023-01-20 21:07:59 +00:00
Billy Laws
177925be93 Avoid OOB memory acceses when trying to read OOB TICs
Some games pass in invalid texture handles (0xffff) when they don't need the texture so return the null texture in this case.
2023-01-20 21:07:59 +00:00
Billy Laws
d8a4a2b08d Use a spinlock for GPU waiter thread 2023-01-20 21:07:59 +00:00
Billy Laws
f1aed86177 Add a workaround for split-mapping shaders
Some games split shaders across multiple mappings and *also* miss the end header, so read a suitably large amount and hope that's enough for now.
2023-01-20 21:07:59 +00:00
Billy Laws
704660bbeb Store render nodes in a linearly allocated linked list
This is much faster in reldebug builds than boost::stable_vector while still providing iterator stability
2023-01-20 21:07:59 +00:00
Billy Laws
326c05a5de Add guest shader replacement and dumping support 2023-01-20 21:07:59 +00:00
Billy Laws
2f6d27e8d7 Rework circular queue locking
Should now be (hopefully) race-free, also switch to a spinlock to avoid any locking overhead.
2023-01-20 21:07:59 +00:00
lynxnb
5d527cb965 Add CNTFRQ_EL0 workaround value for Exynos 1280 2023-01-15 10:16:01 +00:00
PabloG02
ea0217de47 Add TIC format: 0x78D24952 2023-01-13 18:05:22 +00:00
Abandoned Cart
88b3f371f4 Display a preview of the current profile picture
This removes the need to concatenate the variable multiple times, recycles the scaled bitmap after it has been stored, addresses the Android Studio complaint about that method name, and generates a preview of the current profile image as the preference icon.
2023-01-13 14:28:20 +01:00
lynxnb
aa36c591c6 Exclude Home button from controller setup guide 2023-01-11 20:51:18 +00:00
Maccraft123
c3924e0f08 Stub out InlineKeyboard instead of throwing an error 2023-01-11 20:47:39 +00:00
lynxnb
2a421e7146 Run emulation in a separate process for release builds only 2023-01-11 23:38:57 +05:30
lynxnb
950438bf58 Enable VK_KHR_image_format_list during device init
`VK_KHR_image_format_list` is a requirement for `VK_KHR_imageless_framebuffer`, which we use.
2023-01-11 23:38:57 +05:30
PixelyIon
d39112e9b9 Enable IApplicationDisplayService::ConvertScalingMode implementation
The implementation for this service function wasn't added to the service function table. Additionally, the type for the output `ScalingMode` was implicitly `int` as it was unspecified in the `enum class` which has now been corrected to `u64` as it should be.
2023-01-11 23:38:57 +05:30
PixelyIon
45d0558d00 Check for no Vulkan physical devices
Due to broken drivers, it's possible to find no Vulkan physical devices but this can lead to a cryptic segfault. This explicitly checks for it instead and throws an exception which will be emitted into logcat thus can be easily caught.
2023-01-11 23:38:57 +05:30
PixelyIon
f882b613bc Fix .hook section being allocated without any hooked symbols
Due to the trampoline and save/load context functions, `GetHookSectionSize` returned a non-zero size for when there were no hooked symbols supplied to it. This is problematic as it isn't required and hooking is currently not stable so it can lead to crashes or freezes in certain titles.
2023-01-11 00:13:15 +05:30
PixelyIon
3fa314f6cb Always print thread IDs rather than handles for SVC logs
Handles are rather arbitrary and difficult to reference, as a result, we've moved to thread IDs across the board for logs.
2023-01-11 00:13:15 +05:30
PixelyIon
e192d4e5c1 Warn when RemoveThread is called on a non-inserted thread 2023-01-11 00:13:15 +05:30
PixelyIon
3a6f205e6f Clear insertThreadOnResume in RemoveThread
A thread can be paused while it is in a synchronization primitive which will do `RemoveThread`, we need to update the state of `insertThreadOnResume` in this case by clearing it so it isn't incorrectly reinserted on resuming the thread.
2023-01-11 00:13:15 +05:30
PixelyIon
7fef849594 Make UpdateCore's locking coreMigrationMutex requirement explicit
`Scheduler::UpdateCore` implicitly depended on `KThread::coreMigrationMutex` being locked during calls to it, this requirement has now been made explicit to avoid confusion.
2023-01-11 00:13:15 +05:30
PixelyIon
c4b4532222 Check waitThread rather than waitMutex during condvar timeouts
When a timeout occurs in `ConditionVariableWait`, we used to check `waitMutex` which is cleared by `MutexUnlock` but when we hit the CAS case in `ConditionVariableSignal` then we don't clear `waitMutex`. It's far more reliable to check `waitThread` as an indication for if the thread has already been unlocked as it's cleared at the start of `ConditionVariableWait` and would implicitly stay cleared in the CAS case while being set in `MutexLock` and being unset in `MutexUnlock`.
2023-01-11 00:13:15 +05:30
PixelyIon
2525bafe06 Consolidate thread yielding in Scheduler
There's multiple locations where a thread is yielded in the scheduler and all of them repeat the code of checking for `pendingYield` and signalling with an optional optimization of checking if the thread being yielded is the calling thread.

All this functionality has now been consolidated into `Scheduler::YieldThread` which checks for `pendingYield` and does the calling thread yield optimization. This should lead to better readability and better performance in cases where `UpdatePriority` would signal the calling thread.
2023-01-11 00:13:15 +05:30
PixelyIon
8b973a3de3 Always set forceYield for running threads in PauseThread
`forceYield` was incorrectly not set when pausing running threads if the thread already had `pendingYield` set. This could lead to cases where `Rotate` would later throw an exception due to it being unset.
2023-01-11 00:13:15 +05:30
PixelyIon
6645692288 Don't block while inserting paused threads
Blocking while inserting a paused thread can lead to deadlocks where the inserting thread later resumes the paused thread.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2023-01-11 00:13:15 +05:30
Billy Laws
643f4cf864 Ensure thread doesn't migrate during InsertThread
As we didn't hold `coreMigrationMutex`, the thread could simply migrate during `InsertThread` which would lead to the thread potentially never waking up as it's been inserted on a non-resident core.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2023-01-11 00:13:15 +05:30
PixelyIon
7f7352ed59 Recalculate highest-priority waiters during cvar/address signaling
`SignalToAddress`/`ConditionVariableSignal` need to wake waiters in priority order, while threads are inserted in order this doesn't remain the case as priority updates don't reinsert the thread into `syncWaiters`. 

It was determined that reinsertion into `syncWaiters` would be fairly complex due to locking the `syncWaitersMutex` with the thread's mutexes. To avoid this, this commit instead sorts waiters by priority at signal time to always wake threads in the right order.
2023-01-11 00:13:15 +05:30
PixelyIon
626008d8e2 Fix WaitForAddress timeout mutex deadlock
Calling `WaitSchedule` inside the block where `syncWaiterMutex` is locked causes a race with other threads which lock the core mutex and `syncWaiterMutex` together. This commit moves the `WaitSchedule` outside the block while simply setting a flag to wait later similar to `ConditionVariableWait`'s timeout case.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2023-01-11 00:13:15 +05:30
PixelyIon
4df3c98225 Add double-insertion debug check to InsertThread
This is a cause for a large amount of scheduler bugs so we should generally check for this on debug builds as it is a fairly easy way to check for issues for some performance cost.
2023-01-11 00:13:15 +05:30
PixelyIon
5694c9b34b Rename KThread::waitKey to KThread::waitMutex
It was determined that `waitKey` is too ambiguous when waiter members are used for both mutexes and condition variables.
2023-01-11 00:13:15 +05:30
PixelyIon
91bb8d231a Rename ConditionalVariable -> ConditionVariable
"Conditional Variable" is a typo which was propagated through the codebase, it has been corrected to "Condition Variable".
2023-01-11 00:13:15 +05:30
PixelyIon
f487d81769 Refactor Condition Variable Waiting/Signalling
The way we handled waking/timeouts of condition variables was fairly inaccurate to HOS as we moved locking of the mutex to the waker thread which could change the order of operations and would cause what were functionally spurious wakeups for all awoken threads.

This commit fixes it by doing all locks on the waker thread and only awakening the waiter thread once the condition variable was signalled and the mutex was unlocked. In addition, this fixes races between a timeout and a signal that could lead to double-insertion as a result of a refactor of how timeouts work in the new system.
2023-01-11 00:13:15 +05:30
PixelyIon
1eb4eec103 Allow locking external thread in MutexLock
We want the ability to lock mutexes on behalf of other threads to refactor condition variables to match HOS on waking behavior.
2023-01-11 00:13:15 +05:30
PixelyIon
6bbe9de881 Fix result returned by MutexLock
`MutexLock` incorrectly returned `InvalidCurrentMemory` for cases where the userspace value didn't match the expected value. It's been corrected to return no error in those cases while preserving the error code for usage in `ConditionalVariableWait`.
2023-01-11 00:13:15 +05:30
PixelyIon
08ef88b156 Add early-timeout path for WaitForAddress 2023-01-11 00:13:15 +05:30
PixelyIon
d0c56235f4 Read address atomically in WaitForAddress
We didn't read the values for arbitration atomically in all cases as we should have, this consolidates the reading of the value and uses the value across all cases.
2023-01-11 00:13:15 +05:30
PixelyIon
e8a1bd1aad Fix WaitForAddress timeout signal race
A race could occur from the timeout path in `WaitForAddress` taking place at the same time as `SignalToAddress` has been caused, this causes a deadlock due to double-insertion.
2023-01-11 00:13:15 +05:30
Billy Laws
0f1d97fe2c Update edge supporter names 2023-01-08 21:35:14 +00:00
Billy Laws
31fb6d30eb Fake maxwell occlusion query results 2023-01-08 19:30:52 +00:00
Billy Laws
a92c26531e Keep holes in descriptors for unsupported bindings 2023-01-08 19:30:52 +00:00
Billy Laws
81d82008c7 Pre-signal suspend ticks event 2023-01-08 19:30:52 +00:00
Billy Laws
3e5992e366 Update hades 2023-01-08 19:30:52 +00:00
Billy Laws
45bbf3bb2a Fix indirect draws with direct buffers
We need to wait on the GPFIFO manually as we won't hit the traps when accesing the indirect params with direct as we usually would.
2023-01-08 19:30:52 +00:00
Billy Laws
68ad052cb1 Add geometry passthrough shader support for vertex layer writes 2023-01-08 19:30:52 +00:00
Billy Laws
ec519a7d52 Return null texture on encountering unmapped textures 2023-01-08 19:30:52 +00:00
Billy Laws
97e127153b Make shader trap mutex recursive
There are cases there we hit a shader trap within the GPU, by making it recursive we avoid deadlocking on reads within the GPU.
2023-01-08 19:30:52 +00:00
Billy Laws
1a6165f74d Fix GetReadOnlyBackingSpan for non-direct buffers
This was missed in the initial implementation
2023-01-08 19:30:52 +00:00
Billy Laws
4e5141f879 Fix missed attempt increment in spinlock
Should hog CPU slightly less and correctly yield now
2023-01-08 19:30:52 +00:00
Billy Laws
35a46acbb1 Determine storage buffer alignment dynamically 2023-01-08 19:30:52 +00:00
Billy Laws
12d80fe6c2 Use a shared mutex for GPU VMM to avoid deadlocks
Two reads need to be able to occur simultanously or deadlocks ccan occur (e.g read traps to wait on GPU but GPU needs to read).
2023-01-08 19:30:52 +00:00
Billy Laws
28b2a7a8a1 Dynamically apply GPU turbo clocks only when GPU submissions are queued
Allows for the GPU to clock down in cases where it's idle for most of the time, while still forcing maximum clocks when we care.
2023-01-08 19:30:52 +00:00
Billy Laws
81f3ff348c Transition memory handling from memfd to anonymous shared mappings
Memfd mappings are incompatible with KGSL user memory importing on older kernels, transition to shared anon mappings to avoid this.
2023-01-08 19:30:52 +00:00
Billy Laws
cc3c869b9f Attempt to signal the vsync event at present time if possible
Some games rely on the vsync event to schedule frames, by matching its timing with presentation we can reduce needless waiting as the game will immediely be able to queue the next frame after presentation.
2023-01-08 19:30:52 +00:00
Billy Laws
918a493a45 Implement wfi and setReference GPFIFO barriers 2023-01-08 19:30:52 +00:00
Billy Laws
7315ba04e6 Fixup optional flattenable binder obj structure 2023-01-08 19:30:52 +00:00
Billy Laws
90e21b0ca1 Split syncpoints into host-guest pairs
This allows for the presentation engine to grab the presentation image early when direct buffers are in use, since it'll handle sync on its own using semaphores it doesn't need to wait for GPU execution.
2023-01-08 19:30:52 +00:00
Billy Laws
966c31810a Return appropriate fences in surfaceflinger queue buffer 2023-01-08 19:30:52 +00:00
Billy Laws
afef6c5123 Always populate all colour attachments
This better follow the Vulkan spec, which doesn't mention anything about writes to OOB attachments, only those marked as unused.
2023-01-08 19:30:52 +00:00
Billy Laws
3571737392 Reset maxwell3d quick bind state before adding subpasses to executor
If a submission happens during the call to addsubpass we could end up with invalid quick bind state, move this to to before to prevent that.
2023-01-08 19:30:52 +00:00
Billy Laws
3d31ade35f Implement an alternative buffer path using direct memory importing
By importing guest memory directly onto the host GPU we can avoid many of the complexities that occur with memory tracking as well as the heavy performance overhead in some situations. Since it's still desired to support the traditional buffer method, as it's faster in some cases and more widely supported, most of the exposed buffer methods have been split into two variants with just a small amount of shared code. While in most cases the code is simpler, one area with more complexity is handling CPU accesses that need to be sequenced, since we don't have any place we can easily apply writes to on the GPFIFO thread that wont also impact the buffer on the GPU, to solve this, when the GPU is actively using a buffer's contents, an interval list is used to keep track of any GPFIO-written regions on the CPU and any CPU reads to them will instead be directed to a shadow of the buffer with just those writes applied. Once the GPU has finished using buffer contents the shadow can then be removed as all writes will have been done by the GPU.

The main caveat of this is that it requires tying host sync to guest sync, this can reduce performance in games which double buffer command buffers as it prevents us from fully saturating the CPU with the GPFIFO thread.
2023-01-08 19:30:52 +00:00
Billy Laws
b3f7e990cc Allow for tying guest GPU sync operations to host GPU sync
This is necessary for the upcoming direct buffer support, as in order to use guest buffers directly without trapping we need to recreate any guest GPU sync on the host GPU. This avoids the guest thinking work is done that isn't and overwriting in-use buffer contents.
2023-01-08 19:30:52 +00:00
Billy Laws
89c6fab1cb Implement a way to check if the command record thread is idle
Useful for debugging and testing
2023-01-08 19:30:52 +00:00
Billy Laws
c67f27e914 Add a setting to control the maximum number of accumulated GPU cmds
This helps to keep the GPU fed when processing large command buffers which don't have any syncpoints to force a flush inbetween.
2023-01-08 19:30:52 +00:00
Billy Laws
77214a98dd Add a setting to force maximum GPU clocks on KGSL devices 2023-01-08 19:30:52 +00:00
Billy Laws
83ecc33a77 Update adrenotools 2023-01-08 19:30:52 +00:00
Billy Laws
3ecaedd71e Add adrenotools direct mapping support 2023-01-08 19:30:52 +00:00
Pablo
8846a85d3a Stub some IPurchaseEventManager functions 2022-12-31 10:45:18 +00:00
PabloG02
80c0f8f04d
Implement full profile picture support
Extends the profile picture stub into a full-fledged implementation with the ability for users to set their profile picture in settings while having the Skyline icon as the default profile picture.
2022-12-27 22:53:41 +05:30
PixelyIon
7a3d2e4a26 Start KThread TID from 1 rather than 0
HOS's TIDs are one-based rather than zero-based, certain titles such as Pokémon Arceus, Naruto Shippuden: Ultimate Ninja Storm 3, Splatoon 3, etc. use the TID being zero as a sentinel value but as we assigned this ID to our first thread prior it broke this logic which has now been fixed by this commit as it now matches HOS behavior.
2022-12-27 22:36:06 +05:30
Billy Laws
bab659587f Use e1 sample count for blits 2022-12-22 18:05:45 +00:00
Billy Laws
516ece6b04 Calculate renderarea from attachment min size 2022-12-22 18:05:45 +00:00
Billy Laws
4a3cd69257 Populate graphics pipeline manager from cache at launch-time 2022-12-22 18:05:45 +00:00
Billy Laws
e9bcdd06eb Introduce a pipeline cache manager for simple read/write cache accesses
All writes are done async into a staging file, which is then merged into the main pipeline cache file at the time of the next launch. Upon encountering file corruption the cache can be trimmed up to the last-known-good entry to avoid any excessive loss of data from just one error.
2022-12-22 18:05:45 +00:00
Billy Laws
06bf1b38af Introduce a pipeline state accessor that reads from a bundle 2022-12-22 18:05:45 +00:00
Billy Laws
7dd3a1db0f Avoid InterconnectContext use in graphics PipelineManager
We will soon move to a global pipeline manager instance, so it wont be possible to use InterconnectContext at pipeline-creation time anymore
2022-12-22 18:05:45 +00:00
Billy Laws
ffe7263848 Add quirk for 615 drivers with broken multithreaded compilation 2022-12-22 18:05:45 +00:00
Billy Laws
755f7c75af Add pipeline (de)serialisation support to bundle
See comments in code for details on the on-disk format.
2022-12-22 18:05:45 +00:00
Billy Laws
937eff392f Switch execution-numbers to be globally unique tags
This is required for making pipelines usable across channels without introducing caching bugs.
2022-12-22 18:05:45 +00:00
Billy Laws
072b8193a1 Implement thread pool based async pipeline compilation with futures
By distributing the load of shader compiling onto multiple threads and then only waiting for completion until absolutely neccessary we can reduce compilation stutters significantly.
2022-12-22 18:05:45 +00:00
Billy Laws
186549748d Implement HelperShader-local pipeline cache and use dynamic state
Avoids the heavy overhead of the VK pipeline cache when we really only have a few bits of non-dynamic state
2022-12-22 18:05:45 +00:00
Billy Laws
9115b8cae8 Properly hash dynamic states in pipeline cache 2022-12-22 18:05:45 +00:00
Billy Laws
7c4b4765bf Reduce thresholds for slot increase and buffer/texture fast readback 2022-12-22 18:05:45 +00:00
Billy Laws
f32ab1feff Include BS thread pool library 2022-12-22 18:05:45 +00:00
Billy Laws
ce428af2e6 Use attachment formats rather than views in VK pipeline cache 2022-12-22 18:05:45 +00:00
Billy Laws
e849264028 Abstract out pipeline-compile-time GPU state accesses
Introduces the base abstractions that will be used for pipeline caching, with a 'PipelineStateBundle' that can be (de)serialised to/from disk and an abstract accessor class to allow switching between creating disk-cached pipelines and fresh ones.
2022-12-22 18:05:45 +00:00
Billy Laws
2e96248fb6 Track RT format info in PackedPipelineState and move VK conv code there
When caching pipelines we can't cache whole images, only their formats so refactor PackedPipelineState so that it can be used for pipeline creation, as opposed to passing in a list of attachments.
2022-12-22 18:05:45 +00:00
Billy Laws
bc7e1eb380 Split-out hash from ShaderBinary struct
This isn't necessary for pipeline creation and creates some difficulty with pipeline caching.
2022-12-22 18:05:45 +00:00
Dima
de10ab1219 Stub SetConnectionConfirmationOption 2022-12-18 20:34:55 +00:00
Dima
f3b2b4317e Stub some IPrepoService calls 2022-12-18 20:34:55 +00:00
Dima
efef67b92b Stub some IAudioDevice calls 2022-12-18 20:34:55 +00:00
Dima
3a94bcf692 Fix ListOpenContextStoredUsers stub
The problem is in StoreOpenContext wasn't storing any user, but ListOpenContextStoredUsers was writing default user (when it's not stored by StoreOpenContext)
2022-12-18 20:34:55 +00:00
TheASVigilante
3c5f8dd876 Fix small typo 2022-12-18 14:49:54 +00:00
lynxnb
18506a6e52 Update actions/checkout 2022-12-10 15:39:54 +00:00
lynxnb
c8a99582c2 Upload artifacts on ci-labeled PRs only 2022-12-10 15:39:54 +00:00
lynxnb
6599c1dccf Stub GyroscopeZeroDriftMode
Related service calls are called in a loop by SM3DW. A variable tracking zero drift mode has been added to `npad_device`, but it's unused at the moment.
2022-12-10 14:59:44 +00:00
Dima
dcc3047ba8 Stub ErrorCommonArg 2022-12-10 14:58:20 +00:00
Dima
68253fe995 Stub mii:e/mii:u
Needed for SSBU
2022-12-10 14:58:20 +00:00
Dima
69ee3cfc66 Stub DeleteDirectory
Should allow deleting/rewriting saves in some games
2022-12-10 14:58:20 +00:00
Dima
bbd34ae7e7 Validate if entries are not empty before using
Should fix saving problem in Baldur's Gate: Dark Alliance II at least
2022-12-10 14:58:20 +00:00
Dima
5f510d84d7 Stub IsVibrationPermitted 2022-12-10 14:58:20 +00:00
Dima
51d1f519af Stub ListDisplays 2022-12-10 14:58:20 +00:00
Dima
a3866a3129 Stub LibraryAppletShop 2022-12-10 14:58:20 +00:00
Dima
1ebec7db82 Stub GetImageSize and LoadImage 2022-12-10 14:58:20 +00:00
Dima
52c4228ecf Stub some friends service calls
Needed for Diablo 3
2022-12-10 14:58:20 +00:00
Dima
ebcbc5b05b Validate NpadId for ActivateVibrationDevice 2022-12-10 14:58:20 +00:00
Dima
4bdd033354 Stub SetRecordVolumeMuted 2022-12-10 14:58:20 +00:00
Dima
f6d95aae01 Stub GetCacheStorageSize 2022-12-10 14:58:20 +00:00
Dima
4ab8699cd4 Stub ImportServerPki 2022-12-10 14:58:20 +00:00
Dima
41cf4bb12d Stub GetLanguageCode 2022-12-10 14:58:20 +00:00
Dima
3e078d54b6 Stub GetIdleTimeDetectionExtension 2022-12-10 14:58:20 +00:00
Dima
2311f777fc Stub IsCpuOverclockEnabled 2022-12-10 14:58:20 +00:00
Dima
4601c28c28 Stub GetCurrentIpAddress 2022-12-10 14:58:20 +00:00
Dima
18e6a6c53c Stub DeclareOpenOnlinePlaySession and DeclareCloseOnlinePlaySession 2022-12-10 14:58:20 +00:00
Dima
150c1370c2 Stub some IApplicationFunctions funcs 2022-12-10 14:58:20 +00:00
Dima
a6f3aa3062 Stub TrySelectUserWithoutInteraction and ListQualifiedUsers 2022-12-10 14:58:20 +00:00
Dima
5a9a2861df Add TitleId TextView in App Dialog 2022-12-10 14:57:46 +00:00
Abandoned Cart
b08fcd7027 Favor a predefined "click" over system vibration 2022-12-10 14:57:33 +00:00
Abandoned Cart
cfd3bfecba Add a rudimentary OSC button vibration setting 2022-12-10 14:57:33 +00:00
Niccolò Betto
2afd33b305
Replace Ko-fi link with Patreon 2022-12-05 15:19:00 +01:00
Billy Laws
7c802aea46 Mark vertex buffers as dirty on limit changes 2022-12-03 22:50:56 +00:00
Billy Laws
df19810c6c Always set vertex stride for unbound buffers 2022-12-03 22:50:56 +00:00
Billy Laws
f4f658e3b7 Fix typo 2022-12-03 22:50:56 +00:00
Billy Laws
45b10ef776 Return whole mapping for shader code when end instrs aren't found 2022-12-03 22:50:56 +00:00
Billy Laws
d849875656 Only unlock GPU channel state on queue wait if it was previously locked 2022-12-03 22:50:56 +00:00
Billy Laws
a5e0a64adc Switch patch error logs to debug 2022-12-03 22:50:56 +00:00
Billy Laws
af7c54297f Cache staging buffer used for texture download 2022-12-03 22:50:56 +00:00
Billy Laws
8c5e6d2bb4 Update VKMA 2022-12-03 22:50:56 +00:00
Billy Laws
bba07fb101 Update for new hades 2022-12-03 22:50:56 +00:00
Billy Laws
a16383fd4b Disable compute shaders on mali
This will need to be debugged properly at some point but its fine for now.
2022-12-03 22:50:56 +00:00
Billy Laws
d69c6851f3 Update hades 2022-12-03 22:50:56 +00:00
Billy Laws
137d801843 Skip host1x HW emulation and effectively stub submission
This was causing a bunch of logspam and isn't really needed as we will be using a HLE approach.
2022-12-03 22:50:56 +00:00
Billy Laws
579a2d9337 Add dynamic executor slot growth 2022-12-03 22:50:56 +00:00
Billy Laws
60169fce4c Support 0-sized constant buffers 2022-12-03 22:50:56 +00:00
Billy Laws
b86dd99e1a Align all SSBOs to 0x40 bytes
Required by Adreno GPUs
2022-12-03 22:50:56 +00:00
Billy Laws
bfae292fb0 Make executor slot count setting exponential 2022-12-03 22:50:56 +00:00
Billy Laws
e0ae94be9d Enable robustness1 Vulkan feature 2022-12-03 22:50:56 +00:00
Billy Laws
e8ef2d80af CMake build file updates 2022-12-03 22:50:56 +00:00
Billy Laws
bf03f945ee Implement the Kepler compute engine
This can reuse a fair bit of the now-commonised Maxwell 3D code and mostly consists of compute-specific pipeline code which was deemed not suitable for being commonised (e.g. descriptor update code is somewhat duplicated). Of note is how compute lacks any active state at all de to its use of QMDs which bundle up all state into a single object in memory.
2022-12-03 22:50:56 +00:00
Billy Laws
4bc81f007f Add some convinience helpers to compute engine regs 2022-12-03 22:50:56 +00:00
Billy Laws
4267a6af36 Add support for parsing and compiling compute shaders to the shader manager 2022-12-03 22:50:56 +00:00
Billy Laws
86dab65af4 Commonise maxwell3d state updater 2022-12-03 22:50:56 +00:00
Billy Laws
a0b81d54d6 Use pitch layout for linear RTs
More likely to match in the texture cache when being sampled.
2022-12-03 22:50:56 +00:00
Billy Laws
ac85df7b7a Start transition cache lookup with most recent one 2022-12-03 22:50:56 +00:00
Billy Laws
62c86b7690 Move maxwell3d to common constant buffer code 2022-12-03 22:50:56 +00:00
Billy Laws
8f0a6e78c5 Add Vulkan stride dynamic state and robustness support
Fixes the waterfall in SMO by specifying vertex buffer bounds.
2022-12-03 22:50:56 +00:00
Billy Laws
23a7f70a8e Commonise maxwell3d guest shader caching code 2022-12-03 22:50:56 +00:00
Billy Laws
6f6a312692 Commonise maxwell3d pipeline binding handling code
A lot of pipeline code is difficult to commonise due to the inherent difference between compute and graphics pipelines, however the binding layout is shared so we can at least commonise that
2022-12-03 22:50:56 +00:00
Billy Laws
be8cbabd97 Commonise maxwell3d texture code
This will be shared with the compute engine implementation.
2022-12-03 22:50:56 +00:00
Billy Laws
61e95c4b2c Commonise maxwell3d sampler code
This will be shared with the compute engine implementation, the only thing of note with this is that the binding register is now passed as a param since it is part of the compute QMD which can't be dirty tracked.
2022-12-03 22:50:56 +00:00
Billy Laws
7f93ec3df6 Commonise maxwell3d interconnect common code for use by other engines
The compute engine will require most of this for basic functionality.
2022-12-03 22:50:56 +00:00
Billy Laws
281838fde1 Apply GPU readback hack to both buffers and textures
And rename as appropriate.
2022-12-03 22:50:56 +00:00
Billy Laws
f358c4517e Update edge credits 2022-12-03 22:50:56 +00:00
Billy Laws
eb00dc62f8 Implement support for 36 bit games by using split code/heap mappings
Although rtld and IPC prevent TLS/IO and code from being above the 36-bit AS limit, nothing depends the heap being below it. We can take advantage of this by stealing as much AS as possible for code in the lower 36-bits.
2022-12-02 22:10:03 +00:00
Dima
e8e1b910c3 Add possibility to disable audio output 2022-12-02 00:33:28 +01:00
lynxnb
70109f8fbd Work around invalid values in CNTFRQ_EL0 register
Exynos SoCs have a bug where the `CNTFRQ_EL0` register is either set to 0 or contain incoherent values. With this patch, the frequency value is loaded into a static variable and used instead of reading the register. The value will be initialised to the correct value for affected SoCs, while unaffected ones will use the value from the register.
2022-12-02 00:23:28 +01:00
lynxnb
54d0246ca6 Tweak GpuDriverActivity FAB padding 2022-11-28 00:06:07 +01:00
lynxnb
2e8d7b559c Use the original view padding/margin when applying window insets
Adding to the current view padding/margin values results in applying the insets over and over again as insets listeners can be called multiple times.
2022-11-28 00:04:39 +01:00
Billy Laws
b2384e83f5 Add prepo:a service 2022-11-25 16:26:00 +00:00
Billy Laws
736216a6f4 Stub OpenPatchDataStorageByCurrentProcess 2022-11-25 16:26:00 +00:00
Billy Laws
44033d7f8d Adjust CalendarTime year to be relative to 0AD 2022-11-25 16:26:00 +00:00
Billy Laws
2ce2604421 Implement VFS file deletion 2022-11-25 16:26:00 +00:00
Billy Laws
6c968e0357 Fix GetEntryType IPC return type 2022-11-25 16:26:00 +00:00
lynxnb
ec220c8ea9 Use an extended FAB in GpuDriverActivity 2022-11-23 19:49:42 +05:30
lynxnb
163f4f2014 Fix window insets handling when in landscape mode
To avoid code duplication, insets handling has been moved to a separate interface.
2022-11-23 19:49:42 +05:30
lynxnb
ab6c5f4c50 Improve robustness of KeyReader.import
* Close the input and output file streams before moving the output file to the final destination
* Clean up the destination path before moving the new file
* Introduce a `ImportResult` return value to differentiate between the possible causes of import errors
* Display more meaningful error messages in the UI
2022-11-23 19:49:42 +05:30
lynxnb
38129d9dc3 Mark some strings as non-translatable 2022-11-23 19:49:42 +05:30
lynxnb
ee8c055641 Make GpuDriverInstallResult PascalCase 2022-11-23 19:49:42 +05:30
Billy Laws
7f1667de82 Avoid using trapping for frequently trapped shaders
Fall back to hashing for every shader access as that ends up being faster than applying traps for every execution.
2022-11-19 12:49:05 +00:00
Billy Laws
06095918a9 Introduce per-channel sequence number for invalidation tracking
For cases like shaders, which may be uploaded through I2M (which no longer causes an execution) we need a way to cause an invalidation on all writes
2022-11-19 12:49:05 +00:00
Billy Laws
97e3f7fd34 Increase max swapchain image count 2022-11-19 12:49:05 +00:00
Billy Laws
c49119f5ef Fixup depth bounds register arguments 2022-11-19 12:49:05 +00:00
Billy Laws
db3c5c33c4 Clamp depth bounds into 0-1 range 2022-11-19 12:49:05 +00:00
Billy Laws
e1bbd521d9 Fix potential circular queue submission race
If a producer thread was waiting for the queue to have free space and the consumer thread hadn't yet acquired the production mutex a deadlock could occur
2022-11-19 12:49:05 +00:00
Billy Laws
13baf2312f Add a workaround for sampling BGRA textures with a swizzle 2022-11-19 12:49:05 +00:00
Billy Laws
13a96c5aba Implement a helper shader for partial clears
These are not natively supported by Vulkan, so use a helper shader and colorWriteMask for the same behaviour.
2022-11-19 12:49:05 +00:00
Billy Laws
ac0e225114 Use vkCmdBlit for texture copies when formats dont match 2022-11-19 12:49:05 +00:00
Billy Laws
c8fc8f84ec Fallback to RGBA888 for unsupported swapchain formats as opposed to swizzle 2022-11-19 12:49:05 +00:00
Billy Laws
e0bc0d3a97 Avoid megabuffering buffers larger than the chunk size 2022-11-19 12:49:05 +00:00
Billy Laws
b6f49884b3 Use lower_bound to speedup texture hostMapping lookup 2022-11-19 12:49:05 +00:00
Billy Laws
e7fda28ac6 Skip over textures in cache which have been replaced with a layer/mip match 2022-11-19 12:49:05 +00:00
Billy Laws
88cc696c7f Only use 2D array depth targets when depth > 1 2022-11-19 12:49:05 +00:00
Billy Laws
7fed971b2d Take firstIndex into account when calculating index (quad) buffer size
Without this we would miss any elements beyond indexCount in the index buffer and they would be filled with random garbage causing vertex bombs
2022-11-19 12:49:05 +00:00
Billy Laws
1f9de17e98 Begin command buffers asynchronously in command executor
vkBeginCommandBuffer can take quite some time on adreno, move it to the cycle waiter thread where it won't block GPFIFO.
2022-11-19 12:49:05 +00:00
Billy Laws
4b3e906c22 Update cached buffer execution number when megabuffering 2022-11-19 12:49:05 +00:00
Billy Laws
3ae1e78544 Match mip layers and array layers in texture manager 2022-11-19 12:49:05 +00:00
Billy Laws
d502adb309 Avoid WRW hazard in subpass deps 2022-11-19 12:49:05 +00:00
Billy Laws
e9313cc291 Use view layer count over texture for attachments 2022-11-19 12:49:05 +00:00
Billy Laws
e65ca52d91 Avoid potential buffer copy race 2022-11-19 12:49:05 +00:00
Dima
720cfaafb6 Stub caps:su 2022-11-18 15:35:03 +00:00
Dima
74afca4aab Stub caps:u 2022-11-18 15:35:03 +00:00
Dima
27ff1ae19b Stub caps:c 2022-11-18 15:35:03 +00:00
Dima
ffb0546609 Stub caps:a 2022-11-18 15:35:03 +00:00
Dima
1c8736cb56 Stub IsLargeResourceAvailable 2022-11-18 12:52:25 +00:00
Dima
dcd9e4ff61 Stub SetIdleTimeDetectionExtension, SetAlbumImageTakenNotificationEnabled 2022-11-18 12:52:25 +00:00
Dima
60843269de Stub GetBlockedUserListIds and UpdateUserPresence 2022-11-18 12:52:25 +00:00
Dima
2cdfc7640c Stub GetPreviousProgramIndex 2022-11-18 12:52:25 +00:00
Dima
360306eb61 Stub GetAddOnContentListChangedEventWithProcessId 2022-11-18 12:52:25 +00:00
Dima
3d475ca122 Stub GetAccountId 2022-11-18 12:52:25 +00:00
Dima
0b452fe36b Stub GetFriendList 2022-11-18 12:52:25 +00:00
Dima
cc37d2231d Stub CheckFreeCommunicationPermission and IsFreeCommunicationAvailable 2022-11-18 12:52:25 +00:00
Dima
ec81c97fa9 Stub TryPopFromFriendInvitationStorageChannel 2022-11-18 12:52:25 +00:00
Dima
413f162cf2 Stub some account functions 2022-11-18 12:52:25 +00:00
lynxnb
b209ae8e90 Account for stick flat area when retrieving axes value from a MotionEvent 2022-11-17 21:54:15 +01:00
lynxnb
c966220bab Zero-initialize axes history instead of using null values
Use zero initialization for axes history instead of using null values. Fixes the first axis event after launching a game being completely ignored.
2022-11-17 21:54:15 +01:00
lynxnb
3a657c44cc Don't ignore HAT axes input events
Capture HAT axes events ourselves instead of relying on the android framework to turn them into KeyCodes. Fixes handling of DPAD button presses on most controllers.
2022-11-17 21:54:15 +01:00
lynxnb
f1ec771944 Fix inverted axis polarity
In the case of axis value being zero, polarity would favor one side of the stick resulting in invalid values. Fix that by taking into account axis history when calculating polarity.
2022-11-17 21:54:15 +01:00
lynxnb
675e8dbb2e Move input handling code to a dedicated class 2022-11-17 21:54:15 +01:00
lybxlpsv
18861d73a3 Set systemUiVisibility during onResume for A11 2022-11-17 14:04:57 +01:00
Dima
262ee28611 Stub some bsd functions
Co-authored-by: Lunar-Pixel <83507264+Lunar-Pixel@users.noreply.github.com>
2022-11-15 16:24:33 +00:00
Dima
9afa8b881e Stub nsd:u/nsd:a and sfdnsres services 2022-11-15 16:24:33 +00:00
Billy Laws
01e27bd2dd Implement ldr:ro LoadModule 2022-11-15 16:23:40 +00:00
Billy Laws
e571066409 Stub ldr:ro IRoInterface
Some games initialise this service on startup however don't actually use it. Add a simple stub to allow such games to boot.
2022-11-15 16:23:40 +00:00
Billy Laws
1fc2641746 Stub the web applet 2022-11-13 11:37:18 +00:00
Billy Laws
021f82ef08 Stub ListOpenContextStoredUsers 2022-11-13 11:35:40 +00:00
Billy Laws
e7bab27d85 Fixup nvdrv channel private memory allocation
This was incorrectly allocated in words, rather than bytes, meaning that guest allocations could overwrite the private memory and break inline syncpt operations
2022-11-13 11:35:40 +00:00
Billy Laws
8b523fa1f0 Avoid inline syncpt increments sending OOB GpEntries
In cases where no wfi is required, the space where the WFI commands would go needs to be zeroed out to avoid the GPU reading uninitialised memory.
2022-11-13 11:35:40 +00:00
Billy Laws
cd0b2636e5 Prevent truncation of big page start in GetVaRegions 2022-11-13 11:35:40 +00:00
Billy Laws
f650f32bf0 Avoid duplicating NvDrv buffer unmap code 2022-11-13 11:35:40 +00:00
Billy Laws
001064b7bf Fix GraphicsBufferProducer recreation
We need to use a shared_ptr to ensure that the present callback doesn't do any UAFs, also unlocks the GBP during presentation as if the queue is full a deadlock could a rise where the present callback wouldn't be able to run due to the (waiting) DequeueBuffer thread holding the lock.
2022-11-13 11:35:40 +00:00
Billy Laws
29e89a3950 Fix crashes when opening non-existent directories 2022-11-13 11:35:40 +00:00
Billy Laws
ec139b3027 Fixup CancelBuffer fence handling 2022-11-13 11:35:40 +00:00
Billy Laws
7f24c7b857 Store KMemory object ptrs in memory class to avoid linear-time unmap
This is quite a horrible solution but fixing it properly would require a whole rewrite of how we handle memory.
2022-11-13 11:35:15 +00:00
lynxnb
cc71e7b56c Run emulation in a separate process
Exiting from emulation has always been a big issue for Skyline, with guest and host threads that would keep running in the background unless the app was manually killed. Running emulation in a separate process allows us to kill it when we are done, avoiding the need for complex exiting management code.
2022-11-11 11:49:33 +00:00
lynxnb
281562ccdb Fix FABs ripple effect in OnScreenEditActivity 2022-11-09 23:07:23 +05:30
lynxnb
56f6f8a362 Reword the unsupported gpu drivers message
The old message was being misinterpreted as if the device's gpu was not supported by the emulator. Reword that message to explicitly mention custom drivers.
2022-11-09 23:07:23 +05:30
lynxnb
e2a5da1d67 Fix AppDialog layout
* Add a drag indicator at the top
* Fix flex layout wrapping when buttons didn't fit on a single line
* Fix BottomSheetDialog peek height too small on landscape orientation
* General cleanup of the layout
2022-11-09 23:07:23 +05:30
lynxnb
4146261069 Create a unified style for section titles 2022-11-09 23:07:23 +05:30
lynxnb
86364a84a2 Allow content to be drawn behind the navigation bar 2022-11-09 23:07:23 +05:30
lynxnb
6a6e89f070 Make BottomSheetDialog go fullscreen when fully expanded 2022-11-09 23:07:23 +05:30
lynxnb
f93d3b78d3 Add a drag indicator element at the top of LicenceDialog
A new `DragIndicatorView` had been introduced, which draws a small drag handle element. When used inside a `BottomSheetDialog`, this view will add a callback for hiding the indicator when the dialog is fully expanded.
2022-11-09 23:07:23 +05:30
lynxnb
6848e69638 Improve design consistency across the app
Game images, buttons and dialogs now have a consistent corner radius, across all game list layouts.
2022-11-09 23:07:23 +05:30
lynxnb
f63fdf26c9 Partially revert 'Make all Dialogs use @color/backgroundColor as the background color'
This partially reverts commit 36a1f2a2ec.
2022-11-09 23:07:23 +05:30
lynxnb
dec04db647 AppListItem misc tweaks
* Restore text marquee on all layouts
* Text size and color tweaks
* List layout image has round corners
* Clean up unneeded attributes
2022-11-09 23:07:23 +05:30
lynxnb
5c76a57e6e Use NestedScrollView for licence dialogs and minor layout tweaks 2022-11-09 23:07:23 +05:30
Billy Laws
388245789f Restructure ConditionalVariableSignal to avoid potential deadlock
Since InsertThread can block for paused threads, we need to ensure we unlock syncWaiterMutex when calling it.
2022-11-09 23:02:26 +05:30
PixelyIon
f4a8328cef Implement Symbol Hooking
Symbol hooking is required for HLE implementations of certain features in the future such as `nvdec` and for more in-depth debugging of games as we can inspect them on a SDK function level which allows us to debug issues far more easily.
2022-11-07 23:56:22 +05:30
PixelyIon
8892eb08e6 Fix MoveRegister to clear when value is 0
The register wouldn't be cleared with a `MOVZ` when a value was zero due to the condition for writing an instruction requiring the `offsetValue` to be non-zero.
2022-11-07 23:56:22 +05:30
Billy Laws
f7ab3abb86 Allow load balancing when waiting on condvars 2022-11-06 20:47:26 +00:00
german77
b6e2fb894c service: bcat: Stub CreateDeliveryCacheStorageService 2022-11-06 20:39:41 +00:00
Billy Laws
80b65d5094 Update XDR names 2022-11-03 22:53:01 +00:00
Billy Laws
a940d6fd34 Update submodules 2022-11-02 17:46:07 +00:00
Billy Laws
026bb04386 Impl some more texture formats 2022-11-02 17:46:07 +00:00
Billy Laws
133f08ed14 Stash new register value before executing deferred draws/updates
Since the register writes technically happen after the draw, issues can occur if they happen before: e.g. skyrim updates ctSelect and disables all RTs after a draw, but this would happen before it previously and crash the driver.
2022-11-02 17:46:07 +00:00
Billy Laws
c50852e546 Implement the draw(...)BeginEnd Maxwell3D draw registers
Used by guest Vulkan games and nouveau.
2022-11-02 17:46:07 +00:00
Billy Laws
270ef3e0d2 Implement GPFIFO semaphore acquire operations 2022-11-02 17:46:07 +00:00
Billy Laws
2ce146e28f Don't crash on the Grp0SetSubDevMask TertOp
Used by Vulkan games to set the SLI mask, not applicable to the switch.
2022-11-02 17:46:07 +00:00
Billy Laws
1d83dadefb Drop size restruction bypass for frequently synced buffers
In cases where large buffers are updated every draw this could seriously increase memory usage beyond 3GB in the megabuffer.
2022-11-02 17:46:07 +00:00
Billy Laws
1088ed514c Introduce texture usage system to ensure RPs are split when necessary
Vulkan doesn't allow sampling a texture and using it as an RT in the same RP, by tracking the texture usage status and splitting RPs when this occurs we can avoid such potential sync errors.
2022-11-02 17:46:07 +00:00
Billy Laws
2dd4698441 Adjust texture matching hacks 2022-11-02 17:46:07 +00:00
Billy Laws
4f5c9047ef Add some additional texture formats used by Vulkan games 2022-11-02 17:46:07 +00:00
Billy Laws
6a830dfac5 Use shader-compiler side {S,U}Scaled format emulation 2022-11-02 17:46:07 +00:00
Billy Laws
579fd04117 Fixup ReadTextureType shader compiler callback 2022-11-02 17:46:07 +00:00
Billy Laws
b04d18eba5 Add support for split mappings to I2M uploads
Used by Super Mario Sunshine and other Vulkan games.
2022-11-02 17:46:07 +00:00
Billy Laws
db5e208379 Clear images even when aspects mismatch 2022-11-02 17:46:07 +00:00
Billy Laws
3c8df327f1 Fixup subpass barriers and flags 2022-11-02 17:46:07 +00:00
Billy Laws
5ab80901c6 Drop some debug code 2022-11-02 17:46:07 +00:00
Billy Laws
4de89c8839 GPU NEW MARGEBAC 2022-11-02 17:46:07 +00:00
Billy Laws
7670c83405 Ensure textures are clean before paging them out 2022-11-02 17:46:07 +00:00
Billy Laws
1a2351386d Add u64 iova ctor 2022-11-02 17:46:07 +00:00
Billy Laws
93d43e0115 Fully fill in swizzle component mappings
Avoids the rest being default initialised to identity, which would break the intended effect of them.
2022-11-02 17:46:07 +00:00
Billy Laws
37ff0ab814 Add buffer manager support for accelerated copies
These will be sequenced on the GPU/CPU depending on what's optimal and avoid any serialisation
2022-11-02 17:46:07 +00:00
Billy Laws
cac287d9fd Implement accelerated uploads/copies through buffer manager
Previously, both I2M uploads and DMA copies would force GPU serialisation if they happened to hit a trap or were used to copy GPU dirty buffers. By using the buffer manager to implement them on the host GPU we can avoid such slowdowns entiely.
2022-11-02 17:46:07 +00:00
Billy Laws
c5ec484d9a Avoid redundantly passing executor in ctors when it's already in ChannelCtx 2022-11-02 17:46:07 +00:00
Billy Laws
463394ba72 Pass correct size for XFB buffers 2022-11-02 17:46:07 +00:00
Billy Laws
bd976676f4 Fix SNorm vertex formats 2022-11-02 17:46:07 +00:00
Billy Laws
b74098570f Zero-out unused XFB varyings before passing to hades 2022-11-02 17:46:07 +00:00
Billy Laws
22f3ba6b93 Mark XFB buffers as GPU dirty 2022-11-02 17:46:07 +00:00
Billy Laws
26aeeaecf5 Add constant buffer GPU write pipeline barrier 2022-11-02 17:46:07 +00:00
Billy Laws
0b5d9308c4 Be more careful about potentially-unneeded GPU->CPU syncs
These can be especially expensive so should be avoided as much as possible.
2022-11-02 17:46:07 +00:00
Billy Laws
e6530e2386 Delete graphics_context
F
2022-11-02 17:46:07 +00:00
Billy Laws
ac2e6c125b Switch to Roboto for Korean font 2022-11-02 17:46:07 +00:00
Billy Laws
b24a8465da Don't require depthClamp 2022-11-02 17:46:07 +00:00
Billy Laws
9055c98e09 Only enable debug/verbose logs in (rel)debug builds 2022-11-02 17:46:07 +00:00
Billy Laws
0ebdbcf0ff Don't lock stateMutex when updating buffer cycle 2022-11-02 17:46:07 +00:00
Billy Laws
dd360b8f75 Pass correct wait semaphore array size to queue submit 2022-11-02 17:46:07 +00:00
Billy Laws
c78a4b9699 Fixup buffer recreation to avoid deadlock when waiting on srcs 2022-11-02 17:46:07 +00:00
Billy Laws
d236bfe454 Enable depthClamp VK device feature 2022-11-02 17:46:07 +00:00
Billy Laws
95d849e1f6 Check FenceCycle signalled flag immediately before waiting
The lock release within the wait for submission means that another thread could end up signalling the cycle and then the VK wait still happen after when the lock has been reacquired.
2022-11-02 17:46:07 +00:00
Billy Laws
1a23b929a7 Avoid chaining cycles in buffer recreation
This had a chance of creating circular chains which obviously caused issues, just do a wait instead for now.
2022-11-02 17:46:07 +00:00
Billy Laws
a15db9cb06 Update hades submodule 2022-11-02 17:46:07 +00:00
Billy Laws
cfc55e60b0 Add robin map submodule 2022-11-02 17:46:07 +00:00
Billy Laws
6c0f084aae Introduce hack to ignore frequently read-back textures
Readback can be especially slow on mobile due to the varying load pattern it creates which often prevents the CPU/GPU from clocking up. Since some games perform texture readback but don't actually use it for anything significant implement a hack to skip it and significantly improve performance in such cases.
2022-11-02 17:46:07 +00:00
Billy Laws
e45e7546c8 Redesign buffer megabuffering
Due to the frequency at which is is called megabuffering performance is critical to the performance of the entire emulator, especially in high-drawcall-count scenarios. After the view redesign, megabuffering on a per-view level was no longer possible nor desirable, and thus megabuffering was modified to just copy for every usage of a view. This worked great at the time since there were other bottlenecks, however gpu-new has since removed almost all of them and megabuffering is now a major sore point. Fix this by megabuffering small chunks and storing them in a page-table like structure within the buffer, these chunks can be referenced by multiple views and will be smartly invalidated whenever the sequence number or execution number changes to avoid any sequencing issues. In addition to this, to help the case where almost the whole buffer is read every single frame across a set of multiple views, an optimisation to skip the chunked tracking and use one large single megabuffer allocation and one single memcpy has been introduced. This reduces the overall amount of time spent in memcpy since large memcpys are quicker.
2022-11-02 17:46:07 +00:00
Billy Laws
7ea9aa52f5 Speed up reported guest GPU time
Avoids triggering DRS in games in cases where it wouldn't actually benefit anything due to being CPU bottlenecked.
2022-11-02 17:46:07 +00:00
Billy Laws
31c2fb7d7a Fixup IDirectory read 2022-11-02 17:46:07 +00:00
Billy Laws
7491178a9e Pass base array layer to texture views 2022-11-02 17:46:07 +00:00
Billy Laws
ff57d2fbbf Enforce stronger format and weaker dimension texture compat checks
Rather than using just bpb for format compat, additionally check that the exact component bit layout matches since many games end up reusing RTs for unrelated textures. The texture size requirements have also been weaked to only check the resulting layer size as opposed to width/height - this is somewhat hacky but it gets around the problem of blocklinear alignment.
2022-11-02 17:46:07 +00:00
Billy Laws
14af383238 Only allow submitting swapchainImageCount images for host present at a time
Prevents situations where nothing would otherwise be waiting on the GPU and since presentation no longer blocks too many images would be submitted for presentation.
2022-11-02 17:46:07 +00:00
Billy Laws
bcd96ac77d Fixup A8R8G8B8 TIC format mapping
8-bit formats are inverted in TICs compared to Vulkan
2022-11-02 17:46:07 +00:00
Billy Laws
90466b8830 Implement depth clamp rasterisation state
Used in SMO for shadows.
2022-11-02 17:46:07 +00:00
Billy Laws
1cfc4278f9 Disable preserve buffer/texture attachment opt for now
Causes several issues and crashes in Pokemon without an obvious cause.
2022-11-02 17:46:07 +00:00
Billy Laws
e483cf9634 Use shader memory mirror when reading guest shaders
Avoids triggering any traps that may be present on the region
2022-11-02 17:46:07 +00:00
Billy Laws
f6e4328b5a Ensure blit src/dst textures are attached as execution cycle dependencies
Since they're not in the TIC pool they would otherwise be freed
2022-11-02 17:46:07 +00:00
Billy Laws
77a131df60 Support using in-app renderdoc API to capture individual executions 2022-11-02 17:46:07 +00:00
Billy Laws
576bc6f37e Add CommandExecutor slot count setting 2022-11-02 17:46:07 +00:00
Billy Laws
1a0819fb76 Use semaphores for presentation engine frame synchronisation
Avoids waits on the CPU which can be costly and confuse the scheduler, also reduces latency significantly.
2022-11-02 17:46:07 +00:00
Billy Laws
0670e0e0dc Support using Vulkan semaphores with fence cycles
In some cases like presentation, it may be possible to avoid waiting on the CPU by using a semaphore to indicate GPU completion. Due to the binary nature of Vulkan semaphores this requires a fair bit of code as we need to ensure semaphores are always unsignalled before they are waited on and signalled again. This is achieved with a special kind of chained cycle that can be added even after guest GPFIFO processing for a given cycle, the main cycle's semaphore can be waited and then the cycle for the wait attached to the main cycle and it will be waited on before signalling.
2022-11-02 17:46:07 +00:00
Billy Laws
5b72be88c3 Stub ldn:u service 2022-11-02 17:46:07 +00:00
Billy Laws
77d76ed05a Batch contiguous GMMU ranges into one 2022-11-02 17:46:07 +00:00
Billy Laws
e52dbf202f Pass more Maxwell3D registers into interconnect 2022-11-02 17:46:07 +00:00
Billy Laws
83c7ed314e Setup KThread pthread handle in StartThread
Avoids a race with starting the thread and the handle not being set yet
2022-11-02 17:46:07 +00:00
Billy Laws
9784ae23e9 Skip checking affinity before taking load-balance WaitScheduler path
The affinity mask may be set after the wait has began
2022-11-02 17:46:07 +00:00
Billy Laws
ad3195e06f Split out guest texture layer size calcs into a seperate func 2022-11-02 17:46:07 +00:00
Billy Laws
8fa83fdf13 Fix deswizzling non-pow2 block size formats
We need to use DivideCeil to avoid rounding off part of the texture.
Fixes texture in Nier Automata: Game of the YoRHa edition.
2022-11-02 17:46:07 +00:00
Billy Laws
27de42f8df Use surfaceClip as a hint for the underlying rendertarget size
TIC sizes may not be aligned to block linear dimensions whereas RT sizes are and then limited by the surface clip. By using this to determine surface size we are more likely to get a match in texture manager for any future usages.
2022-11-02 17:46:07 +00:00
Billy Laws
297597f697 Fix texture manager depth compat comparison 2022-11-02 17:46:07 +00:00
Billy Laws
500f817a28 Synchronize all non-matching textures back to host before recreation 2022-11-02 17:46:07 +00:00
Billy Laws
05581f2230 Remove now redundant buffer/texture/megabuffer manager locks
They have been superseeded by the global channel lock
2022-11-02 17:46:07 +00:00
Billy Laws
f5a141a621 Add dirty resource operator* 2022-11-02 17:46:07 +00:00
Billy Laws
b72720e8db Finish off transform feedback implementation 2022-11-02 17:46:07 +00:00
Billy Laws
36fd885b49 Pack all draw state into a struct to avoid std::function allocations 2022-11-02 17:46:07 +00:00
Billy Laws
b5d0060c3f Only use scissor for clear rect when enabled 2022-11-02 17:46:07 +00:00
Billy Laws
f93df35e6c Only set line width when wideLines feature is supported 2022-11-02 17:46:07 +00:00
Billy Laws
4cebdfc8d3 Pass texture and cbuf state into pipeline manager for hades callbacks 2022-11-02 17:46:07 +00:00
Billy Laws
9ce848d4e0 Implement descriptor update batching and push descriptors
Batching helps to avoid the need to attach so many objects to the fence cycle, which ends up taking a fair bit of time due to the allocation required.
2022-11-02 17:46:07 +00:00
Billy Laws
62a165b51e Reformat maxwell3d interconnect codebase 2022-11-02 17:46:07 +00:00
Billy Laws
3766be59e7 Zero out vertex attribute state when disabled to avoid creating redundant pipelines 2022-11-02 17:46:07 +00:00
Billy Laws
751e3356e1 Keep shader trap lock held for the duration of an execution
Avoids constant relocking on the GPFIFO thread (~0.5% of total time)
2022-11-02 17:46:07 +00:00
Billy Laws
314a9bccbc Allow megabuffering readonly SSBOs 2022-11-02 17:46:07 +00:00
Billy Laws
4c2db0ba01 Implement ReadCbufValue and ReadTextureType hades callbacks
Used for bindless and BRX instruction emulation.
2022-11-02 17:46:07 +00:00
Billy Laws
2163f8cde6 Implement alpha test pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
c86ad638c4 Keep track of transform feedback varyings pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
7ad2d94345 Zero out blend state when disabled to avoid creating redundant pipelines 2022-11-02 17:46:07 +00:00
Billy Laws
4052a93051 Force non-pushdescriptors for blit helper shader 2022-11-02 17:46:07 +00:00
Billy Laws
cb2a8c6d24 Enable wideLines Vulkan feature 2022-11-02 17:46:07 +00:00
Billy Laws
a3369637a9 Don't entirely wipe out per-index TIC cache efter each execution
Keep a copy of the old TIC entry and view even after purge caches and use the execution number to check validity instead, if that doesn't match then just memcmp can be used as opposed to a full hash and map lookup.
2022-11-02 17:46:07 +00:00
Billy Laws
98c0cc3e7f Impl preserve attached buffers/textures to avoid GPFIFO lock thrashing
When profiling SMO, it became obvious that the constant locking of textures and buffers in SyncDescriptors took up a large amount of CPU time (3-5%), a precious resource in intensive areas like Metro. This commit implements somewhat of a workaround to avoid constant relocking, if a buffer is frequently attached on the GPU and almost never used on the CPU we can keep the lock held between executions. Of course it's not that simple though, if the guest tries to lock a texture for the first time which has already been locked as preserve on the GPFIFO we need to avoid a deadlock. This is acheived through a combination of two things: first we periodically clear the locked attachments every 2*SlotCount submissions, preventing a complete deadlock on the CPU (just a long wait instead) and meaning that the next time the resource is attached on the GPU it will not be marked for preservation due to having been locked on the guest before; second, we always need to unlock everything when the GPU thread runs out of work, as the perioding clearing will not execute in this case which would otherwise leave the textures locked on the GPFIFO thread forever (if guest was waiting on a lock to submit work). It should be noted that we don't clear preserve attached resources in the latter scenario, only unlock them and then relock when more work is available.
2022-11-02 17:46:07 +00:00
Billy Laws
0e8ccf1e99 Use memory_order_release for new descriptor set allocations 2022-11-02 17:46:07 +00:00
Billy Laws
34db5097da Avoid using a shared_ptr reference to cycle for command buffer submission
Somehow without this we can sometimes get crashes during appending to circular queue
2022-11-02 17:46:07 +00:00
Billy Laws
0428e8c7da Support forcing regular descriptor sets in VK pipeline cache 2022-11-02 17:46:07 +00:00
Billy Laws
0f394d516b Lock FenceCycle inbetween waiting on chained cycles and checking signalled
Avoids one race where we would end up hogging all the locks of chained cycles and ourself when waiting for submission of previous cycles and prevent any forward progress due to another thread locking one of the chained cycles.
2022-11-02 17:46:07 +00:00
Billy Laws
a015fe753d Only write npad controllerInfo entry on the HID thread if it is valid 2022-11-02 17:46:07 +00:00
Billy Laws
b5446846f7 Stub IsSixAxisSensorAtRest 2022-11-02 17:46:07 +00:00
Billy Laws
6719572b3b Keep track of how often textures/buffers are locked on the CPU
For the upcoming preserve attachment optimisation, which will keep buffers/textures locked on the GPU between executions, we don't want to preserve any which are frequently locked on the CPU as that would result in lots of needless waiting for a resource to be unlocked by the GPU when it occasionally frees all preserve attachments when it could have been done much sooner.  By checking if a resource has ever been locked on the CPU and using that to choose whether we preserve it we can avoid such waiting.
2022-11-02 17:46:07 +00:00
Billy Laws
993ffb56f4 Avoid waiting on texture/buffer fence with trapMutex locked
This could cause deadlocks under certain circumstances by preventing the GPFIFO from making any progress while also waiting on it at the same time.
2022-11-02 17:46:07 +00:00
Billy Laws
3e8bd26978 Add a global gm20b channel lock
Allowing for parallel execution of channels never really benefitted many games and prevented optimisations such as keeping frequently used resources always locked to avoid the constant overhead of locking on the hot path.
2022-11-02 17:46:07 +00:00
Billy Laws
57a4699bd1 Add IOCTL trace events 2022-11-02 17:46:07 +00:00
Billy Laws
7861968c05 Fix memory::Buffer move constructor 2022-11-02 17:46:07 +00:00
Billy Laws
ef0ae30667 Implement Maxwell3D texture pool management and view creation
Ontop of the TIC cache from previous code a simple index based lookup has been added which vastly speeds things up by avoding the need to hash the TIC structure every time.
2022-11-02 17:46:07 +00:00
Billy Laws
5542459c75 Use a SpinLock for guest shader code cache trap mutex 2022-11-02 17:46:07 +00:00
Billy Laws
3e12cde4d5 Make active Vulkan pipeline public 2022-11-02 17:46:07 +00:00
Billy Laws
2556966ec5 Don't attach textures to the active cycle in AttachTexture 2022-11-02 17:46:07 +00:00
Billy Laws
7dc3dde815 Introduce support for waiting for submission to FenceCycle
Introducing async record resulted in breaking the assumption that any work submitted through command scheduler would be submitted in order with graphics submits. Since async record now unlocks the texture before it's submitted a seperate mechanism is needed to ensure ordering of submits. This is achieved by building support into fence cycle itself, with a conditional variable that is waited on for submission before any fence waits occur.
2022-11-02 17:46:07 +00:00
Billy Laws
54b85583ae Fix layout transition in Texture::CopyFrom 2022-11-02 17:46:07 +00:00
Billy Laws
0f7c04ffb4 Use target format bpb when calculating linear mip level size 2022-11-02 17:46:07 +00:00
Billy Laws
849184452c Add function to check if any guest texture mappings are unmapped 2022-11-02 17:46:07 +00:00
Billy Laws
98cb94ca6c Bind an empty uniform buffer in place of unbound constant buffers 2022-11-02 17:46:07 +00:00
Billy Laws
55b85d0691 Implement combined image samplers and make descriptor code common between quick/normal updates 2022-11-02 17:46:07 +00:00
Billy Laws
ccf2d59351 Fixup input rate reading from packed pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
13970a5644 Refresh pipeline cached storage buffer bindings after each execution 2022-11-02 17:46:07 +00:00
Billy Laws
6bb2853ca0 Keep track of combined image samplers for quick bind 2022-11-02 17:46:07 +00:00
Billy Laws
040db37a28 Fix descriptor copies to be one per descriptor type 2022-11-02 17:46:07 +00:00
Billy Laws
d482e0ea98 Fix shader stage iteration to not miss the pixel stage 2022-11-02 17:46:07 +00:00
Billy Laws
0b808cc22b Use Sint/Uint attribute type in place of Sscaled/Uscaled
Scaled formats are not supported by any mobile GPUs.
2022-11-02 17:46:07 +00:00
Billy Laws
92ce220d3a Ignore constant buffer selector size for updates
Clustertruck performs a giant (0x3000 byte) update with a selector size of only 0x500, without this the update would only partially go through
2022-11-02 17:46:07 +00:00
Billy Laws
33f16ca26e Handle unmapped blocks in CachedMappedBufferView 2022-11-02 17:46:07 +00:00
Billy Laws
5c0e4a839d Fix SW BC2 decoding pitch 2022-11-02 17:46:07 +00:00
Billy Laws
60863fa162 Make viewports fallback to viewport 0 when their dimensions are invalid
OpenGL games use a zero width/height for viewports 1-15 when they're unused
2022-11-02 17:46:07 +00:00
Billy Laws
586f872655 Update indexed quad conversion for new API 2022-11-02 17:46:07 +00:00
Billy Laws
498b4966d3 Avoid crashing on unmapped buffers
Just log a warning instead
2022-11-02 17:46:07 +00:00
Billy Laws
9f2b20443b Implement Maxwell3D draws 2022-11-02 17:46:07 +00:00
Billy Laws
5020478ace Always rebind pipeline if it has changed from the previous draw 2022-11-02 17:46:07 +00:00
Billy Laws
af1b4ca4f8 Skip clears if attachments are invalid 2022-11-02 17:46:07 +00:00
Billy Laws
01a5e95ce1 Implement non-indexed quad conversion support in new GPU
Uses memory::Buffer directly to allow for cleaner recreation and allow for removing host-only buffers from Buffer in the future.
2022-11-02 17:46:07 +00:00
Billy Laws
d42814bdc1 Add callback for when non-Maxwell3D engines alter pipeline state
This is required so that Maxwell3D knows to restore all dynamic state before the next draw
2022-11-02 17:46:07 +00:00
Billy Laws
7133c5d6b3 Drop exclusiveSubpass in favour of only ending RPs when attachments change
Significantly helps Mali performance by avoiding creating an excessive number of RPs.
2022-11-02 17:46:07 +00:00
Billy Laws
a3f38c0cf7 Add perfetto tracepoints to async record 2022-11-02 17:46:07 +00:00
Billy Laws
6dfef095e8 Up default record slot count to 6 2022-11-02 17:46:07 +00:00
Billy Laws
7d3a117a6f Use a spinlock for descriptor set allocator 2022-11-02 17:46:07 +00:00
Billy Laws
78ddd03d1f Mark newly allocated descriptor slots as active 2022-11-02 17:46:07 +00:00
Billy Laws
0867c593be Support binding pipelines in state updater 2022-11-02 17:46:07 +00:00
Billy Laws
f42a0df72c Use ctSelect register for colour targets and impl null color attachments
Some games have invalid colour attachments sandwiched inbetween valid ones, these need to be skipped in Vulkan with UNUSED_ATTACHMENT
2022-11-02 17:46:07 +00:00
Billy Laws
38aad21d29 Share single flag variable for Maxwell3D batch draw/constant buffer update
Slightly cheaper
2022-11-02 17:46:07 +00:00
Billy Laws
bd7eee8e2b Optimise GPFIFO command processing
GPFIFO code is very high throughput due to the sheer number of commands used for rendering. Adjust some types and switch to a if statement with hints to slightly increase processing speed.
2022-11-02 17:46:07 +00:00
Billy Laws
2cdf6c1fe6 Add branch hint attributes to a couple branches 2022-11-02 17:46:07 +00:00
Billy Laws
b310b99bdc Handle unmapped ranges in TranslateRange 2022-11-02 17:46:07 +00:00
Billy Laws
acfa58ea8c State uopdater MERGEBACK desC 2022-11-02 17:46:07 +00:00
Billy Laws
68b6b20f78 Bunch of cleanup/bugfixes for initial pipeline desc set impl
Cleans up code slightly, fixes keeping track of per-stage descriptor counts and fixes storage buffer caching + more random stuff.
2022-11-02 17:46:07 +00:00
Billy Laws
eb4a9bab11 Mark freshly allocated descriptor slots as active 2022-11-02 17:46:07 +00:00
Billy Laws
f3184cdff1 Reorder active descriptor set slots to end of list
Speeds up allocations by significantly reducing the number of needed atomic ops per alloc. Could be optimised further in the future if needed.
2022-11-02 17:46:07 +00:00
Billy Laws
128b68d8b2 Avoid resetting command buffers manually it's implicit
Somewhat costly on adreno, and with the one time submit flag the reset is implicit for the next beginCommandBuffers call.
2022-11-02 17:46:07 +00:00
Billy Laws
e1717ed811 Implement Maxwell samplers 2022-11-02 17:46:07 +00:00
Billy Laws
f1600f5ad0 Support allocating into spans in the linear allocator 2022-11-02 17:46:07 +00:00
Billy Laws
04cea9239f Implement descriptor set updating through StateUpdater
Will automatically resolve buffer views at record-time into descriptor write/copy structures then apply the write and bind the set.
2022-11-02 17:46:07 +00:00
Billy Laws
d174ca950b Revert "Reset executor command buffers asynchronously"
This reverts commit fc7956df4ff56fdb2afc4b2bb0bbca82196179ca.
2022-11-02 17:46:07 +00:00
Billy Laws
2bbe975ea7 Reset executor command buffers asynchronously
This took a little while to do on qcom drivers, moving it to the cycle waiter thread gives a tiny speedup.
2022-11-02 17:46:07 +00:00
Billy Laws
054d32567d Allow mutation of input data by callback in CircularQueue::AppendTranform 2022-11-02 17:46:07 +00:00
Billy Laws
7c9212743c Implement asynchronous command recording
Recording of command nodes into Vulkan command buffers is very easily parallelisable as it can effectively be treated as part of the GPU execution, which is inherently async. By moving it to a seperate thread we can shave off about 20% of GPFIFO execution time. It should be noted that the command scheduler command buffer infra is no longer used, since we need to record texture updates on the GPFIFO thread (while another slot is being recorded on the record thread) and then use the same command buffer on the record thread later. This ends up requiring a pool per slot, which is reasonable considering we only have four slots by default.
2022-11-02 17:46:07 +00:00
Billy Laws
a197dd2b28 Allow for creating signalled fence cycles 2022-11-02 17:46:07 +00:00
Billy Laws
542651232b Add a mutex to allow preventing buffer recreation 2022-11-02 17:46:07 +00:00
Billy Laws
379b4f163d Implement popping from CircularQueue 2022-11-02 17:46:07 +00:00
Billy Laws
6d9dc9c6fb Implement some more of Draw
Now performs VK state updates on execution and takes advantage of quick descriptor binding.
2022-11-02 17:46:07 +00:00
Billy Laws
3b26f4f48a Expose way to check inter-pipeline descriptor compatibility
Allows users to skip/use quick descriptor sync even after switching pipelines.
2022-11-02 17:46:07 +00:00
Billy Laws
943a38e168 Implement StateUpdater for rapid recording of VK state updates
Using command executor for each state individual update was found to be infeasible due to the shear number of state updates per draw and it relying on per-node heap allocations. Instead this commit takes advantage of each state update being used only once to implement a system of linearly-allocated state update commands that are linked together. After setting up all draw state with StateUpdateBuilder, the built StateUpdater can then be used in the execution phase to record all of the draw state into the command buffer with almost zero ovehead.
2022-11-02 17:46:07 +00:00
Billy Laws
7b4da52445 Add a fast binding sync path for when only one cbuf has changed
SMO implements instanced draws by repeating the same draw just with a different constant buffer bound. Reduce the cost of this significantly by detecting such cases and instead of processing every descriptor, copy the previous descriptor set and update only the ones affected by the bound constant buffer.

Credits to ripinperiperi for the initial idea and making me aware of how SMO does these draws
2022-11-02 17:46:07 +00:00
Billy Laws
89edd9b303 Reset megabuffer binding for disabled vertex buffers 2022-11-02 17:46:07 +00:00
Billy Laws
6a1615a104 Expose color and depth attachments to Draw 2022-11-02 17:46:07 +00:00
Billy Laws
aae957819e Simplify BufferView locking by requiring buffer manager be locked
Avoids the need to repeat the lookup after locking since recreations are impossible if buffer manager is locked.
2022-11-02 17:46:07 +00:00
Billy Laws
9449b52f36 Reduce minimum megabuffer alignment to 128 bytes 2022-11-02 17:46:07 +00:00
Billy Laws
b3cf9c40ba Update megabuffer execution/sequence numbers after updating an allocation 2022-11-02 17:46:07 +00:00
Billy Laws
4b2b6fc6e9 Avoid calling SynchronizeGuest when attempting to megabuffer unless necessary 2022-11-02 17:46:07 +00:00
Billy Laws
e5919e84a1 Pipeline state if statment cleanups 2022-11-02 17:46:07 +00:00
Billy Laws
bf536aa168 Sync pipeline descriptors every draw 2022-11-02 17:46:07 +00:00
Billy Laws
9223d7f524 Fix descriptor initialisation order
They need to be setup before the pipeline is created to avoid passing in garbage data.
2022-11-02 17:46:07 +00:00
Billy Laws
4652cc5a0a Avoid parsing descriptors for disabled shader stages 2022-11-02 17:46:07 +00:00
Billy Laws
3456fb39fa Fix pipeline to shader stage conversion when filling in shader infos
The two vertex pipeline stages need to be both treated as a single stage, and all subsequent stages need to be offset by -1
2022-11-02 17:46:07 +00:00
Billy Laws
a9213debc7 Implement constant buffer reading 2022-11-02 17:46:07 +00:00
Billy Laws
afcfe8a7fa Don't update scissor state >0 unless multiview is supported 2022-11-02 17:46:07 +00:00
Billy Laws
55d77b7eb0 Update user code for new megabuffering 2022-11-02 17:46:07 +00:00
Billy Laws
cc776ae395 Keep track of an 'execution number' in CommandExecutor
Allows users to efficiently cache resources that are valid for only one execution without resorting to callbacks.
2022-11-02 17:46:07 +00:00
Billy Laws
99a34df4cc Avoid trapping frequently synced buffers by using megabuffer copies
When a buffer is trapped nearly every frame, the cost of trapping and synchronising its contents starts to quickly add up. By always using the megabuffer when this is the case, since megabuffer copies are done directly from the guest, we skip the need to synchronise/trap the backing.
2022-11-02 17:46:07 +00:00
Billy Laws
a24aec03a6 Rework per-view megabuffering to cache allocs in the buffer itself
The original intention was to cache on the user side, but especially with shader constant buffers that's difficult and costly. Instead we can cache on the buffer side, with a page-table like structure to hold variable sized allocations indexed by the aligned view base address. This avoids most redundant copies from repeated use of the same buffer without updates inbetween.
2022-11-02 17:46:07 +00:00
Billy Laws
b810470601 Invalidate HLE macro state on macro updates 2022-11-02 17:46:07 +00:00
Billy Laws
2360ca24da Implement constant buffer and storage buffer pipeline descriptor types 2022-11-02 17:46:07 +00:00
Billy Laws
25255b01c7 Keep track of more pipeline descriptor information
This is needed in order to allow allocating per-draw descriptor arrays without recounting their lengths each time
2022-11-02 17:46:07 +00:00
Billy Laws
ad0275dbef Expose active pipeline for access by Maxwell3D class 2022-11-02 17:46:07 +00:00
Billy Laws
6e22373b59 Add array support to AllocateUntracked 2022-11-02 17:46:07 +00:00
Billy Laws
388cff3353 Implement simple pipeline transition cache
Avoids the need to hash PipelineState when we can guess the pipeline that will be used next. This could very easily be optimised in the future with generational, usage-based caching if necessary.
2022-11-02 17:46:07 +00:00
Billy Laws
302b2fcc3f Force flush when dirty refresh returns true 2022-11-02 17:46:07 +00:00
Billy Laws
ec4ea5c5d7 Supply dispatcher manually for shader creation 2022-11-02 17:46:07 +00:00
Billy Laws
3404a3abdb Implement macro HLE for instanced draw macros
gm20b performs instanced draws by repeating draw methods for each instance, the code to detect this together with the cost of interpreting macros took up around 6% of GPFIFO time in Metro Kingdom. By detecting these specific macros and performing an instanced draw directly much of that cost can be avoided.
2022-11-02 17:46:07 +00:00
Billy Laws
cf0752f937 Use NCE memory tracking for guest shaders
Prevents needing to hash them for every single pipeline state update, without this just hashing shaders takes up a significant amount of time.
2022-11-02 17:46:07 +00:00
Billy Laws
19a75c3f65 Bind all pipeline states to main pipeline dirty state 2022-11-02 17:46:07 +00:00
Billy Laws
a04d8fb5cf Setup minimal viewport Vulkan pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
fe51db366b Mark all dirty resources as dirty initially 2022-11-02 17:46:07 +00:00
Billy Laws
abfa5929f1 Treat vertex buffers with base addr 0 as disabled 2022-11-02 17:46:07 +00:00
Billy Laws
e71ca05f19 Avoid bitfields for signed enum types in PackedPipelineState 2022-11-02 17:46:07 +00:00
Billy Laws
2f2b615780 Add dynamic state support to VK graphics pipeline cache 2022-11-02 17:46:07 +00:00
Billy Laws
ad045058ee Cleanup some redundant comments and includes in pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
9b05c9c0c3 Introduce a pipeline manager and partial pipeline object
gpu-new will use a monolithic pipeline object for each pipeline to store state, keyed by the PackedPipelineState contents. This allows for a greater level of per-pipeline optimisations and a reduction in the overall number of lookups in a draw compared to the previous system.
2022-11-02 17:46:07 +00:00
Billy Laws
2c1b40c9a8 Add some missed pipeline state members used by Hades 2022-11-02 17:46:07 +00:00
Billy Laws
0c6fa22c6b Introduce pipeline shader stage state
Simple state that generates a hash that can be used in the packed state and spans over the binary for pipeline creation.
2022-11-02 17:46:07 +00:00
Billy Laws
a6bb716123 Move packed pipeline state to a seperate file 2022-11-02 17:46:07 +00:00
Billy Laws
4dcbf5c3a0 Drop the caching aspect of shader manager entirely
Caching here was deemed unnecessary since it will be done implicitly by the pipeline cache and creates issues with the legacy attribute conversion pass. It now purely serves as a frontend for Hades.
2022-11-02 17:46:07 +00:00
Billy Laws
e77e4891dc Tidy up Maxwell 3D regs a bit 2022-11-02 17:46:07 +00:00
Billy Laws
405d26fc22 Introduce Maxwell 3D shader state
Simple state holder that hashes the stored shader and reads it into a buffer
2022-11-02 17:46:07 +00:00
Billy Laws
6865f0bdaf Transition color blend state to packed pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
7049a521d2 Use Vulkan types directly in PackedPipelineState where possible 2022-11-02 17:46:07 +00:00
Billy Laws
effeb074b6 Move pipeline cache Key to cpp file and rename to PackedPipelineState
The new name is more indicative of what the struct contains and how it will be used as more than just a key.
2022-11-02 17:46:07 +00:00
Billy Laws
e1512c91a0 Transition depth stencil state to pipeline cache key 2022-11-02 17:46:07 +00:00
Billy Laws
1f844e2c18 Transition rasterization state to pipeline cache key 2022-11-02 17:46:07 +00:00
Billy Laws
9a6efb091c Transition tessellation state to pipeline cache key
Also adds dirty tracking and removes it from direct state while we're at it. Since we no longer use Vulkan structs directly there's no benefit to it.
2022-11-02 17:46:07 +00:00
Billy Laws
ae5d419586 Transition input assembly state to pipeline cache key 2022-11-02 17:46:07 +00:00
Billy Laws
3f9161fb74 Transition vertex input state to pipeline cache key
Also adds dirty tracking and removes it from direct state while we're at it. Since we no longer use Vulkan structs directly there's no benefit to it.
2022-11-02 17:46:07 +00:00
Billy Laws
ffe24aa075 Introduce a base pipeline cache key starting with RTs
It was determined that a general purpose Vulkan pipeline cache isn't viable for the significant performance reqs of Draw(), by using a Maxwell 3D specific key we can shrink state significantly more than if we used Vulkan structs.
2022-11-02 17:46:07 +00:00
Billy Laws
1e8f7d7fcb Implement dynamic pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
a94040ac7d Add default cases to enum conversions where necessary 2022-11-02 17:46:07 +00:00
Billy Laws
6e55d4dcf4 Implement color blend pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
cb11662ea5 Implement depth stencil pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
2484a2d6b5 Add A1R5G5B5Unorm and S8Uint formats 2022-11-02 17:46:07 +00:00
Billy Laws
690e96bce0 Implement rasterization pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
90cd6adb91 Implement tessellation pipeline state 2022-11-02 17:46:07 +00:00
Billy Laws
3649d4c779 Adapt Maxwell 3D engine to new interconnect code
Removes all usage of graphics_context.h from the codebase, exclusively using the new interconnect and its dirty tracking system. While porting the code a number of bugs were discovered such as not respecting the base instance or primitive type override, which have all been fixed. Currently only clears and constant buffer updates are implemented but due to the dirty state system allowing register handling on the interconnect end there shouldn't end up being many more changes.
2022-11-02 17:46:07 +00:00
Billy Laws
ef11900a39 Introduce reworked Maxwell 3D core interconnect
This mainly distributes operations down to activeState and pipelineState, aside from clears which are implemented in-place. The exposed interface is much reduced as opposed to the previous GraphicsContext system due to the newly introduced dirty system, this should hopefully make the code more maintainable and keep actual rendering operations seperate from primitive restart state or whatever. Currently draws are unimplemented and the only full implemented things are clears and constant buffer operations.
2022-11-02 17:46:07 +00:00
Billy Laws
37b821a4dc Introduce Maxwell 3D interconnect active state
Active state encapsulates all state that isn't part of a pipeline and can  be set dynamically with Vulkan calls. This includes both dynamic state like stencil faces, and command buffer state like vertex buffer bindings.
Simililarly to the last commit, the main goal of this is to reduce the number of redundant work done per draw by employing dirty state as much as possible. Without using dirty state for this every active state operation would need to be performed every draw, which gets very expensive when things like buffer lookups end up being reqiored. Code has also been heavily cleaned up as is described in the previous commit.
2022-11-02 17:46:07 +00:00
Billy Laws
5fdda78073 Introduce Maxwell 3D interconnect pipeline state
The main goal of this is to reduce the number of redundant lookups and work done per draw as much as possible, this is mainly achived through heavy used of dirty tracking though other optimisations like heavily using the linear allocator are also in play. In addition to the goal of performance, the code has been cleaned up and abstracted significantly from its state in graphics_context, hopefully making the GPU interconnect code much more maintainable in the future and reducing the boilerplace needed to add even simple functionality. This commit includes partial pipeline state, enough for implementing clears + a slight bit extra.
2022-11-02 17:46:07 +00:00
Billy Laws
21f5611231 Rewrite constant buffer interconnect code
Adepted from the previous code to use dirty state tracking. The cache has also been removed since with the new buffer view and GMMU optimisations it actually ended up slowing lookups down, another result of the buffer view optimisations is that raw pointers are no longer used for buffer views since destruction is now much cheaper.
2022-11-02 17:46:07 +00:00
Billy Laws
d1e7bbc1d8 Introduce common code for Maxwell 3D interconnect rewrite
This common code will be used across the entirety of the 3D rewrite, it also includes a stub for StateUpdateBuilder, which will be used by active state code to apply state updates.
2022-11-02 17:46:07 +00:00
Billy Laws
a6c49115f9 Rewrite all Maxwell 3D registers up to clears to match Nvidia docs
All the names are directly translated from Nvidia docs, with minimal conversions to enums/structs when appropriate. Not all registers have been rewritten, only those that are needed to implement clears and dynamic state, the rest will be added as they are used in the GPU rework.
2022-11-02 17:46:07 +00:00
Billy Laws
d7eab40f1c Introduce resource based dirty tracking infrastructure
This will be heavily used by the upcoming GPU rework. It provides an intuitive way to track dirtiness based on using the underlying pointers of objects, as opposed to other methods which often need an enum entry per dirty state and don't support overlaps. Wrappers for dirty state objects are also provided to abstract as much of the dirty tracking as possible from user code. The pointer based mechanism also serves to avoid having to handle dirty bindings on the user side of the dirty resources, allowing them to bind things internally instead.
2022-11-02 17:46:07 +00:00
Billy Laws
8471ab754d Introduce a spin lock for resources locked at a very high frequency
Constant buffer updates result in a barrage of std::mutex calls that take a lot of time even under no contention (around 5%). Using a custom spinlock in cases like these allows inlining locking code reducing the cost of locks under no contention to almost 0.
2022-11-02 17:46:07 +00:00
Billy Laws
d810619203 Drop 3D engine method calling fast path in GPFIFO
This ended up actually turning out to be a slow path when Maxwell 3D method handling code was inlined.
2022-11-02 17:46:07 +00:00
Billy Laws
ded02e3eac Small engine.h fixups 2022-11-02 17:46:07 +00:00
Billy Laws
38ba963311 Drop usage of unique_ptr for Maxwell3D
Since graphics context is being replaced and split into cpp files there will no longer be any circular includes that previously prevented this.
2022-11-02 17:46:07 +00:00
Billy Laws
90db743c56 Source AsGpu GMMU page sizes from GMMU class 2022-11-02 17:46:07 +00:00
Billy Laws
e72fe02c15 Add inline fast-path for Buffer::FindOrCreate()
This can be inlined by the compiler much easier which helps perf a fair bit due to the number of times buffers are looked up, also avoids the need for small vector construction that was done in the previous fast-path.
2022-11-02 17:46:07 +00:00
Billy Laws
49478e178a Avoid redundantly syncing buffers before every Write in an execution
This isn't a guarantee provided by actual HW so we don't need to provide it either, the sync can be skipped once the buffer already been synced at least once within the execution.
2022-11-02 17:46:07 +00:00
Billy Laws
f7a726e452 Allow attempting to write to buffers without passing a GPU copy callback
Constructing the GPU copy callback in `ConstantBuffers::Load()` ended up taking a fair amount of time despite it almost never being used in practice. By making it optional it can be skipped most of the time and only done when it's actually neccessary by calling `Write()` again if the initial call returned true.
2022-11-02 17:46:07 +00:00
Billy Laws
5dca5cc10e Redesign buffer view infra to remarkably reduce creation overhead
Buffer views creation was a significant pain point, requiring several layers of caching to reduce the number of creations that introduced a lot of complexity. By reworking delegates to be per-buffer rather than per-view and then linearly allocating delegates (without ever freeing) views can be reduced to just {delegatePtr, offset, size}, avoiding the need for any allocations or set operations in GetView. The one difficulty with this is the need to support buffer recreation, which is achived by allowing delegates to be chained - during recreation all source buffers have their delegates modified to point to the newly created buffer's delegate. Upon accessing a view with such a chained delegate the view will be modified to point directly to the end delegate with offset being updated accordingly, skipping the need to traverse the chain for future accesses.
2022-11-02 17:46:07 +00:00
Billy Laws
09f376e500 Add const accessors to OffsetMember 2022-11-02 17:46:07 +00:00
Billy Laws
64a9db2e82 Introduce MergeInto helper for simplified construction of arrays of structs
In the upcoming GPU code each state member will hold a reference to its corresponding Maxwell 3D regs, this helper is needed to allow easy transformation from the the main 3D register struct into them.

Example:
```c++
struct Regs {
    std::array<View, 10> viewRegs;
    u32 enable;
} regs;

struct ViewState {
    const View &view;
    const u32 &enable;
    size_t index;
};

std::array<ViewState, 10> viewStates{MergeInto<ViewState, 10>(regs.viewRegs, regs.enable, IncrementingT{})
```
2022-11-02 17:46:07 +00:00
Billy Laws
2c682f19a6 Add untracked linear allocator emplace/allocate functions
Useful for cases where allocations are guaranteed to be unused by the time `Reset()` is called and calling `Free()` would be difficult or add extra performance cost due to how the allocation is used.
2022-11-02 17:46:07 +00:00
Billy Laws
6359852652 Introduce page size constants and replace all usages of PAGE_SIZE
Avoids using macros and results in code which looks slightly cleaner.
2022-11-02 17:46:07 +00:00
Billy Laws
30ec844a1b Use GPFIFO pushbuffer contents in-place if possible
The memcpy within `Read()` was taking up a fair amount of time, avoid this by using the mapped range in-place when the mapping isn't split.
2022-11-02 17:46:07 +00:00
Billy Laws
be825b7aad Utilise SegmentTable for rapid FlatMemoryManager lookups
In some games performing the binary search in `TranslateRange()` ended up taking a fairly large (~8%) proportion of GPFIFO time. By using a segment table for O(1) lookups this is reduced to <2% for non-split mappings at the cost of slightly increased memory usage (2GiB in the absolute worse case but more like 50MiB in real world situations).

In addition to adapting `TranslateRange()` to use the segment table, a new function `LookupBlock()` for cases where only a single mapping would ever be looked up so the small_vector handling and fallback paths can be skipped and the entire lookup be inlined.
2022-11-02 17:46:07 +00:00
Morph
4ea0b0e1e5 fssrv: IFileSystemProxy: Implement OpenReadOnlySaveDataFileSystem
Forward this function to OpenSaveDataFileSystem for now. A proper implementation should wrap the underlying filesystem with nn::fs::ReadOnlyFileSystem.
2022-10-30 20:04:40 +00:00
Narr the Reg
25b9bb00fd service: hid: Properly clear and set npad devices 2022-10-30 15:52:03 +00:00
german77
cf95cfb056 service: hid: Stub SetPalmaBoostMode 2022-10-30 15:52:03 +00:00
Narr the Reg
4da934579c service: hid: Set the correct maxEntry value and signal on acquire event handle 2022-10-30 15:52:03 +00:00
Dima
baa6b5d5ea check if NpadId is valid when update 2022-10-30 15:51:45 +00:00
Dima
a409f30e91 add GetAvailableLanguageCodeCount for both lists 2022-10-30 15:51:29 +00:00
Dima
51ce3f7c3c Stub IClient::Poll 2022-10-29 19:52:50 +05:30
Niccolò Betto
4944f73b34
Create FUNDING.yml 2022-10-26 23:17:38 +02:00
Billy Laws
1846f533bc Add credits PreferenceCategory 2022-10-25 21:40:28 +01:00
Abandoned Cart
267d25b5a5 Prevent a false positive SecurityException for DocumentsProvider 2022-10-25 20:17:18 +05:30
lynxnb
1ae36cea24 Update ngword2 archive with the correct content 2022-10-25 00:40:46 +02:00
Billy Laws
160c2f3457 Add Ko-Fi credits to settings 2022-10-23 21:14:39 +01:00
PixelyIon
128ea33073 Print NPDM + NACP metadata for title determination
We determined that printing NPDM + NACP metadata is a significantly better way to determine what title is running rather than printing the filename.
2022-10-23 20:20:44 +05:30
PixelyIon
48d2b3bf07 Only trigger CI builds on labelled PRs
We only want to run CI builds once they've been assigned the `ci` label. This allows more direct control over when PRs are built.
2022-10-23 20:20:44 +05:30
PixelyIon
a0539a3edb Trace Scheduler Preemption/Yield in Perfetto 2022-10-22 17:37:03 +05:30
PixelyIon
c874907eb5 Log and flush inside KProcess::Kill
We want to know when the `KProcess` is being killed and flushing log during it is important since it can often result in hangs due to joining not working correctly.
2022-10-22 17:17:04 +05:30
PixelyIon
597a6ff31d Wait on slot to be freed in GraphicBufferProducer::DequeueBuffer
We currently don't wait on a slot to be freed if none are free, this worked prior to async presentation as GBP's slots wouldn't change their state until other commands were called but now slots can be held by the presentation engine. As a result, we now have to wait on the presentation engine to free up slots.

This commit also fixes the behavior of the `async` flag in `DequeueBuffer` as it was treated as a non-blocking flag but isn't supposed to do anything on HOS.
2022-10-22 17:15:33 +05:30
lynxnb
cdb2b85d6c Stub ngword and ngword2
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
a7be4fd1e1 Stub pl::RequestLoad and pl::GetSharedFontInOrderOfPriority
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
782f9e37ee Add a system region setting
Needed for games such as AC:NH.
The `Auto` option automatically selects a region based on the currently selected system language.

Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
d4800d13b8 Stub hid::ActivateMouse and hid::ActivateKeyboard
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
2022-10-18 20:54:57 +01:00
lynxnb
45830633eb Stub am::SetTerminateResult 2022-10-18 20:54:57 +01:00
lynxnb
bc016aff47 Make the vulkan validation layer toggleable via setting
As part of this commit, a new preference category for debug settings is being introduced. All future settings only relevant for debugging purposes will be put there. The category is hidden on release builds.
2022-10-18 19:47:23 +02:00
lynxnb
5cf14e45e1 Enable frame throttling when triple buffering is disabled 2022-10-18 19:27:14 +02:00
lynxnb
d962059ce2 Fix CI failing on renaming unsigned builds 2022-10-17 18:39:37 +02:00
lynxnb
6b76c61cd1 Introduce a releasedebug build variant 2022-10-17 18:39:32 +02:00
lynxnb
b17364bb92 Introduce a dev app flavor for side-by-side installation 2022-10-01 13:01:46 +02:00
Billy Laws
8d1026d0cc Reduce font shared memory size for compacted fonts 2022-09-22 21:51:13 +01:00
Billy Laws
25fb09800a Compact fonts to only include necessary glyphs 2022-09-22 21:51:13 +01:00
Billy Laws
e31ed6a429 Increase font shared memory size for Noto fonts 2022-09-22 21:34:29 +01:00
Billy Laws
0d4893c448 Cleanup font magic generation code 2022-09-22 21:34:29 +01:00
Billy Laws
5c4cc3d51f Fix font load order to match HOS
Without this games would load an inappropriate font file for their target language.
2022-09-22 21:34:29 +01:00
Billy Laws
272bbf6cd2 Switch to Noto Sans fonts for shared fonts replacement
Provides CJK characters, which the previous replacements lacked entirely.
2022-09-22 21:34:29 +01:00
lynxnb
54172322fe Fix host synchronization for texture with a different guest format
Host synchronization of a guest texture with a different guest format represents a valid use case where the host doesn't support the guest format and conversion to a host-compatible format must be performed. The issue is most evident on Mali GPUs, as they don't support BCn texture formats thus needing manual decoding before submission. It was disabled by mistake in a previous commit, this commit re-enables it.
2022-09-15 15:22:52 +02:00
TheASVigilante
a1ff4e1777
Implement OpenHardwareOpusDecoderEx and GetWorkBufferSizeEx
Implements these 2 functions which were introduced in HOS 12.0.0. Fixes a crash in Xenoblade Chronicles 3.
2022-09-10 22:04:15 +01:00
lynxnb
34bd16426c Fix quads index buffer conversion not accounting for first index
Unindexed quad draws were broken when multiple draw calls were done on the same vertex buffer, with a non-zero `first` index.
Indexed quad draws also suffered from the same issue, but was never encountered in games.
This commit fixes both cases by accounting for the `first` drawn index when generating conversion index buffers.
2022-09-04 12:42:33 +02:00
MCredstoner2004
e316bf5877
Fix CI cache
Use CCache for saving and restoring compilation cache across runs instead of copying the build folder.
2022-09-03 19:43:04 -05:00
Billy Laws
9af5df4bae Increase IPC pointer buffer size
Some services report a pointer buffer size > 0x1000, so up it as to not cause issues when they're implemented.
2022-09-02 23:14:05 +01:00
Billy Laws
51f4e7662e Add support for the TIPC protocol introduced in HOS 12.0.0
TIPC is a much lighter layer ontop of the Horizon IPC system than CMIF and is used by SM in 12.0.0+. This implementation is slightly hacky since it doesn't really keep a seperation between the underlying kernel IPC stuff and userspace like CMIF/TIPC, this should be fixed eventually, probably together with an IPC dispatch rewrite to avoid the mess of frozen maps.

Tested with Hentai Uni, which now crashes needing 'ldr:ro'.
2022-09-02 23:13:23 +01:00
Billy Laws
a40d7c78ad Always recreate oboe stream on error
This is what's done in oboe examples to avoid spurious errors breaking audio entirely.
2022-08-31 21:26:14 +01:00
Billy Laws
8917ec9c88 Don't set framesPerCallback for main stream as per oboe guidance
It's best to let oboe figure it out on it's own
2022-08-31 21:26:14 +01:00
Billy Laws
b00008daf5 Fix identifier release check in AudioTrack::Stop 2022-08-31 21:26:14 +01:00
Billy Laws
d9c8e62d1c Don't warn on GetConfig IOCTL fails 2022-08-31 21:26:14 +01:00
Billy Laws
4aef24ba32 Implement NVGPU_GPU_IOCTL_GET_GPU_TIME in nvdrv 2022-08-31 21:26:14 +01:00
Billy Laws
5841799420 Fix decoding of IOCTLs with padding at the end 2022-08-31 21:26:14 +01:00
Billy Laws
82444f3b0a Don't set push descrptor flag for desc sets
This is redundant and against the spec since we no longer use push descriptors.
2022-08-31 21:26:14 +01:00
PixelyIon
94fdd6aa43 Fix HID touch points not being removed from screen
Tapping anything in titles that supported touch (such as Puyo Puyo Tetris or Sonic Mania) wouldn't work due to the first touch point never being removed from the screen, it is supposed to be removed after a 3 frame delay from the touch ending.

This commit introduces a mechanism to "time-out" touch points which counts down during the shared memory updates and removes them from the screen after a specified timeout duration.
2022-08-31 23:43:02 +05:30
PixelyIon
70ad4498a2 Write HID LIFO entries at fixed intervals
Certain titles depend on HID LIFO entries being written out at a fixed frequency rather than on actual state change, not doing this can lead to applications freezing till the LIFO is filled up to maximum size, this behavior is seen in Super Mario Odyssey. In other cases such as Metroid Dread, the game can run into race conditions that would lead to crashes, these were worked around by smashing a button during loading prior.

This commit introduces a thread which sleeps and wakes up occasionally to write LIFO entries into HID shared memory at the desired frequencies. This alleviates any issues as it fills up the LIFO instantly and correctly emulates HID Shared Memory behavior expected by the guest.

Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
2022-08-31 22:49:36 +05:30
PixelyIon
015d633aae Update codeStyles for Android Studio Electric Eel 2022-08-31 22:16:53 +05:30
PixelyIon
7966bfa9f6 Fix PI update KThread::waiterMutex deadlock
It was determined that deadlocks inside `KThread::UpdatePriorityInheritance` would not only arise from the first level of locking with `waitingOn->waiterMutex` but also the second level of locking with `nextThread->waiterMutex` which has now also been fixed to fallback when facing contention.
2022-08-28 20:15:08 +05:30
Abandoned Cart
86f6fc510e Remove printing result message from author
There is no purpose in printing the same result twice, so any duplicate messages should instead allow the field to be truncated.
2022-08-27 18:54:27 +05:30
Abandoned Cart
1013857fc4 Refactor subtitle as author to remove subtitle
Subtitle is no longer used, so instances have been rerouted to author. DataItem was also updated to reflect the removal of a subtitle.
2022-08-27 18:54:27 +05:30
Abandoned Cart
04cae942ea Follow typical per-file detail formatting
Format the details in the expected format of individual files (instead of a complete game) and move the code to match the updated placement.
2022-08-27 18:54:27 +05:30
lynxnb
5d6eaee301 Correctly save/restore ROM version to/from game entry cache
PR #1758 introduced a bug where the game list would be entirely loaded every time the app was opened. This commit addresses that issue, which was caused by the `version` member of the cached game list being serialized to file (although incorrectly) but never actually read back when deserializing.
2022-08-21 20:24:36 +02:00
lynxnb
cfa5f0e030 Fix OSC alpha not changing on button press 2022-08-20 17:00:40 +02:00
KikiManjaro
8fb4e62c28 Add version information about rom
Review:
Co-authored-by: Niccolò Betto <niccolo.betto@gmail.com>
2022-08-20 13:48:07 +02:00
KikiManjaro
3407f6d530 Add OSC opacity adjustment 2022-08-20 13:46:17 +02:00
lynxnb
d129fb09cd Android Manifest cleanup
* Remove `package` from manifest and from activity prefixes, gradle `namespace` will be used instead
* Removed deprecated `android.support.PARENT_ACTIVITY` metadata 
entries
* Make `MainActivity` and `SettingsActivity` launched in `singleTop` mode to avoid unnecessary activity restarts while navigating the app
2022-08-17 15:33:53 +02:00
lynxnb
d128856c7d Update target SDK version to Android 13 2022-08-17 12:29:46 +02:00
lynxnb
39f398f76b Update Kotlin (1.7.10), NDK (25.0.8775105), AGP (7.2.2) and Kotlin deps 2022-08-17 12:28:31 +02:00
lynxnb
e9618d9e2c Use pragma pack directions for tightly packing structs containing u128
Using `__attribute__((packed))` doesn't work in new NDKs when a struct contains 128-bit integer members, likely because of a ndk/compiler bug. We now enclose the requiring structs in `#pragma pack` directives to tightly pack them.
2022-08-17 12:22:11 +02:00
lynxnb
c4bf92a49f Fix Kotlin compilation errors from incorrect overloading of null-safe types 2022-08-17 12:16:26 +02:00
Billy Laws
bf491f71f9 Simplify blit helper shader vertex order 2022-08-10 15:43:16 +01:00
Billy Laws
c32bec071c Adjust blit src{X,Y} to account for centred sampling before calling into helper shader
Since the blit engine itself samples from pixel corners and the helper shader from pixel centres teh src coordinates need to be adjusted to avoid the helper shader wrapping round on the final column.
2022-08-10 15:39:37 +01:00
Billy Laws
08f36aac33 Enable hades vertex position input workaround for Adreno
Caused crashes in any games using geometry shaders as by default hades uses the position builtin directly.
2022-08-08 18:09:00 +01:00
Billy Laws
04e7b684d2 Enable vertexPipelineStoresAndAtomics, fragmentStoresAndAtomics and shaderStorageImageWriteWithoutFormat Vulkan features
Used by Xenoblade Chronicles DE
2022-08-08 17:43:18 +01:00
Billy Laws
390558c802 Add partial support for legacy attribute conversion
We previously missed the hades pass for attribute conversion leading to crashes when games would attempt to use such an attribute. The hades pass for this isn't a proper fix however as it modifies the IR directly and will break if any of the previous stages in the pipeline change. Enable it to allow for games using them to at least have a chance at working. In the long term the pass will be reworked on the hades side to avoid modifying the IR in a way that can't be undone.
2022-08-08 17:43:18 +01:00
Billy Laws
540437b547 Fixup index buffer view caching
We forgot to set the view size, which would end up forcing a view to be recreated with every call
2022-08-08 17:43:18 +01:00
Billy Laws
c966cd3b26 Prevent runtimeInfo vertex state from leaking into wrong shaders
This vertex state must only be present for the last pipeline stage that touches vertices, if it is present for other stages it could result in incorrect behaviour like performing TFB in the fragment shader or flipping device coordinates twice.
2022-08-08 17:43:13 +01:00
Billy Laws
c52d3195cf Ensure shader stage enable state matches pipeline stage enable state
As the code was before, if we had a shader that was disabled and enabled again after without being invalidated the pipeline stage would stay disabled and break rendering.
2022-08-08 17:40:35 +01:00
Billy Laws
b1c669ba14 Always keep the VertexB shader stage enabled
HW doesn't allow disabling the VertexB stage, enforce this in code.
2022-08-08 17:40:35 +01:00
lynxnb
d5174175d1 Implement indexed quads support
We previously only supported non-indexed quads. Support for this is implemented by converting the index buffer at record time and pushing the result into the megabuffer, which is then used as the index buffer in the final draw command.
2022-08-08 17:40:35 +01:00
lynxnb
e6741642ba Split out megabuffer allocation from pushing data
The `Allocate` method allocates the given amount of space in a megabuffer chunk, returning a descriptor of the allocated region. This is useful for situations where you want to write directly to the megabuffer, avoiding the need for an intermediary buffer.
2022-08-08 17:40:35 +01:00
Billy Laws
cdc6a4628a Enable VK uint8 indices feature when supported 2022-08-08 17:40:35 +01:00
Billy Laws
dccc86ea97 Implement transform feedback with VK_EXT_transform_feedback
Tested to work in Xenoblade Chronicles DE, the code handles both hades varying input and buffer setup.
2022-08-08 17:40:35 +01:00
Billy Laws
06053d3caf Rewrite Fermi 2D engine to use the blit helper shader
Entirely rewrites the engine and interconnect code to take advantage of the subpixel and OOB blit support offered by the blit helper shader. The interconnect code is also cleaned up significantly with the 'context' naming being dropped due to potential conflicts with the 'context' from context lock
2022-08-08 17:40:35 +01:00
Billy Laws
395f665a13 Implement a system for helper shaders together with a simple blit shader
It is desirable for us to use a shader for blits to allow easily emulating out of bounds blits and blits between different swizzled colour formats. The helper shader infrastructure is designed to be generic so it can be reused by any other helper shaders that we may  need in the future.
2022-08-08 17:40:35 +01:00
Billy Laws
1da1698f90 Disable unused Vulkan HPP setters and smart handles 2022-08-08 14:57:44 +01:00
Billy Laws
f4e58a9238 Remove redundant synchost creating a new buffer 2022-08-08 14:57:44 +01:00
Billy Laws
11a8feb037 Correct nvdrv DMA copy class ID
Was wrongly copy and pasted.
2022-08-08 14:57:44 +01:00
Billy Laws
13e7b54c61 Ensure failed IOCTLs are logged as a warning log 2022-08-08 14:57:44 +01:00
Billy Laws
eeb86a4f8a Calculate renderArea from min(attachments.dimensions...)
Vulkan doesn't support a renderArea larger than that of the smallest attachment
2022-08-08 14:57:44 +01:00
Billy Laws
9ea658d0ed Don't throw on unsupported TIC formats
These sometimes spuriously occur in games during transitions, to avoid crashing during them just use the null texture if they occur and log an error log
2022-08-08 14:57:44 +01:00
Billy Laws
856818c8eb Emulate the 'None' mipfilter by adjusting LOD
Borrowed this technique from yuzu since Vulkan has no direct equivalent
2022-08-08 14:57:44 +01:00
Billy Laws
9d50b6d0f7 Avoid locking presentation mutex in GetTransformHint
This caused slowdown in Pokemon as it was being called every frame
2022-08-08 14:57:44 +01:00
Billy Laws
460e6c9c84 Use raw pointers to hold constant buffer views
The constant destruction and creation of `BufferView`s in cbuf-heavy games showed up as a large chunk of the profiler. Fix this by taking advantage of the fact that constant buffer `BufferView`s are never deleted and always kept around in the cache to just return a pointer to them in the cache.
2022-08-08 14:54:57 +01:00
Billy Laws
6b2e84712b Avoid race in nvdrv debug prints
Looking up the device name without locking it could race with map insertions or deletions, so lock it to avoid that
2022-08-08 13:24:23 +01:00
Billy Laws
683cd594ad Use a linear allocator for most per-execution GPU allocations
Currently we heavily thrash the heap each draw, with malloc/free taking up about 10% of GPFIFOs execution time. Using a linear allocator for the main offenders of buffer usage callbacks and index/vertex state helps to reduce this to about 4%
2022-08-08 13:24:21 +01:00
Billy Laws
70eec5a414 Store delegate attached state within the delegate itself
Avoids a costly map lookup for every AttachBuffer call, this was a serious bottleneck in SMO
2022-08-08 13:23:26 +01:00
Billy Laws
0268e1d5a0 Force a submit before any i2m engine writes
We need traps to be inplace so we dont end up overwriting a resource that's being actively used by the current context without setting it to dirty
2022-08-08 13:22:37 +01:00
Billy Laws
cb0b132486 Allow supplying push constants to GetPipeline 2022-08-08 13:22:37 +01:00
Billy Laws
1c8863ec3b Use const references for holding pipeline state in pipeline cache
Allows passing in constexpr structs to state directly
2022-08-08 13:22:37 +01:00
Billy Laws
b6b04fa6c5 Use small_vector for VMM TranslateRange results
This was the source of a lot of heap allocs, moving to small_vector helps to avoid most of them
2022-08-08 13:22:37 +01:00
Billy Laws
1fe6d92970
Wait on Swapchain Image copy to complete
Certain titles can have a display frames out of order due to not waiting on the copy from the final RT to the swapchain image to occur. Although `PresentFrame` does wait on the syncpoint, that isn't enough to ensure the source texture is up-to-date due to us signalling syncpoints early. 

By waiting on the swapchain texture after the copy is submitted, we now implicitly wait on the source texture's cycle to be signalled thus waiting on the frame to be done which fixes the issue.
2022-08-07 03:12:27 +05:30
PixelyIon
5b7572a8b3
Introduce chunked MegaBuffer allocation
After the introduction of workahead a system to hold a single large megabuffer per submission was implemented, this worked fine for most cases however when many submissions were flight at the same time memory usage would increase dramatically due to the amount of megabuffers needed. Since only one megabuffer was allowed per execution, it forced the buffer to be fairly large in order to accomodate the upper-bound, even further increasing memory usage.

This commit implements a system to fix the memory usage issue described above by allowing multiple megabuffers to be allocated per execution, as well as reuse across executions. Allocations now go through a global allocator object which chooses which chunk to allocate into on a per-allocation scale, if all are in use by the GPU another chunk will be allocated, that can then be reused for future allocations too. This reduces Hollow Knight megabuffer memory usage by a factor 4 and SMO by even more.
2022-08-07 03:12:27 +05:30
Billy Laws
99b5fc35c6
Change SegmentTable semantics to respect unset entries
Accesses to unset entries is now clearly defined as returning a 0'd out value, the prior behavior would be to optimize sets for border segments to use L2 atomicity when the specific segment had no L1 entries set. This would lead to any future lookups of offsets within the same L2 segment but a different L1 entry to incorrectly return an inaccurate value as the only prior guarantee was that lookups after setting a segment would return the same value as was set but lacked the guarantee for unset segments to also consistently return unset values.

This could lead to issues in practical usages such as the `BufferManager` lookups returning the existence of a `Buffer` at a location falsely even though the segment was never set to the value, this was problematic as raw pointers were utilized and bound checks would lead to a segmentation fault.

This commit fixes this issue by introducing this guarantee and refactoring the class accordingly, it also deletes the `Set` method for setting a single entry as the meaning is ambiguous and it's functionality was more akin to the past guarantee and no longer makes sense.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
36b8d3c445
Account for SegmentTable insertions entirely within an L2 entry
We would always write all L1 entries that correspond to an L2 entry, even if setting an input range ended before that. This would effectively reduce the atomicity of the segment table to that of the L2 range and lead to breaking API guarantees by returning entirely wrong segment values for a lookup covering a region that was overwritten.
2022-08-06 22:20:54 +05:30
PixelyIon
c72316d9f6
Rename RangeTable to SegmentTable
It was determined that `RangeTable` was too ambiguous of a name as it could be interpreted to be holding ranges rather than looking them up, to avoid confusion the terminology has been changed to `range` to `segment`. As "segment table" is more clear in describing that it is a table comprised of descriptors regarding segments and it avoids any overlaps with terminology concerning "pages" which would be overly specific for this data structure or the ambiguous "ranges".
2022-08-06 22:20:54 +05:30
Billy Laws
5398eff045
Fix KProcess::MutexUnlock PI CAS
The PI CAS in `MutexUnlock` ends up loading `basePriority` rather than `priority` which could lead to an infinite CAS loop when `basePriority` doesn't equal to `priority` and the `highestPriorityThread`'s priority is lower than `basePriority`.
2022-08-06 22:20:54 +05:30
PixelyIon
850c0f4092
Make Texture::SynchronizeGuest Blocking
It was determined that `Texture::SynchronizeGuest`'s `TextureBufferCopy` had races that were exposed by the introduction of the cycle waiter thread, the synchronization did not take place under a locked context so the texture could be mutated at any point in addition to the destructor not being run during `FenceCycle::Wait` due to `shouldDestroy` being `false`. 

This commit fixes the issue by making `SynchronizeGuest` entirely blocking as all usages of the function required blocking semantics regardless so it would be pointless to retain its async nature while solving any races that may arise from it being async.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
77d15b02a3
Ensure backing continuity when recreating GPU dirty buffers
Since we don't call `SynchronizeHost` on source buffers which are GPU dirty, their mirrors will be out of date. The backing contents of this source buffer's region in the new buffer will be incorrect. By copying from the backing directly, we can ensure that no writes are lost and that if the newly created buffer needs to turn GPU dirty during recreation no copies need to be done since the backing is as up to date as the mirror at a minimum.
2022-08-06 22:20:54 +05:30
Billy Laws
c1bf5a804a
Extend stateMutex scope inside Buffer::SynchronizeHost
The code is much simpler to reason about when reading the code as it doesn't require evaluating all the potential edge cases of trap handlers in different states. It should be noted that this should not change behavior in any meaningful way, at most it can prevent a minor race where the protection could be upgraded after being downgraded by the signal handler leading to a redundant trap.
2022-08-06 22:20:54 +05:30
PixelyIon
c3cf79cb39
Rework KThread::waiterMutex Locking
Two issues exist with locking of `KThread::waiterMutex`:
* It was not always locked when accessing waiter members such as `waitThread`, `waitKey` and `waitTag` which would lead to a race that could end up in a deadlock or most notably a segfault inside `UpdatePriorityInheritance`
* There could be a deadlock from `UpdatePriorityInheritance` locking `waiterMutex` of a thread and waiting to get the owner's `waiterMutex` while on another thread `MutexUnlock` holds the owner's `waiterMutex` and waits on locking the `waiterMutex` held by `UpdatePriorityInheritance`

This commit fixes both issues by adding appropriate locking to all locations where waiter members are accessed in addition to adding a fallback mechanism inside `UpdatePriorityInheritance` that unlocks `waiterMutex` on contention to avoid a deadlock.
2022-08-06 22:20:54 +05:30
PixelyIon
68615703c1
Fix KProcess/SetThreadPriority PI CAS
The condition for exiting the CAS loops is incorrect in several places which leads to additional loops, while this doesn't make the behavior incorrect it does lead to redundant iterations. 

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
8fc3cc7a16
Rework Descriptor Set Allocation/Updates
A substantial amount of time would be spent on creation/destruction of `VkDescriptorSet` which scales on titles doing a substantial amount of draws with bindings, this leads to poor performance on those titles as the frametime is dragged down by performing these tasks while they repeatedly create descriptor sets of the same layouts.

This commit fixes it by pooling descriptor sets per-layout in a dynamically resizable pool and keeping them around rather than destroying them after usage which leads to the vast majority of cases not requiring a new descriptor set to even be created. It leads to significantly improved performance where it would otherwise be spent on redundant destruction/recreation or push descriptor updates which took a substantial amount of time themselves.

Additionally, the `BaseDescriptorSizes` were not kept up to date with all of the descriptor types, it led to no crashes on Adreno/Mali as they were purely used for size calculations on either driver but has been corrected to avoid any future issues.
2022-08-06 22:20:54 +05:30
PixelyIon
e1a4325137
Introduce FenceCycle Waiter Thread
A substantial amount of time is spent destroying dependencies for any threads waiting or polling `FenceCycle`s, this is not optimal as it blocks them from moving onto other tasks while destruction is a fundamentally async task and can be delayed.

This commit solves this by introducing a thread that is dedicated to waiting on every `FenceCycle` then signalling and destroying all dependencies which entirely fixes the issue of destruction blocking on more important threads.
2022-08-06 22:20:54 +05:30
PixelyIon
5f8619f791
Optimize Buffer Lookups using Range Tables
Buffer lookups are a fairly expensive operation that we currently spend `O(log n)` on the simplest and most frequent case of which is a direct match, this is a very frequent operation where that may be insufficient. This commit optimizes that case to `O(1)` by utilizing a `RangeTable` at the cost of slightly higher insertion/deletion costs for setting ranges of values but these are minimal in frequency compared to lookups.
2022-08-06 22:20:54 +05:30
PixelyIon
578ae86cca
Implement Multi-Level Range Table
A data structure that can represent the same value for a range of addresses (pages) is required for fast lookup in certain cases. This commit implements a near optimal data structure for mass insertion and O(1) lookup of range-based data, this is achieved using the host MMU and implementing multiple levels of atomicity for the ranges. 

It should be noted that the table is limited to two levels but can be extended to a variable amount of ranges in the future, it was determined that additional levels of ranges can be beneficial for performance depending on the specific use-case.
2022-08-06 22:20:54 +05:30
Billy Laws
38eab80ed8
Disable Vulkan Push Descriptors on Adreno
Adreno drivers have certain errata which leads to Vulkan Push Descriptors to be broken on them in certain cases which leads to a descriptor set update being swallowed. This has been worked around by disabling push descriptors on Adreno drivers, this may lead to reduced performance on certain titles which frequently bind new descriptors.
2022-08-06 22:20:54 +05:30
Billy Laws
88fd491ed5
Submit after Maxwell3D Semaphore Release
Any semaphore releases are implicit synchronization events that can be utilized by the guest to pick up that the GPU has executed till a certain point and therefore we must submit all prior work accordingly.
2022-08-06 22:20:54 +05:30
Billy Laws
b77da1182f
Don't flush submission on DMA Copies
DMA copies utilized `SubmitWithFlush` instead of `Submit`, this is not required and incurs significant additional synchronization penalties which will no longer be required.
2022-08-06 22:20:54 +05:30
PixelyIon
0992fde028
Don't block on surface creation in GetTransformHint
We want to avoid blocking on surface creation unless necessary, this commit doesn't wait on the creation of the surface as it default initializes the value which'll generally be `Identity` or the transformation of the previous surface if it was lost.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
35133381b6
Fix V-Sync KEvent construction order
The V-Sync `KEvent` would be used by the presentation thread prior to construction leading to dereferencing an invalid value, this has been fixed by changing the order of construction to move the construction of the presentation thread after the V-Sync event.
2022-08-06 22:20:54 +05:30
PixelyIon
ffad246d67
Split NCE Trap page-out functionality from TrapRegions
The `TrapRegions` function performed a page-out on any regions that were trapped as read-only, this wasn't optimal as it would tie them both into the same operation while Buffers/Textures require to protect then synchronize and page-out. The trap was being moved to after the synchronize to get around this limitation but that can cause a potential race due to certain writes being done after the synchronization but prior to the trap which would be lost. This commit fixes these issues by splitting paging out into `PageOutRegions` which can be called after `TrapRegions` by any API users.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
da464d84bc
Consolidate NCE::TrapRegions functionality into CreateTrap
`NCE::TrapRegions` was a bit too overloaded as a method as it implicitly trapped which was unnecessary in all current usage cases, this has now been made more explicit by consolidating the functionality into `NCE::CreateTrap` which handles just creation of the trap and nothing past that, `RetrapRegions` has been renamed to `TrapRegions` and handles all trapping now.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
8a62f8d37b
Rework Texture Synchronization API + Locking
Similar to `Buffer`s, `Texture`s suffered from unoptimal behavior due to using atomics for `DirtyState` and had certain bugs with replacement of the variable at times where it shouldn't be possible which have now been fixed by moving to using a mutex instead of atomics. This commit also updates the API to more closely match what is expected of it now and removes any functions that weren't utilized such as `SynchronizeGuestWithBuffer`.
2022-08-06 22:20:54 +05:30
Billy Laws
04bcd7e580
Rework Buffer DirtyState with BackingImmutability
Having a single variable denoting the exact state of a buffer and the operations that could be performed on it was found to be too restrictive, it's now been expanded into an additional `BackingImmutability` variable but due to these two. We can no longer use atomics without significant additional complexity so all accesses to the state are now mediated through `stateMutex`, a mutex specifically designed for tracking the state.

While designing the system around `stateMutex` it was determined to be more efficient than atomics as it would enforce blocking far less than it would generally have been compared to if the regular atomic fallback of locking the main resource lock which is locked for significantly longer generally.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
1af781c0a5
Add Perfetto Tracing to NCE Trapping API
As a performance sensitive part of code, the NCE Trapping API benefits from having tracing and it helps us better determine where guest code is spending its time for more targeted optimizations.
2022-08-06 22:20:54 +05:30
PixelyIon
9d294b9ccc
Use weak_ptr for TrapHandler Callbacks
The lifetime of the `this` pointer in the trap callbacks could be invalid as the lifetime of the underlying `Buffer`/`Texture` object wasn't guaranteed, this commit fixes that by passing a `weak_ptr` of the objects into the callbacks which is locked during the callbacks and ensures that a destroyed object isn't accessed.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
96d8676d5b
Fix SubmitWithFlush not updating MegaBuffer cycle
The `CommandExecutor`'s `MegaBuffer` was not being updated with the latest `FenceCycle` on being flushed in `SubmitWIthFlush`, this led to the megabuffer being overwritten prior to its GPU-side usage being complete. This commit fixes that by replacing the cycle to the latest cycle and prevents any races that occurred prior.
2022-08-06 22:20:54 +05:30
PixelyIon
3e9d84b0c3
Split FindOrCreate functionality across BufferManager
`FindOrCreate` ended up being monolithic function with poor readability, this commit addresses those concerns by refactoring the function to split it up into multiple member functions of `BufferManager`, while some of these member functions may only have a single call-site they are important to logically categorize tasks into individual functions. The end result is far neater logic which is far more readable and slightly better optimized by virtue of being abstracted better.
2022-08-06 22:20:54 +05:30
PixelyIon
d2a34b5f7a
Implement ContextLock Move-assignment operator
In certain cases the move constructor may not suffice and the move assignment operator is required, this commit implements that and moves to using a pointer for storing the `resource` member rather than a reference as its semantics matched what we desired more and allowed for assignment of the `resource`.
2022-08-06 22:20:54 +05:30
PixelyIon
38d3ff4300
Fix BufferManager::FindOrCreate Recreation Bugs
It was determined that `FindOrCreate` has several issues which this commit fixes:
* It wouldn't correctly handle locking of the newly created `Buffer` as the constructor would setup traps prior to being able to lock it which could lead to UB
* It wouldn't propagate the `usedByContext`/`everHadInlineUpdate` flags correctly
* It wouldn't correctly set the `dirtyState` of the buffer according to that of its source buffers
2022-08-06 22:20:54 +05:30
Billy Laws
d1a682eace
Fix setDirty behavior in Buffer::SynchronizeGuest
The condition for `setDirty` in the dirty state CAS was inverted from what it should've been resulting in synchronizing incorrectly, this commit fixes the condition to correct synchronization.
2022-08-06 22:20:54 +05:30
Billy Laws
00d434efdc
Remove Texture::CopyFrom format check
The formats of the textures involved in a texture were checked for equality, this broke certain copies as the presentation engine would invoke copies between textures of different yet compatible formats.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
58174f255f
Improve ContextLock semantics
`ContextLock` had unoptimal semantics in the form of direct access to the `isFirst` member which wasn't clearly defined, it's now been broken up into function calls `IsFirstUsage` and `OwnsLock` with explicit move semantics and a function for releasing the lock.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-08-06 22:20:54 +05:30
Billy Laws
561103d3da
Submit GPFIFO work prior to CircularQueue waiting
The position at which we call submit is a significant factor in performance and we did so at the end of PBs (PushBuffers), this isn't optimal as there could be multiple PBs queued up that would benefit from being in the same submission. We now delay the submission of the workload till we run out of PBs.
2022-08-06 22:20:54 +05:30
PixelyIon
3ac5ed8c06
Attach coalesced Buffer if any source Buffer is attached
A buffer that's attached to a context could be coalesced into a larger buffer which isn't attached, this would break as it wouldn't keep the buffer alive till the end of the associated context. To fix this if any source buffers are attached then the resulting coalesced buffer is also attached now.
2022-08-06 22:20:54 +05:30
PixelyIon
284ac53d88
Fix KThread Priority Inheritance CAS
The CAS condition for KThread PI was inverted which lead to entirely incorrect behavior for CAS conditions which while it might work in the vast majority of cases would lead to significantly inaccurate behavior.
2022-08-06 22:20:54 +05:30
PixelyIon
45cb8388cc
Fix NCE Trap API Lock Callback
The lock callback would `continue` which would end up skipping over the current item as it applied to the inner loop rather than the outer loop as intended. This has now been fixed by using `break` and a check instead.
2022-08-06 22:20:54 +05:30
PixelyIon
745d809e07
Fix Buffer::SynchronizeGuest Non-Blocking Behavior
The buffer's non-blocking behavior could lead to an invalid state where the dirty state doesn't adequately represent the buffer's true state, the check has now been moved inside the CAS loop as its behavior changes depending on the dirty state. In addition, `SynchronizeGuest` returns a boolean denoting if the synchronization was successful now to make code flows depending on non-blocking synchronization cleaner.
2022-08-06 22:20:54 +05:30
PixelyIon
c1f2445772
Set state to CpuDirty directly in SynchronizeGuest
`SynchronizeGuest` could only set the dirty state to `Clean` which was redundant since calls to it from inside the write trap handler would set it to `CpuDirty` directly after, this fixes that by doing it inside the function when necessary.
2022-08-06 22:20:54 +05:30
PixelyIon
4f6a67af36
Fix Texture Trap Data Race
The trap callbacks did not wait on the `Texture` to complete synchronization to the guest, this resulted in races where the contents written to the texture would be overwritten by the synced content. This commit fixes that by waiting on the fences at the end of the trap callback.
2022-08-06 22:20:54 +05:30
PixelyIon
cb7c3602e7
Attach TextureView to FenceCycle
The lifetime of `TextureView` objects wasn't correctly managed as they weren't being attached the the `FenceCycle` in `AttachTexture`, this led to them getting deleted and causing all sorts of UB.
2022-08-06 22:20:54 +05:30
PixelyIon
ffaefc82d3
Call all flush callbacks prior to CommandExecutor submission
The flush callbacks inside `CommandExecutor` weren't being called prior to submission as they should've been, this fixes that by calling them. It additionally removes the requirement to manually flush Maxwell3D at the end of `ChannelGpfifo` pushbuffers as it's a flush callback and will automatically be called by `Submit`.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
e65707cd9d
Handle CommandExecutor submission at end of ChannelGpfifo PB
Any work that was done in a `ChannelGpfifo` pushbuffer needs to be submitted at the end of it, if it isn't done then the work might incorrectly be not done till the next submission. This commit fixes it by calling `CommandExecutor::Submit` at the end of a pushbuffer, submitting any buffers that would've been left over.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-08-06 22:20:54 +05:30
PixelyIon
7b209c54a2
Only reallocate MegaBuffer on usage
Certain submissions might not utilize megabuffering but reserve a `MegaBuffer` regardless, this is not optimal since it can inflate the allocations and waste memory. This commit addresses the issue by eliding the allocation given the current submission doesn't utilize them.
2022-08-06 22:20:54 +05:30
PixelyIon
2366f81443
Fix Buffer::PollFence incorrectly handling null-FenceCycle
If a `FenceCycle` isn't attached then `PollFence` returned `false` while it should return if the buffer has any concurrent GPU usages in flight, this has now been fixed by returning `true` in those cases.
2022-08-06 22:20:54 +05:30
PixelyIon
34e1e39d1c
Always reset all attached resources on Submit
Certain resources can be attached to an empty `Submit` with no nodes, this can cause it to become a false dependency and not be removed till the next non-empty submission. This has now been fixed by doing a reset regardless of if any nodes exist.
2022-08-06 22:20:54 +05:30
PixelyIon
47db8e8cbc
Fix GPU inline copy callback for Buffer::Write
The GPU inline copy callback was broken for `Buffer::Write` as it wasn't always called when it needed to be and didn't handle attaching of the buffer to the executor which would cause it to be unlocked. This commit addresses both of these issues, it introduces a `AttachLockedBuffer` method to attach an already locked buffer to the executor.
2022-08-06 22:20:54 +05:30
PixelyIon
cd969316e9
Don't delete build folder in CI runs
The build folder was being deleted at the end of CI runs but it has to be cached and this deletion wasn't necessary as the disk would be wiped at the end of the CI build, this has now been fixed.
2022-08-06 22:20:54 +05:30
PixelyIon
2636a37b31
Introduce alternative FPS measurement for disabled frame throttling
The FPS is implicitly bound to the refresh rate due to the timestamp being that of the presentation time, this leads to a misleading FPS figure for disabled frame throttling. It has now been fixed by using the frame submission time rather than the presentation time when frame throttling is disabled and to make this more apparent the color of the OSD FPS has been changed.
2022-08-06 22:20:54 +05:30
PixelyIon
0f56d01e58
Fix Packed format component ordering in IsAdrenoAliasCompatible
All `Packed` formats have their components stored in the opposite ordering to the label, this was not followed for `IsAdrenoAliasCompatible` prior and the ordering has now been flipped.
2022-08-06 22:18:42 +05:30
PixelyIon
3ca56ef578
Fix NCE Trapping API Deadlock
A deadlock was caused by holding `trapMutex` while waiting on the lock of a resource inside a callback while another thread holding the resource's mutex waits on `trapMutex`. This has been fixed by no longer allowing blocking locks inside the callbacks and introducing a separate callback for locking the resource which is done after unlocking the `trapMutex` which can then be locked by any contending threads.
2022-08-06 22:18:42 +05:30
PixelyIon
a6599c30b4
Correct IntervalMap insertion end calculation
The `end` pointer for `interval` was incorrectly calculated as `interval.data() + interval.size_bytes()` which would be incorrect when the interval span type is not `u8` as the pointer derived from `interval.data()` would be a pointer to the span type rather than a byte pointer and be subject to arithmetic of that object's size rather than in terms of a byte.
2022-08-06 22:18:42 +05:30
PixelyIon
b0910e7b1a
Avoid locking Texture/Buffer in trap handler
We generally don't need to lock the `Texture`/`Buffer` in the trap handler, this is particularly problematic now as we hold the lock for the duration of a submission of any workloads. This leads to a large amount of contention for the lock and stalling in the signal handler when the resource may be `Clean` and can simply be switched over to `CpuDirty` without locking and utilizing atomics which is what this commit addresses.
2022-08-06 22:18:42 +05:30
PixelyIon
a60d6ec58f
Replace host immutability FenceCycle with GPU usage tracking
We utilized a `FenceCycle` to keep track of if the buffer was mutable or not and introduced another cycle to track GPU-side requirements only on fulfillment of which could the buffer be utilized on the host but due to the recent change in the behavior this system ended up being unoptimal. 

This commit replaces the cycle with a boolean tracking if there are any usages of the resource on the GPU within the current context that may prevent it from being mutated on the CPU. The fence of the context is simply attached to the buffer based off this which was allowed as the new behavior of buffer fences matches all the requirements for this.
2022-08-06 22:18:42 +05:30
PixelyIon
217d484cba
Abstract TextureView/BufferDelegate locking into LockableSharedPtr
An atomic transactional loop was performed on the backing `std::shared_ptr` inside `BufferView`/`TextureView`'s `lock`/`LockWithTag`/`try_lock` functions, these locks utilized `std::atomic_load` for atomically loading the value from the `shared_ptr` recursively till it was the same value pre/post-locking. 

This commit abstracts the locking functionality of `TextureView`/`BufferDelegate` into `LockableSharedPtr` to avoid code duplication and removes the usage of `std::atomic_load` in either case as it is not necessary due to the implicit memory barrier provided by locking a mutex.
2022-08-06 22:18:42 +05:30
PixelyIon
2d08886e4e
Utilize TextureView rather than Texture for presentation
`PresentationEngine` and `GraphicBufferProducer` methods that utilized textures for the surface utilized the `Texture` type rather than the `TextureView` type, this was never correct but at the time of authoring this code `TextureView` was not finalized and in a major flux which is why it was not utilized and `Texture` was utilized instead. Now that is is far more stable, it has been replaced with `TextureView`.
2022-08-06 22:18:42 +05:30
PixelyIon
c25ad6e71a
Update Project Inspection Profile
Android Studio has updated their inspection profile for projects in newer versions, this commit updates it on the repository.
2022-08-06 22:18:42 +05:30
PixelyIon
d7399e33c1
Avoid waiting on mutex in PresentationEngine::Present
We want to block on the host thread during presentation while the host surface isn't present to implicitly pause the game, this can end up being fairly costly as it involves locking the `PresentationEngine` mutex which can lead to a lot of contention with the presentation thread. This fixes the issue by polling if there is a surface and only if there isn't then doing the wait as it isn't mandatory to wait always, we'll eventually run into the guest thread stalling.
2022-08-06 22:18:42 +05:30
PixelyIon
30475ffc43
Fix queueBuffer GraphicBuffer Compatibility Check
Newer versions of the Deko3D homebrew were crashing due to this check and it was discovered that the check was incorrect and rather than comparing the `NvSurface` what had to be compared was the `GraphicBuffer` associated with the slot directly.

Co-authored-by: lynxnb <niccolo.betto@gmail.com>
2022-08-06 22:18:42 +05:30
PixelyIon
c2685d5f5c
Fix consistency issues with external project copyright headers
The copyright headers for external project such as yuzu/Ryujinx were inconsistent in ordering, Skyline should always be the first item in the list. In addition, they didn't always link to the project's GitHub which has also been fixed.
2022-08-06 22:18:42 +05:30
PixelyIon
0ac5f4ce27
Lock TextureManager/BufferManager during submission
Multiple threads concurrently accessing the `TextureManager`/`BufferManager` (Referred to as "resource managers") has a potential deadlock with a resource being locked while acquiring the resource manager lock while the thread owning it tries to acquire a lock on the resource resulting in a deadlock.

This has been fixed with locking of resource manager now being externally handled which ensures it can be locked prior to locking any resources, `CommandExecutor` provides accessors for retrieving the resource manager which automatically handles locking aside doing so on attachment of resources.
2022-08-06 22:18:42 +05:30
PixelyIon
1239907ce8
Rework Texture & Buffer for Context and FenceCycle Chaining
GPU resources have been designed with locking by fences in mind, fences were treated as implicit locks on a GPU, design paradigms such as `GraphicsContext` simply unlocking the texture mutex after attaching it which would set the fence cycle were considered fine prior but are unoptimal as it enforces that a `FenceCycle` effectively ensures exclusivity. This conflates the function of a mutex which is mutual exclusion and that of the fence which is to track GPU-side completion and led to tying if it was acceptable to use a GPU resource to GPU completion rather than simply if it was not currently being used by the CPU which is the function of the mutex.

This rework fixes this with the groundwork that has been laid with previous commits, as `Context` semantics are utilized to move back to using mutexes for locking of resources and tracking the usage on the GPU in a cleaner way rather than arbitrary fence comparisons. This also leads to cleaning up a lot of methods that involved usage of fences that no longer require it and therefore can be entirely removed, further cleaning up the codebase. It also opens the door for future improvements such as the removal of `hostImmutableCycle` and replacing them with better solutions, the implementation of which is broken at the moment regardless.

While moving to `Context`-based locking the question of multiple GPU workloads being in-flight while using overlapping resources came up which brought a fundamental limitation of `FenceCycle` to light which was that only one resource could be concurrently attached to a cycle and it could not adequately represent multi-cycle dependencies. `FenceCycle` chaining was designed to fix this inadequacy and allows for several different GPU workloads to be in-flight concurrently while utilizing the same resources as long as they can ensure GPU-GPU synchronization.
2022-08-06 22:18:42 +05:30
PixelyIon
07d45ee504
Introduce FenceCycle Chaining
If we want to allow submitting multiple pieces of work to the GPU at once while still requiring CPU synchronization, we'll need to track all past fence cycles associated with a resource alongside the current one. To solve this the concept of chaining fences has been introduced, fences from past usages can be chained to the latest fence which'll then recursively forward operations to chained fences.

This change also ends up mandating a move away from `FenceCycleDependency` as it would prevent fences from concurrently locking the same resources which is required for chaining to work as two fences being chained fundamentally means they're locking the same resources. The `AtomicForwardList` is therefore used as the new container.
2022-08-06 22:18:42 +05:30
PixelyIon
cf9e31c1eb
Implement Atomic Forward List
An implementation of a singly-linked list with atomic access to allow for lock-free access semantics, it eliminates the requirement for a mutex which can introduce additional consideration for synchronization.
2022-08-06 22:18:42 +05:30
PixelyIon
6b9269b88e
Introduce Context semantics to GPU resource locking
Resources on the GPU can be fairly convoluted and involve overlaps which can lead to the same GPU resources being utilized with different views, we previously utilized fences to lock resources to prevent concurrent access but this was overly harsh as it would block usage of resources till GPU completion of the commands associated with a resource.

Fences have now been replaced with locks but locks run into the issue of being per-view and therefore to add a common object for tracking usage the concept of "tags" was introduced to track a single context so locks can be skipped if they're from the same context. This is important to prevent a deadlock when locking a resource which has been already locked from the current context with a different view.
2022-08-06 22:18:42 +05:30
PixelyIon
d913f29662
Only set hasFragileUserData for signed builds
We do not want to allow saving of user data on unsigned builds as they don't have a stable signature and will not properly handle reinstallation. This can lead to a situation where the user has to resort to complex techniques to completely uninstall the package such as ADB or calling into PM directly.
2022-08-06 22:18:42 +05:30
PixelyIon
3139889a09
Implement Asynchronous Presentation
We currently present all frames synchronously on the thread that calls into SurfaceFlinger functions, this is unoptimal as it doesn't match guest behavior which can lead to delaying the guest from working on the next frame. This commit queuing up frames to non-blocking and handles all waiting then presenting the frame on a dedicated thread.
2022-08-06 22:18:42 +05:30
PixelyIon
6e09dc5204
Fix thread name setting
We utilize `pthread_setname_np` to set the thread names but didn't check for any errors which resulted in the `Skyline-Choreographer` and `ChannelCmdFifo` not having proper names as they exceeded the 16 character limit on thread names for the pthread function.  This has now been fixed by changing the names and introducing error checking to invocations of this function.
2022-08-06 22:18:42 +05:30
PixelyIon
7a0cfb484c
Add NPOT AlignUp utility
All our normal alignment functions are designed to only handle power of 2 (`POT`) multiples as we only align or check alignment to `POT` multiples but there are cases where this is not possible and we deal with `NPOT` multiples which is why this function is required.
2022-08-06 22:18:42 +05:30
PixelyIon
662ea532d8
Skip waiting on host GPU after command buffer submission
We waited on the host GPU after `Execute` but this isn't optimal as it causes a major stall on the CPU which can lead to several adverse effects such as downclocking by the governor and losing the opportunity to work in parallel with the GPU.

This has now been fixed by splitting `Execute`'s functionality into two functions: `Submit` and `SubmitWithFlush` which both execute all nodes and submit the resulting command buffer to the GPU but flushing will wait on the GPU to complete while the non-flush variant will not wait and work ahead of the GPU.
2022-08-06 22:18:42 +05:30
PixelyIon
5129d2ae78
Add move-assignment semantics to ActiveCommandBuffer/MegaBuffer
We need move-assignment semantics to viably utilize these objects as class members, they cannot be replaced without move-assign (or copy-assign but that is undesirable here). This commit fixes that by introducing a move assignment operator to them while making the `slot` a pointer which has the necessary nullability semantics.
2022-08-06 22:18:42 +05:30
lynxnb
8991ccac65 Pass ViewHolder on bind to RecyclerView items instead of ViewBinding
This change lets items get the updated position of their view holder in the adapter. Fixes an issue where the position of items was not updated after being removed from a `SelectableGenericAdapter`.
2022-08-06 22:00:19 +05:30
lynxnb
bb922100cb Improve rendering for Right-To-Left layouts 2022-08-06 22:00:19 +05:30
lynxnb
240e7033d7 Support loading a user-selected driver during vulkan initialization 2022-08-06 22:00:19 +05:30
lynxnb
c812de48ea Show an undo button after deleting a gpu driver
After a driver has been deleted, a snackbar will be shown confirming the deletion, with an button to undo it.
2022-08-06 22:00:19 +05:30
lynxnb
59c60df993 Add GPU Driver Configuration preference
This preference launches `GpuDriverActivity` for managing custom gpu drivers. When the device has an incompatible GPU, the preference will be disabled and greyed out.
2022-08-06 22:00:19 +05:30
lynxnb
48cf1263bc Add a custom GPU driver configuration activity
The activity adds the following functionalities:
* Lists installed drivers
* Allows the user to install new drivers, or remove installed ones
* Allows the user to select the driver that will be used by the emulator
2022-08-06 22:00:19 +05:30
lynxnb
e9f609b923 Add a gpuDriver preference setting
This setting represent the GPU driver selected by the user to be used by the emulator.
2022-08-06 22:00:19 +05:30
lynxnb
1815199d2b Add utilities for reading and installing gpu driver packages 2022-08-06 22:00:19 +05:30
lynxnb
f3dd3e53c1 Miscellaneous imports cleanup in preference package 2022-08-06 22:00:19 +05:30
lynxnb
1dfea9ef6f Create an ItemDecorations file for all RecyclerView item decorations
All item decorations are now placed in one file so that any `RecyclerView` in the app can use the same ones.
2022-08-06 22:00:19 +05:30
lynxnb
a59f2baa3a Add a SelectableGenericAdapter as subclass of GenericAdapter
`SelectableGenericAdapter` extends `GenericAdapter` with support for marking one item as selected.
2022-08-06 22:00:19 +05:30
lynxnb
e93fdce845 Add support for removal of items from GenericAdapter 2022-08-06 22:00:19 +05:30
lynxnb
0d1c7965df Add a ZipUtils class for unpacking zip files 2022-08-06 22:00:19 +05:30
lynxnb
b03f624191 Add kotlinx.serialization-json dependencies 2022-08-06 22:00:19 +05:30
Billy Laws
f52ea7bddb Make deferred draw and constant buffer updates reentrant-safe
At some point we will call Submit within draws or constant buffer updates, to avoid any infinite recursion mark draw/cbuf pending as false before performing any operation
2022-07-29 20:07:14 +01:00
Billy Laws
dbb684835f Fix depthClampDisable register offset in Maxwell 3D 2022-07-29 20:07:14 +01:00
Billy Laws
7fd9d347e3 Use per-RT blend enable registers even when independent blend is disabled
The common blend enable register seems to be used for something else. This is required for blending to work correctly in OpenGL games
2022-07-29 20:07:14 +01:00
Billy Laws
048c2fdd29 Fix Vulkan framebuffer dimensions calculations
The framebuffer needs to be large enough to contain both the render area extent and offset
2022-07-29 20:07:14 +01:00
Billy Laws
0e1aa765fc Prevent CNTVCT_EL0 reads from being optimised out by the compiler
Without this the compiler will assume the read always produces the same value, causing issues when the register is used to time function execution
2022-07-29 20:07:14 +01:00
Billy Laws
1df98ba57f Enable fwrapv for defined signed integer overflow behaviour
Nintendo enables this for HOS so we should do the same to avoid any cases where it's relied on.
2022-07-29 20:07:14 +01:00
lynxnb
d183d14e2a Make accesses to setting values thread-safe 2022-07-26 20:16:24 +05:30
lynxnb
30667a0899 Remove unused Compact Logs settings
Since we don't have a log viewer in the app anymore, the setting was left unused and can be safely removed.
2022-07-26 20:16:24 +05:30
lynxnb
5aa2a4cd1c Rename SettingsValues to NativeSettings
The previous name was chosen as an afterthought and didn't clearly indicate what the purpose of the class is. We needed a separate, simple class without delegates members (like PreferenceSettings), so that its fields can be easily accessed via JNI to get settings values from native code.
2022-07-26 20:16:24 +05:30
lynxnb
f734c4d145 Make log level setting changes immediately active 2022-07-26 20:16:24 +05:30
lynxnb
bb4937121f Remove settings from SharedPreference if they are of the wrong type 2022-07-26 20:16:24 +05:30
lynxnb
2840a126dd Introduce AndroidSettings class and use inheritance
The `Settings` class now has a pure virtual `Update` method, and uses inheritance over template specialization for platform-specific behavior override.
2022-07-26 20:16:24 +05:30
lynxnb
3905728447 Make every setting observable individually
A `Setting` delegate class has been introduced, holding the raw value of the setting and adding support for registering callbacks to that setting. Callbacks will then be called when the value of that setting changes.
As a result of this, raw setting values have been made accessible through pointer dereference semantics.
2022-07-26 20:16:24 +05:30
lynxnb
2d70be60d1 Remove PugiXML submodule
`PugiXML` was only used for parsing the SharedPreferences settings file, not needed anymore.
2022-07-26 20:16:24 +05:30
lynxnb
5b4ca79dc8 Rename Settings Kotlin class to PreferenceSettings
SharedPreferences will be partially swapped out in the future to support per-game settings. In the meantime, make it clear from which class settings are coming from.
2022-07-26 20:16:24 +05:30
lynxnb
3b27540250 Rename operationMode setting to isDocked 2022-07-26 20:16:24 +05:30
lynxnb
69cf25b1a7 Initial support for updating settings during emulation + observing settings changes 2022-07-26 20:16:24 +05:30
lynxnb
c5dde5953a Rework how settings are shared between Kotlin and native side
Settings are now shared to the native side by passing an instance of the Kotlin's `Settings` class. This way the C++ `Settings` class doesn't need to parse the SharedPreferences xml anymore.
2022-07-26 20:16:24 +05:30
lynxnb
4be8b4cf66 Add missing SPDX licence header 2022-07-26 20:16:24 +05:30
lynxnb
365ca66b1b Make integer settings use IntegerListPreference
Avoids unnecessary type casting of setting values and duplication in resource files.
2022-07-26 20:16:24 +05:30
lynxnb
cbc896c8f8 Fix waitForFences crash on Mali drivers
Mali GPU drivers utilize the `ppoll()` syscall inside `waitForFences` which isn't correctly restarted after a signal, which we can receive at any time on a guest thread. This commit fixes that by recursively calling the function on failure till it succeeds or returns an unexpected error.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-07-14 20:34:16 +02:00
MCredstoner2004
942e22f275 Write ApplicationErrorArg ErrorApplets to log
These applets are used by applications to display a custom error message to the user. Both the error message and the detailed error message are printed to the error log.


Co-authored-by: lynxnb <niccolo.betto@gmail.com>
2022-07-02 09:48:59 +05:30
MCredstoner2004
f9a0394577
Implement Software Keyboard applet
This implements the non-inline version of the Software Keyboard (swkbd) applet, which games use to get text input from the user.
2022-07-01 15:19:53 -05:00
MCredstoner2004
a9ee06914d Add ByteBufferSerializable
This allows sending C-like structs between Kotlin and C++ without struct-specific code
2022-06-30 01:17:32 +05:30
Billy Laws
a0275418d6 Add a single-header linear allocator implementation
This conforms to the C++ 'Allocator' named requirement allowing it to be used with any STL type and allows drastically reducing allocation times in cases which are suited for linear allocation.
2022-06-28 21:33:04 +01:00
Billy Laws
e816256220 Add blend, scissor, viewport and vertex state to shader hash
These caused a ton of additional comparisons in Zelda Link's Awakening as many shaders would have the same hash.
2022-06-28 21:32:59 +01:00
lynxnb
e6cfdeb06a Fix non-indexed quad draws
Certain non-indexed quad draws would mistakenly take the indexed quad path because of the assumption that they would not have a bound index buffer. This resulted in a crash for most games using quads due to a faulty exception `Indexed quad conversion is not supported`, when in fact they were not using indexed quads.

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-06-23 10:57:11 +02:00
lynxnb
8fc3bc75f4 Allow providing an index type to calculate quad conversion buffer size 2022-06-23 00:15:44 +02:00
Billy Laws
7709dc8cf6 Rewrite buffer megabuffering to be per view and more efficient
This commit implements several key optimisations in megabuffering that are all inherently interlinked.
- Megabuffering is moved from per-buffer to per-view copies, this makes megabuffering possible for small views into larger underlying buffers which is often the case with even the simplest of games,
- Megabuffering is no longer the default option, it is only enabled for buffer views that have had inline GPU writes applied to them in the past as that is the only case where they are beneficial. In any other case the cost of copying, even with a 128KiB limit can be significant.
- With both of these changes, there is now possibility for overlapping views where one uses megabuffering and one does not. In order to allow GPU inline writes to work consistently in such cases a system of 'host immutability' has been implemented, when a buffer is marked as host immutable for a given cycle, all writes to the buffer from that point to the point the cycle is signalled will be performed on the GPU, ensuring that the backing contents are correctly sequenced
2022-06-11 17:05:39 +05:30
MCredstoner2004
2e356b8f0b Use spans instead of ptr and size in kernel memory 2022-06-11 17:05:39 +05:30
PixelyIon
e3e92ce1d4 Handle unsigned builds on CI
We don't always have access to CI secrets, such as, when a certain CI action is triggered by a PR from an external repository then it won't have access to secrets and be signed. While we likely will allow for this in the future as all workflows do have to be approved,  it is still important to not crash when keys are unavailable and have a graceful fallback for those situations.
2022-06-11 17:05:39 +05:30
Billy Laws
8689886bbb
Update build tools to 33.0.0 to fix CI
We're never switching to RC build tools again
2022-06-10 00:11:12 +01:00
Billy Laws
22039df301 Transition to std::unordered_set for buffer view tracking
Has the same guarantees of pointer stabilty while also being significantly faster in cases where a buffer has thousands of views. This is the case in RE4 and this change leads to an almost 1000% performance improvement in that game.
2022-06-09 23:52:13 +01:00
Billy Laws
b75a06af1b Support forcing 60Hz display on Xiaomi MIUI
Uses an API found through RE since none of the AOSP APIs work, additionaly the code for setting RR was consolidated to a single function that can be ran after all display updates.
2022-06-09 19:29:18 +01:00
Billy Laws
42c365fe70 Automatically exclude llvm and boost submodules in gradle project
There is a god in this world... his name is bylaws
2022-06-06 23:11:56 +01:00
PixelyIon
a5ca370c36 Implement thread-safe MegaBuffer pool
We currently have a global `MegaBuffer` instance that is shared across all channels, this is very problematic as `MegaBuffer` fundamentally works like a state machine with allocations (especially resetting/freeing) and is thread-specific. Therefore, we now have a pool of several `MegaBuffer`s which is allocated from by the `CommandExecutor` and kept channel specific as a result which also limits its usage to a single thread, this allows for individually resetting or freeing any allocations.
2022-06-05 13:04:40 +05:30
PixelyIon
3e08494146 Minor CommandScheduler refactor
There was a lot of redundant code in the `CommandScheduler` when the same functionality could be achieved with much shorter and cleaner code which this commit fixes. This includes no changes to the user-facing API and does not require any changes on the user side as a result.
2022-06-05 13:04:40 +05:30
Billy Laws
bd99d79b51 OsFileSystem: Close directory after file listing is finished 2022-06-04 21:46:23 +01:00
Billy Laws
4888919515 Stub GetFriendInvitationStorageChannelEvent (0x8C) 2022-06-04 21:45:53 +01:00
Billy Laws
d9f6540831 Fix VFS CreateFile directory creation 2022-06-04 19:19:30 +01:00
Billy Laws
f5bcb40c41 Return number of audio outs in ListAudioOuts 2022-06-04 19:12:37 +01:00
Billy Laws
5d6902b3f8 Stub audin:u 2022-06-04 19:11:57 +01:00
Billy Laws
54999957a2 Remove RGB565 format workaround
Will soon be redundant with new texture manager and is quite hacky so drop it.
2022-06-04 17:49:13 +01:00
Billy Laws
d79832091d Force append slash to directory path in OsFilesystem::CreateDirectory
The recursive path creation algorithm requires this to be the case
2022-06-04 17:44:49 +01:00
Billy Laws
616f7b7826 Correct instanced draw topology changed warning location
Before it would trigger even when the draw had the instanceNext flag set and thus wasn't part of the instanced draw at all.
2022-06-04 17:43:03 +01:00
Billy Laws
deb7a0e22a Implement 5x5 and 10x10 ASTC texture formats 2022-06-04 17:42:37 +01:00
Billy Laws
cc5a3f99c1 Reformat format description file 2022-06-04 17:42:13 +01:00
Billy Laws
a476bbaf4d Add 11_11_10 vertex buffer format 2022-06-04 17:41:10 +01:00
Billy Laws
71c37dd6c4 Add D24X8Unorm depth RT format support 2022-06-04 17:40:49 +01:00
Billy Laws
d3af629b83 Support R32G32B32A32 int RT formats 2022-06-04 17:38:57 +01:00
Billy Laws
0f5f04ade3 Set default surfaceflinger parameters based off of preallocated buffers
Required by resident evil 4 as otherwise Dequeue would fail due to it using BGRA buffers but the default being RGBA.
2022-06-04 16:55:08 +01:00
Billy Laws
106ad597db Support BGRA8888 surfaceflinger format
A swizzle is applied to R8G8B8A8 to transform it to BGRA since BGRA isn't a commonly supported swapchain format on Android.
2022-06-04 16:49:26 +01:00
Billy Laws
2bbeb6b08f Fix OsFileSystem initial directory creation
By passing basePath as an argument the CreateDirectory function did mkdir(basePath+basePath) which is obviously not the intended behaviour, fix this.
2022-06-03 19:33:31 +01:00
Billy Laws
84dec7561c Dont cache rendertarget mappings
Some games remap rendertargets or map them late which would lead to weird graphical bugs or crashes. Drop the caching since VMM lookup is fairly cheap anyway.
2022-06-03 19:31:52 +01:00
Billy Laws
581a016991 Add GuestTexture::GetSize helper function
This code was getting duplicated a bit so commonise into a helper function.
2022-06-03 19:30:54 +01:00
Billy Laws
31d418ad54 Fix 3D semaphore counter type 0 handling
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
2022-06-02 22:03:19 +01:00
Billy Laws
0202bf5531 Add semaphore release debug logs 2022-06-02 22:02:59 +01:00
Billy Laws
55cddc7a66 Update hades 2022-06-02 21:58:30 +01:00
Billy Laws
3736d36b75 Fix KPrivateMemory remap permissions 2022-06-02 18:10:35 +01:00
Billy Laws
389ab0fb50 Add {Map,Unmap}Physical memory debug logs 2022-06-02 18:10:10 +01:00
PixelyIon
2712b3276b Fix incorrect VkBufferImageCopy offset calculations
The `VkBufferImageCopy` offset calculations were wrong inside `CopyIntoStagingBuffer` as it multiplied the mip level's linear size by `levelCount` rather than `layerCount`. This led to substantial UB in games which called this function as it led to an overflow and resulted in writing to other areas of the buffer which caused major issues such as vertex/index buffer corruption and corresponding graphical glitches alongside likely being the cause of some crashes.
2022-06-02 22:14:22 +05:30
PixelyIon
06901ef22a Fix BC7 output swizzling from BGRA to RGBA
BC7 CPU decoding had the red and blue channels swapped around as it outputted a BGRA image after decoding while we expected an RGBA image to be produced. This should fix the colors of certain textures in titles such as Cuphead or Sonic Forces.
2022-06-02 19:48:55 +05:30
Billy Laws
9cb68c31e1 Stub nfp IUser::AttachAvailabilityChangeEvent 2022-06-02 00:04:01 +01:00
Billy Laws
33c9731eca Implement IFileSystem::CreateDirectory 2022-06-02 00:04:01 +01:00
Billy Laws
a09414424b Fix broken VFS directory creation 2022-06-02 00:04:01 +01:00
Billy Laws
3518e04a18 Correct Directory EntryType to be u8 rather than u32 2022-06-02 00:04:01 +01:00
Billy Laws
0c11d9e294 Implement IDirectory::GetEntryCount 2022-06-02 00:04:01 +01:00
MCredstoner2004
c15b3a8d40
Make Applet accesses to the data queues lock
Avoids potential races when the guest access the same applet from more than one thread.
2022-06-02 03:47:38 +05:30
Billy Laws
91b2c47991 Fix potential nvdrv submission race
The syncpoint maximum value represents the maximum possible syncpt value at a given time, however due to PBs being submitted before max was incremented, for a brief moment of time this is not the case which could lead to crashes or other such behaviour if a game waits on the fence at the right moment.
2022-06-01 17:15:25 +01:00
PixelyIon
37453ed7fa Use DocumentsProvider for log sharing
We used a `FileProvider` for log sharing prior, this is no longer necessary since it comes under the `DocumentsProvider` now which can be utilized to share the log document directly.
2022-06-01 21:41:14 +05:30
PixelyIon
8efa9298f9 Fix name conflict resolution for copyDocument
Any documents with the same name existing in a directory that is copied to would cause an exception due to existing already, this fixes that by handling conflict resolution in those cases and automatically determining a file name that would avoid a conflict.
2022-06-01 21:41:14 +05:30
Billy Laws
c4bd9c47e4 Stub NVGPU_GPU_IOCTL_ZBC_SET_TABLE nvdrv ioctl
This was missed in the original implementation and caused crashes in some games.
2022-06-01 16:59:14 +01:00
Billy Laws
c639fdcf06 Fixup NFP service stub state handling
Previously a broken state value was returned from GetState that caused crashes in games using newer SDKs and NFP, correctly handle state now by updating it after initialisation.
2022-06-01 15:00:26 +01:00
Billy Laws
c745e0e02b Move image type logic to GuestTexture, allowing 2D array views for 3D RTs
We can't render to a 3D texture through a 3D view, we instead have to create a 2D array view into it and render to that. The texture manager previously didn't support having a different view type/layer count between a guest texture view and the underlying storage texture that is required to support this so that was also implemented by reading the view layer count from the dimensions depth instead if the underlying texture is 3D (and the view type is 2D array). Additionally move away from our own view type enum to Vulkan, inline with other guest texture member types.
2022-05-31 22:09:53 +01:00
Billy Laws
22695c4feb Stub nim services used for eShop communication
We obviously don't need to implement these so add a simple set of stubs to satify games using them (mainly demos such as DQXII)
2022-05-31 22:07:01 +01:00
Billy Laws
ff12dc9c10 Add R32_SFLOAT to adreno validation layer format filtering 2022-05-31 22:03:53 +01:00
Billy Laws
6cc925c2d3 Reset RT mappings on dimension and format changes 2022-05-31 17:49:16 +01:00
Billy Laws
8180bf852e Lock textures before attaching in BlitContext 2022-05-31 16:54:13 +01:00
Billy Laws
cb2b36e3ab Allow providing a callback that's called after every CPU access in GMMU
Required for the planned implementation of GPU side memory trapping.
2022-05-31 16:04:27 +01:00
Billy Laws
46ee18c3e3 Require depthBiasClamp Vulkan device feature
Used in some UE4 games and supported by 95% of devices so skip implementing a fallback path.
2022-05-31 14:46:45 +01:00
PixelyIon
e592b11039 Drop samplerAnisotropy as a required GPU feature
Sampler anisotropy was made a required feature in an earlier commit due to its widespread availability but this was determined to be incorrect as certain Mali GPUs that can otherwise run 2D games in Skyline do not have this feature, while they are still not officially supported as this was the only roadblock to support them, it has now been made an optional feature.
2022-05-31 01:37:40 +05:30
PixelyIon
4336134b07 Reintroduce android:hasFragileUserData due to stable signature
`android:hasFragileUserData` was added in an earlier commit but then removed due to it not functioning because of signature checks. Now that signatures are consistent across builds, it has been readded and should now allow carrying data across CI and developer builds.
2022-05-31 01:37:07 +05:30
PixelyIon
da79e2c8e3 Add Robust CI Cache Restoration
The `restore-keys` parameter of `actions/cache@v3` is now utilized to add robust fallbacks for missing cache keys, it should automatically fall back to an older but still valid cache rather than entirely miss now.
2022-05-31 01:25:18 +05:30
PixelyIon
40a7433e97 Extend CI Gradle caching and performance parameters
A lot of default Gradle parameters are unoptimal for the best performance, this enables the configuration and build cache alongside parallel building.
2022-05-31 01:25:18 +05:30
PixelyIon
4a6978a3bb Extend CI C++ build cache
The CI didn't cache the C++ build related directories under `app/build/` which caused a full recompilation of C++ code, this takes a significant amount of time.
2022-05-31 01:25:18 +05:30
PixelyIon
3da67d79a1 Remove Android Linting + R8 Mapping from CI
These steps were determined to be useless in practice as no one checked the lint report for any issues and R8 mappings were never utilized.
2022-05-31 01:25:18 +05:30
PixelyIon
c516819e6e Make CI APK name more verbose
Adds the CI run number to the APK name, they were `app-(debug/release).apk` but are now `skyline-${CI run number}-(debug/release).apk`. This makes it significantly easier to identify what version a specific build is, this alongside signing consolidates Skyline builds.
2022-05-31 01:25:18 +05:30
PixelyIon
b91ce939a2 Introduce CI build signing
We've done no signing of any Skyline APKs to date which causes issues regarding authenticity of any APKs as they could be entirely unofficial builds which have not been vetted by the team. Additionally, the different keys remove the ability to reinstall a different build successively as Android checks for matching signatures before installing an APK.
2022-05-31 01:25:18 +05:30
PixelyIon
e1cc8676cf Add option to view internal directory
With the Skyline document provider, easy access to the internal directory is required which may be hard to navigate to through the system file manager. This adds an option in settings to directly open up the directory in the system file manager.
2022-05-31 01:25:18 +05:30
PixelyIon
ba97985b55 Revise DocumentsProvider URI structure
The URIs (Document ID + Root) of the Skyline `DocumentsProvider` was unoptimal as it wasn't relative to a base directory. This is required for opening a root without knowledge of the full path in advance, it is therefore cleaner to provide a uniform `ROOT_ID` in a companion class.
2022-05-31 01:25:18 +05:30
Mylah Dee
ee7da31fc6 Add DocumentProvider for accessing internal files
On Android 12 and above, files from an application's external storage directory cannot be accessed by the user. The only proper SAF-compliant way to solve this is to create a `DocumentProvider` which proxies access to internal storage accordingly.
2022-05-30 15:09:30 +05:30
Narr the Reg
7aa6a5c4ca
Add HID touch attribute and index reporting
Adds missing parameter TouchAttribute and emulates correctly the touch point index. Both changes are necessary on Voez to keep track of each finger.
2022-05-29 10:28:51 +01:00
PixelyIon
80c8fb8791 Implement CPU BCn Texture Decoding
Certain GPU vendors such as ARM's Mali do not have support for BCn textures whatsoever while other vendors such as AMD only have partial support (BC1-BC3). Most titles on the guest utilize BC textures and to address this on host GPUs without support for BCn, we need to decompress the texture on the CPU. This commit implements a CPU BCn texture decoder based off Swiftshader's BC decoder, it also adds the necessary infrastructure to have different formats for the `GuestTexture` and `Texture` objects.
2022-05-28 21:22:24 +05:30
PixelyIon
fe615b1e03 Clarify texture swizzling inner-loop iteration count
The iterations of the inner loop for sector deswizzling was miscalculated as `SectorWidth * SectorHeight` while the result was correct at `32`, it should be determined by the amount of sector lines within a GOB i.e.: `(GobWidth / SectorWidth) * GobHeight`.
2022-05-28 21:22:24 +05:30
PixelyIon
7d4e0a7844 Implement Mipmapped Texture Support
Support for mipmapped textures was not implemented which is fairly crucial to proper rendering of games as the only level that would load is the first level (highest resolution), that might result in a lot more memory bandwidth being utilized. Mipmapping also has associated benefits regarding aliasing as it has a minor anti-aliasing effect on distant textures. 

This commit entirely implements mipmapping support but it does not extend to full support for views into specific mipmap levels due to the texture manager implemention being incomplete.
2022-05-28 21:22:24 +05:30
PixelyIon
da7e6a7df7 Replace Maxwell DMA GuestTexture usage with new swizzling API
Maxwell DMA requires swizzled copies to/from textures and earlier it had to construct an arbitrary `GuestTexture` to do so but with the introduction of the cleaner API, this has become redundant which this commit cleans up and replaces with direct calls to the API with all the necessary values.
2022-05-28 21:22:24 +05:30
PixelyIon
de300bfdbe Refactor Texture Swizzling
The API for texture swizzling is now more concrete and abstracted out from `GuestTexture`, this allows for neater usage in certain areas such as MaxwellDMA while having a `GuestTexture` wrapper as well allowing for neater usage in those cases. 

The code itself has also been cleaned up slightly with all usage of `u32`s being upgraded to `size_t` as this is simply more efficient due to the compiler not needing to emulate wraparound behavior for integer types smaller than the processor word size.
2022-05-19 17:13:55 +05:30
Billy Laws
72473369b6 Account for OOB copyOffsets in CircularBuffer::Read
Caused crashes in Pokemon
2022-05-14 15:30:59 +01:00
Robin Kertels
0a3cf25823 Implement the Fermi 2D blitting engine
The Fermi 2D engine implements both image blit and resolve operations, supporting subpixel sampling with both linear and point filtering.

Resolve operations are performed by sampling from the center of each pixel in order to resolve the final image from the MSAA samples
MSAA images are stored in memory like regular images but each pixels dimensions are scaled: e.g for 2x2 MSAA
```
112233
112233
445566
445566
```
These would be sampled with both duDx and duDy as 2 (integer part), resolving to the following:
```
123
456
```
Blit operations are performed by sampling from the corner of each pixel, scaling the image as one would expect.

This implementation isn't fully complete as Vulkan blit doesn't support some combinations which Fermi does, most notably between colour and depth stencil. These will be implemented properly at a later date, likely after the texture manager rework.
Out of Bounds Blit, used by some OpenGL games is also missing since supporting it requires texture aliasing, this will also be supported after the texture manager rework.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-05-13 22:37:37 +01:00
Billy Laws
be2546138d Move IOVA class to GMMU so it can be used for other engines 2022-05-13 22:37:37 +01:00
Billy Laws
3ad640fcbc Fix accidental graphics context member/parameter duplication 2022-05-13 22:37:37 +01:00
PixelyIon
7a6f27a19a Fix texture swizzling OOB writes
Certain writes during swizzling went out of bounds due to incorrect `blockExtentY` calculation, the previous commit to fix this ended up breaking it further. This commit returns to the original commit's calculations with the proper addendum of a check for exact alignment with a GOB which is the case that was broken earlier.
2022-05-13 14:52:41 +05:30
PixelyIon
168e51e7ad Always use GetLayerStride for layer stride in Texture
The `GuestTexture::GetLayerStride` function was not always being utilized to retrieve the layer stride inside `Texture`, it would instead directly access the `guestTexture::layerStride` member. This is problematic as it may not be initialized and return `0` which would lead to a broken image copy.
2022-05-13 14:21:37 +05:30
Billy Laws
b81d5bc865 Implement and cleanup semaphore operations in all engines
Most engines have the capability to release a semaphore payload (or reduce in the case of GPFIFO) when a method is called or action is complete. Semaphores are used by games for both timing how long things take on GPU and waiting on resources so missing them can cause deadlocks or other related issues.
2022-05-12 19:40:24 +01:00
Billy Laws
bca88685bd Stub nvdrv {Get,Dump}Status 2022-05-12 17:38:22 +01:00
Billy Laws
97e740c986 Fix slight locking bug with nvmap handle duplication 2022-05-12 17:38:22 +01:00
Billy Laws
57378457dc Treat symbol file paths without slashes as filenames
Prevents crashes printing backtrace if this occurs
2022-05-12 17:38:22 +01:00
Billy Laws
d08ac63bbf Use TIC maximum index over TSC when tscIndexLinked is set 2022-05-12 17:38:22 +01:00
Billy Laws
8e021a9f1f Load custom drivers from app private data dir
Required since /sdcard doesn't have exec perm support
2022-05-12 17:38:21 +01:00
Billy Laws
dcef597345 Introduce TrivialObject concept and use where appropriate
Simplifies type checking and handles excluding container types that are trivially copyable but contain pointers
2022-05-12 17:38:21 +01:00
PixelyIon
f2cc25ee9f Implement Array Texture Swizzling
Textures can have more than one layer which we currently don't handle, all layers past the initial one will be filled with random data or 0s, leading to incorrect rendering. This has now been implemented now which fixes any titles which utilize array textures, such as "Super Mario Odyssey" or "Hatsune Miku: Project DIVA MegaMix".
2022-05-12 18:23:45 +05:30
PixelyIon
2a99e1784d Fix Maxwell3D RT Depth/Layer Count Logic
The Maxwell3D RT layer count wasn't being set correctly as it has the same register as the depth values and is toggled between the two based on another register value.
2022-05-12 18:23:05 +05:30
Billy Laws
543ac3042e Cleanup account services and stub StoreSaveDataThumbnail 2022-05-11 23:24:35 +01:00
Billy Laws
7d30ac0cd8 Add additional nifm stubs 2022-05-11 23:24:35 +01:00
Billy Laws
a164635f32 Stub LibraryAppletPlayerSelect 2022-05-11 23:24:35 +01:00
PixelyIon
4ec1cc7086 Update Build Tools to 33.0.0-rc4
Google has removed `33.0.0-rc3` from their servers and it can no longer be downloaded by the CI, the build tools version has been updated as a result.
2022-05-12 02:53:01 +05:30
Billy Laws
dd0004e208 Set Host1x log tag correctly 2022-05-11 22:11:16 +01:00
Billy Laws
f89bacf8ae Fixup Host1x syncpoint locking 2022-05-11 22:04:02 +01:00
Billy Laws
d8ff318a1a Prevent infinite VFS read loop on EOF 2022-05-11 22:03:39 +01:00
shutterbug2000
f078a5d1ec Stub bt and btm:u
Stub BT services which is required by titles such as Pokémon Let's GO Pikachu and Eevee (non-Demo versions).
2022-05-11 20:44:09 +05:30
PixelyIon
588b4529ee Implement 3D Texture Swizzling
The Maxwell GPU supports 3D textures which are tiled with the block-linear layout which didn't handle swizzling 3D textures correctly till now. This commit addresses that by implementing proper swizzling for 3D textures. Titles such as Cluster Truck and Super Mario Odyssey utilize 3D textures alongside a vast majority of other titles.
2022-05-11 14:06:04 +05:30
Billy Laws
601d67e369 Use resource size rather than allocation size for staging buffer size
As per VMA docs: 'Allocation size returned in this variable may be greater than the size requested for the resource e.g. as VkBufferCreateInfo::size. Whole size of the allocation is accessible for operations on memory e.g. using a pointer after mapping with vmaMapMemory(), but operations on the resource e.g. using vkCmdCopyBuffer must be limited to the size of the resource.'
2022-05-10 18:48:20 +01:00
Billy Laws
d2acec24f5 Handle VFS reads into trapped memory regions
pread will refuse to read into any trapped regions so implement a manual path with a staging buffer and memcpy for such cases
2022-05-10 18:33:55 +01:00
Billy Laws
1609fd2a32 Account for layerCount in SynchronizeGuestWithBuffer staging buffer size 2022-05-10 18:33:31 +01:00
Billy Laws
5b97b87503 Restore previous cullMode when cullFace is enabled 2022-05-10 18:31:32 +01:00
Billy Laws
15e9fa1c80 Fix FillRandomBytes
There were two issues here:
- If a skyline span was passed as a param then the 'T &object' version would be called, filling the span itself with random values rather than its contents
- Random numbers were repeated every call since independent_bits_engine copied generator state and thus it was never actually updated
2022-05-10 18:28:15 +01:00
Billy Laws
622ff2a8f1 Correctly track 5.1 audio channel sample count
Size needs to be adjusted for 5.1 buffers since they're downsampled to stereo.
2022-05-10 18:26:20 +01:00
PixelyIon
56c9b03843 Fix incorrect swizzling Y extent calculation
This calculation for the amount of lines on the Y axis relative to the start of the last block was wrong and would instead determine the amount of lines to the last Y-axis GOB which wasn't accurate when padding was considered, this resulted in titles like Celeste having broken texture decoding (on a 1922x1082 texture) for the last ROB as most pixels would be masked out.
2022-05-09 20:25:43 +05:30
Billy Laws
018df355f0 Replace some VFS exceptions with warnings
These errors aren't necessarily fatal so tone them down.
2022-05-08 19:37:10 +01:00
Billy Laws
e1c13bbc08 Update hades 2022-05-08 19:37:10 +01:00
PixelyIon
b307fca115 Fix attachment reuse within the same subpass
Certain titles such as BOTW trigger behavior to reuse an attachment within the same subpass, this caused an exception inside `RenderPassNode::AddAttachment` as it cannot find corresponding subpass for attachment. To fix this issue, we now assume that when it cannot find a subpass for an existing attachment, it is attached to the latest subpass and return the attachment.
2022-05-08 18:26:40 +05:30
PixelyIon
e027555796 Handle Y-axis GOB non-alignment for swizzling
Certain textures may be unaligned with a GOB's height of 8 lines, we already handle the case of being unaligned with a GOB's width of 64-bytes. This case occurs on titles such as SMO when going in-game.
2022-05-07 18:37:22 +05:30
PixelyIon
c910e29168 Extend HostSignalHandler's SIGSEGV debugger path
The function now returns from a segmentation fault when a debugger is present, this allows the entire context to be intact which can allow the debugger to correctly pick up variables from all stack frames while it could not extrapolate most variables when trapped inside the signal handler without the values of all registers.
2022-05-07 18:37:22 +05:30
Billy Laws
4149ab1067 Implement Maxwell 3D instanced draw support
In the Maxwell 3D engine, instanced draws are implemented by repeating the exact same draw in sequence with special flag set in vertexBeginGl. This flag allows either incrementing the instance counter or resetting it, since we need to supply an instance count to the host API we defer all draws until state changes occur. If there are no state changes between draws we can skip them and count the occurences to get the number of instances to draw.
2022-05-07 13:56:09 +01:00
Billy Laws
03594a081c Ensure correct flushing for batched constant buffer updates
Cbufs could be read by non-maxwell3D engines so force a flush when switching to them or before Execute.
2022-05-07 13:56:09 +01:00
PixelyIon
ad989750fc Implement Maxwell3D Point Sprite Size
Implements register state that corresponds to the size of a single point sprite in Maxwell 3D, this is emitted by the shader compiler in the preamble but needs to be only applied if the input topology is a point primitive and it is invalid to set the point size in any other case.
2022-05-07 03:46:25 +05:30
PixelyIon
874a6a2a6c Fix getTextureType enum conversion fomatting 2022-05-07 03:46:25 +05:30
PixelyIon
ae5bcbdb5c Fix Depth RT lock to be in scope
Earlier texture locking design required the lock to be retained but since the introduction of `AttachTexture`, this no longer needs to be done. This being done caused deadlocks when the depth texture is sampled by the fragment shader while being bound as an RT since it would attempt to lock the texture again.
2022-05-07 02:37:48 +05:30
shutterbug2000
1c8d994161 Basic bcat:u implementation
A basic `bcat:u` implementation to prevent titles such as "Kirby and the Forgotten Land" dependent on BCAT support from crashing due to the lack of an implementation.
2022-05-06 15:41:48 +05:30
PixelyIon
4fd64a53e0 Require Vulkan samplerAnisotropy feature
This is a widely supported feature that games may require conditionally but due to it being supported on effectively all target devices, it was made mandatory. This is used by titles such as ARMS.
2022-05-06 15:41:48 +05:30
PixelyIon
1d9b4a865a Add additional formats to Adreno filter
`VK_FORMAT_R32G32B32A32_SFLOAT` and `D32_SFLOAT` have their capabilities misreported as well, this spams the logs in titles such as ARMS.
2022-05-06 15:41:48 +05:30
PixelyIon
b87295374e Improve Controller Applet log
Improves the readability of the log and replaces the previously uninformative prefix of `operator()` due to being in a lambda with `Controller support`.
2022-05-06 15:41:48 +05:30
PixelyIon
98c730a644 Implement linked TIC/TSC handle in Maxwell3D
Maxwell3D has a register for linking the TIC/TSC index in bindless texture handles, this is used by games to implement bindless combined texture-sampler handles.
2022-05-06 14:58:20 +05:30
PixelyIon
23a091100d Implement ReadCbufValue + ReadTextureType
Implements `GraphicsEnvironment::ReadCbufValue` & `GraphicsEnvironment::ReadTextureType` with a framework of heterogeneous lookups for caching and callbacks for querying constant buffer or TIC values with validation checks for successive draws to ensure unique IR is generated.
2022-05-06 14:39:36 +05:30
PixelyIon
765c3f4e1f Allow draws with no descriptor set resources
The `descriptorSetWrites` being filled is now optional and the case of it being empty is handled correctly, this is done by certain titles such as ARMS and is entirely valid behavior. It should be noted that not doing this leads to errors in the guest due to invalid GPU state while working on the host GPU.
2022-05-06 10:33:47 +05:30
PixelyIon
37327f1955 Fix and refactor SVC SignalToAddress/WaitForAddress
SVC `SignalToAddress` had a bug with the behavior of `SignalAndModifyBasedOnWaitingThreadCountIfEqual` which was entirely incorrect and led to deadlocks in titles such as ARMS that were dependent on it. This commit corrects the behavior and refactors both SVCs and moves their arbitration/waiting to inside the corresponding `KProcess` function rather than the SVC to avoid redundancies and improve code readability.
2022-05-05 19:15:37 +05:30
PixelyIon
396979e897 Extend Adreno format-based filtering for Validation Layer
Filtering of validation logs is now extended beyond BCn formats and now covers other format which have their feature set misreported by the driver, this significantly drives down the amount of logs depending on the title.
2022-05-05 19:15:37 +05:30
PixelyIon
62ea2a6da5 Avoid format aliasing warnings on Adreno
Implements an algorithm to determine formats that can be aliased as views without needing `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT`, this avoids spamming warning logs on view creation when the aliased formats will function in practice.
2022-05-05 19:15:37 +05:30
PixelyIon
7206ab4c67 Fix exclusiveSubpass by finishing render pass at end
There was an oversight with exclusive subpasses which could lead to RPs with more than one subpass could be created even though one pass was exclusive, this oversight was not finishing the render pass at the end of `AddSubpass`. This could lead to a future subpass adding to the end of that RP even though it was intended to exclusively have a single subpass.

This case occurs in titles such as Celeste (in-game) and breaks rendering on GPUs that may require exclusive subpasses for proper functionality.
2022-05-05 11:14:38 +05:30
PixelyIon
96fe5f0a0e Set initial subpassCount value to 1 rather than 0 2022-05-05 11:07:43 +05:30
PixelyIon
5d08d6e06f Disable unnecessary Khronos Validation Layer logs
The Khronos Validation Layer can often generate warning/error logs due to our intentional breakage from Vulkan specification, these can occur several times a frame resulting in the logs being spammed and making it difficult to extract useful information out of logs. The scope of these logs has now been reduced with more general filtering and the introduction of specialized filtering to handle complex cases such as BCn hacks with `libadrenotools` on Adreno devices.
2022-05-04 13:20:59 +05:30
PixelyIon
23c9388caf Fix VK_KHR_push_descriptor-less path for descriptor set updates
Descriptor set updates were broken on the non-push-descriptor path due to lifetime issues with VkDescriptorSetLayout's usage during the execution phase which entirely broke rendering on AMD/Mali GPUs due to them not supporting `VK_KHR_push_descriptor`. 

This commit addresses that by moving the allocation of a descriptor set to outside the lambda and into the recording phase, it also simplifies the semantics and resources passed into the lambda by removing redundancies.
2022-05-04 00:49:21 +05:30
PixelyIon
47bc3b4d99 Fix Render Pass Cache
The Vulkan render pass cache was fundamentally broken since it was designed around the Render Pass Compatibility clause due to being designed for framebuffer compatibility initially. As this scope was extended to a general render pass cache, the amount of data in the key was not extended to include everything it should have. This commit introduces the missing pieces in the RP cache and simplifies the underlying code in the process.
2022-05-01 20:31:36 +05:30
PixelyIon
25a29f9044 Skip zero-initializing shader bytecode backing
The backing for shader data would implicitly be zero-initialized due to a `resize` on every shader parse, this was entirely unnecessary as we would overwrite the entire range regardless. 

We avoid this by using statically allocated storage and a span over it containing the shader bytecode which avoids any unnecessary clear semantics without resorting to more complex solutions such as a custom allocator.
2022-05-01 18:27:27 +05:30
PixelyIon
42573170c6 Implement Framebuffer Cache
Implements a cache for storing `VkFramebuffer` objects with a special path on devices with `VK_KHR_imageless_framebuffer` to allow for more cache hits due to an abstract image rather than a specific one. 

Caching framebuffers is a fairly crucial optimization due to the cost of creating framebuffers on TBDRs since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding framebuffer memory.
2022-05-01 18:27:27 +05:30
PixelyIon
af7f0c301e Avoid redundant VkImageView recreation
There are a lot of cases of `VkImageView` being recreated arbitrarily due to it being tied to the ephemeral object `TextureView` rather than `Texture`, this commit flips that by storing all `VkImageView`s inside `Texture` with `TextureView` simply holding a copy of the handle to them. Additionally, this change results in stable `VkImageView` handles and helps in paving the path for framebuffer caching when `VK_KHR_imageless_framebuffer` is unavailable.
2022-05-01 18:27:27 +05:30
PixelyIon
41b2c2dc7b Add profileable attribute to AndroidManifest.xml
As we desire more accurate profiling data in certain circumstances, making the app explicitly profilable will allow for this, it will also remove the (annoying) prompt to do this in the Android Studio profiler.
2022-05-01 18:27:27 +05:30
PixelyIon
da931cf07b Implement Render Pass Cache
Implements a cache for storing `VkRenderPass` objects which are often reused, they are not extremely expensive to create generally but this is a required step to build up to a framebuffer cache which is an extremely expensive object to create on TBDRs generally since it involves calculating tiling memory allocations and in the case of Adreno's proprietary driver involves several kernel calls for mapping and allocating the corresponding memory.
2022-05-01 18:16:53 +05:30
Billy Laws
ae77bde171 Fixup audio device name writing in services
Games expect the output buffer the be entirely zero filled past the device name.
2022-04-30 16:00:33 +01:00
Billy Laws
194cbe6c7c Stub several HID functions 2022-04-30 16:00:33 +01:00
Billy Laws
112c20cef2 Stub QueryAudioDevice{Input,Output}Event
Used in many 3.0.0+ games
2022-04-30 16:00:33 +01:00
Billy Laws
8d7dbe2c4e Add a way to get a readonly span of Buffer contents
Avoids the need redundantly copy data when it is being directly processed on the CPU (e.g. quad coversion)
2022-04-30 16:00:33 +01:00
MK73DS
4c71ef5c31 Fix American English language code 2022-04-30 18:43:22 +05:30
PixelyIon
4ec0f62e30 Update Kotlin, AGP, Gradle and Build Tools
Kotlin was updated to 1.6.21, AGP to 7.1.3, Gradle to 7.4.2 and Build Tools to 33.0.0-rc3.
2022-04-27 14:00:36 +05:30
PixelyIon
90c635bf78 Coalesce subpasses with compatible attachments together
We run into a lot of successive subpasses with the exact same framebuffer configuration which we now exploit to avoid the creation of a new subpass due to the overhead involved with this. This provides significant performance boosts in certain cases due to the magnitude of difference in the amount of subpasses being created while providing next to no benefit in other cases.
2022-04-27 13:22:34 +05:30
PixelyIon
a947933bf0 Fix Buffer cycle check being inverted
The check for the fence cycle being the same as the current cycle was incorrectly inverted to be the opposite of what it should have been, leading to bugs.
2022-04-27 13:07:36 +05:30
PixelyIon
54794f4b71 Move Texture locking and synchronization to PresentationEngine
The responsibility for synchronizing a texture and locking it is now on the `PresentationEngine` rather than the API-user as this'll allow more fine grained locking and delay waiting until necessary.
2022-04-25 21:01:16 +05:30
PixelyIon
e692fcc770 Add .trace files to .gitignore
We want to ignore all `.trace` files as they correspond to Android Studio profiler's native call traces which may be stored in the Skyline directory for easy access.
2022-04-25 20:59:53 +05:30
Billy Laws
1dd230afde Refactor all std::lock_guard usages to std::scoped_lock 2022-04-25 15:00:30 +01:00
PixelyIon
94e6f3cfa0 Add quirk for relaxed render pass compatibility
As we require a relaxed version of the Vulkan render pass compatibility clause for caching multi-subpass render passes, we now utilize a quirk to determine if this is supported which it is on Nvidia/Adreno while AMD/Mali where it isn't supported we force single-subpass render passes.
2022-04-24 16:18:36 +05:30
PixelyIon
44615c8dd2 Implement per-vendor VkQueue maximum global priority
We found out that certain vendors such as Nvidia had a limitation on the global priority of a queue and requesting `VK_QUEUE_GLOBAL_PRIORITY_HIGH_EXT` would result in `VK_ERROR_NOT_PERMITTED_EXT`. A quirk has been introduced to supply the maximum supported global priority which is currently set on a per-vendor basis to avoid future crashes.
2022-04-24 16:15:01 +05:30
PixelyIon
7ef4959060 Implement Graphics Pipeline Cache
Implements a cache for storing `VkPipeline` objects which are fairly expensive to create and doing so on a per-frame basis was rather wasteful and consumed a significant part of frametime. It should be noted that this is **not** compliant with the Vulkan specification and **will** break unless the driver supports a relaxed version of the Vulkan specification's Render Pass Compatibility clause.
2022-04-24 14:31:00 +05:30
PixelyIon
50a8b69f7b Optimize descriptor set writes using push descriptors
We can use inline push descriptors for writing to descriptor rather than allocating a descriptor set for a one time write and freeing it as this is rather inefficient while an inline push descriptor generally ends up being a direct `memcpy` on the driver side designed for this use-case.
2022-04-24 13:45:09 +05:30
PixelyIon
5adafbff04 Set VkQueue's global priority to high
We want Skyline to have the most favorable GPU scheduling possible due to low latency and high throughput requirements, we request high priority scheduling due to this reason.
2022-04-24 13:34:09 +05:30
PixelyIon
f9c052d1b7 Implement Maxwell3D Tessellation State
This implements all Maxwell3D registers and HLE Vulkan state for Tessellation including invalidation of the TCS (Tessellation Control Shader) state during state changes.
2022-04-24 13:23:00 +05:30
Billy Laws
de796cd2cd Implement overhead-free sequenced buffer updates with megabuffers
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer.

We had earlier tried to fix this by using vkCmdUpdateBuffer however this caused significant performance loss due to an oversight in Adreno drivers. We could have worked around this simply by using vkCmdCopy buffer however there would still be a performance loss due to renderpasses being split up with copies inbetween.

To avoid this we introduce 'megabuffers', a brand new technique not done before in any other switch emulators. Rather than replaying the copies in sequence on the GPU, we take advantage of the fact that buffers are generally small in order to replay buffers on the GPU instead. Each write and subsequent usage of a buffer will cause a copy of the buffer with that write, and all prior applied to be pushed into the megabuffer, this way at the start of execute the megabuffer will hold all used states of the buffer simultaneously. Draws then reference these individual states in sequence to allow everything to work without any copies. In order to support this buffers have been moved to an immediate sync model, with synchronisation being done at usage-time rather than execute (in order to keep contents properly sequenced) and GPU-side writes now need to be explictly marked (since they prevent megabuffering). It should also be noted that a fallback path using cmdCopyBuffer exists for the cases where buffers are too large or GPU dirty.
2022-04-23 22:48:28 +01:00
lynxnb
0d9992cb8e Implement QuadList support for non-indexed draws 2022-04-20 18:17:10 +02:00
lynxnb
bcaf7dfe1c Make GetVertexBuffer return a pointer to the requested buffer
This avoids a redundancy in the `Draw` function and makes code easier to read
2022-04-20 18:16:45 +02:00
Billy Laws
5c3559e888 Revert "Implement support for GPU-side constant buffer updating"
This reverts commit d79635772f.
2022-04-18 13:28:58 +01:00
Billy Laws
7bf3580031 Revert "Allow external synchronization for buffers"
This reverts commit 372ab8befa.
2022-04-18 13:28:58 +01:00
PixelyIon
ddc9622b90 Fix Shader Module Cache
As bindings weren't correctly handled due to the fact that `EmitSPIRV` would change the bindings, the shader module cache would not correctly function and have no cache hits in `find` and rather have them in `try_emplace` which negated any performance benefit of it. This has now been fixed by retaining the initial cache key for insertion into the cache while also storing the post-emit bindings and restoring them during a cache hit.
2022-04-18 12:18:15 +05:30
Billy Laws
32fe01e145 Implement batch constant buffer updates
Avoids spamming the driver with hundreds of cbuf updates per frame by batching all consecutive updates into one.
2022-04-17 00:35:00 +01:00
PixelyIon
02f99273ac Implement Shader Module Cache
Implements caching of the compiled shader module (`VkShaderModule`) in an associative map based on the supplied IR, bindings and runtime state to avoid constant recompilation of shaders. This doesn't entirely address shader compilation as an issue since host shader compilation is tied to Vulkan pipeline objects rather than Vulkan shader modules, they need to be cached to prevent costly host shader recompilation.
2022-04-16 18:45:56 +05:30
PixelyIon
76d8172a35 Implement Shader IR Cache
This implements the first step of a full shader cache with caching any IR by treating the shared pointer as a handle and key for an associative map alongside hashing the Maxwell shader bytecode, it supports both single shader program and dual vertex program caching.
2022-04-16 18:45:56 +05:30
PixelyIon
0baa90d641 Implement SpanEqual and SpanHash
We desire the ability to hash and check equality of data across spans to use associative containers such as `std::unordered_map` with spans. The implemented functions provide an easy way to do that.
2022-04-16 18:45:56 +05:30
Billy Laws
df5d1256c2 Implement an object backed IStorage backing
This is more convinient and efficient to use when passing structured data out of applets
2022-04-16 18:45:56 +05:30
Billy Laws
d115ce3c05 Stub the controller applet
Mostly based off of yuzu's implementation, this will need to be extended in the future to open up a UI for configuring controllers according to the applications requirements.
2022-04-16 18:45:56 +05:30
Billy Laws
9a8e39cba1 Slightly refactor controller code in HID
Now uses ranges where possible and a function to get the number of connected controllers has been added.
2022-04-16 18:45:56 +05:30
Billy Laws
2873f11baa Pass shared pointers by value in applet infrastructure
This is more optimal than crefs when used together with std::move
2022-04-16 18:45:56 +05:30
PixelyIon
8ccef733ff Fix UB with guest-less Texture/Buffers in MarkGpuDirty
As there was no check for the lack of a `GuestTexture`/`GuestBuffer`, it would lead to UB when a texture/buffer that had no guest such as the `zeroTexture` from `GraphicsContext` would be marked as dirty they would cause a call to `NCE::RetrapRegions` with a `nullptr` handle that would be dereferenced and cause a segmentation fault.
2022-04-16 18:45:56 +05:30
PixelyIon
372ab8befa Allow external synchronization for buffers
In certain situations such as constant buffer updates, we desire to use the guest buffer as a shadow buffer forwarding all writes directly to it while we update the host using inline buffer updates so they happen in-sequence. This requires special behavior as we cannot let any synchronization operations take place as they would break the shadow buffer, as a result, an external synchronization flag has been added to prevent this from happening. 

It should be noted that this flag is not respected for buffer recreation which will lead to UB, this can and will break updates in certain cases and this change isn't complete without buffer manager support.
2022-04-16 18:44:53 +05:30
PixelyIon
c0c4db68a8 Fix BufferView offset not being added in vkCmdUpdateBuffer
The offset of the view wasn't added to the `vkCmdUpdateBuffer`, this would cause the offset to be incorrect given the buffer was a view of a larger buffer that wasn't the start of it. This commit fixes that by adding the offset of the view to the buffer update.
2022-04-14 18:06:15 +05:30
PixelyIon
a1c06e0401 Mark GPU resources as dirty before GPU usage
We didn't call `MarkGpuDirty` on textures/buffers prior to GPU usage, this would cause them to not be R/W protected when they should be and provide outdated copies if there were any read accesses from the CPU (which are not possible at the moment since we assume all accesses are writes at the moment). This has now been fixed by calling it after synchronizing the resource.
2022-04-14 17:20:05 +05:30
PixelyIon
41a6afed01 Fix GraphicsContext code formatting for auto formatter 2022-04-14 15:27:22 +05:30
PixelyIon
624df92616 Change AddNonGraphicsPass to AddOutsideRpCommand
The terminology "Non-Graphics pass" was deemed to be fairly inaccurate since it simply covered all Vulkan commands (not "passes") outside the render-pass scope, these may be graphical operations such as blits and therefore it is more accurate to use the new terminology of "Outside-RenderPass command" due to the lack of such an implication while being consistent with the Vulkan specification.
2022-04-14 15:20:22 +05:30
Billy Laws
a31332e35f Align Maxwell 3D macro newline slashes 2022-04-14 14:14:52 +05:30
Billy Laws
d79635772f Implement support for GPU-side constant buffer updating
Previously constant buffer updates would be handled on the CPU and only the end result would be synced to the GPU before execute. This caused issues as if the constant buffer contents was changed between each draw in a renderpass (e.g. text rendering) the draws themselves would only see the final resulting constant buffer. Fix this by updating cbufs on the GPU/CPU seperately, only ever syncing them back at the start or after a guest side CPU write, at the moment only a single word is updated at a time however this can be optimised in the future to batch all consecutive updates into one large one.
2022-04-14 14:14:52 +05:30
Robin Kertels
036faedabd Implement a way to run non-graphics passes with command executor
These commands will end the current renderpass and run on their own, this is useful for compute, blits etc.
2022-04-14 14:14:52 +05:30
Billy Laws
feb179fcff Implement primitive restart support
Maxwell3D also supports using an arbitrary restart index value however no games are known to use this so leave it for now.
2022-04-14 14:14:52 +05:30
Billy Laws
3f3acc31d8 Rework swizzle infrastructure to support arbritary format swizzles
This is required to support R4G4B4A4 which has no directly corresponding Vulkan format.

Co-authored-by: Lunar-Pixel <lunarn452@gmail.com>
2022-04-14 14:14:52 +05:30
PixelyIon
6f85a66151 Implement host-only Buffers
We require certain buffers to only be on the host while being accessible through the same abstractions as a guest buffer as they must be interchangeable in usage.
2022-04-14 14:14:52 +05:30
Billy Laws
2c697ec36a Determine depth/stencil texture aspect based off of image swizzle
Required since we can't have a non-rt image with both a depth/stencil aspect at the same time according to vk spec.
2022-04-14 14:14:52 +05:30
PixelyIon
1878e582ad Add ScopedStackBlocker to RomFile.populate
We needed to block stack frame lookups past JNI code as Java doesn't follow the ARMv8 frame pointer ABI which leads to invalid pointer dereferences. Any JNI function that throws or handles exceptions must do this now or it may lead to a `SIGSEGV`.
2022-04-14 14:14:52 +05:30
Billy Laws
68e693d9f4 Fix DMA Engine debug logs to not crash emu
Address causes some type issues when printing directly so explicitly cast to u64 first to prevent them.
2022-04-14 14:14:52 +05:30
Billy Laws
8eaca87de8 Use an empty host texture in place of invalid TIC entries on guest
Some games may pass empty TICs as inputs to shaders while not actually using them within the shader. Create an empty texture and pass this in instead when we hit this case, the nullDescriptor feature could be used but it's not supported by all devices so we chose to do it this way instead.
2022-04-14 14:14:52 +05:30
PixelyIon
41b98c7daa Add stack tracing to skyline::exception
Skyline's `exception` class now stores a list of all stack frames during the invocation of the exception. These can later be parsed by the exception handler to generate a human-readable stack trace. To assist with more complete stack traces, `-fno-omit-frame-pointer` is now passed on debug builds which forces the inclusion of frames on function calls.
2022-04-14 14:14:52 +05:30
PixelyIon
cd8fa66326 Fix NCE Destruction
NCE is implicitly depended on by the `GPU` class due to the NCE Memory Trapping API so the destruction of it must take place after the destruction of the `GPU` class. Additionally, to prevent bugs the NCE destructor must set `staticNce` to `nullptr` as the signal handler will potentially access a destroyed instance of NCE otherwise.
2022-04-14 14:14:52 +05:30
Billy Laws
815f1f4067 Add support for sRGB TIC textures
Without this sRGB textures would be interpreted as RGB leading to colours being slighly off. The sRGB flag isn't stored as part of format word so we reuse the _pad_ field of it to store the flag for the switch case.
2022-04-14 14:14:52 +05:30
Billy Laws
1ba4abf950 Add Astc{6x6,8x8} and R4G4B4A4 image formats 2022-04-14 14:14:52 +05:30
MCredstoner2004
dec0571eee Infrastructure for applets to be implemented
This removes a stub for an applet and implements several applet related service calls.
2022-04-14 14:14:52 +05:30
PixelyIon
164d4852fa Sleep-loop rather than abort during termination
We don't want to actually exit the process as it'll automatically be restarted gracefully due to a timeout after being unable to exit within a fixed duration so we just want to infinite sleep during termination. This should fix issues where exiting any game would cause the app to force close after some time as exception signal handling would fail in the background, the app should stay open now and automatically restart itself when another game is loaded in.
2022-04-14 14:14:52 +05:30
PixelyIon
ea00f1bb82 Flush emulation logs after exceptions
A lot of logs are incomplete due to being unable to flush inside the signal handler, now we flush after any exceptions so that there is a guarantee of any exceptions being logged as this is crucial for proper debugging.
2022-04-14 14:14:52 +05:30
PixelyIon
62ba180550 Use R5G6B5 as Vulkan swapchain format rather than B5G6R5
B5G6R5 isn't generally supported by the swapchain and the format is used for R5G6B5 with swapped R/B channels to avoid aliasing so we reverse that by using R5G6B5 as the underlying Vulkan format for the swapchain which should be automatically handled by the driver for any copies from B5G6R5 textures and the data representation should be the same as B5G6R5 with swapped R/B channels so not reporting the correct texture::Format should be fine.
2022-04-14 14:14:52 +05:30
MK73DS
e54f86e923 Fix IApplicationFunctions::GetDisplayVersion id
(https://switchbrew.org/wiki/Applet_Manager_services#IApplicationFunctions)
2022-04-14 14:14:52 +05:30
Billy Laws
77cf33b643 Trigger command executor before DMA copies
DMA copies can use textures currently in active use on the GPU as dst/src so Execute before to prevent a deadlock
2022-04-14 14:14:52 +05:30
Billy Laws
dbbc5704d2 Implement DMA engine Block Linear->Linear copies 2022-04-14 14:14:52 +05:30
Billy Laws
3e4e8de1d2 Implement primitive Linear->Block Linear DMA engine copies
Slightly inaccurate and misses some features but good enough for most games, should be revisted later.
2022-04-14 14:14:52 +05:30
Billy Laws
3c26921d54 Implement the Maxwell DMA engine
The DMA engine is used to perform DMA buffer/texture copies directly on the GPU. It can deswizzle arbritary regions of input textures, perform component remapping and swizzle into output textures.
This impl only supports 1D buffer copies, 2D ones will come later.
2022-04-14 14:14:52 +05:30
Billy Laws
3df76e84c3 Stub IRequest::GetAppletInfo in nifm 2022-04-14 14:14:52 +05:30
Billy Laws
6c5f9941ad Stub additional IAddOnContentManager functions
Used mainly by UE4 games
2022-04-14 14:14:52 +05:30
Billy Laws
486a835d0a Use guest texture view type to determine the underlying image type
If we have a Nx1x1 image then determining the type from dimensions will result in a 1D image being created thus preventing us from creating a 2D view. By using the image view type we can avoid this for textures from TICs since we know in advance how they will be used
2022-04-14 14:14:52 +05:30
Billy Laws
05966f34e5 Stub a pair of ISelfController functions
Both used by SMO, SetScreenShotPermission and SetAlbumImageOrientation
2022-04-14 14:14:52 +05:30
Billy Laws
fe37d7c9be Implement ICommonStateGetter::SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled 2022-04-14 14:14:52 +05:30
Billy Laws
9813f9f8dc Implement ICommonStateGetter::GetDefaultDisplayResolutionChangeEvent 2022-04-14 14:14:52 +05:30
Billy Laws
7e7c0252ca Implement IApplicationFunctions::GetDisplayVersion 2022-04-14 14:14:52 +05:30
Billy Laws
b1f10865a0 Attach depth RT to command executor before draws
This enforces that the depth RT outlives the draw, without this the depth RT could be freed while in active use by command executor leading to UAFs and crashes.
2022-04-14 14:14:52 +05:30
Billy Laws
0182fabc50 Stub {Set,Get}NpadHandheldActivationMode in HID 2022-04-14 14:14:52 +05:30
Billy Laws
2e197cead5 Support D32S8_Float_Uint_Unorm_Unorm depth/stencil format 2022-04-14 14:14:52 +05:30
Billy Laws
7717a86fb1 Implement VMM region->region copies
Required by the DMA engine, a simple memcpy doesn't work since the buffers could span multiple blocks.
2022-04-14 14:14:52 +05:30
Billy Laws
af90d4f977 Implement audren Surround->Stereo downmixing 2022-04-14 14:14:52 +05:30
PixelyIon
ad0005f398 Remove guard-page from main thread stack
This was erroneously included while migrating from older code where stack creation was entirely handled with host constructs such as `mmap` directly to using `KPrivateMemory` to manage it, we would create a guard page with `mprotect` that the guest was unaware about and would cause a segfault when a guest accessed the extents of the stack as reported to the guest.
2022-04-14 14:14:52 +05:30
PixelyIon
de81d28b1d Implement SVC GetThreadContext3
A partial implementation of the `GetThreadContext3` SVC, we cannot return the whole thread context as the kernel only stores the registers we need according to the ARMv8 ABI convention and so far usages of this SVC do not require the unavailable registers but all future usage must be monitored and potentially require extending the amount of saved registers.
2022-04-14 14:14:52 +05:30
PixelyIon
b706aa3463 Implement SVC SetThreadActivity
This SVC can pause/resume a thread, it is used by engines like Unity to pause a thread during a GC world stop.
2022-04-14 14:14:52 +05:30
PixelyIon
36a7ad06bd Use built-in vibrator by default for controller #0
The vibration device had to be set manually prior which led to it generally not being set at all even though a user might want vibration, this commit fixes that by making controller #0 use the built-in vibrator by default.
2022-04-14 14:14:52 +05:30
lynxnb
924d5f7081 Update CI to use cache@v3 + ignore partial matches of cache key 2022-04-14 14:14:52 +05:30
lynxnb
69ba4f8abb Swap out boostorg/boost for skyline-emu/boost 2022-04-14 14:14:52 +05:30
PixelyIon
b45437b78b Move Skyline internal files to external directory
Any Skyline files that should have been user-accessible were moved from `/data/data/skyline.emu/files` to `/sdcard/Android/data/skyline.emu/files` as the former directory is entirely private and cannot be accessed without either adb or root. This made retrieving certain data such as saves or loading custom driver shared objects extremely hard to do while this can be trivially done now.
2022-04-14 14:14:52 +05:30
Billy Laws
e5e20f39c9 Implement a simple constant buffer cache
In some games such as SMO thousands of constant buffers are bound per frame which was causing an unreasonable number of lookups in both vmm and the buffer manager. Work around this by introducing a simple hashmap based cache, eviction is currently unsupported but not really necessary yet due to the small size of the buffers in the cache.
2022-04-14 14:14:52 +05:30
PixelyIon
cb2614f80e Handle host accesses for NCE Memory Trapping API
We cannot ignore accesses from the host to a region protected by the NCE Memory Trapping API, there's often access to regions which have overlap with a protected region unintentionally and those accesses need to be handled correctly rather than leading to a crash. This is done by implementing an additional signal handler `NCE::HostSignalHandler` to lookup any potential traps on a `SIGSEGV` and handle them correctly or when there isn't a corresponding trap raise a `SIGTRAP` when debugger is connected or delegate to `signal::ExceptionalSignalHandler` when it isn't.
2022-04-14 14:14:52 +05:30
PixelyIon
b04a0c386a Page out RW-trapped memory in NCE Memory Trapping
To cut down memory usage we now page out memory that is RW trapped via the NCE memory trapping API, the callbacks are supposed to page in the memory. This behavior is backed up by Texture/Buffer syncing which would read the host copies of data and write it to the guest, by paging the corresponding data on the guest we're avoiding redundant memory usage.
2022-04-14 14:14:52 +05:30
PixelyIon
344c5f2a62 Implement RAII wrapper over file descriptors
The `FileDescriptor` class is a RAII wrapper over FDs which handles their lifetimes alongside other C++ semantics such as moving and copying. It has been used in `skyline::kernel::MemoryManager` to handle the lifetime of the ashmem FD correctly, it wasn't being destroyed earlier which can result in leaking FDs across runs.
2022-04-14 14:14:52 +05:30
PixelyIon
7ce2a903a1 Update LLVM + Oboe
Initially this commit was only intended to update LLVM but due to a compilation error  on latest LLVM libcxx due to the C++ stdlib header `<algorithm>` being a transitive dependency that is no longer transitively included on the latest LLVM libcxx (as of https://reviews.llvm.org/D119667), this required changes in Skyline and Oboe which were done in https://github.com/google/oboe/pull/1521 and the submodule has been updated to include those changes.
2022-04-14 14:14:52 +05:30
Billy Laws
c549788377 Update shader compiler 2022-04-14 14:14:52 +05:30
Billy Laws
01c027b9f6 Fix GetBlockLinearLayerSize to avoid incorrectly calculating a zero size 2022-04-14 14:14:52 +05:30
PixelyIon
c84badb498 Update NDK (25.0.8221429) + Gradle (7.4.1) + Build Tools (33.0.0) 2022-04-14 14:14:52 +05:30
lynxnb
08e24915d8 Add support for drawing inside the display cutout areas 2022-04-14 14:14:52 +05:30
MK73DS
6e929e6f6a Stub ICommonStateGetter::SetCpuBoostMode
This makes Metroid Dread boot
2022-04-14 14:14:52 +05:30
Billy Laws
d033ff2478 Fix draws when no colour RTs and only depth is bound 2022-04-14 14:14:52 +05:30
Billy Laws
d137051833 Add basic support for 3d/cubemap textures
These are mostly used in 3D games like SMO, support is still quite basic and synchronising block linear 3D texture will crash in most cases due to them being unimplemented.
2022-04-14 14:14:52 +05:30
Billy Laws
bcc00216b7 Fix incorrect Bc2/3 block sizes 2022-04-14 14:14:52 +05:30
PixelyIon
7e9b0fec77 Increase reported audren revision to 11
Some games crash due to requiring an `audren` version greater than 7. The `audren` version can be increased without any issues as `audren` is stubbed and therefore the reported version doesn't matter.
2022-04-14 14:14:52 +05:30
PixelyIon
e294fa8c91 Add subpass limit quirk to fix Adreno driver bug
Older Adreno proprietary drivers (5xx and below) will segfault while destroying the renderpass and associated objects if more than 64 subpasses are within a renderpass due to internal driver implementation details. This commit introduces checks to automatically break up a renderpass when that limit is hit.
2022-04-14 14:14:52 +05:30
PixelyIon
65d5a3bce5 Align all Buffers to page boundary
We have support for overlapping buffers which allows us to merge a lot of smaller buffers located on a single page into a single larger buffer which allows for better performance. It additionally ensures that all host buffers match the alignment guarantees of the guest and adequately fulfill host alignment requirements.
2022-04-14 14:14:52 +05:30
PixelyIon
cb1ec9a7f4 Rework BufferManager, Buffer and BufferView
This commit encapsulates a complex sequence of cascading changes in the process of supporting overlaps for buffers:
* We determined that it is impossible to resolve overlaps with multiple intervals per buffer within the constraints of each overlap being a contiguous view, support for multiple intervals was therefore dropped. The older buffer manager code was entirely reworked to be simpler due to only handling one interval per buffer with code now being based off `IntervalMap` but tailored specifically for buffers.
* During overlap resolution, the problem of how existing views into the buffer being recreated would be updated, it had to be replaced with a larger buffer that could contain all overlaps and all existing views would need to be repointed to it. This was addressed by a buffer owning all views to itself, we could automatically recalculate the offset of all views and update the buffers with it.
* We still needed to update usage of existing views which was done by handling all access (such as inside a recorded draw) to buffer view properties via `BufferView::RegisterUsage` which dispatches a callback with the view and the corresponding backing buffer. This callback can be stored and called during overlap resolution with the new buffer.
* We had issues with lifetime of the buffer with the handle-like semantics of `BufferView` introduced in the last buffer-related commit, if we updated the view to be owned by a new buffer we'd need to extend the lifetime of the new buffer not the older one and the only way to do this was a proxy owner object `BufferDelegate` which holds a shared pointer to the real `Buffer` which in-turn holds a pointer to all `BufferDelegate` objects to update on repointing. A `BufferView` is effectively just a wrapper around `std::shared_ptr<BufferDelegate>` with more favorable semantics but generally just forwarding calls.
It should be additionally noted that to support usage of `RegisterUsage` the code around buffers in `GraphicsContext` was refactored to defer truly binding till the recording phase.
2022-04-14 14:14:52 +05:30
PixelyIon
a6781b38f4 Clear syncBuffers after CommandExecutor execution
Due to an oversight, we weren't clearing the list of buffers that needed to be synced after every execution which led to them building up. Due to the relatively cheap synchronization of buffers and only doing so on faults this wasn't caught until now, it does depress the framerate significantly over time due to the size of the list growing to be in the range of 100k buffer views depending on the title.
2022-04-14 14:14:52 +05:30
kaikecarlos
49c0ba1207 Implement IAccountServiceForApplication::IsUserRegistrationRequestPermitted 2022-04-14 14:14:52 +05:30
kaikecarlos
e8cc760b10 Implement IHidServer Functions
Add GetVibrationDeviceInfo and StartSixAxisSensor
2022-04-14 14:14:52 +05:30
kaikecarlos
9f51664b1d Stub IRS Service 2022-04-14 14:14:52 +05:30
lynxnb
707c0cc0af Stub aocsrv::IAddOnContentManager::ListAddOnContent 2022-04-14 14:14:52 +05:30
lynxnb
873ed641ea Stub nfp::IUser::ListDevices and nfp::IUser::GetState 2022-04-14 14:14:52 +05:30
lynxnb
7d518cba2b Stub am::ICommonStateGetter::IsVrModeEnabled 2022-04-14 14:14:52 +05:30
Billy Laws
c55e1a135e Update adrenotools 2022-04-14 14:14:52 +05:30
Robin Kertels
594f061b21 Implement SSBOs
Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-04-14 14:14:52 +05:30
Billy Laws
82d2a9ab56 Unify engine related macros to avoid excessive code duplication 2022-04-14 14:14:52 +05:30
Billy Laws
ae41ddf4f0 Implement a skeleton compute engine
The Kepler compute engine is used to run compute jobs encapsulated in to QMDs on the GPU, this commit doesn't implement compute itself but adds the register and QMD structs that will be needed for it in the future.
2022-04-14 14:14:52 +05:30
Billy Laws
0298a7b1f6 Implement the actual inline to memory engine on subch 2
Used mostly by OGL games for copying stuff around.
2022-04-14 14:14:52 +05:30
Billy Laws
ba7111d33a Add maxwell3d I2M support 2022-04-14 14:14:52 +05:30
Billy Laws
8c73b62b2c Implement basic inline2memory engine support
Not currently used by anything but will be used by both compute, 3D and its own engine in the future. Block linear copies are currently unsupported.
2022-04-14 14:14:52 +05:30
Billy Laws
5c387f5c5a Fixup depth mode init value to allow ignoring redundant calls 2022-04-14 14:14:52 +05:30
PixelyIon
7a5c771f44 Rework GPU BufferView to have handle-like semantics
We wanted views to extend the lifetime of the underlying buffers and at the same time preserve all views until the destruction of the buffer to prevent recreation which might be costly in the future when we need `VkBufferView`s of the buffer but also require a centralized list of all views for recreation of the buffer. It also removes the inconsistency between `BufferView*` being returned in `GetXView` in `GraphicsContext`.
2022-04-14 14:14:52 +05:30
Billy Laws
fae5332f20 Disable descriptor aliasing on Adreno to workaround shader compiler bug
Alised descriptor sets are incorrectly interpreted by the shader compiler causing it to bugger up LLVM function argument types and crash

Co-authored-by: PixelyIon <pixelyion@protonmail.com>
2022-04-14 14:14:52 +05:30
Billy Laws
fc2c123ae2 Implement GPU depthMode register
This controls the depth range used by the shader, hades already has support for the necessary patching so we only need to pass the current mode over to it and it'll do the necessary work.
2022-04-14 14:14:52 +05:30
Billy Laws
7e088ca465 Fix constbuf updates to actually increment the write offset
Uses the register directly now as when we modify it we want the changes to be visible from macros too.
2022-04-14 14:14:52 +05:30
PixelyIon
d2f3479610 Use eB5G6R5UnormPack16 VkFormat for B5G6R5Unorm and R5G6B5Unorm
Using `eB5G6R5UnormPack16` (with a swizzle for `R5G6B5Unorm`) removes the need for `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT` when those formats are aliased which happens in Sonic Mania among other titles.
2022-04-14 14:14:52 +05:30
PixelyIon
24d7066d8b Add quirk to avoid VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT on Adreno GPUs
Adreno GPUs have significant performance penalties from usage of `VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT` which require disabling UBWC and on Turnip, forces linear tiling. As a result, it's been made an optional quirk which doesn't supply the flag in `VkImageCreateInfo` and logs a warning if a view with a different Vulkan format from the original image is created.
2022-04-14 14:14:52 +05:30
PixelyIon
731d06010d Set eMutableFormat in Texture Image Creation
We often need to alias the underlying data as multiple Vulkan formats which requires the `eMutableFormat` bit to be set in `VkImageCreateInfo`, without doing this there'll be validation layer errors and potentially GPU bugs.
2022-04-14 14:14:52 +05:30
PixelyIon
dafcfa68ca Transition texture layout to eGeneral after creation
As we no longer set the layout to general inside the Texture constructor, yet, we need it to be set prior to the image being used as an attachment. We need to transition the layout to `eGeneral` after creation of the texture object.
2022-04-14 14:14:52 +05:30
PixelyIon
5dea15632c Add Controller Setup Guide
A setup guide for controllers that goes through every available button/stick sequentially and opens up a corresponding dialog to map them.
2022-04-14 14:14:52 +05:30
PixelyIon
e2cae74425 Fix RecyclerView height in CoordinatorLayout for non touch-mode
Any `RecyclerView`s with an app bar in a `CoordinatorLayout` would end up going off-screen due to the layout behavior implementing an offset by using a transform which would not correctly handle focusing on off-screen objects. This has now been fixed by manually adjusting height to be clipped to what is visible on the screen.
2022-04-14 14:14:52 +05:30
PixelyIon
3ae62c7fcc Collapse appBarLayout on appList focus
We collapse the app bar when the focus is on the app list which only occurs while using a controller, this is required as the app bar will never be collapsed otherwise. It also removes the older code to work around the limitation on `View.FOCUS_DOWN` by collapsing only when the end of the list was reached.
2022-04-14 14:14:52 +05:30
PixelyIon
3e4ec7323b Tweak grid compact items
Removes card elevation as it visually conflicts with the scrim, this also makes the scrim a bit darker to emphasize the text and slightly reduces the border radius.
2022-04-14 14:14:52 +05:30
PixelyIon
1d984b6de3 Add padding to end of app_list
A small amount of padding at the end of `app_list` to signify that the end of the list has been reached was added.
2022-04-14 14:14:52 +05:30
PixelyIon
bac7c526ef Make layout selectable for grid items
The entire layout is now selectable for grid items rather than just the card, this greatly increases the visibility of the selection when not in touch mode as the contrast of a darken effect on the icon can be minimal depending on how dark the icon already is.
2022-04-14 14:14:52 +05:30
PixelyIon
1d070e6332 Close InputStream after usage in KeyReader
The `InputStream` would not be closed after reading the key file in `KeyReader#import`, it's now wrapped with `use{ }` which handles closing the stream after usage.
2022-04-14 14:14:52 +05:30
MK73DS
647cb07dc8 Stub functions in IAccountServiceForApplication:
- GetUserCount
- InitializeApplicationInfo
- IsUserAccountSwitchLocked
2022-04-14 14:14:52 +05:30
PixelyIon
b41d8b7997 Use Surface#setFrameRate for suggesting display refresh rate
Setting the refresh rate via the Display API's`preferredDisplayModeId` is an outdated method to do it on Android 11 and above, we now use `Surface#setFrameRate` alongside it to suggest a refresh rate for the display.
2022-04-14 14:14:52 +05:30
PixelyIon
730bf504f8 Correct Adreno texture binding quirk
We incorrectly determined an Adreno driver bug to require padding between binding slots but the real issue was not supporting consecutive binding writes for `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER` and was fixed by the padding slot unintentionally requiring individual writes. The quirk has now been corrected to explicitly specify this as the bug and the solution is more apt.
2022-04-14 14:14:52 +05:30
PixelyIon
da8cb48933 Fix Interval Map GetAlignedRecursiveRange lookup bug
Any lookups done using `GetAlignedRecursiveRange` incorrectly added intervals in the exclusive interval entry lookups as the condition for adding them was the reverse of what it should've been due to a last minute refactor, it led to graphical glitches and crashes. This has been fixed and the lookups should return the correct results.
2022-04-14 14:14:52 +05:30
PixelyIon
f2faa74707 Fix crashes due to SEGV_ACCERR check
On certain devices, accesses to a protected memory region can return `si_code` as non-`SEGV_ACCERR` values, this leads to a crash as we only pass access violations to the trap handler and would lead to not doing so on those devices which would then result in going to the crash handler.
2022-04-14 14:14:52 +05:30
PixelyIon
0849d8b116 Update .idea for Android Studio Dolphin
The `codeStyle`/`inspectionProfiles` format has been updated alongside minor changes to the syntax for search scopes and they have been fixed to match it accordingly.
2022-04-14 14:14:52 +05:30
PixelyIon
62c16fa73e Upgrade Gradle (7.4), AGP (7.1.2) and Kotlin Dependencies 2022-04-14 14:14:52 +05:30
PixelyIon
77e2797219 Delete expired weak_ptrs for Texture/Buffer views
A large amount of Texture/Buffer views would expire before reuse could occur in `Texture::GetView`/`Buffer::GetView`. These can lead to a substantial memory allocation given enough time and they are now deleted during the lookup while iterating on all entries.

It should be noted that there are a lot of duplicate views that don't live long enough to be reused and the ultimate solution here is to make those views live long enough to be reused.
2022-04-14 14:14:52 +05:30
PixelyIon
881bb969c4 Implement access-driven Buffer synchronization
Similar to constant redundant synchronization for textures, there is a lot of redundant synchronization of buffers. Albeit, buffer synchronization is far cheaper than texture synchronization it still has associated costs which have now been reduced by only synchronizing on access.
2022-04-14 14:14:52 +05:30
PixelyIon
7532eaf050 Attach Texture to Cycle in Texture::TransitionLayout
Not doing so could result in the texture being destroyed before the completion of a transition and lead to undefined behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
3268b3779a Implement access-driven Texture synchronization
There was a lot of redundant synchronization of textures to and from host constantly as we were not aware of guest memory access, this has now been averted by tracking any memory accesses to the texture memory using the NCE Memory Trapping API and synchronizing only when required.
2022-04-14 14:14:52 +05:30
PixelyIon
3e33d49faf Implement NCE Memory Trapping API
An API for trapping accesses to guest memory and performing callbacks based on those accesses alongside managing protection of the memory. This is a fundamental building block for avoiding redundant synchronization of resources from the guest and host.

Note: All accesses are treated as write accesses at the moment, support for picking up read accesses will be implemented later
2022-04-14 14:14:52 +05:30
PixelyIon
08510d75b0 Implement Interval Map
An interval map is a crucial piece of infrastructure required for memory faulting to track any regions that have an associated callback and their protection. Additionally, efficient page-aligned lookups with semantics optimal for memory faulting are also a requirement and the ability to associate multiple regions with a single callback/protection entry rather than doing so on a per-region basis as we deal with split-mapping resources.
2022-04-14 14:14:52 +05:30
PixelyIon
5c9e42e384 Use mirror mappings for Textures and Buffers
This is a prerequisite to memory trapping as we need to write to the mirror to avoid a race condition with external threads writing to a texture/buffer while we do so ourselves for the sync on a read/write, it also avoids an additional `mprotect` to `-WX`/`RWX` on a read access.

An additional advantage for textures especially is that we now support split-mapping textures due to laying them out in a contiguous mirror and they will not require costly algorithmic changes. Buffers should also benefit from not needing to iterate over every region when they are split into multiple mappings.
2022-04-14 14:14:52 +05:30
PixelyIon
577a67babd Support mirrors of multiple non-contiguous memory regions
`CreateMirror` is limited to creating a mirror of a single contiguous region which does not work when creating a contiguous mirror of multiple non-contiguous regions. To support this functionality, `CreateMirrors` which expects a list of page-aligned regions and maps them into a contiguous mirror.
2022-04-14 14:14:52 +05:30
PixelyIon
e35ab6d1e0 Move to mapping guest AS as shared memory
We want to create arbitrary mirrors in the guest address space and to make this possible, we map the entire address space as a shared memory file. A mirror is mapped by using `mmap` with the offset into the guest address space.
2022-04-14 14:14:52 +05:30
Billy Laws
a5dd961f01 Add support for batched method sending
Important for constbuf updates which would be very slow if done one at a
time.
2022-04-14 14:14:52 +05:30
Robin Kertels
43879e2476 Round up when calculating size of compressed texture in bytes 2022-04-14 14:14:52 +05:30
Robin Kertels
d889550e84 Don't set COLOR_ATTACHMENT_BIT for compressed formats.
The better solution would be to only set this for formats that support
it on original HW but this will get rid of the validation errors for now.
2022-04-14 14:14:52 +05:30
Robin Kertels
82296ac5b8 Use buffer size instead of allocation size for Buffer constructor
Fixes a validation error.
2022-04-14 14:14:52 +05:30
Robin Kertels
752245c3c8 Enable provoking vertex feature 2022-04-14 14:14:52 +05:30
Robin Kertels
dd45d054e7 Enable shaderDrawParameters 2022-04-14 14:14:52 +05:30
Billy Laws
737ff840a5 Update adrenotools for BTI 2022-04-14 14:14:52 +05:30
Billy Laws
7e16c1f989 Heavily optimise GPFIFO command dispatch to reduce redundant checks
Previously for methods with count > 1 the subchannel and engine would be looked up for each part of the method rather than only doing so at the start. Each call also needed to be looked up to see if it touched a macro or GPFIFO method. Fix this by doing checks outside of the main dispatch loop with templated helper lambdas to avoid needing to repeat lots of code. Maxwell3D is the only subchannel with a fast path for now but more can be added later if needed.
2022-04-14 14:14:52 +05:30
Billy Laws
b4927d0138 Add support for turnip and driver file redirection via libadrenotools 2022-04-14 14:14:52 +05:30
Billy Laws
dd91d063a5 Pass native library dir to OS + reorder OS init order so paths are first
This is required for integrating libadrenotools, which needs access to
library and app directories in the GPU class constructor.
2022-04-14 14:14:52 +05:30
Billy Laws
900d00a876 Update tzcode with missed bugfix 2022-04-14 14:14:52 +05:30
Billy Laws
011de98940 Rework formats to support passing through guest swizzle values
Almost every Maxwell format now directly corresponds to a Vulkan format. This allows formats to be passed through and the swizzle used directly from guest (with some extra swizzle handling for edge cases) thus saving the need to explicitly support each swizzle combination which is adds a lot of code bloat. The format header is additionally reordered with line breaks to separate formats by their bits-per-block.
2022-04-14 14:14:52 +05:30
Billy Laws
6f17d1351f Fixup ordering for B10G11R11Float texture format 2022-04-14 14:14:52 +05:30
Billy Laws
78238d550a Add 6 channel downmixing support for Audout
The specific attenuations used for each channel are taken from Ryujinx.
2022-04-14 14:14:52 +05:30
Billy Laws
2e1a1a965d Fixup AudioTrack locking 2022-04-14 14:14:52 +05:30
PixelyIon
727f83e969 Fix Incorrect Vertex Binding Divisor State Submission
We always submit pipeline divisor descriptions regardless of binding input rate being vertex rather than instance. This is invalid behavior and has been fixed by only submitting binding descriptors when the input rate is per-instance.
2022-04-14 14:14:52 +05:30
PixelyIon
9f7e80cf8f Fix Adreno Texture Sampler Binding Bug
Adreno proprietary drivers suffer from a bug where `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER` requires 2 descriptor slots rather than one, we add a padding slot to fix this issue. `QuirkManager` was introduced to handle per-vendor/per-device errata and allow enabling this on Adreno proprietary drivers specifically as to not affect the performance of other devices.
2022-04-14 14:14:52 +05:30
PixelyIon
ddb2ba8a1b Rename QuirkManager to TraitManager
Quirk terminology was deemed to be inappropriate for describing the features/extensions of a device. It has been replaced with traits which is far more fitting but quirks will be used as a terminology for errata in devices.
2022-04-14 14:14:52 +05:30
PixelyIon
0b2ce6a8f3 Fix Texture Handle Offset Calculation
The texture handle offset calculation involved an incorrect shift by descriptor size which was found to be unnecessary and would result in an invalid handle that had the wrong TIC/TSC index and caused broken rendering.
2022-04-14 14:14:52 +05:30
PixelyIon
aa57ec6d55 Destroy CommandExecutor Nodes Before Waiting on Execution
`nodes` and `syncTextures` were cleared after waiting on the `CommandExecutor` fence rather than before, this wasted execution time after the wait for something that could be performed prior to the wait.
2022-04-14 14:14:52 +05:30
PixelyIon
90a1b3348c Implement D24S8 + R11G11B10 Formats 2022-04-14 14:14:52 +05:30
PixelyIon
bd718175ce Enable VK_KHR_uniform_buffer_standard_layout when available
We now attempt to enable `VK_KHR_uniform_buffer_standard_layout` when present as lax UBO layout significantly reduces complexity. If a device doesn't support this extension, we still assume that the device supports it implicitly as this has proven to be true across all major mobile GPU vendors regardless of the driver version but enabling this prevents validation layer errors.
2022-04-14 14:14:52 +05:30
PixelyIon
22ce531e6f Force Memory Barrier at VkRenderPass Start
We depend on past commands to have completed execution in a renderpass, a subpass dependency on all graphics stages from `VK_SUBPASS_EXTERNAL` to subpass #0 is used to enforce this. Nvidia and Adreno proprietary drivers implicitly do this but Turnip or Mali drivers require this or they execute out of order.
2022-04-14 14:14:52 +05:30
PixelyIon
35fde2cd0b Rework Blocklinear Texture Deswizzling
Blocklinear texture decoding was broken for padding blocks and would incorrectly decode them resulting in major texture corruption for any textures with their widths not aligned to 64 bytes. This has now been fixed with neater code which avoids redundant repetition of any code using lambdas and functions where necessary.
2022-04-14 14:14:52 +05:30
PixelyIon
043be4d8f7 Implement Maxwell3D Two-Side Stencil Toggle
Stencil operations are configurable to be the same for both sides or have independent stencil state for both sides. It is controlled via the previously unimplemented `stencilTwoSideEnable`.
2022-04-14 14:14:52 +05:30
PixelyIon
80ae7b255a Implement Maxwell3D Front Face Flip 2022-04-14 14:14:52 +05:30
PixelyIon
40a3887695 Implement Maxwell3D Viewport Y Swizzle & Lower-Left Origin 2022-04-14 14:14:52 +05:30
Billy Laws
3be30e68c3 Add D16 depth format and ZF32 TIC format
Used by One Piece Unlimited World Red
2022-04-14 14:14:52 +05:30
Billy Laws
be007c4ccc Fixup texture swizzling to actually function
Before this we were not applying the supplied swizzles, will be
superseeded in the future by using guest swizzle values.
2022-04-14 14:14:52 +05:30
Billy Laws
6e48460c0d Add BC2/3 format support 2022-04-14 14:14:52 +05:30
Billy Laws
2253bc3151 Reorder GPU quirks member to prevent it constructing after device init 2022-04-14 14:14:52 +05:30
Billy Laws
62db21fb78 Rework GPFIFO method distribution and macros to support multiple engines
Fermi2D supports macros in addition to Maxwell3D, these both share code memory. To support this we rework the macro interpreter to support passing in a target engine and abstract the communications out into an interface that can be implemented by applicable engines.

```
GPFIFO <-> MME <-> Maxwell3D
    ^        ^---> Fermi2D
    X------------> I2M
    X------------> MaxwellComputeB
    X--Flush-----> MaxwellDMA
```
2022-04-14 14:14:52 +05:30
Billy Laws
8d5463ef28 Drop engine base class usage from GPFIFO
This class does nothing since we made stopped GPFIFO submits from using
virtual functions so it can be dropped.
2022-04-14 14:14:52 +05:30
Billy Laws
4378658cbc Update BCeNabler to support ---X .text devices 2022-04-14 14:14:52 +05:30
PixelyIon
41aad83c33 Tie Shader ObjectPool Lifetime to Shader Program
Shader programs allocate instructions and blocks within an `ObjectPool`, there was a global pool prior that was never reaped aside from on destruction. This led to a leak where the pool would contain resources from shader programs that had been deleted, to avert this the pools are now tied to shader programs.
2022-04-14 14:14:52 +05:30
PixelyIon
e747de37cf Implement Blocklinear TIC Type 2022-04-14 14:14:52 +05:30
PixelyIon
723189a948 Calculate Blocklinear Texture Aligned Size Correctly
The size of blocklinear textures did not consider alignment to Block/ROB boundaries before, it is aligned to them now. Incorrect sizes led to textures not being aliased correctly due to different size calculations for GraphicBufferProducer surfaces and Maxwell3D color RTs.
2022-04-14 14:14:52 +05:30
Billy Laws
95685b8207 Avoid iterator invalidation segfault when unregistering a syncpt waiter
erase invalidated `it` leading to a potential segfault if the GPU was very far behind, bail out early to avoid that since there can only be one occurence at most in the buffer anyway.
2022-04-14 14:14:52 +05:30
Billy Laws
e7bfd93541 Implement BC7 format support
Used by ARMS
2022-04-14 14:14:52 +05:30
Billy Laws
99652c5eda Support partially mapped cbufs
Buggy games sometimes supply an incorrect cbuf size so limit buffers to the first unmapped region.
2022-04-14 14:14:52 +05:30
PixelyIon
6a6f51ea84 Implement Maxwell3D Depth/Stencil State
Implements the entirety of Maxwell3D Depth/Stencil state for both faces including compare/write masks and reference value. Maxwell3D register `stencilTwoSideEnable` is ignored as its behavior is unknown and could mean the same behavior for both stencils or the back facing stencil being disabled as a result of this it is unimplemented.
2022-04-14 14:14:52 +05:30
PixelyIon
9f5c3d8ecd Force Textures to be Optimal on Host GPU
We don't respect the host subresource layout in synchronizing linear textures from the guest to the host when mapped to memory directly, this leads to texture corruption and while the real fix would involve respecting the host subresource layout, this has been deferred for later as real world performance advantages/disadvantages associated with this change can be observed more carefully to determine if it's worth it.
2022-04-14 14:14:52 +05:30
Billy Laws
ab4962c4e4 Implement additional texture formats, including BCn
BCeNabler is required for BCn textures, the pre-swizzled formats will be removed when arbitary swizzle support is added later.
2022-04-14 14:14:52 +05:30
Billy Laws
600b94505c Fix A2R10G10B10 render target format
This was wrongly described as R10G10B10A2 in the enum when it's actually A2R10G10B10, a format natively supported in Vulkan with just a swizzle.
2022-04-14 14:14:52 +05:30
Billy Laws
175ba11f07 Integrate BCeNabler support into QuirkManager
Allows using BCn format textures on devices where they are unsupported by the driver.
2022-04-14 14:14:52 +05:30
Billy Laws
47d920d91e Make GPU private static functions file-local 2022-04-14 14:14:52 +05:30
PixelyIon
edd51c3dfa Fix Color RT Disabling Bug
Color RTs are disabled by setting their format as `None`, it was removed while transitioning to macros and resulted in a missing format exception. It has been readded as several applications depend on this behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
a2285669b3 Use static vector for shader bytecode to prevent constant reallocation
Using `std::vector` for shader bytecode led to a lot of reallocation due to constant resizing, switching over the static vector allows for a single static allocation of the maximum possible guest shader size (1 MiB) to be done for every stage resulting in a 6 MiB preallocation which is unnoticeable given the total memory overhead of running a Switch application.
2022-04-14 14:14:52 +05:30
PixelyIon
21a6866def Fix Maxwell3D Blend Enum Conversion Bugs
The `OneMinusSourceAlpha` blending factor was converted to `eOneMinusSrcColor` rather than `eOneMinusSrcAlpha` leading to incorrect blending behavior in certain titles. A similar issue with the order of `MinimumGL`/`MaximumGL` and `SubtractGL`/`ReverseSubtractGL` being the opposite of what it should've been, both of these issues have been fixed.
2022-04-14 14:14:52 +05:30
PixelyIon
0a506088f4 Fix NextSubpassNode Subpass Index Bug
`NextSubpassNode` didn't increment `subpassIndex` which runs commands with the wrong subpass index resulting in them accessing invalid attachments or other bugs that may arise from using the wrong subpass.
2022-04-14 14:14:52 +05:30
PixelyIon
defbfe8f78 Serialize Maxwell3D Draw State for Subpass
All Maxwell3D state was passed by reference to the draw command lambda, this would break if there was more than one pass or the state was changed in any way before execution. All state has now been serialized by value into the draw command lambda capture, retaining state regardless of mutations of the class state.
2022-04-14 14:14:52 +05:30
PixelyIon
934130b3e6 Remove Implicit Command Executor Resource Attachment
Any usage of a resource in a command now requires attaching that resource externally and will not be implicitly attached on usage, this makes attaching of resources consistent and allows for more lax locking requirements on resources as they can be locked while attaching and don't need to be for any commands, it also avoids redundantly attaching a resource in certain cases.
2022-04-14 14:14:52 +05:30
PixelyIon
f0e9c42097 Fix Fence Cycle Double Insertion Lifetime Bug
If an object is attached to a `FenceCycle` twice then it would cause `FenceCycleDependency::next` to be overwritten and lead to destruction of dependencies prior to the fence being signaled causing usage of deleted resources. This commit fixes this by tracking what fence cycle a dependency is currently attached to and doesn't reattach if it's already attached to the current fence cycle.
2022-04-14 14:14:52 +05:30
PixelyIon
6a831f6ed7 Add VK_EXT_shader_demote_to_helper_invocation Quirk
An assumption was hardcoded into `Shader::Profile` regarding devices supporting demotion of shader invocations to helpers. This assumption wasn't backed by enabling the `VK_EXT_shader_demote_to_helper_invocation` extension via a quirk leading to assertions when it was used by the shader compiler, a quirk has now been added for the extension and is supplied to the shader compiler accordingly.
2022-04-14 14:14:52 +05:30
lynxnb
58c871ed9a Correctly hide system bars in EmulationActivity on Android >= 11 2022-04-14 14:14:52 +05:30
Billy Laws
3ff8075151 Move vertex and RT format conv to macros and fill them fully in
Makes the format conversions easier to read and shorter, and adds in
some new formats needed to complete the RT table properly.
2022-04-14 14:14:52 +05:30
PixelyIon
8f0db18624 Fix ControllerActivity Controller Type Change Crash
If the controller type was changed from a type with a larger amount of buttons/axes to one with a fewer amount, a crash would occur due to the transition animation retaining those elements as children yet returning `NO_POSITION` from `getChildAdapterPosition` in `DividerItemDecoration` which was an unhandled case and led to an OOB array access.
2022-04-14 14:14:52 +05:30
PixelyIon
2c46709064 Fix ControllerPreference's index not being passed to Activity
A bug caused by not passing the index argument to `ControllerActivity` led to all preferences opening the activity that pertained to Controller #1. This was fixed by passing the `index` argument in the activity launch intent.
2022-04-14 14:14:52 +05:30
PixelyIon
270ee4a7a6 Update Gradle + AGP + Kotlin Dependencies
Gradle was updated to `7.3.3` and AGP to `7.1.0-rc01` from `beta04` with all other dependencies being updated to the latest available versions.
2022-04-14 14:14:52 +05:30
PixelyIon
98b366c1f5 Fix Texture Synchronization Bug
Fixes texture corruption due to incorrect synchronization, the barrier would not enforce waiting till the texture was entirely rendered causing an incomplete texture to be downloaded which lead to rendering bugs for certain GPUs including ARM's Mali GPUs.
2022-04-14 14:14:52 +05:30
PixelyIon
aea40e6496 Fix enabledFeature2 Unlinking Assertion Bug
A bug caused an assertion if both `VK_EXT_custom_border_color` and `VK_EXT_vertex_attribute_divisor` due to mistakenly unlinking `PhysicalDeviceVertexAttributeDivisorFeaturesEXT` instead of `PhysicalDeviceCustomBorderColorFeaturesEXT` when `VK_EXT_custom_border_color` isn't supported which would potentially lead to unlinking the same structure twice and cause the assertion.
2022-04-14 14:14:52 +05:30
Billy Laws
68f31c3688 Use macros for defining texture formats and their conversions
Avoids the need to repeat all the possible component types for each texture format while also making them simpler to add and easier to read.
2022-04-14 14:14:52 +05:30
lynxnb
a9d4e6bb1a Add screen orientation setting 2022-04-14 14:14:52 +05:30
PixelyIon
bc29b23972 Implement CPU-only Maxwell3D Inline Constant Buffer Updates
Implements inline constant buffer updates that are written to the CPU copy of the buffer rather than generating an actual inline buffer write, this works for TIC/TSC index updates but won't work when the buffer is expected to actually be updated inline with regard to sequence rather than just as a buffer upload prior to rendering. 

GPU-sided constant buffer updates will be implemented later with optimizations for updating an entire range by handling GPFIFO `Inc`/`NonInc`directly and submitting it as a host inline buffer update.
2022-04-14 14:14:52 +05:30
PixelyIon
08f29f7da4 Make ActiveDescriptorSet movable and non-copyable
There should only ever be a single instance of a `ActiveDescriptorSet` that tracks the lifetime of a descriptor set as the destructor is responsible for freeing the descriptor set.

There are cases where a new object inheriting the descriptor set needs to be created in these cases we need to have move semantics and make the destructor of the prior object inert, this allows for moving to the new object without any side effects. If the copy constructor was used in these cases the older object would free the set on its destruction which would lead to the set being invalid on existing instances which is incorrect behavior and would likely lead to driver crashes.
2022-04-14 14:14:52 +05:30
PixelyIon
bb14af4f7a Implement Maxwell3D Sampled Textures
The descriptor sets should now contain a combined image and sampler handle for any sampled textures in the guest shader from the supplied offset into the texture constant buffer.

Note: Games tend to rely on inline constant buffer updates for writing the texture constant buffer and due to it not being implemented, the value will be read as 0 which is incorrect.
2022-04-14 14:14:52 +05:30
PixelyIon
d9a9e52350 Use ConstantBuffer instead of BufferView for Shader Constant Buffers
We want read semantics inside the constant buffer object via the mappings to avoid a pointless GPU VMM mapping lookup. It is a fairly frequent operation so this is necessary, the ability to write directly will be added in the future as well.
2022-04-14 14:14:52 +05:30
PixelyIon
adb0a16873 Implement Maxwell 3D Textures
Implements parsing for the Maxwell 3D TIC pool and conversion of a TIC into a `GuestTexture`, support is limited to pitch-linear RGB565/A8R8G8B8 textures at the moment but will be extended as games utilize more formats and layouts. Support for 1D buffers is also omitted at the moment since they need special handling with them effectively being treated as buffers in Vulkan rather than images.
2022-04-14 14:14:52 +05:30
PixelyIon
a7b90e7825 Change Texture Pitch Unit to Bytes from Pixels
The pitch of the texture should always be supplied in terms of bytes as it denotes alignment on a byte boundary rather than a pixel one, it is also always utilized in terms of bytes rather than pixels so this avoids an unnecessary conversion.

Note: GBP stride unit was assumed to be pixels earlier but is likely bytes which is why there are no changes to the supplied value there, if this is not the case it'll be fixed in the future
2022-04-14 14:14:52 +05:30
PixelyIon
a9aa16798f Add -fsigned-bitfields for defined bitfield int behavior
We want consistent behavior between signed `int`s in bitfields and outside of bitfields, the `-fsigned-bitfields` flag enforces this behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
87c8dc94d2 Implement Maxwell3D Samplers
Maxwell3D `TextureSamplerControl` (TSC) are fully converted into Vulkan samplers with extension backing for all aspects that require them (border color/reduction mode) and approximations where Vulkan doesn't support certain functionality (sampler address mode) alongside cases where extensions may not be present (border color).
2022-04-14 14:14:52 +05:30
PixelyIon
e48a7d7009 Fix Mapping Caching For Maxwell 3D Buffers
Code involving caching of mappings was copied from `RenderTarget` without much consideration for applicability in buffers, the reason for caching mappings in RTs was that the view may be invalidated by more than the IOVA/Size being changed but this doesn't hold true for buffers generally so invalidation can only be on the view level with the mappings being looked up every time since the invalidation would likely change them.
2022-04-14 14:14:52 +05:30
PixelyIon
ff27dce24c Implement ObjectHash for hashing trivial objects in maps
`std::hash` doesn't have a generic template where it can be utilized for arbitrary trivial objects and implementing this might result in conflicts with other types. To fix this a generic templated hash is now provided as a utility structure, that can be utilized directly in hash-based containers such as `unordered_map`.
2022-04-14 14:14:52 +05:30
PixelyIon
97cfcba0da Add Nullability for Optional Semantics to span
Nullability allow for optional semantics where a span may be explicitly invalidated with `nullptr` being used as a sentinel value for it and a boolean operator that allows trivial checking for if the span is valid or not.
2022-04-14 14:14:52 +05:30
PixelyIon
c11962e8e4 Implement Maxwell3D Bindless Texture Constant Buffer Index
The index of the constant buffer with bindless texture descriptors is now retrieved from Maxwell3D register state and passed to the shader compiler.
2022-04-14 14:14:52 +05:30
PixelyIon
1c3f62b7b4 Implement Maxwell3D Indexed Drawing 2022-04-14 14:14:52 +05:30
PixelyIon
23cdfe2139 Implement Maxwell3D Index Buffers
Adds support for index buffers including U8 index buffers via the `VK_EXT_index_type_uint8` extension which has been added as an optional quirk but an exception will be thrown if the guest utilizes it but the host doesn't support it.
2022-04-14 14:14:52 +05:30
PixelyIon
a4041364e1 Address CR comments
Note: CR comments regarding `ShaderSet` and `PipelineStages` will be addressed at a later date with a common class for associative enum arrays.
2022-04-14 14:14:52 +05:30
PixelyIon
e1e14e781f Support Dual Vertex Shader Programs
Add support for parsing and combining `VertexA` and `VertexB` programs into a single vertex pipeline program prior to compilation, atomic reparsing and combining is supported to only reparse the stage that was modified and recombine once at most within a single pipeline compilation.
2022-04-14 14:14:52 +05:30
PixelyIon
974cf03c18 Add Atomic Pipeline Stage Invalidation
Atomically invalidate pipeline stages as runtime information that pertains to them changes rather than never recompiling pipelines on runtime information being updated resulting in out of date pipelines or recompiling all pipelines on any runtime information updates.
2022-04-14 14:14:52 +05:30
PixelyIon
5414db8411 Rework Maxwell3D Shader/Pipeline Stages Compilation with UBO support
Shader compilation is now broken into shader program parsing and pipeline shader compilation which will allow for supporting dual vertex shaders and more atomic invalidation depending on runtime state limiting the amount of work that is redone. 

Bindings are now properly handled allowing for bound UBOs to be converted to the appropriate host UBO as designated by the shader compiler by creating Vulkan Descriptor Sets that match it.
2022-04-14 14:14:52 +05:30
PixelyIon
055d315048 Seperate Maxwell3D Stages into Shader/Pipeline
We need this to make the distinction between a shader and pipeline stage in as shader programs are bound at a different rate than that of pipeline stage resources such as UBO.
2022-04-14 14:14:52 +05:30
PixelyIon
492dd47218 Implement Vulkan Descriptor Set Allocator
A fixed descriptor set allocator which manages the size of the pool with automatic reallocations when any allocations run out of descriptors.
2022-04-14 14:14:52 +05:30
PixelyIon
9af9f1d41a Implement Maxwell3D Constant Buffer Selector
The Constant Buffer Selector is used to point to a constant buffer that will be bound to a shader stage or updated with inline data.
2022-04-14 14:14:52 +05:30
PixelyIon
afa34e320a Retain Shader Binding State Across Stages
An instance of `Shader::Backend::Bindings` must be retained across all stages for correct emission of bindings, which is now done inside `GraphicsContext::GetShaderStages`.
2022-04-14 14:14:52 +05:30
PixelyIon
550d12b7fa Set Shader Runtime Generic Vertex Attribute Types Correctly
The vertex attribute types supplied prior were just the default which is `Float`, this works for some cases but will entirely break if the attribute type isn't a float. The attribute types are now set correctly.
2022-04-14 14:14:52 +05:30
PixelyIon
a2de6b9255 Fix Maxwell3D vertexEndGl Register Offset
The offset was set to 0x586 which is the location of `vertexBeginGl`, it's been corrected now and set to 0x585.
2022-04-14 14:14:52 +05:30
Billy Laws
5815cda7a7 Update Vulkan-Hpp to v1.2.202 2022-04-14 14:14:52 +05:30
PixelyIon
bd6cd0056c Support Multi-Aspect Copy in Texture::CopyIntoStagingBuffer
Only copying a single aspect was supported by `CopyIntoStagingBuffer` earlier due to not supplying a `VkBufferImageCopy` for each aspect separately, this has now been done with Color/Depth/Stencil aspects having their own `VkBufferImageCopy` for the `VkCmdCopyImageToBuffer` command.
2022-04-14 14:14:52 +05:30
PixelyIon
daff17c776 Order TextureView Definition Correctly
The definition of the `TextureView` class was spread across `texture.cpp` and has now been moved to the top of the file above the other half of the definition.
2022-04-14 14:14:52 +05:30
PixelyIon
189b9533f2 Disable Vertex Buffers With 0 as IOVAs
A buffer with 0 as the start/end IOVA should be invalid as there shouldn't be any mappings at 0 in GPU VA, titles such as Puyo Puyo Tetris configure the Vertex Buffer with 0 IOVAs which leads to a segmentation fault without this exception.
2022-04-14 14:14:52 +05:30
PixelyIon
cfeb8098db Attach TextureView/BufferView Lifetime to FenceCycle
The lifetime of a texture and buffer view is now bound by the `FenceCycle` in `CommandExecutor`, this ensures that a `VkImageView` isn't destroyed prior to usage leading to UB.
2022-04-14 14:14:52 +05:30
PixelyIon
34fc1e32b8 Remove Textures from RenderPassNode::Storage
The lifetime of all textures bound to a RenderPass alongside syncing of textures is already handled by `CommandExecutor` and doesn't need to be redundantly handled by `RenderPassNode`. It's been removed as a result of this.
2022-04-14 14:14:52 +05:30
PixelyIon
45c7a89fc3 Cleanup BufferView/TextureView Locking Code
Renames the variable to be neater and less confusing alongside adding comments for `try_lock()` to make the goal of the function more apparent.
2022-04-14 14:14:52 +05:30
PixelyIon
7776ef2cd0 Support Depth/Stencil RT in Draw
Adds the depth/stencil RT as an attachment for the draw but with `VkPipelineDepthStencilStateCreateInfo` stubbed out, it'll not function correctly and the contents will not be what the guest expects them to be.
2022-04-14 14:14:52 +05:30
PixelyIon
525850ae09 Stub VkPipelineDepthStencilStateCreateInfo
Maxwell3D Depth State is composed of several registers and will be implemented at a later date, for the time being it's been stubbed.
2022-04-14 14:14:52 +05:30
PixelyIon
9e63ecf05d Implement Maxwell3D Depth/Stencil Clears
Support for clearing the depth/stencil RT has been added as its own function via either optimized `VkAttachmentLoadOp`-based clears or `vkCmdClearAttachments`. A bit of cleanup has also been done for color RT clears with the lambda for the slow-path purely calling the command rather than creating the parameter structures.
2022-04-14 14:14:52 +05:30
PixelyIon
bf89f96bf5 Implement Optimized LoadOp Clears for Depth/Stencil Attachments
Implements `AddClearDepthStencilSubpass` in `CommandExecutor` which is similar to `ClearColorAttachment` in that it uses `VK_ATTACHMENT_LOAD_OP_CLEAR` for the clear which is far more efficient than using `VK_ATTACHMENT_LOAD_OP_LOAD` then doing the clear.
2022-04-14 14:14:52 +05:30
PixelyIon
6f6413f02d Fix VkSubpassDependency for Depth/Stencil Attachments
The stage/access mask for `VkSubpassDependency` were hardcoded to only be valid for color attachments earlier, this has now been fixed by branching based on the format aspect.
2022-04-14 14:14:52 +05:30
PixelyIon
aa32f6b017 Add Depth/Stencil Format Support to Texture
Sets `VkImageUsageFlags` correctly rather than hardcoding it for color attachments and adds multiple `VkBufferImageCopy` to `VkCmdCopyBufferToImage` for Color/Depth/Stencil aspects of an image.
2022-04-14 14:14:52 +05:30
PixelyIon
68c990c041 Implement Maxwell3D Depth/Stencil Render Target
Support the Maxwell3D Depth RT for Z-buffering, this just creates an equivalent `RenderTarget` object with no support on the API-user side (IE: `Draw` and `ClearBuffers`).
2022-04-14 14:14:52 +05:30
PixelyIon
2a8bcc60c7 Make Render Targets Abstract for Color/Depth RTs
This prefixes all RT functions that deal with color RTs with `Color` and abstracts out common functions that will be used for both color and depth RTs. All common Maxwell3D structures are also moved out of the `ColorRenderTarget` (`RenderTarget` previously) structure.
2022-04-14 14:14:52 +05:30
PixelyIon
b0f084ae32 Implement Shader Compiler Input Topology
Sets the input toplogy in the runtime information for the shader compiler correctly based on the Maxwell3D input topology.
2022-04-14 14:14:52 +05:30
PixelyIon
06f8369958 Update AGP to 7.1.0-beta04
The latest beta of Android Studio (Beta 4) requires the `beta04` version of the Android Gradle Plugin and it has been updated to work on it.
2022-04-14 14:14:52 +05:30
PixelyIon
7a63ad7d3d Implement VkPipelineCache for host pipeline caching
To allow for caching of pipelines on the host a `VkPipelineCache` has been added, it is entirely in-memory and is not flushed to the disk which'll be done in the future alongside caching guest shaders to further avoid translation where possible.
2022-04-14 14:14:52 +05:30
PixelyIon
4dcf12c4c0 Implement Maxwell3D Draws
Uses all Maxwell3D state converted into Vulkan state to do an equivalent draw on the host GPU, it sets up RT/Vertex Buffer/Vertex Attribute/Shader state and creates a stubbed out `VkPipelineLayout` for the draw. Any descriptor state isn't currently handled and is yet to be implemented, currently there's no Vulkan pipeline cache supplied which will be implemented subsequently.
2022-04-14 14:14:52 +05:30
PixelyIon
57b0d6a2fb Stub VkPipelineMultisampleStateCreateInfo
Multisampling will be worked on later and for the time being is being safely stubbed by setting the sample count to 1.
2022-04-14 14:14:52 +05:30
PixelyIon
56b3a01a59 Track VkRenderPass and Subpass Index for Subpass Function Nodes
We require a handle to the current renderpass and the index of the subpass in certain cases, this is now tracked by the `CommandExecutor` and passed in as a parameter to `NextSubpassFunctionNode` and the newly-introduced `SubpassFunctionNode`.
2022-04-14 14:14:52 +05:30
PixelyIon
cb7f68b98d Allow Attaching Texture/Buffers to CommandExecutor
Switch from `SubmitWithCycle` to manually allocating the active command buffer to tag dependencies with the `FenceCycle` that prevents them from being mutated prior to execution. This new paradigm could also allow eager recording of commands with only submission being deferred.
2022-04-14 14:14:52 +05:30
PixelyIon
aeea3e6f66 Allow manual allocation of ActiveCommandBuffer
`CommandScheduler` API users can now directly allocate an active command buffer that they need to manage alongside its fence, this can allow for more efficient recording as it doesn't need to be immediately submitted after, it can also allow attaching objects to a `FenceCycle` prior to submission that can be useful for locking resources.
2022-04-14 14:14:52 +05:30
PixelyIon
8989305637 Implement Host Vertex Buffer Translation
Uses the buffer cache to retrieve an equivalent host vertex buffer for a corresponding guest vertex buffer.
2022-04-14 14:14:52 +05:30
PixelyIon
b6ba770a27 Implement Maxwell3D Shader Compilation
Compiles shaders supplied by the guest with caching and automatic invalidation, the size of the shader is also automatically determined by looking for `BRA $` instructions which cause an infloop, it should be noted that we have a maximum shader bytecode size, any shader above this size will not be supported.
2022-04-14 14:14:52 +05:30
PixelyIon
08afda6ac4 Implement Graphics Shader Compilation in ShaderManager
Graphics shaders can now be compiled using the shader compiler and emit SPIR-V that can be used on the host. The binding state isn't currently handled alongside constant buffers and textures support in `GraphicsEnvironment` yet.
2022-04-14 14:14:52 +05:30
PixelyIon
353ca8ec84 Fix Viewport X/Y Translation
The operands of the subtraction in the X/Y translation calculation were the wrong way around which led to negative translations that would translate the viewport off the screen.
2022-04-14 14:14:52 +05:30
PixelyIon
f06a12170f Set Default Color Write Mask to RGBA
The default color write mask should mask no channels and write all of them and should be mutated to mask out certain channels as required by the guest.
2022-04-14 14:14:52 +05:30
PixelyIon
23faf1370c Use Static Arrays for Vertex Buffer Bindings & Attributes
We cannot statically construct the vertex buffer/attribute arrays for Vulkan due to inactive attributes or buffers which isn't possible on Vulkan, we also cannot just change the count dynamically as there might be disabled buffers or attributes in the middle. We just have a `static_array` which should dynamically be filled in with buffer binding/attribute Vulkan structures before submission.
2022-04-14 14:14:52 +05:30
PixelyIon
8652edb07b Make GuestBuffer format-less
Buffers generally don't have formats that are fundamentally associated with them unless they're texel buffers, if that is the case it can be manually set in `BufferView`.
2022-04-14 14:14:52 +05:30
PixelyIon
03314ec7d2 Introduce BufferManager
The Buffer Manager handles mapping of guest buffers to host buffer views with automatic handling of sub-buffers and eventually supporting recreation of overlapping buffers to create a single larger buffer.
2022-04-14 14:14:52 +05:30
PixelyIon
bde61d72cc Introduce Buffer and BufferView
Implements infrastructure for using guest buffers on the host for rendering, a `BufferManager` is still missing which'd handle mapping from guest buffers to host buffers and will be subsequently committed. It should be noted that `BufferView` is also disconnected from `Buffer` and shared for every instance with the same properties like `TextureView` is now.
2022-04-14 14:14:52 +05:30
PixelyIon
6eda1777c5 Rework TextureView to be disconnected from Texture
We want `TextureView`(s) to be disconnected from the backing on the host and instead represent a specific texture on the guest with a backing that can change depending on mapping of new textures which'd invalidate the backing but should now be automatically repointed to an appropriate new backing. This approach also requires locking of the backing to function as it is mutable till it has been locked or the backing has an attached `FenceCycle` that hasn't been signaled which will be added for `CommandExecutor` in a subsequent commit.
2022-04-14 14:14:52 +05:30
PixelyIon
82916657fb Only Enable Shader Compiler Debug Mode in Debug Builds
Sets properties that relate to debugging in `Shader::Settings` to `true` only for debug builds while leaving them disabled for release builds.
2022-04-14 14:14:52 +05:30
PixelyIon
b09f28c0ba Implement Missing Shader Compiler Quirks
Introduces the `supportsShaderViewportIndexLayer` quirk and sets `Shader::Profile::support_int64_atomics` depending on if the `supportsAtomicInt64` quirk is available.
2022-04-14 14:14:52 +05:30
PixelyIon
f3e81094a2 Implement Shader Compiler Property Quirks
Introduces the `floatControls`, `supportsSubgroupVote` and `subgroupSize` quirks for the shader compiler which are based on Vulkan `PhysicalDevice` properties.
2022-04-14 14:14:52 +05:30
PixelyIon
51c4df24b5 Switch from VK_VERSION_* to VK_API_VERSION_* macros
Vulkan has officially deprecated `VK_VERSION_*` macros for versioning as it has introduced the variant into the version. It should however be `0` for the Vulkan APi and doesn't need to be printed.
2022-04-14 14:14:52 +05:30
PixelyIon
0588a525b4 Implement Shader Compiler Extension/Feature Quirks
Introduces several quirks for optional features used by the shader compiler which are now reported in the `Shader::HostTranslateInfo` and `Shader::Profile` structure. There are still property-related quirks for the shader compiler which haven't been implemented in this commit.
2022-04-14 14:14:52 +05:30
PixelyIon
8f3887c56a Create memory::Buffer & Implement StagingBuffer as derivative
A `Buffer` class was created to hold any generic Vulkan buffer object with `span` semantics, `StagingBuffer` was implemented atop it as a wrapper for `Buffer` that inherits from `FenceCycleDependency` and can be used as such.
2022-04-14 14:14:52 +05:30
PixelyIon
a55aca76c6 Rename TextureView::backing to TextureView::texture
It was determined that `backing` wasn't a very descriptive name and that it conflicted with the texture's own backing, the name was changed to `texture` to make it more apparent that it was specifically the `Texture` object backing the view.
2022-04-14 14:14:52 +05:30
PixelyIon
482c573b81 Introduce FlatMemoryManager::ReadTill for scanning semantics
A memory manager function to read into a vector till it satisfies the supplied function or hits an early stop condition like hitting the end of vector or reaching an unmapped region. This can be used to efficiently scan for values in GPU VA.
2022-04-14 14:14:52 +05:30
PixelyIon
31c4f1ca4e Unlink VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT when disabled
When `VK_EXT_vertex_attribute_divisor` is not available, `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` is unlinked from the device enabled feature list as it is undefined behavior to link a structure provided by an extension without enabling that extension.
2022-04-14 14:14:52 +05:30
PixelyIon
032866c9b1 Allow Injecting External Vulkan Layers
Set `com.android.graphics.injectLayers.enable` to allow injection of external Vulkan layers which is done by GPU debuggers such as RenderDoc.
2022-04-14 14:14:52 +05:30
PixelyIon
b97e06f617 Update Vulkan Validation Layer to 1.2.198.0 SDK release 2022-04-14 14:14:52 +05:30
PixelyIon
e8d92a6858 Update Shader Compiler
Update to 2c295a067d
2022-04-14 14:14:52 +05:30
PixelyIon
7df2670ece Fix QuirkManager's EXT_SET_V macro bug
`EXT_SET_V` would enable the extension regardless of if it was actually the correct extension or if the version was high enough as long as the hash matched.

Co-authored-by: Billy Laws <blaws05@gmail.com>
2022-04-14 14:14:52 +05:30
PixelyIon
e9ed771b48 Check for supportsMultipleViewports feature before usage
If the host only supports a single viewport then we set `viewportCount` and `scissorCount` in `VkPipelineViewportStateCreateInfo` to 1.
2022-04-14 14:14:52 +05:30
PixelyIon
3e45006d14 Make shaderImageGatherExtended a required VkDevice feature
`shaderImageGatherExtended` is required by the shader compiler, to avoid complications associated with making it optional and considering that it's supported by the vast majority of Vulkan mobile devices, it was made a mandatory feature.
2022-04-14 14:14:52 +05:30
PixelyIon
ece2785582 Introduce ShaderManager with Proxy Shader Compiler Logger/Settings
This class will be entirely responsible for any interop with the shader compiler, it is also responsible for caching and compilation of shaders in itself.
2022-04-14 14:14:52 +05:30
PixelyIon
def9cedbee Add yuzu Shader Compiler as a submodule
We plan to use our fork of yuzu's shader compiler for GPU shader compilation so it's been added as a submodule.
2022-04-14 14:14:52 +05:30
PixelyIon
746af4cb4c Add Sirit as a submodule
We require Sirit as it is a dependency for yuzu's shader compiler where it uses it to emit SPIR-V in an easy and efficient manner.
2022-04-14 14:14:52 +05:30
PixelyIon
dbc94f36d3 Add Range v3 as a submodule
We want to utilize features from C++ 20 ranges but they haven't been entirely implemented in libc++ so in the meantime we use the reference implementation for it which is Ranges v3.
2022-04-14 14:14:52 +05:30
PixelyIon
89e9a41a86 Implement VkPipelineViewportStateCreateInfo
"Viewport Transforms" and "Viewport Scissors"  were combined into one section to reflect their state in Vulkan correctly like all other sections.
2022-04-14 14:14:52 +05:30
PixelyIon
38119e21d4 Implement Vulkan-Supported Maxwell3D Primitive Topologies
Any primitive topologies that are directly supported by Vulkan were implemented but the rest were not and will be implemented with conversions as they are used by applications, they are:
* LineLoop
* QuadList
* QuadStrip
* Polygon
2022-04-14 14:14:52 +05:30
PixelyIon
138f884159 Implement Maxwell3D Vertex Attributes
Translates all Maxwell3D vertex attributes to Vulkan with the exception of `isConstant` which causes the vertex attribute to return a constant value `(0,0,0,X)` which was trivial in OpenGL with `glDisableVertexAttribArray` and `glVertexAttrib4(..., 0, 0, 0, 1)` but we don't have access to this in Vulkan and might need to depend on undefined behavior or manually emulate it in a shader. This'll be revisited in the future after checking host GPU behavior.
2022-04-14 14:14:52 +05:30
PixelyIon
4b9f99bb27 Make ENUM_STRING function static
`ENUM_STRING` can be used inside a `class`/`struct`/`union` for `enum`s contained within them. Making the function `static` allows doing this and doesn't require supplying a `this` pointer of the enclosing class for usage.
2022-04-14 14:14:52 +05:30
PixelyIon
c2a6da6431 Implement Maxwell3D Vertex Buffer Limit
Sets the end of VBOs based on the `vertexArrayLimits` register array which provides an IOVA to the end of the VBO.
2022-04-14 14:14:52 +05:30
PixelyIon
d8890f13e1 Explicitly make default case break for Maxwell3D::HandleMethod
This being made implicit removes any confusion that all cases would need to be implemented and explicitly define that the CF should continue onto the 2nd switch-case when it cannot find any matches in the first one.
2022-04-14 14:14:52 +05:30
PixelyIon
612f324e78 Implement Maxwell3D Vertex Buffer Instance Rate
Implements the `isVertexInputRatePerInstance` register array which controls if the vertex input rate is either per-vertex or per-instance. This works in conjunction with the vertex attribute divisor for per-instance attribute repetition of attributes.
2022-04-14 14:14:52 +05:30
PixelyIon
476c070c7a Fix Minor Maxwell3D Register Ordering Issues
We order all registers in ascending order, a few registers namely `colorLogicOp`, `colorWriteMask`, `clearBuffers` and `depthBiasClamp` were erroneously not following this order which has now been fixed.
2022-04-14 14:14:52 +05:30
PixelyIon
32de7e5150 Use decltype over typeof globally
We inconsistently utilized `typeof` and `decltype` all over the codebase, this has now been fixed by uniformly using `decltype` as `typeof` is a GCC extension and not in the C++ standard alongside having the hidden side effect of removing references from the determined type.
2022-04-14 14:14:52 +05:30
PixelyIon
841ee9fc15 Check for vertexAttributeInstanceRateZeroDivisor feature before usage
Check for `vertexAttributeInstanceRateZeroDivisor` in `VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT` when the Maxwell3D register corresponding to the vertex attribute divisor is set to 0. If it isn't then it logs a warning and sets the value anyway which could result in UB since the only alternative is an exception that stops emulation which might not be optimal if the game mostly works fine without this, we will add a user-facing warning when we intentionally allow UB like this in the future.
2022-04-14 14:14:52 +05:30
PixelyIon
c3895a8197 Support VkPhysicalDeviceFeatures2 Extensions
Implement the infrastructure to depend on `VkPhysicalDeviceFeatures2` extended feature structures which can be utilized to retrieve the specifics of features from extensions. It is implemented in the form of `vk::StructureChain` with `vk::PhysicalDeviceFeatures2` that can be extended with any extension feature structures.
2022-04-14 14:14:52 +05:30
PixelyIon
ff5515d4d1 Implement Maxwell3D Vertex Buffer Bindings
This implements everything in Maxwell3D vertex buffer bindings including vertex attribute divisors which require the extension `VK_EXT_vertex_attribute_divisor` to emulate them correctly, this has been implemented in the form of of a quirk. It is dynamically enabled/disabled based on if the host GPU supports it and a warning is provided when it is used by the guest but the host GPU doesn't support it.
2022-04-14 14:14:52 +05:30
PixelyIon
d163e4ffa6 Introduce IOVA union for flipped words of IOVAs in GraphicsContext
The Maxwell3D `Address` class follows the big-endian register ordering for addresses while on the host we consume them in little-endian, the `IOVA` class is the host equivalent to the `Address` class with implicitly flipped 32-bit register ordering. It shares implicit decomposition semantics from `Address` due to similar requirements with a minor difference of being returned by reference rather than value as we want to have value setting semantics with implicit decomposition while we don't for `Address`.
2022-04-14 14:14:52 +05:30
PixelyIon
73646c4da8 Implicitly decompose Address into u64
The semantics of implicitly decomposing the `Address` class into a `u64` were determined to be appropriate for the class. As it is an integer type this effectively retains all semantics from using an integer directly for the most part.
2022-04-14 14:14:52 +05:30
PixelyIon
48d0b41f16 Implement Maxwell3D Common/Independent Color Write Mask
Maxwell3D supports both independent and common color write masks like color blending but for common color write masks rather than having register state specifically for it, the state from RT 0 is extended to all RTs. It should be noted that color write masks are included in blending state for Vulkan while being entirely independent from each other for Maxwell, it forces us to use the `independentBlend` feature even when we are doing common blending unless the color write mask is common as well but to simplify all this logic the feature was made required as it supported by effectively all targeted devices.
2022-04-14 14:14:52 +05:30
PixelyIon
92809f8a78 Implement Maxwell3D Independent/Common Color Blending
Maxwell3D supports independent blending which has different blending per-RT and common blending which has the same blending for all RTs. There is a register determining which mode to utilize and we simply have two arrays of `VkPipelineColorBlendAttachmentState` for the RTs that we toggle between to make the transition between them extremely cheap.
2022-04-14 14:14:52 +05:30
PixelyIon
2ceb6465e8 Make independentBlend a required VkDevice feature
Independent blending is supported by effectively every Vulkan 1.1 Android GPU, it gives us the ability to architecture Maxwell3D blending emulation better as we can avoid additional checks for independent blending state and having a fallback path for when the host doesn't support the feature.
2022-04-14 14:14:52 +05:30
PixelyIon
cd737fbdd8 Add Required VkDevice Features
A prior commit added the ability to utilize features with quirks but this implements the ability to require a feature be present on the host or an exception will be thrown. It allows us to make useful assumptions that result in a better architecture in certain cases.
2022-04-14 14:14:52 +05:30
PixelyIon
081d3277c1 Enable Quirk + Required VkDevice Extensions
Implements the infrastructure required to enable optional extensions set in `QuirkManager` alongside the required extensions in the `GPU` class. All extensions should be correctly resolved now and according to what the device supports.
2022-04-14 14:14:52 +05:30
PixelyIon
6099b1ead5 Fix Maxwell3D Register lineWidthAliased Offset
The offset was incorrectly set to `0x4D` rather than `0x4ED` which is what it should be. This would've led to bugs in line width determination and likely broken any aliased line rendering entirely.
2022-04-14 14:14:52 +05:30
PixelyIon
51659e1329 Enable VkDevice Features Selectively
We selectively enable GPU features that we require as enabling all of them might result in extra driver overhead in certain circumstances. Setting them is handled by `QuirkManager` with the new `FEAT_SET` function that ties a quirk with a feature.
2022-04-14 14:14:52 +05:30
PixelyIon
ec378814aa Stub Maxwell3D Alpha Testing
We stub alpha testing as it doesn't exist in Vulkan and few titles use it, it can be emulated in the future using a shader patch with manually discarding fragments failing the alpha test function but this'll be added in later as it isn't high priority at the moment and has associated overhead with it so other options might be explored at the time.
2022-04-14 14:14:52 +05:30
PixelyIon
83ec99fa48 Print GPU Quirks At Startup
It is essential to know what quirks a certain GPU may have to debug an issue, these are now printed at startup into the log alongside all other GPU information. A new `QuirkManager::Summary` function was implemented to provide this functionality.
2022-04-14 14:14:52 +05:30
PixelyIon
01eb16e59a Implement Maxwell3D Color Logic Operations
Implements a basic part of Vulkan blending state which are color logic operations applied on the framebuffer after running the fragment shader. It is an optional feature in Vulkan and not supported on any mobile GPU vendor aside from ImgTec/NVIDIA by default.
2022-04-14 14:14:52 +05:30
PixelyIon
662935c35d Attempt Flushing Logger During Fatal Signals
Any signals that lead to exception handling being triggered now attempt to flush all logs given that the log mutex is unoccupied, this is to mostly help logs be more complete when exiting isn't graceful.
2022-04-14 14:14:52 +05:30
PixelyIon
586bee2c59 Remove Maxwell3D Zero Initialization Calls
A lot of calls in Maxwell3D register initialization ended up setting the register to 0 which should be implicit behavior and most calls would be eliminated by the redundancy check which had to be manually disabled. It was determined to be better to move this responsibility to the called function to initialize to state equivalent to the corresponding register being 0. All initialization calls with the argument as 0 have been removed now due to this, it was the vast majority of calls.
2022-04-14 14:14:52 +05:30
PixelyIon
49cc0964e2 Initialize Maxwell3D Registers Correctly
Maxwell3D Registers weren't initialized to the correct values prior, this commit fixes that by doing `HandleMethod` calls with all the register values being initialized. This is in contrast to the registers being set without calling the methods in `GraphicsContext` or otherwise resulting in bugs.
2022-04-14 14:14:52 +05:30
PixelyIon
ea87b8878c Implement B8G8R8A8{Unorm/Srgb} RT Format
Needed by Maxwell3D Register Initialization
2022-04-14 14:14:52 +05:30
PixelyIon
69e7d8b574 Remove Vulkan to Skyline Format Conversion Function
The function `GetFormat` was seemingly no longer required due to us never converting from a Vulkan format to a Skyline format, most conversions only went from Skyline to Vulkan and were generally lossy due to certain formats being missing in Vulkan and approximated using channel swizzles. As a result of this, it was pointless to maintain and has now been removed.
2022-04-14 14:14:52 +05:30
PixelyIon
e8656a362f Add Skyline Logs to .gitignore
It's useful to place Skyline logs within the project folder for easy access in Android Studio but they shouldn't be committed to the repository. They have been added to `.gitignore` to prevent them from being tracked or committed.
2022-04-14 14:14:52 +05:30
PixelyIon
5ed26fef23 Implement Maxwell3D Rasterizer State
Maxwell3D registers relevant to the Vulkan Rasterizer state have been implemented aside from certain features such as per-face polygon modes that cannot be implemented due to Vulkan limitations. A quirk was utilized to dynamically support the provoking vertex being the last vertex as opposed to the first as well.
2022-04-14 14:14:52 +05:30
PixelyIon
8ef225a37d Introduce QuirkManager for runtime GPU quirk tracking
We require a way to track certain host GPU features that are optional such as Vulkan extensions, this is what the `QuirkManager` class does as it checks for all quirks and holds them allowing other components to branch based off these quirks.
2022-04-14 14:14:52 +05:30
PixelyIon
8803616673 Reorder GraphicsContext Members
All members are now placed at the start of sections they are relevant to rather than  at the start of the class.
2022-04-14 14:14:52 +05:30
PixelyIon
107d337d77 Fix MacroInterpreter::MethodAddress Bitfield Padding
Due to compiler alignment issues, the bitfield member `increment` of `MacroInterpreter::MethodAddress` was mistakenly padded and moved to the next byte. This has now been fixed by making its type `u16` like the member prior to it to prevent natural alignment from kicking in.
2022-04-14 14:14:52 +05:30
PixelyIon
26966287c7 Implement Maxwell3D Shader Program Registers
This commit added basic shader program registers, they simply track the address a shader is pointed to at the moment. No parsing of the shader program is done within them.
2022-04-14 14:14:52 +05:30
PixelyIon
93ea919c8f Fix warnings from NVRESULT due to unused lambda capture
A previously used `this` capture is no longer used since the introduction of the static logger.
2022-04-14 14:14:52 +05:30
Niccolò Betto
8826c113b0 Update README.md
* Reworded `Special Thanks` section
* Added links to contributing and building guides for easier navigation
2022-04-14 13:54:51 +05:30
lynxnb
e4a04968dc Create a BUILDING.md file with building instructions 2022-04-14 13:54:51 +05:30
lynxnb
882b939335 Automatically import key files from search location 2022-03-25 09:40:21 +05:30
Robin Kertels
6cf2ef8fb9 Grant Uri permission when sharing logs 2022-03-24 03:39:41 +05:30
lynxnb
092dcb18c8 Stub ectx:w and ectx:aw Glue services 2022-02-06 21:57:38 +05:30
Robin Kertels
2993f65a1c Ignore empty lines in key files 2022-02-04 23:51:46 +05:30
MCredstoner2004
0ceecbba4f Implement fixed aspect ratio surface
Adds a setting to letterbox the surface with black bars to 16:9 or 21:9 aspect ratio to avoid stretching out the rendered image
2022-01-12 22:09:39 +05:30
Clownacy
6cf9bc5729 Fix a typo in the readme
A possessive 'its' doesn't have an apostrophe.
2021-12-20 16:02:17 +00:00
lynxnb
6913a90361 Use the new log file name & ext for every logger context 2021-11-11 16:32:19 +01:00
lynxnb
5cd1f01690 Refactor all logger calls 2021-11-11 16:13:24 +01:00
lynxnb
769e6c933d Make Logger class static and introduce LoggerContext
A thread local LoggerContext is now used to hold the output file stream instead of the `Logger` class. Before doing any logging operations, a LoggerContext must be initialized.
This commit will not build successfully on purpose.
2021-11-11 16:13:24 +01:00
PixelyIon
69ef93bfa8 Add Dividers to ControllerActivity's RecyclerView
Dividers after titles were missing in `ControllerActivity` which made it look inconsistent with `SettingsActivity` which did have them. They have now been added by extending `DividerItemDecoration` to be drawn before any `ControllerHeaderItem`.
2021-11-11 20:20:19 +05:30
PixelyIon
b230afcd35 Fix FAB Icon color in OnScreenEditActivity
The icons in these FABs had the same color as the FAB prior which led them to being invisible. This has been fixed by setting a white tint on them which makes the icons clearly visible.
2021-11-11 18:59:09 +05:30
PixelyIon
e4fbee1626 Style Improvements to LicenseDialog
Additional padding has been added to the text alongside making it be left-aligned rather than center-aligned and justified. A newline has also been added to the copyright notice for Skyline to make it look nicer.
2021-11-11 16:35:30 +05:30
PixelyIon
36a1f2a2ec Make all Dialogs use @color/backgroundColor as the background color
We wanted the color of the modals used by the dialogs to be the same as our regular background color rather than a lighter grey. This has now been enforced with style attributes in the case of `AlertDialog` and `setBackground` in the case of `BottomSheetDialog`.
2021-11-11 16:34:38 +05:30
PixelyIon
3f3891839e Make all AlertDialogs use MaterialComponents theme
We inconsistently used `AppCompat`'s `AlertDialog` theme in Settings while using `MaterialComponents`'s theme in Controller Configuration. This has now been fixed by universally using the `MaterialComponents` theme.
2021-11-11 16:28:57 +05:30
PixelyIon
ff5887975b Remove Logo from MainActivity
The Skyline logo was added to the title area but it ended up being too distracting with a light theme as the logo was designed purely for a white background. Ultimately, even though it looked good with the dark theme we had to remove it.
2021-11-11 13:58:25 +05:30
PixelyIon
43b9d95dbc Rework App Dialog Buttons
Aligning the buttons to the bottom of the game image was determined to look odd due to the amount of padding between the title and buttons. They are now back to being below the title but the buttons have been resized with "Play" being a wide button while "Pin" has been replaced with Google Material Icons's "Add To Home Screen" icon and sized down to an icon-only button.
2021-11-11 13:47:20 +05:30
lynxnb
6a0ad25c27 Update BottomSheetDialog appearance
* Fix incorrect dialog surface color
* Adjust buttons' position
2021-11-10 17:41:07 +01:00
lynxnb
df120ab76d Fix unicode characters being turned into emojis for some vendors 2021-11-10 17:41:07 +01:00
lynxnb
b7b0f07ba8 Update application branding
- Logo is now displayed next to the app name
- Remove search bar animation
- New color accent
- Improve visibility of controller binding setting's glyphs
2021-11-10 17:41:07 +01:00
lynxnb
827439d2d1 Use the new font for the application name in main activity 2021-11-10 17:41:07 +01:00
Lynx
7ec533885c Use the new banner in the README 2021-11-10 17:41:07 +01:00
lynxnb
07f899e904 Update application icon 2021-11-10 17:41:07 +01:00
Billy Laws
d88b08d986 Address PR feedback 2021-11-10 21:35:36 +05:30
Billy Laws
1b453c04ca Remove completed nvmap TODO
Pins have been implemented so the to-do is no longer needed.
2021-11-10 21:35:36 +05:30
Billy Laws
d2d181725f Remove unused virtEnd variable in FlatMemoryManager::{Read, Write} 2021-11-10 21:35:36 +05:30
Billy Laws
60fbfad4bc Add virtual dtors to time service code 2021-11-10 21:35:36 +05:30
Billy Laws
fd8e843c6c Add rules on semantic wrapping and bracketed initalisation to contrib 2021-11-10 21:35:36 +05:30
Billy Laws
ef10d3d394 Use semantic wrapping where appropriate for class initialiser lists 2021-11-10 21:35:36 +05:30
Billy Laws
6b33268d85 Remove unused gm20b EngineID enum 2021-11-10 21:35:36 +05:30
Billy Laws
73896c2e6b Fixup nvdrv channel types to follow naming conventions 2021-11-10 21:35:36 +05:30
Billy Laws
ad900aba7a s/Host1X/Host1x/ as per Nvidia naming 2021-11-10 21:35:36 +05:30
Billy Laws
dbfb1cfe20 Fully implement the nvdrv Host1xChannel::Submit operation
This pushes a set of command buffers into the Host1x command FIFO allocated for the channel, returning fence thresholds that can be waited on for completion,
2021-11-10 21:35:36 +05:30
Billy Laws
baefb0fe93 Implement the Host1x command FIFO together with barebones Host1x classes
The Host1x block of the TX1 supports 14 separate channels to which commands can be issued, these all run asynchronously so are emulated the same way as GPU channels with one FIFO emulation thread each. The command FIFO itself is very similar to the GPFIFO found in the GPU however there are some differences, mainly the introduction of classes (similar to engines) and the Mask opcode (which allows writing to a specific set of offsets much more efficiently).

There is an internal Host1x class which functions similar to the GPFIFO class in the GPU, handling general operations such as syncpoint waits, this is accessed via the simple method interface. Other channels such as NVDEC and VIC are behind the 'Tegra Host Interface' (THI) in HW, this abstracts out the classes internal details and provides a uniform method interface ontop of the Host1x method one. We emulate the THI as a templated wrapper for the underlying class.

Syncpoint increments in Host1x are different to GPU, the THI allows submitting increment requests that will be queued up and only be applied after a specific condition in the associated engine is met; however the option to for immediate increments is also available.
2021-11-10 21:35:36 +05:30
Billy Laws
2494cafee8 Cleanup GPFIFO comments and make Run() private 2021-11-10 21:35:36 +05:30
Billy Laws
2577658fc7 Avoid GetPointer on nvmap handles where they would be accessed via SMMU
GetPointer sets the sharedMemMapped flag, which should only be set if
other userspace processes have the handle mapped.
2021-11-10 21:35:36 +05:30
Billy Laws
fd0420443c Add template utils for constructing all elements in an std::array
This avoids the excessive repetition needed for the case where array
members have no default constructor.

eg:
```c++
std::array<Type, 10> channels{util::MakeFilledArray<Type, 10>(typeConstructorArg, <...>)};
```
2021-11-10 21:35:36 +05:30
Billy Laws
34bf413661 Fix bitmask check for event IDs > 32 in Ctrl::SyncpointFreeEventBatch
Doing 1 << 32 would result in an integer overflow rather than the desired behaviour of checking a bit, make 1 64 bit to present that.
2021-11-10 21:34:30 +05:30
Billy Laws
debab7c9c7 Implement nvmap handle pinning/unpinning
nvmap allows mapping handles into the SMMU address space through 'pins'. These are refcounted mappings that are lazily freed when required due to AS space running out. Nvidia implements this by using several MRU lists of handles in order to choose which ones to free and which ones to keep, however as we are unlikely to even run into the case of not having enough address space a naive queue approach works fine. This pin infrastructure is used by nvdrv's host1x channel implementation in order to handle mapping of both command and data buffers for submit.
2021-11-10 21:34:30 +05:30
Billy Laws
a0c57256cc Hookup FlatMemoryManager for SMMU into SoC
The SMMU is used to control the mappings of peripherals such as the VIC
and NVDEC.
2021-11-10 21:34:30 +05:30
Billy Laws
97dc053ffd Move FlatAllocator allocation error handling to the caller
This is a prerequisite for nvmap SMMU memory management, which only frees the memory handles refer to if an allocation fails.
2021-11-10 21:34:30 +05:30
Billy Laws
04e5237ec1 Stub host1x channel devices and IOCTLs
host1x channels are generally similar to GPU channels however there is only one channel for each specific class (like a GPU engine) and an address space is shared between them all.

This PR implements the simple IOCTLs with the larger ones that will depend on changes outside of nvdrv being left for future commits. This is enough to partly run oss-nvjpeg.
2021-11-10 21:34:30 +05:30
Billy Laws
5087d3dc2a Reserve host1x channel syncpoints 2021-11-10 21:34:30 +05:30
Billy Laws
b0a5dab0f7 Support passing additional constructor arguments to nvdrv devices
Needed for host1x channels which use the same class for multiple types.
2021-11-10 21:34:30 +05:30
Billy Laws
eb6f052873 Fixup GpuChannel::SetNvmapFd to take an FD rather than an nvmap handle 2021-11-10 21:34:30 +05:30
Billy Laws
386a3447a8 Introduce variable sized span support to nvdrv deserialisation
The element containing the size first needs to be saved to a save slot with Save<T, slotId>, it can then be read back later as the size of a span with SlotSizeSpan<T, slotId>. This is needed to support the Host1XChannel Submit IOCTL.
2021-11-10 21:34:30 +05:30
Billy Laws
6eeaa343f8 Avoid crash when passing unallocated syncpoint IDs to EventWait 2021-11-10 21:34:30 +05:30
PixelyIon
fbfad21f03 Migrate Maxwell3D::Registers to OffsetMember
Maxwell3D registers were primarily written with absolute offsets and ended up being fairly messy due to attempting to emulate this using struct relative positioning resulting in a lot of pointless padding members. This has now been improved by utilizing `OffsetMember` to directly use offsets resulting in much neater code.
2021-11-10 21:31:45 +05:30
PixelyIon
69761389ff Extend OffsetMember with direct operator=/operator[]
It was found to be semantically advantageous to directly pass-through certain operators such as the assignment (`=`) and array index (`[]`) operators. These would require a dereference prior to their usage otherwise but now can be directly used.
2021-11-10 21:30:02 +05:30
Billy Laws
cc7b2a0ab8 Introduce OffsetMember for offset-based union members
The offset of a member in a structure was determined by its relative position and compiler alignment. This is unoptimal for larger structures such as those found in GPU Engines that are primarily named by offset rather than relative positioning and end up requiring a massive amount of padding to function as is. A solution to this problem was simply to supply member offsets directly which can be done by using `OffsetMember` alongside a `union`.
2021-11-10 21:17:31 +05:30
PixelyIon
fb476567ff Introduce JniString as C++ wrapper over jstring
We used to manually call JNI UTF-8 string allocation and deallocation functions when utilizing a `jstring` but this could be erroneous and is just inconvenient. All of this has now been consolidated into an class `JniString` which is a wrapper around `std::string` and creates a copy of the contents of the `jstring` in its constructor and passes them into the `std::string` constructor.
2021-11-09 21:18:47 +05:30
PixelyIon
79ceb2cf23 Improve Vulkan Texture Synchronization
The Vulkan Pipeline Barriers were unoptimal and incorrect to some degree prior as we purely synchronized images and not staging buffers. This has now been fixed and improved in general with more relevant synchronization.
2021-11-09 21:08:03 +05:30
PixelyIon
bf71804089 Upgrade AGP to 7.1.0-beta02
Newer versions of Android Studio Beta only work correctly with `beta02` rather than `beta01` which we used prior.
2021-11-09 21:02:59 +05:30
PixelyIon
bed9fbf5e7 Fix EmulationActivity.vibrateDevice assert due to null Vibrator
`EmulationActivity.vibrateDevice` would assert when a `null` Vibrator is provided due to one not being set in the controller configuration. This has now been fixed by the code not playing a vibration when a vibration device isn't selected.
2021-11-01 00:28:11 +05:30
PixelyIon
414c0104c3 Rework Joy-Con Vibration Conversion
The guest -> host vibration conversion code was entirely broken as it didn't set the vibration `start`/`end` timestamps correctly for a cycle nor did it subtract from the `totalAmplitude` (`currentAmplitude` now) when it a cycle ended due to an incorrect `if` statement and contents. It would just end up saturating the amplitude as much as possible by adding more and more to `totalAmplitude` on every cycle while never subtracting which is entirely wrong and led to a very noticeable drop in amplitude when a vibration was repeated.

It's been entirely reworked to fix all the issues listed above and remove a lot of code that had no understandable purpose. More comments have also been added to the code to make it more readable with better variable and function naming alongside it.
2021-11-01 00:28:11 +05:30
PixelyIon
df7608c2f7 Use proper names rather than paths for submodules
Submodules were named as their relative paths prior which were not very readable, this has now been replaced with proper titles that correspond to the submodule.
2021-11-01 00:28:11 +05:30
PixelyIon
96027f0f09 Build libraries with -Ofast for debug builds
To offset some of the performance overhead of using debug builds, we now optimize all libraries using `-Ofast` while building Skyline itself with `-O0`.
2021-10-31 16:05:08 +05:30
PixelyIon
4b80e1f91c Use libcxx from LLVM Project submodule
The version of libcxx shipped with Android NDK is fairly outdated and doesn't contain several features we desire such as C++ 20 ranges. This has been fixed by using libcxx directly from the LLVM Project which has been added as a submodule and can be updated independently of NDK.
2021-10-31 16:04:44 +05:30
PixelyIon
82154f3ef6 Upgrade AGP to 7.1.0-beta01 & NDK to 24.0.7856742
We've moved to using a beta AGP as `7.0.2` is breaks `clangd` and other C++ features on Beta/Canary Android Studio. NDK was additionally updated with `mbedtls` to fix warnings caused by it alongside some other minor fixes to code for newer versions of libcxx.

The new AGP has a bug where it does not look for executables specified in `android_gradle_build.json` in `PATH` that includes `ninja` which is provided by the `ninja-build` package on the system rather than Android SDK's CMake on GitHub Actions (Ubuntu 20.04). This has been fixed by symlinking `/usr/bin/ninja` to the project root which is searched in for the `ninja` executable.
2021-10-31 15:50:15 +05:30
PixelyIon
962d8dc4c8 Return immediately for non-joining KProcess::Kills when already killed
Locking `KProcess::threadMutex` when a process is being killed by another thread with `join` can lead to the non-joining killer effectively joining as it's waiting on the joining killer to relinquish the mutex. This has been fixed by having an atomic boolean tracking if the process has already been killed and if it has, immediately returning prior to locking the mutex for any non-joining killers.
2021-10-31 15:45:10 +05:30
Billy Laws
6f59cba68d Adds bounds checks to resampler to avoid OOB reads
Resampling would sometimes perform an OOB read into `inputBuffer` due it not containing enough data to calculate corresponding the output sample, this has been fixed by introducing bounds checking to ensure that the buffer has enough data.
2021-10-29 21:46:51 +05:30
PixelyIon
9e3b7a75b2 Use finishAffinity instead of finishAndRemoveTask
The method used to finish (`finishAndRemoveTask`) an activity prior to going back to `MainActivity` or restarting the process led to the process prematurely exiting entirely and would result in it not being restarted or another activity not being launched. This has now been fixed by utilizing `finishAffinity` in its place which correctly only ends the activities with the same affinity as the caller.
2021-10-29 21:20:04 +05:30
PixelyIon
9f5ab13858 Implement R16G16{Unorm/Sint/Uint} RT Formats
Utilized in "The Touryst"
2021-10-29 20:21:58 +05:30
PixelyIon
afebf77544 Zero-Initialize GuestTexture Members
Members of `GuestTexture` were apparently not being initialized and this led to UB since they would be read as random values. Titles such as Super Mario Odyssey avoided setting `baseArrayLayer` which led to it being left at the default value which was completely random and this would lead to crashes. This commit fixes this by initializing said values correctly.
2021-10-27 22:49:45 +05:30
PixelyIon
a0921f8261 Implement R16G16B16A16Snorm/R16G16B16A16Sint RT Formats
Utilized in "The Touryst"
2021-10-27 22:49:45 +05:30
PixelyIon
df64ff5d14 Zero-Fill IAudioRenderer::RequestUpdate Output Buffer
Some titles don't clear the output buffer prior to submission, as the service is expected to fill all of it in, our audren implementation is incomplete and doesn't end up doing this leaving the contents of the buffer to be undefined leading to UB in the form of SEGFAULTs or the application throwing a fatal error. This has been patched over by 0-filling the buffer which is a sane default value for the fields that aren't filled in albeit not a replacement for a proper audren implementation.
2021-10-27 16:18:20 +05:30
PixelyIon
1f3519e6e3 Fix Logger Message OOB Access
Certain titles can submit logs where the last field is one off by the buffer end, the logger loop now considers this and terminates if there isn't enough data left to read the field type and length.
2021-10-26 21:59:47 +05:30
PixelyIon
645183c903 Fix OOB Vibration Array Access in VibrateDevice
Access to the `vibrations` field in `vibrations[3].period` could lead to UB, this has been replaced with a proper check which adds up the period over all vibrations instead. A minor cleanup with variable names and explicit types for integer arithmetic has also been done.
2021-10-26 21:57:28 +05:30
PixelyIon
cfdb2abf9e Fix Non-builtin Uncached Vibrator Getter
If a non-builtin vibrator was attempted to be fetched, it'd insert it in the vibrator cache and return directly as opposed to playing the vibration on it prior to returning. This has now been fixed, the value is both put into the cache and the vibration is played on it.
2021-10-26 21:54:33 +05:30
PixelyIon
dc3f7f1ab4 Fix Incorrect Scissor Extent
The decomposition from `texture::Dimension` to `vk::Rect2D` was somehow implicit and completely incorrect resulting in wrong conversion with undefined values. It's now been fixed by explicitly setting `vk::Rect2D::extent` to `scissor` specifically.
2021-10-26 20:08:53 +05:30
PixelyIon
a60f238479 Fix GPU::DebugCallback Type String Extraction
The second parameter of `std::string_view::substr` was assumed to be an end position (similar to `std::span`) rather than `count` which it is. As a result of this, it was entirely broken but only held together by a constant factor being subtracted from it which was derived by trial and error. It's now been fixed by returning a count rather than the absolute position.
2021-10-26 20:08:35 +05:30
PixelyIon
10ed5bf418 Silence errors from libraries
Library headers would produce errors that are out of our control and as a result of that, we just want to ignore this. This is possible by including the offending headers as system headers, compilers don't emit any warnings arising from them. This was extended to all libraries rather than just those which currently emitted warnings for consistency's sake.
2021-10-26 20:08:18 +05:30
Billy Laws
70d1b4994c Enable Wconversion and fix warnings produced 2021-10-26 11:41:24 +01:00
PixelyIon
315d2dc26c Update NDK to 23.1.7779620 2021-10-26 10:46:36 +05:30
PixelyIon
661396fc97 Resume EmulationActivity when launcher icon is used
Fix a bug where attempting to launch Skyline from the launcher while emulation was in progress would result in `MainActivity` launching rather than `EmulationActivity`. We always want `EmulationActivity` to stay on top of the stack and be launched whenever Skyline is resumed, no other activity should be able to run in parallel to `EmulationActivity` in any user-accessible manner.
2021-10-26 10:46:36 +05:30
PixelyIon
39e924aec8 Resume rather than relaunch when same shortcut is used 2021-10-26 10:46:36 +05:30
Billy Laws
1e7347bf72 Use semantic wrapping for nvdrv where appropriate 2021-10-26 10:46:36 +05:30
PixelyIon
830a800d9e Consolidate AddAttachment Loops + Rename Renderpass -> RenderPass 2021-10-26 10:46:36 +05:30
PixelyIon
92a21ea616 Cleanup & Use C++ Concepts in utils.h 2021-10-26 10:46:36 +05:30
PixelyIon
ea2626bcc6 Address CR Comments 2021-10-26 10:46:36 +05:30
PixelyIon
595e53f7cf Fix Git slowness incurred by using Boost as a submodule
Git became significantly slower for nearly all actions due to the inclusion of Boost as a submodule which in turn had an extremely large amount of submodules itself for every single Boost component, this especially effected clients like GitKraken which had multi-second delays in operations and became unusable due to it. The reason for this ended up being checking for modifications in the Boost submodule which has been disabled by using [`submodule.<name>.ignore`](https://git-scm.com/docs/git-config#Documentation/git-config.txt-submoduleltnamegtignore) which disables any checks on the Boost submodule for changes and fixes the prior performance degradation.
2021-10-26 10:46:36 +05:30
PixelyIon
1d532628cb Null-Check Optional NACP before extracting application title
Not doing this can lead to the NACP being filled with invalid data and led to crashes on homebrew titles like SpaceNX.
2021-10-26 10:46:36 +05:30
PixelyIon
c8821c7313 Update nvdrv perms to 11.0.0+ & Implement nvdrv:a service
`nvdrv:a` (For Applets) is used by some older homebrew such as SpaceNX which don't fall back to `nvdrv` (For Applications).
2021-10-26 10:46:36 +05:30
PixelyIon
3b4bbd2b38 Switch to using exceptions for guest exiting
Guest-driven exiting could cause objects left on the heap due to a `std::longjmp` from high up in the host call stack, this has been fixed by introducing `ExitException` which implicitly unrolls the stack with the exception handling mechanism.
2021-10-26 10:46:36 +05:30
PixelyIon
eff5711c49 Split monolithic common.h into smaller chunks
* Resolves dependency cycles in some components
* Allows for easier navigation of certain components like `span` which were especially large
* Some imports have been moved from `common.h` into their own files due to their infrequency
2021-10-26 10:46:36 +05:30
PixelyIon
1d57bab08f Revamp LicenseDialog + Update Licenses + Stop Bintray Usage
* Update licenses for dependent projects
* Add copyright notices (as provided)
* Revamp styling for `LicenseDialog` 
* Fix invisible `PreferenceDialog` buttons in Settings
* Consolidating color variables into `colorPrimary`, `backgroundColor` and `backgroundColorVariant`
* Use `com.google.android.flexbox:flexbox:3.0.0` (Google Maven) rather than `com.google.android:flexbox:2.0.1` (Bintray)
2021-10-26 10:46:36 +05:30
PixelyIon
bbf28d1942 Improve Clean Exit + Audio Pausing + Improve System Language Setting
* Clean Exiting was improved by implementing a robust system for when to abandon clean exiting and simply restart the process alongside moving clean exiting to the background when the application is quit by using the back button
* Audio is now automatically paused whenever the application is moved to the background and automatically resumed when it's brought to the foreground
* The system language setting had several errors and inconsistencies which have now been fixed, it's been brought more in line with HOS language (Albeit not entirely due to no region setting in Skyline)
* Fix a bug with `ThreadLocal` where the atomic `list` pointer was uninitialized resulting in a `SEGFAULT` during the destructor
2021-10-26 10:46:36 +05:30
PixelyIon
a7548c79a0 Android 12 Support + Update Libraries + Include Khronos Validation Layer
* Fix handling `SA_EXPOSE_TAGBITS` bit being set in Android 12 `sigaction`
* Fix CMake bug using `CMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE` when not supported causing `-fuse-ld=gold` to be emitted as a linker flag
* Support using `VIBRATOR_MANAGER_SERVICE` rather than `VIBRATOR_SERVICE` on Android 12
* Optimize Imports for Kotlin code
* Move away from deprecated APIs in Kotlin or explicitly mark where it's not possible
* Update SDK, NDK and libraries
* Enable Gradle Configuration Cache
2021-10-26 10:46:36 +05:30
Billy Laws
b7d0f2fafa Implement support for pushbuffer methods split across multiple GpEntries
These are used heavily in OpenGL games, which now, together with the
previous syncpoint changes, work perfectly. The actual implementation is
rather novel as rather than using a per-class state machine for all
methods we only use it for those that are known to be split across
GpEntry boundaries, as a result only a single bounds check is added to
the hot path of contiguous method execution and the performance loss is
negligible.
2021-10-16 12:13:30 +01:00
Billy Laws
fc017e1e95 Implement pre-wait and post-increment syncpoint operations in submit
These are used by both OpenGL and Vulkan games as opposed to including
the operations inside the main commandbuffer.
2021-10-16 12:13:30 +01:00
PixelyIon
9b9bf8d300 Introduce ThreadLocal Class + Fix Several GPU Bugs
* Fix `AddClearColorSubpass` bug where it would not generate a `VkCmdNextSubpass` when an attachment clear was utilized
* Fix `AddSubpass` bug where the Depth Stencil texture would not be synced
* Respect `VkCommandPool` external synchronization requirements by making it thread-local with a custom RAII wrapper
* Fix linear RT width calculation as it's provided in terms of bytes rather than format units
* Fix `AllocateStagingBuffer` bug where it would not supply `eTransferDst` as a usage flag
* Fix `AllocateMappedImage` where `VkMemoryPropertyFlags` were not respected resulting in non-`eHostVisible` memory being utilized
* Change feature requirement in `AndroidManifest.xml` to Vulkan 1.1 from OGL 3.1 as this was incorrect
2021-10-16 12:13:30 +01:00
Billy Laws
eb25f60033 Implement multichannel support for GPU
Allows the execution of multiple channels at the same time, with locking
being performed on the host GPU scheduler layer, address spaces can be
bound to one or more channels.
2021-10-16 12:13:30 +01:00
PixelyIon
b762d1df23 Introduce Texture Always Sync + Wait on GPU Execution + More RT Formats
Infrastructure for always syncing textures has been introduced now, they will be synced prior to and after every execution. This does considerably reduce the performance alongside waiting on GPU execution to finish but it will be partially recouped once conditional syncing is performed.
2021-10-16 12:13:30 +01:00
PixelyIon
f8acc1e131 Improve Shared Fonts + Fix AM PopLaunchParameter & Choreographer Bug
* Move Shared Font TTFs to AAsset storage + Support external shared font loading from `/data/data/skyline.emu/data/fonts`
* Fix bug in `IApplicationFunctions::PopLaunchParameter` caused by ignoring `LaunchParameterKind`
* Fix bug with Choreographer causing it to be awoken and exit prior to the destruction of `PresentationEngine`
* Fix bug with `IDirectory::Read` where it used `inputBuf` for the output buffer rather than `outputBuf`
* Improve `GetFunctionStackTrace` logs when `dli_sname` or `dli_fname` are missing
* Support more RT Formats
2021-10-16 12:13:30 +01:00
PixelyIon
95a08627e5 Subpass Support + More RT Formats + Fix FenceCycle Cyclic Dependencies
Support for subpasses was added by reworking attachment reuse code to account for preserved attachments and subpass dependencies. A lot of RT formats were also added to allow SMO to boot up entirely, it should be noted that it doesn't render anything. 

`FenceCycle` had a cyclic dependency which broke clean exit, we now utilize `std::weak_ptr<FenceCycle>` inside the `Texture` object. A minor fix for broken stack traces was also made caused by supplying a `nullptr` C-string to libfmt when a symbol was unresolved which caused an `abort` due to invocation of `strlen` with it.
2021-10-16 12:13:30 +01:00
PixelyIon
239d2625e2 Introduce CommandExecutor + Implement ClearBuffers + More RT Formats
This commit introduces the `CommandExecutor` which is responsible for creating and orchestrating a Vulkan command graph comprising of `CommandNode`s that construct all the objects required for rendering. As a result of the infrastructure provided by `CommandExecutor`, `ClearBuffers` could be implemented and be appropriately utilized.

A bug regarding scissors was also determined and fixed in the PR, the extent of them were previously inaccurate and this has now been fixed.

Note: We don't synchronize any textures from the guest for now as this would override the contents on the host, this'll be fixed with the appropriate write tracking but it also results in a black screen for anything that writes to FB
2021-10-05 01:13:22 +05:30
PixelyIon
3879d573d5 Fix Command Buffer Allocation & FenceCycle
This commit fixes a major issue with command buffer allocation which would result in only being able to utilize a command buffer slot on the 2nd attempt to use it after it's freed, this would lead to a significantly larger amount of command buffers being created than necessary. It also fixes an issue with the command buffers not being reset after they were utilized which results in UB eventually.

Another issue was fixed with `FenceCycle` where all dependencies are only destroyed on destruction of the `FenceCycle` itself rather than the function where the `VkFence` was found to be signalled.
2021-10-05 01:13:22 +05:30
PixelyIon
bee28aaf0d Validation Layer Filter + Fix Texture, GPU & PresentationEngine bugs
This commit implements a filter by type for any validation layer output, this allows filtering out any logs which may be unnecessary and additionally triggering a breakpoint as required. 

An issue concerning the `NDEBUG` flag never being set was fixed, it's now supplied as a release compiler flag. The issue can manifest itself by always relying on a validation layer even though it shouldn't on release, this is why the validation layer was mistakenly disabled entirely previously by using `#ifndef` rather than `#ifdef`.

An issue with the initial layout of a texture being supplied as neither `VK_IMAGE_LAYOUT_UNDEFINED` or `VK_IMAGE_LAYOUT_PREINITIALIZED` was fixed, these cases are now handled by transitioning to those layouts after creating the image rather than supplying it within `initialLayout`.

Another issue was fixed regarding not maintaining a transformation after a surface has been destroyed and recreated existed and manifested itself when the user would go out of the app and come back in, they would see the surface having an identity transformation rather than the desired one.
2021-10-05 01:13:22 +05:30
PixelyIon
54908afc44 Texture GMMU Address Resolution + Refactor Maxwell3D::CallMethod
Fixes bugs with the Texture Manager lookup, fixes `RenderTarget` address extraction (`low`/`high` were flipped prior), refactors `Maxwell3D::CallMethod` to utilize a case for the register being modified + preventing redundant method calls when no new value is being written to the register, and fixes the behavior of shadow RAM which was broken previously and would lead to incorrect arguments being utilized for methods.
2021-10-05 01:13:22 +05:30
PixelyIon
270f2db1d2 Initial Texture Manager Implementation + Maxwell3D Render Target
Implement the groundwork for the texture manager to be able to report basic overlaps and be extended to support more in the future. The Maxwell3D registers `RenderTargetControl`, `RenderTarget` and a stub for `ClearBuffers` were implemented. 

A lot of changes were also made to `GuestTexture`/`Texture` for supporting mipmapping and multiple array layers alongside significant architectural changes to `GuestTexture` effectively disconnecting it from `Texture` with it no longer being a parent rather an object that can be used to create a `Texture` object.

Note: Support for fragmented CPU mappings hasn't been added for texture synchronization yet
2021-10-05 01:13:22 +05:30
PixelyIon
8cba1edf6d Introduce Boost as a submodule + Minor Fixes
Utilize Boost Container's `small_vector` for optimizing allocations, fix certain implicit casting issues and make `ILogger` not output an additional newline in the log when the application supplies one at the end of the log
2021-10-05 01:13:22 +05:30
PixelyIon
190fde110f Introduce GraphicContext and Implement Viewport Transform + Scissors 2021-10-05 01:13:22 +05:30
PixelyIon
bc378ad135 Fix GraphicBufferProducer Format Bug
The format provided in `GraphicBuffer` can be misleading and is supplied as `None` by the Deko3D Swapchain, it instead supplies the real format in the `NvGraphicHandle` which we now utilize instead of the one in `GraphicBuffer`.
2021-10-05 01:13:22 +05:30
PixelyIon
18cf0b82d6 Fix KTransferMemory Destruction Behavior + Add Missing SVC Handle Logs
KTransferMemory needs to be reset to RW on destruction unlike KSharedMemory which is simply freed on destruction, not emulating this behavior accurately leads to `deko_examples` from `switch-examples` to lead to a SEGFAULT on selecting an example as it expects the memory to be R/W while it ends up being freed instead
2021-10-05 01:13:22 +05:30
Billy Laws
192459f726 Adjust AS block end predecessors to successors after reuse as end 2021-10-04 20:29:02 +01:00
PixelyIon
d45193874e Fix NvDrv CloseDevice Bug
The unique pointer to a device in the map was simply reset rather than deleting the entry from the map, this resulted in the device not being properly closed and when the device was reopened then the `emplace` was a NOP as the entry already existed. This resulted in a `nullptr` dereference down the line when an application attempted to issue an IOCTL to a device that was previously closed and reopened. This is known to occur in Deko3D as it recreates the context when loading an example which includes closing and reopening devices.
2021-10-03 18:02:32 +05:30
Billy Laws
7a5ca19c0b Fix improper VMM error check in unmap 2021-10-01 20:58:22 +01:00
Billy Laws
4eff515c55 Add support for IOCTL3 CtrlGpu calls missed in refactor 2021-10-01 20:57:59 +01:00
PixelyIon
02bcf98b8c Fix NvDrv Bugs + NACP Parsing Bug
A hotfix for a nvdrv bug where an IOCTL with no input/output buffers would crash and a major `nvmap` bug which broke the `FromId` IOCTL as it didn't write back the handle ID, another minor bug existed in `nvhost` where the `ZCullGetInfo` IOCTL was `INOUT` rather than `OUT`.

A bug with NACPs was also fixed caused by incorrect padding for the `NacpData` structure which resulted in the `saveDataOwnerId` member being read incorrectly and as a result the save data folder being incorrect.

Co-authored-by: artem8086 <artemsvyatoha@gmail.com>
2021-10-02 00:15:53 +05:30
lynxnb
afc3dda1ee Reintroduce LanguageCode alias type 2021-09-30 02:19:19 +05:30
lynxnb
c6d91c552b Address CR 2021-09-30 02:19:19 +05:30
lynxnb
0077833667 Support game icon selection based on language 2021-09-30 02:19:19 +05:30
lynxnb
01ce09183b Rework common languages
Swapped out the usages of frozen constexpr unordered maps for switch statements, which are very likely to be turned into jump tables given the nature of the enums used, resulting in better performance than a map
2021-09-30 02:19:19 +05:30
sspacelynx
4d20d7a4d0 Address CR + Code formatting 2021-09-30 02:19:19 +05:30
sspacelynx
ca97517d81 Rework GetDesiredLanguage + Remove LanguageCode alias type 2021-09-30 02:19:19 +05:30
sspacelynx
6135f531ae Add refreshRequired xml attribute in IntegerListPreference
This attribute controls whether a rom list refresh will be triggered when the setting value changes.
2021-09-30 02:19:19 +05:30
sspacelynx
221039084e Make languages setting use IntegerListPreference 2021-09-30 02:19:19 +05:30
sspacelynx
c1a3ddcd1c Implement an IntegerListPreference
Unlike `ListPreference`, this preference class uses integers as its values instead of strings, avoiding unnecessary casting. It also doesn't require an array for values: in that case it will be using the clicked entry position as its value.
2021-09-30 02:19:19 +05:30
sspacelynx
fdc7e1238a Implement language support for rom loaders 2021-09-30 02:19:19 +05:30
sspacelynx
3c5509e52a Update available languages to those post 10.1.0
Brazilian Portuguese has been added in firmware version 10.1.0
2021-09-30 02:19:19 +05:30
sspacelynx
3fffde3061 Rework OS to allow passing a language 2021-09-30 02:19:19 +05:30
Billy Laws
a4a6511177 Address feedback 2021-09-30 02:11:19 +05:30
Billy Laws
a18f1aa889 Address feedback 2021-09-30 02:11:19 +05:30
Billy Laws
8db2cf29f2 Implement AsGpu::FreeSpace and clean up locking and debug prints 2021-09-30 02:11:19 +05:30
Billy Laws
d3dc0bddc4 Cleanup IStorageAccessor validation code 2021-09-30 02:11:19 +05:30
Billy Laws
39faa739b9 Optimise GPFIFO command processing for higher throughput
Using a u32 for the loop index prevents masking on all increments,
giving a moderate performance increase.

Passing methods as u32 parameters and stopping subChannel being passed
gives quite a significant increase when combined with the inlining
allowed by subchannel based engine selection.
2021-09-30 02:11:19 +05:30
Billy Laws
3d538a29da Misc code cleanup and more comments in AS map 2021-09-30 02:11:19 +05:30
Billy Laws
30d41252f7 Use IPC raw data size to calculate C Buffer offset
Some games don't have a u16 size array, the code for this is also kinda
pointless when we can use the raw data size too.
2021-09-30 02:11:19 +05:30
Billy Laws
d03b288db6 NEEDS CLEANUP: Reimplement GPU VMM and rewrite nvdrv VM impl 2021-09-30 02:11:19 +05:30
Billy Laws
020aa0e43a Add support for Ioctl2/3 and improve debug logging 2021-09-30 02:11:19 +05:30
Billy Laws
15db64671f Update CMakeLists for nvdrv rework 2021-09-30 02:11:19 +05:30
Billy Laws
9bda574a4e Move nvhost-ctrl-gpu to new device API 2021-09-30 02:11:19 +05:30
Billy Laws
39492d9365 Move nvhost-gpu to new device API
The implementation of GPU channels and Host1X channels will be split up
as it allows a much cleaner implementation and less undefined behaviour
potential.
2021-09-30 02:11:19 +05:30
Billy Laws
3d4f7d9b44 Move nvhost-as-gpu to new device API 2021-09-30 02:11:19 +05:30
Billy Laws
1149158198 Make GraphicBufferProducer use the new nvmap API 2021-09-30 02:11:19 +05:30
Billy Laws
c97f5a9315 Entirely rewrite nvmap to separate global and per device state.
This will be required later for NVDEC/SMMU support and fixes many
significant issues in the previous implementation.
Based off of my 2.0.0/12.0.0 nvdrv REs.
2021-09-30 02:11:19 +05:30
Billy Laws
78356fa789 Migrate syncpoint management over to the new device API
The syncpoint manager has beeen given convinience functions for fences
which remove the need to access the raw id/threshold most of the time
and various accuracy fixes and cleanups to match HOS 12.0.0 have also
been done.
2021-09-30 02:11:19 +05:30
Billy Laws
a19bf973b1 Rework the nvdrv core for accuracy and support new deserialisation
Devices will need to be moved over in order to support this new
interface, IOCTL2/3 support will be added in a later commit.
2021-09-30 02:11:19 +05:30
Billy Laws
db2abe2290 Use concepts for Backing::Read over enable_if 2021-09-30 02:11:19 +05:30
Billy Laws
3340c74332 Implement efficient template based IOCTL deserialisation
This moves IOCTLs from frozen to a template based parser, this allows
IOCTL lookup to be performed much more optimally and some IOCTLs to be
inlined.
2021-09-30 02:11:19 +05:30
Billy Laws
75a67dcfa5 Allow supplying a custom ResultValue result type and optimise span
This allows PosixResultValue to be created easily.
2021-09-30 02:11:19 +05:30
Billy Laws
3d3c13f90c Add common PosixResult and PosixResultValue types
Many services like bsd and nvdrv use these to represent the result
values of functions so add a common type for these as an alternative to
the macros.
2021-09-30 02:11:19 +05:30
sspacelynx
14dc42b991 Add IntegerFor template class + Update GenerateUuidV4 2021-09-22 06:24:05 +05:30
sspacelynx
ea3c7301b1 Make UUID::GenerateUuidV4 use util::GetRandomBytes 2021-09-22 06:24:05 +05:30
sspacelynx
10d43c88c9 csrng service implementation
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.
2021-09-22 06:24:05 +05:30
sspacelynx
9d4aee57a5 Add runConfigurations to gitignore 2021-07-19 02:07:12 +05:30
sspacelynx
06674b3d07 hwopus decoder service implementation 2021-07-19 02:07:12 +05:30
sspacelynx
3de4c3e32e Add Opus submodule 2021-07-19 02:07:12 +05:30
PixelyIon
b533801bbe Fix Scheduler Core Migration Deadlock
Encountered in 不如帰大乱 when `HOS-3` is awoken at the same time as `HOS-0` called `SvcSetThreadCoreMask` resulting in a deadlock where `HOS-0` owns `HOS-3`'s `coreMigrationMutex` while `HOS-3` owns the core mutex with the both of them attempting to lock the other mutex
2021-07-12 21:27:49 +05:30
PixelyIon
dba99ce542 Implement IApplicationDisplayService::ConvertScalingMode
Utilized by アイリス魔法学園
2021-07-12 21:27:49 +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
ec1da1b3f5 Address CR Comments + Increase minSdkVersion to 29 (Android 10) 2021-07-12 21:27:49 +05:30
PixelyIon
19be9f4b66 Support Sticky Transforms + Minor Formatting Fixes
Sticky transforms have been stubbed, as they are on HOS/Android. Certain titles like Xenoblade Chronicles end up setting the sticky transform even if it doesn't do anything, as a result of this we cannot throw an exception for it and stub it without an exception (Aside from the cases where the value isn't recognized).
2021-07-12 21:27:49 +05:30
PixelyIon
9f967862bd Implement additional IGraphicBufferProducer transactions
The following GraphicBufferProducer transactions were implemented:
* `SetBufferCount`
* `DetachBuffer`
* `DetachNextBuffer`
* `AttachBuffer`
It should be noted that `preallocatedBufferCount` (previously `hasBufferCount`) and `activeSlotCount` were adapted accordingly with how they were effectively the same value as all active buffers were preallocated prior but now there can be a non-preallocated active slot. 
Additionally, a bug has been fixed where `SetPreallocatedBuffer` has the graphic buffer as an optional argument whereas it was treated as a mandatory argument prior and could lead to a SEGFAULT if an application were to not pass in a buffer.
2021-07-12 21:27:49 +05:30
PixelyIon
0d6d90c4cd Implement SvcUnmapSharedMemory + Remove Redundant [[unlikely]] 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
ca4744c603 Improve ENUM_STRING + Fix Host1X Syncpoints
`ENUM_STRING` now has a unified implementation in <common/macros.h> with a documented format and can be used throughout the codebase. 

A major performance regression was added in the Host1X Syncpoint revamp as it did a syscall if there were any waiters during `Increment` even if they would just be woken up and go back to sleep as the threshold wasn't hit. It has now been optimized to only do a wake if any waiting thread needs to be awoken. 

There was also a bug concerning increment where it would perform actions corresponding to the previous increment rather than the current one which has also been fixed.
2021-07-12 21:27:49 +05:30
PixelyIon
6595670a5d Rework Performance Statistics
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.
2021-07-12 21:27:49 +05:30
PixelyIon
ce804254ab Support Swap Interval + Cropping + Transforms and more for QueueBuffer
Support for the following parameters was added to `QueueBuffer`:
* Earliest Present Timestamp
* Swap Interval
* Crop
* Scaling Mode
* Transform
* Frame ID (Not returned to guest yet)
We utilize ANativeWindow APIs directly to achieve all of this in an efficient manner since HWC will be used directly for it, we do plan to introduce Vulkan equivalents for all of these operations later down the line for a port to non-Android platforms.
2021-07-12 21:27:49 +05:30
PixelyIon
2e8ce2cbaf Update C++ Libraries 2021-07-12 21:27:49 +05:30
PixelyIon
6854e07356 Replace LogActivity with "Share Logs" + Add Timestamp to Logger 2021-07-12 21:27:49 +05:30
PixelyIon
e511e158e3 Implement Display Settings + Attach Texture to FenceCycle 2021-07-12 21:27:49 +05:30
PixelyIon
b2bb855a02 Revamp Host1X Syncpoint + Address Review Comments 2021-07-12 21:27:49 +05:30
PixelyIon
216e5cee81 Separate Guest and Host Presentation + AChoreographer V-Sync Event
We had issues when combining host and guest presentation since certain configurations in guest presentation such as double buffering were very unoptimal for the host and would significantly affect the FPS. As a result of this, we've now made host presentation have its own presentation textures which are copied into from the guest at presentation time, allowing us to change parameters of the host presentation independently of the guest.

We've implemented the infrastructure for this which includes being able to create images from host GPU memory using VMA, an optimized linear texture sync and a method to do on-GPU texture-to-texture copies.

We've also moved to driving the V-Sync event using AChoreographer on its on thread in this PR, which more accurately encapsulates HOS behavior and allows games such as ARMS to boot as they depend on the V-Sync event being signalled even when the game isn't presenting.
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
d8025e7178 Rework GraphicBufferProducer
This commit makes GraphicBufferProducer significantly more accurate by matching the behavior of AOSP alongside mirroring the tweaks made by Nintendo. 

It eliminates a lot of the magic structures and enumerations used prior and replaces them with the correct values from AOSP or HOS. 

There was a lot of functional inaccuracy as well which was fixed, we emulate the exact subset of HOS behavior that we need to. A lot of the intermediate layers such as GraphicBufferConsumer or Gralloc/Sync are not emulated as they're pointless abstractions here.
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
795472004e Presentation Engine Vulkan Surface + Swapchain Initialization
This commit adds in VkSurface/VkSwapchain initialization and recreation. It also adapts GraphicsBuffferProducer and Texture to fit in with those changes but it doesn't yet implement presenting those buffers nor uploading guest buffers onto the host.
2021-07-12 21:27:49 +05:30
PixelyIon
9a09a4e815 Extend VkQueue Allocation Code
The VkQueue allocation code is rewritten to iterate through all queue families to look for an appropriate queue now
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
5be7860cf7 Fixup validity check in mmnv IRequest::Get
Fixes a random crash in SMO when launching the game for the first time.
2021-06-27 14:47:52 +01:00
Billy Laws
100cff7692 Address feedback 2021-06-20 14:18:40 +01:00
Billy Laws
b87f451746 Handle empty core queues in Scheduler::UpdatePriority
If the queue is empty then begin() == end() leading to
ArmPreemptionTimer being called on an unscheduled thread.
2021-06-20 14:18:40 +01:00
Billy Laws
d57883705d Avoid aligning BSS and .data individually and instead align as one
As both of these are in the same memory segment they have no individual
alignment requirements, this created a bug in
にゃんらぶ~私の恋の見つけ方~ where the data segment would be larger
than the game expected and invalid command line arguments would be read.
2021-06-20 14:18:40 +01:00
Billy Laws
e1ca24d35f Stub IParentalControlService::Initialize
This is used in newer SDKs in favour of initialising on creation with
IParentalControlServiceFactory::CreateServiceOld.
2021-06-20 14:18:40 +01:00
Billy Laws
af5ee96b9a Ensure that threads are ready before their preemption timer can be
armed.

It was discovered during testing of 'Hatsune Miku Project DIVA: Mega Mix'
that if a thread was starting while preemption was being enabled a NULL
pointer dereference could occur in the timer_settime call as
timer_create may not have been called yet.
2021-06-20 14:18:40 +01:00
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
Billy Laws
54d39fbaa7 Fix backtrace format string so it properly handles SVC names
This was missed when we moved over to printing SVC names rather than
numbers.
2021-06-20 14:18:40 +01:00
Billy Laws
99a839d669 Check the mutex tag in MutexLock if the given handle isn't found
Makes sure the correct error is reported as HOS only reports
InvalidHandle if the tag matches.
2021-06-20 14:18:40 +01:00
Billy Laws
476bb65f37 Stub GetAccumulatedSuspendedTickValue and fix call misnumbering
This is used by some more recent games like Hatsune Miku: Project DIVA
MegaMix!
2021-06-20 14:18:40 +01:00
Billy Laws
22c83006a3 Stub application copyright image AM calls
These are used on HOS to control the screenshot overlay image for
developer copyrights.
2021-06-20 14:18:40 +01:00
Billy Laws
6f9189e8f9 Reimplement GetPseudoDeviceId to be more accurate
Now returns a valid V5 UUID and uses the game's seed from control.nacp
for generation.
2021-06-20 14:18:40 +01:00
Billy Laws
d4b13c34ee Fixup broken SetTimeslice nvdrv ioctl that was missed in conversion 2021-06-20 14:18:40 +01:00
Willi Ye
bf2e20565f Check if fragment is attached when doing animations 2021-06-17 20:30:22 +05:30
Willi Ye
ce60101989 Filter on screen buttons by controller type 2021-06-17 20:30:22 +05:30
Willi Ye
2ff06d5421 Apply changed layout to all items
* Fix memory leaks
2021-06-17 20:30:22 +05:30
PixelyIon
686d61b893 Update NDK to 21.4.7075529 2021-06-17 20:30:22 +05:30
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
Willi Ye
7a5684e57f Rework focus for controller 2021-06-17 20:30:22 +05:30
Willi Ye
3c23302b82 Make rom extensions case insensitive
* Use standard margins
* Some clean up
2021-06-17 20:30:22 +05:30
Willi Ye
f410b20d58 Remove non existant activities from manifest 2021-06-17 20:30:22 +05:30
Willi Ye
61c489dc68 Increase trigger distance of swipe to refresh 2021-06-17 20:30:22 +05:30
Willi Ye
88b05f45d5 Update library version 2021-06-17 20:30:22 +05:30
Willi Ye
1e27aef9e7 Properly constraint width in linear layout 2021-06-17 20:30:22 +05:30
Willi Ye
e50f5a5d72 Make controller layout more preferences like 2021-06-17 20:30:22 +05:30
Willi Ye
4b7cb176f6 Add mime type to key picker 2021-06-17 20:30:22 +05:30
Willi Ye
8f3390f073 Use activity contracts for callbacks 2021-06-17 20:30:22 +05:30
Willi Ye
8dd4858612 Fix sorting in search 2021-06-17 20:30:22 +05:30
Willi Ye
d225bc9bef Fix search similarity average 2021-06-17 20:30:22 +05:30
Willi Ye
2e76fbe4b6 Add flexbox layout for wrapping
* Save filter selection
* Handle ini comments in key reader
2021-06-17 20:30:22 +05:30
Willi Ye
bcdd2d9027 main: Move title text up and add sub text 2021-06-17 20:30:22 +05:30
Willi Ye
4db75022d2 Add filter and move search bar down
* Fix crashes
2021-06-17 20:30:22 +05:30
Willi Ye
479209886b Rework search
* Call search once for all formats
2021-06-17 20:30:22 +05:30
Willi Ye
571e189ecd Make serialVersionUID static
* Some minor cleanup
2021-06-17 20:30:22 +05:30
Willi Ye
dca632d0d8 Correct reset value of global scale 2021-06-17 20:30:22 +05:30
Willi Ye
4b53a3b1a6 Enable full screen on resume
* Fix registering of buttons pairs in OSC with multiple fingers
* Enable OSC by default
* Increased OSC scale by default
2021-06-17 20:30:22 +05:30
Willi Ye
1fae3488ad Add button pairings to allow simultaneous pressing 2021-06-17 20:30:22 +05:30
Willi Ye
696f0c7769 Remove injection in dialog fragments
* Set result code in document activity
2021-06-17 20:30:22 +05:30
Willi Ye
a261ff8413 Add extension to retrieve input manager from context 2021-06-17 20:30:22 +05:30
Willi Ye
f5d5caf939 Switch to viewbinding and di with hilt 2021-06-17 20:30:22 +05:30
Willi Ye
ff1b9cb510 Show nsps first 2021-06-17 20:30:22 +05:30
Willi Ye
b12b4df35b Assign recenter setting to osc
* Make handheld/pro controller default for controller id 0
2021-06-17 20:30:22 +05:30
Willi Ye
71ca46fe1a Update dependencies and gradle
* Enable OSC if controller id is 0
* Fix night colors
2021-06-17 20:30:22 +05:30
Willi Ye
9f6a5df5e0 Redesign UI
* Change colors
* Replace toolbar in main activity
* Initial implementation of ViewModel
2021-06-17 20:30:22 +05:30
Billy Laws
80ab22a627 Update tzcode submodule with DST fixes 2021-04-11 14:39:22 +01:00
PixelyIon
8056b80073 Address CR Comments (#151) + Fix SvcWaitSynchronization Trace
An RAII scoped trace was used for SvcWaitSynchronization but it was placed within a condition scope which led to an incorrect lifetime for the traces. Minor changes regarding the CR not affecting functionality were made aside from that.
2021-03-25 22:57:26 +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
0ea6d9bee5 Address CR Comments (#150)
Correct a single grammatical error
2021-03-23 02:40:02 +05:30
PixelyIon
024500ed06 Add Default Run Configuration + Ignore runConfigurations.xml
This commit adds a default runConfiguration which just launches the default activity without any special parameters, it also adds `.idea/runConfigurations.xml` to `.gitignore` as it is a legacy file which may be generated by older versions of Android Studio.
2021-03-23 02:40:02 +05:30
PixelyIon
7c6ad3ccf8 Revamp README
The README had rendering issues on GitHub Mobile due to the "Special Thanks" ("Credits" previously) images not being correctly sized which has been resolved by removing those images. In addition, the badges at the top had unnecessary extra spacing on mobile which was required on desktop and has been fixed by exploiting differential behavior between them regarding nesting HTML line breaks (`<br>`) within a HTML hyperlink tag (`<a>`) which causes a space on desktop while not showing up on mobile.

This commit also refactors the entire file for better readability by changes such as using **bold** to emphasize points and explicit Markdown dividers (`---`) between sections. 

A distinct change is clarifying that Skyline is not a Ryujinx derivative as we found a lot of people who thought this by:
* Renaming the "Credits" section to "Special Thanks"
* Explicitly specifying that Skyline is not based on it in **bold** at the end of the description
2021-03-23 02:40:02 +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
f983b701c8 Fix BT Audio Stuttering Issues
This fixes audio stuttering which occurred on certain BT audio devices by requesting an exclusive stream from Oboe alongside a low-latency stream.

Co-authored-by: Billy Laws <blaws05@gmail.com>
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
PixelyIon
df3427a8c0 Extend SVC table with names
This extend a descriptor table for the SVCs with names for every SVC alongside their function pointer. The names are then used for logging and eventually tracing.
2021-03-23 02:40:02 +05:30
PixelyIon
6eea38cca9 Optimize NvDevice Function Lookup
This essentially optimizes NvDevice in the same way services were, refer to the last commit for details
2021-03-23 02:40:02 +05:30
PixelyIon
33f1a3e1b3 Optimize Service Function Lookup
This moves from using std::function with a this pointer binding (which would likely cause a heap allocation) to returning the this pointer in a structure which implements operator() to do the call with it. It also moves to using const char* for strings from std::string_view which was pointless in this scenario due to it's usage being limited to being a C-string for the most part, it also integrates the class name directly into the string which allows us to avoid runtime string concatenation in libfmt and RTTI for finding the class name.
2021-03-23 02:40:02 +05:30
PixelyIon
2b4a094cd8 Logger Function Prefix Support 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
PixelyIon
1155394d58 Improve KMemory + Fix Service Implementation Warning
* Improve KMemory Comments
* Add parameter prefix 'p-' to `KPrivateMemory::UpdatePermission`
* Fix the missing trailing double quote in missing service prints, this was due to `stringName` being padded with extra 0s
2021-03-23 02:40:02 +05:30
Billy Laws
2edca83b8b Switch to skyline tzcode repo 2021-03-21 18:56:31 +05:30
Billy Laws
d8d4b4c9e0 Address review feedback 2021-03-21 18:56:31 +05:30
Billy Laws
74cd0bc2c3 Various timesrv cleanups and comments
Mainly just adapts the rest of time to add some things missed in the
initial commit as they required TZ, everything else is just renames from
switchbrew and comments.
2021-03-21 18:56:31 +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
Billy Laws
937e3d6f68 Add endiannes swapping helper functions
Avoid using compiler functions manually to create a cleaner interface,
and allow swapping the endianness of arbritary lengths.
2021-03-21 18:56:31 +05:30
Billy Laws
def9f96b02 Add a ResultValue helper class to simplify result handling
This is a very common usecase for result handling and allows much
cleaner code.
2021-03-21 18:56:31 +05:30
PixelyIon
e90dd672af Fix Clock Rescaling Bug (Introduced in #135)
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.
2021-03-10 15:13:57 +05:30
sspacelynx
75b769ca1d Add NSP ticket extraction support 2021-03-07 23:16:36 +05:30
sspacelynx
77d8d1bee1 Add support for XCI titlekey decryption 2021-03-07 22:55:59 +05:30
sspacelynx
666df1eb43 Add XCI file format support 2021-03-07 22:55:59 +05:30
Eyadplayz
29e13fbee0
Fix clicking on yuzu and switchbrew logo (#139) 2021-03-06 17:40:33 +01:00
Billy Laws
a8dafc10e0 Fix backing read size check
I buggered this one up and broke all reads during the refactor, so fix
that.
2021-03-06 20:29:55 +05:30
Billy Laws
6390561f0f Fixup VFS error checking
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.
2021-03-06 18:58:04 +05:30
Billy Laws
87ac25c1a1 Update contributing guidelines for new changes 2021-03-06 18:58:04 +05:30
Billy Laws
00d0586d1f Correctly set size in CtrEncryptedBacking
This bug caused crashes with the improved error checking.
2021-03-06 18:58:04 +05:30
Billy Laws
5f942e2dff Split VFS implementations from API
This allows better validation and simplified default argument handling.
Could also be useful in the future when we switch to proper VFS error
reporting.
2021-03-06 18:58:04 +05:30
Billy Laws
48acb6d369 Address a bunch of issues detected by clang-tidy 2021-03-06 18:58:04 +05:30
Billy Laws
9d5138bef1 Support Ioctl3 without the inline output buffer
This is used by Project Diva for GET_VA_REGIONS
2021-03-05 23:54:32 +05:30
Billy Laws
c489da610e Add locking to GPU VMM and fix a few codestyle issues
As VMM can be accessed by nvdrv and the GPFIFO thread at the same
time locking is needed to prevent races.
2021-03-05 23:54:32 +05:30
Billy Laws
c1aec00ed1 Rework GPFIFO pushing to optimise performance and accuracy
* 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.
2021-03-05 23:54:32 +05:30
Billy Laws
78cdb1eeb4 Add locking to nvhost-ctrl syncpoint events and sync with switchbrew
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.
2021-03-05 23:54:32 +05:30
PixelyIon
c282276b74 Address CR Comments 2 (#132) + Fix Several Scheduler Bugs
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
2021-03-05 14:55:34 +05:30
PixelyIon
fe5061a8e0 Address CR Comments (#132) + Change Core Migration API
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.
2021-03-05 14:55:34 +05:30
PixelyIon
0ea02f2d56 Fix Non-Cooperative Core Migration + Fix yieldWithCoreMigration + Improve Mutex Locking in ConditionalVariableWait
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.
2021-03-05 14:55:34 +05:30
PixelyIon
0233916489 Increase Code Region Size to 4GiB
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.
2021-03-05 14:55:34 +05:30
PixelyIon
11c5f50d37 Use likelihood attributes in NCE + Fix System Version + SVC improvements
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
2021-03-05 14:55:34 +05:30
PixelyIon
1884d98163 Implement Address Arbiter
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.
2021-03-05 14:55:34 +05:30
PixelyIon
20bdda6a63 Support Core Migration for Running External Thread
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.
2021-03-05 14:55:34 +05:30
◱ PixelyIon
198f32de51 Disable uninitialized variable clang-tidy warnings
These create a lot of clutter when something was left uninitialized
because it would be overwritten anyway.
2021-03-05 14:55:34 +05:30
◱ PixelyIon
861d7e9eb2 Fix SvcClearEvent resetting behaviour
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.
2021-03-05 14:55:34 +05:30
◱ PixelyIon
a621408b9c Move to using ASCII separators for Logger
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
2021-03-05 14:55:34 +05:30
◱ PixelyIon
31db70f1d4 Lock decryption in CtrEncryptedBacking
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.
2021-03-05 14:55:34 +05:30
Billy Laws
ce0e032255 Avoid constantly signalling audren DSP done event
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.
2021-03-05 14:55:34 +05:30
◱ PixelyIon
7e7a792dc5 Use per-thread scheduler condvars and clean up AS filters
Per-thread condvars previously caused issues due to an audren bug, now
that's fixed they have a clear performance benefit.
2021-03-05 14:55:34 +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
1f48fdd4a5 Fix Thread Insertion Optimization + Revert Per-Thread Scheduler Conditions 2021-03-05 14:55:34 +05:30
◱ PixelyIon
d5d133372f Fix Clean Exiting + Optimize Core Queues + Optimize Thread Insertion + Implement HID SendVibrationValue 2021-03-05 14:55:34 +05:30
◱ PixelyIon
98b1fd9056 Optimize Scheduler/IPC/HID + Fix Various Bugs
* Optimize Scheduler With Per-Thread Scheduler Conditions
* Optimize IPC by yielding
* Optimize HID Vibration
* Fix Priority Inheritance
* Fix `KThread` Start/Kill/Signal Races 
* Fix `YieldPending` Races in `StartThread` & `SvcHandler` 
* Fix POSIX Time -> NN CalendarTime Conversion 
* Fix HID `TouchScreen`/`NPad` Activation
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
ebadc1d1e1 Generate Stack Traces + More Robust Terminate Handler + Exit Process on Signal in Guest 2021-03-05 14:55:34 +05:30
◱ PixelyIon
14dbb5305a Fix Priority Queue + Cooperative Yielding + Conditional Variable Timeouts 2021-03-05 14:55:34 +05:30
◱ PixelyIon
33bbfb9fb7 Implement Conditional Variables 2021-03-05 14:55:34 +05:30
◱ PixelyIon
7079f11add Implement PI-Mutexes + Optimize InsertThread 2021-03-05 14:55:34 +05:30
◱ PixelyIon
7ba7cd2394 Support Priority & Affinity Mask Changes 2021-03-05 14:55:34 +05:30
◱ PixelyIon
f41bcd1e22 Implement Preemptive Scheduling 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
8564edcb16 Address CR Comments #2 2020-11-23 11:44:43 +05:30
◱ PixelyIon
fbf9f06244 Address CR Comments + Fix Clock Rescaling 2020-11-22 23:56:17 +05:30
◱ PixelyIon
a3dd759a1c Fix Circular Queue Destructor + Memory Infos + Improve Priority Documentation 2020-11-22 23:56:17 +05:30
Billy Laws
7167393e3c Only initialise maxEntry for active input devices
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.
2020-11-22 23:56:17 +05:30
◱ PixelyIon
bc5c094860 Fix CircularQueue + NPDM ACI0 & Kernel Capability Parsing 2020-11-22 23:56:17 +05:30
◱ PixelyIon
a5927c5c7b Fix Native-Initiated Exiting 2020-11-22 23:56:17 +05:30
◱ PixelyIon
d155e9cd71 Complete Exceptional Signal Handler Implementation + Fix More Destruction Behavior 2020-11-22 23:56:17 +05:30
Billy Laws
8bf08ed66f Fix CircularQueue and improve debug logging + exefs loading
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.
2020-11-22 23:56:17 +05:30
Billy Laws
c161ef0cac Various accuracy improvements in services
* '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
2020-11-22 23:56:17 +05:30
Billy Laws
c7e5202042 Rework GPU VMM variable naming 2020-11-22 23:56:17 +05:30
Billy Laws
4c9d453008 Update formatter config for new AS and reformat 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
779884edcf Introduce TID to Logger + Fix VMM Bug + Fix NSO Backtrace + Improve Logger 2020-11-22 23:56:17 +05:30
Billy Laws
39f0345ac7 Fix bugs introduced by refactoring
GPU VMM was mistakenly checking the alignment of the PA rather than the
VA and NvMap::Free was not accounting for the handle index starting from
one.
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
324381908b Implement SvcMap/UnmapPhysicalMemory + Fix W-Register Writing + Improve Accuracy of SvcGetInfo 2020-11-22 23:56:17 +05:30
◱ PixelyIon
657beea070 JVM Auto-Attach + Fix Thread Exiting + Fix Thread Signal Handler 2020-11-22 23:56:17 +05:30
◱ PixelyIon
6f2cd41470 Move .patch to start of executable (Pre-Patching) 2020-11-22 23:56:17 +05:30
◱ PixelyIon
369bd469f6 Dynamic Guest Memory Base Allocation 2020-11-22 23:56:17 +05:30
◱ PixelyIon
cffbfc8034 Skip Saving Callee-Saved Registers + Fix GetMemoryObject 2020-11-22 23:56:17 +05:30
Billy Laws
31efb5e930 Correct an NSO loader bug and use the correct address space extents 2020-11-22 23:56:17 +05:30
Billy Laws
17feb68eb5 Fix audren voice sample copying 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
◱ PixelyIon
878cb24389 Make fmt::ptr implicit for raw pointers + Update Submodules 2020-11-22 23:56:17 +05:30
◱ PixelyIon
02f3e37c4f Remove KProcess Memory Functions 2020-11-22 23:56:17 +05:30
◱ PixelyIon
60e82e6af0 Rework VMM + Adapt KMemory Objects to be in-process
Note: This commit isn't functional on it's own, it will require the rest of NCE3 to work
2020-11-22 23:56:17 +05:30
Willi Ye
7b13f2d387 Add visibility toggle for osc 2020-11-12 22:19:55 +05:30
Willi Ye
f479aeb4ac Add comments 2020-11-12 22:19:55 +05:30
Willi Ye
7526a985fb Use property delegate to handle preferences
* Add option to disable joystick recentering
2020-11-12 22:19:55 +05:30
Willi Ye
5c4aa95da6 Add on screen controls layout edit settings 2020-11-12 22:19:55 +05:30
Willi Ye
30cf1c4b6a Keep member names in pro guard 2020-11-12 22:19:55 +05:30
Willi Ye
22140defae Rewrite adapter to handle any layout 2020-11-12 22:19:55 +05:30
Willi Ye
e023dbbf0a Add joystick press and general clean up 2020-11-12 22:19:55 +05:30
Willi Ye
3057e4b29a Add on screen controls
* Fix missing default constructor for dialog fragments
2020-11-12 22:19:55 +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
7ad86ec46f Improve span::as_string and other minor fixes 2020-10-02 15:28:48 +00:00
◱ PixelyIon
97ac45d83b Update Logger to use NDK Logger APIs + Improve Backing API + Fix FDSAN issues 2020-10-02 15:28:48 +00:00
◱ PixelyIon
4070686897 Refactor Comments + Other Minor Fixes 2020-10-02 15:28:48 +00:00
◱ PixelyIon
429af1990a Equal -> Brace Initializer + Remove Constexpr Auto for Integers 2020-10-02 15:28:48 +00:00
◱ PixelyIon
2764bd7c96 Use Vector for Kernel Handles + Remove Redundant Includes 2020-10-02 15:28:48 +00:00
◱ PixelyIon
20559c5dca Introduce Custom Span Class + IPC Buffer -> Span 2020-10-02 15:28:48 +00:00
◱ PixelyIon
4d6ae9aa26 Constexpr Maps for Service Functions 2020-10-02 15:28:48 +00:00
◱ PixelyIon
157c54f918 Implement a few HID Functions + Fix FAB handler 2020-10-02 15:28:48 +00:00
◱ PixelyIon
4970e58999 Address CR Comments (#102) 2020-09-20 20:07:33 +00:00
◱ PixelyIon
bb2c31264d Implement IOCTL2 & IOCTL3 2020-09-20 20:07:33 +00:00
◱ PixelyIon
a5fece8020 NVDRV IOCTL Refactor
Buffer -> Span + All buffers as arguments + Return -> NvStatus + Print Service Names + Function Names
2020-09-20 20:07:33 +00:00
◱ PixelyIon
70d67ef563 Constexpr Maps for NvDevice IOCTLs 2020-09-20 20:07:33 +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
◱ PixelyIon
5f0073dd87 Fix Surface Deswizzling OOB writes + Fix PL README 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
Billy Laws
89718804d0 Refactor service functions to return result codes 2020-09-06 19:12:18 +00:00
Billy Laws
74a150dff1 Rework service API to be cleaner with significantly less boilerplate
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.
2020-09-06 19:12:18 +00:00
◱ PixelyIon
21e2c826a1 Improve Accuracy of Vibration + Unify Translation + Add Comments 2020-09-06 15:31:20 +00:00
◱ PixelyIon
1a58a2e967 Implement Rumble Support for Controllers and Device Vibrators 2020-09-06 15:31:20 +00:00
Billy Laws
d8ccdd723e
Refactor Audio + Fix NV Bugs (#92)
* 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
2020-08-21 18:58:47 +05:30
◱ PixelyIon
7290a80c3e Move to Callback for Input Initialization + ConditionalVariable for Surface 2020-08-21 11:48:29 +00:00
◱ PixelyIon
07c2f2d891 Significantly Improve Accuracy of HID
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.
2020-08-21 11:48:29 +00:00
◱ PixelyIon
ee2fdbdf6a Fix Joy-Con Pair Crash + Implement More HID Service Functions
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
2020-08-21 11:48:29 +00:00
◱ PixelyIon
6a931b95b0 Implement C++ Support for Controller Configuration
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.
2020-08-21 11:48:29 +00:00
◱ PixelyIon
75d485a9a7 Addition of Controller Configuration UI
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.
2020-08-21 11:48:29 +00:00
◱ PixelyIon
8e1f8ae7e9 Make UI fully usable using a controller
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.
2020-08-21 11:48:29 +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
◱ PixelyIon
5fec7eefd0 Refactor HID Shared Memory
This commit refactors and reorders a lot of the HID Shared Memory from the previous commits to be in line with the rest of the codebase.
2020-08-21 11:48:29 +00:00
Billy Laws
b167abcdb7 Initial Kotlin Input Implementation
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>
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
817d37600e Convert all make all hex uppercase according to codestyle 2020-08-15 10:21:41 +00:00
Billy Laws
e5264f7762 Address review comments 2020-08-15 10:21:41 +00:00
Billy Laws
ae131502c6 Fix reservation in GPU VMM
Rather than reserving a region so it *can* be used by MapAllocate
reserved actually prevents a region from being used by MapAllocate.
2020-08-15 10:21:41 +00:00
Billy Laws
ade8a711fb Format code and misc cleanup 2020-08-15 10:21:41 +00:00
Billy Laws
fcae5d54da Switch NvHostCtrlGpu to use QueryEvent 2020-08-15 10:21:41 +00:00
Billy Laws
cf60869fac Stub INotificationService 2020-08-15 10:21:41 +00:00
Billy Laws
9d90cd877c Stub IFile:Flush 2020-08-15 10:21:41 +00:00
Billy Laws
c69efed2ad Implement GetAccumulatedSuspendedTickChangedEvent 2020-08-15 10:21:41 +00:00
Billy Laws
6c9e0a943c Add some IApplicationFunctions calls used by newer games 2020-08-15 10:21:41 +00:00
Billy Laws
9e39cbaf7b Implement GetBase in IProfile 2020-08-15 10:21:41 +00:00
Billy Laws
dc6da8303e Add support for listing users in account services 2020-08-15 10:21:41 +00:00
Billy Laws
cae270a174 Use nvhost fences in IHOSBinderDriver 2020-08-15 10:21:41 +00:00
Billy Laws
94d1b40faf Add an empty ISslContext service 2020-08-15 10:21:41 +00:00
Billy Laws
7503496bb0 Implement the basis of the Maxwell 3D engine together with a macro
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.
2020-08-15 10:21:41 +00:00
Billy Laws
68d5a48df1 Implement syncpoints and nvhost events and fix an nvmap bug
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.
2020-08-15 10:21:41 +00:00
Billy Laws
ed3ff862f6 Extend GPU VMM with unmapping/remapping support + code cleanup 2020-08-15 10:21:41 +00:00
Billy Laws
cf468c20e2 Extend the GPFIFO implementation with support for engines and fix a few
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.
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
3c5cc33a34 Minor bug fixes in GPU VMM and add support for reading 2020-08-15 10:21:41 +00:00
Billy Laws
78712712c7 Fix a few bugs in CreateStrayLayer 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
f72b81fcea
Make sure icons have a 1:1 ratio (#80)
* 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
2020-08-08 23:31:21 +05:30
Willi Ye
392a1ac437 account: Remove unnecessary null termination 2020-07-21 18:29:45 +00:00
Willi Ye
1f282af87e More code style aligning
* Null terminate nickname array and correct character limit in settings perference
2020-07-21 18:29:45 +00:00
Willi Ye
93da9f2826 Align code style with project
* Return correct error code for invalid user
* Always return first icon color
2020-07-21 18:29:45 +00:00
Willi Ye
ffb9e743dd Add profile service to support custom usernames 2020-07-21 18:29:45 +00:00
Willi Ye
b86aac26d7 Align with code style and remove unnecessary code 2020-07-21 18:11:43 +00:00
Willi Ye
c3e54d1abf Redesign cards in grid view
* Refactor some classes and clean up
* Refresh style on the fly
2020-07-21 18:11:43 +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
80e7b82bad Fix the LUT shift in the audio resampler
We do not need to shift back as we use a struct to hold the LUT entries.
2020-07-17 14:30:53 +00:00
Billy Laws
a3a2cb682e Truncate service names to 8 chars maximum 2020-07-17 14:30:53 +00:00
Billy Laws
8684e20a29 Treat GetAudioDeviceServiceWithRevisionInfo as GetAudioDeviceService 2020-07-17 14:30:53 +00:00
Billy Laws
3734599615 Extend the IAudioController implementation with volume stubs
This is used by ARMS.
2020-07-17 14:30:53 +00:00
Billy Laws
4cd7502df2 Implement post 4.0.0 language list features in ISettingsServer 2020-07-17 14:30:53 +00:00
Billy Laws
d1c1fa214c Stub (un)lockExit in ISelfController 2020-07-17 14:30:53 +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
e3313ae731 Use the device sample rate when creating an audio track in audren 2020-07-17 14:30:53 +00:00
Willi Ye
27d7839bcb MainActivity: Fix snackbar overlapping FABs 2020-07-14 09:15:57 +00:00
Willi Ye
c69e72a12e services: Add missing audio functions
* Those are needed to run playtone and audren from switch homebrew examples
2020-07-13 21:14:57 +01:00
Willi Ye
118b4d8a43 MainActivity: Fix shadows of FABs
* Don't cut them off
2020-07-09 20:19:55 +01:00
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
f71b54b901 Stub SetRestartMessageEnabled in ISelfController
This is used by Super Mario Odyssey.
2020-07-09 18:42:36 +00:00
Billy Laws
2b4adee213 Stub gameplay recording and save data checking functions
Gameplay recording does not need to be emulated and EnsureSaveData isn't
necessary for proper save data support.
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
80270637c1 Fix the spacing on lm log messages 2020-07-09 18:42:36 +00:00
Billy Laws
dae799dbb5 Implement svcClearEvent
This removes a signal from a KEvent. It is used by Mario Odyssey.
2020-07-09 18:42:36 +00:00
Billy Laws
92e3f84242 Stub SetGraphicsFirmwareMemoryMarginEnabled
This is used by most retail games released after 3.0.
2020-07-09 18:42:36 +00:00
Billy Laws
ef9760570b Extend parental control services 2020-07-09 18:42:36 +00:00
◱ PixelyIon
180ba97440 Print the sleep duration before actually sleeping 2020-07-09 14:08:58 +00:00
Billy Laws
c708c353e3 Fix block insertion
The subtraction was the wrong way round causing an underflow.
2020-07-09 14:08:58 +00:00
Billy Laws
1383e17341 Mark CodeStatic regions that are writable as CodeMutable instead
This is required for applications that attempt to map from the bss.
2020-07-09 14:08:58 +00:00
Billy Laws
2f8a217204 Use the heap size rather than the heap address when calculating the
total memory usage

Without this fix allocations are broken in Puyo Puyo Tetris.
2020-07-09 14:08:58 +00:00
Billy Laws
f1a28f7a1c Fix the behaviour of svcQueryMemory and allow getting the extents of
unmapped regions

svcQueryMemory will return a valid descriptor for anything in the
address space, from 0 to 1 << addrSpaceBits, this was handled
incorrectly before and we were only returning descriptors if the
address was in a mapped region.

If an address in an unmapped region is requested then the extents of the
unmapped region up to the address space end are returned. If the address
requested is outside of the address space then the extents of the
inaccessible address space are returned.

To facilitate this support was added to MemoryManager::Get for
generating the extents of unmapped regions using the chunk list.
2020-07-09 14:08:58 +00:00
Billy Laws
670a80d2c4 Create a memory chunk for the stack shared memory
As the stack is automatically mapped in the guest by `clone` we do not
need to explicitly map it. This adds a flag to solve the issue.

Also mark the stack as stack rather than reserved.
2020-07-09 14:08:58 +00:00
Billy Laws
7884a60679 Make regions public members of the memory class and drop the type enum
There isn't really much benefit in having a getter or an enum, so drop
it.
2020-07-09 14:08:58 +00:00
Billy Laws
eadc016525 Lock the audio buffer lock when reading released buffers
This is required to prevent races in Puyo Puyo Tetris and potentially
other games.
2020-07-09 14:08:58 +00:00
Billy Laws
6329537a9e Correct audren event handling and zero the sample buffer
Not zeroing the sample buffer causes issues when a voice is started but
is playing no samples. The system event handling was also reworked
according to Thog's info.
2020-07-09 14:08:58 +00:00
Billy Laws
24d086cbec Correctly check the usage bits in DequeueBuffer and fix it's result
The extra parameters in result are required for retail games to accept
it as valid.
2020-07-09 14:08:58 +00:00
Billy Laws
a96b8eb7a3 Add vi:u and vi:s to service list and fix the result parcel type of OpenLayer
vi:u is used by user applications and games and it has the same api as
vi:m.
2020-07-09 14:08:58 +00:00
◱ PixelyIon
9ef25a6beb IPC bug fixes
This fixes two bugs in IPC that were discovered when running Puyo Puyo
Tetris.

The CloneCurrentObject control IPC will now correctly return the handle
of the newly created object through move handles, rather than pushing it
as a result.

The size array of u16s with the sizes of each C buffer is now taken into
account when reading them. Before this change C buffers were entirely
broken.
2020-07-09 14:08:58 +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
b1e15efbab Use new android R APIs for hiding insets 2020-07-08 20:11:55 +00:00
Billy Laws
1e484a7766 Update gradle, SDK and build tools to Android R 2020-07-08 20:11:55 +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
012be0adae Fix some warnings produced by enabling -Wall 2020-07-08 20:11:55 +00:00
Billy Laws
af709efb15 Kotlin updates for compatibility with the Android R SDK preview 2020-07-08 20:11:55 +00:00
Billy Laws
68fcb2e4e5 Extend account services and add support for PopLaunchParameters
This is needed for Puyo Puyo Tetris.
2020-07-07 16:21:13 +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
4df50cefee Fix lz4 submodule 2020-07-01 06:24:41 +00:00
Billy Laws
45b4811c5b Create adaptive icons for pinned games 2020-07-01 06:24:41 +00:00
Billy Laws
da0100042b Correct 'libNX' to 'libnx' in readme as per their branding 2020-07-01 06:24:41 +00:00
Billy Laws
f2c5b96b04 Revert "Use X9 rather than LR when jumping to the guest"
This caused issues loading retail games and will be soon obsoleted by
pre-patching.
This reverts commit f381883c0b.
2020-07-01 06:24:41 +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
2071796696 Implement basic filesystem support in VFS
This mirrors Horizon's IFileSystem, it will be used by the nsp and nca
loaders to read their content.
https://switchbrew.org/wiki/Filesystem_services#IFileSystem
2020-07-01 06:24:41 +00:00
Billy Laws
e2bd50a1fd Implement a simple directory system in VFS
This mirrors Horizon's IDirectory:
https://switchbrew.org/wiki/Filesystem_services#IDirectory
2020-07-01 06:24:41 +00:00
Billy Laws
7114ad1734 Use the first available language entry in NACPs rather than hardcoding
American English

Without this, if an NACP didn't contain a title for a US english it
would show in the UI as blank.
2020-07-01 06:24:41 +00:00
Billy Laws
26025d9adf Implement backing modes
These are used to determine the capabilities of a backing.
2020-07-01 06:24:41 +00:00
Billy Laws
b94248cec0 Move the loader backing out of the main loader class
The presence of a backing is an implementation detail.
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
◱ PixelyIon
e7f880e782 Clear floating point registers on guest entry
Mesosphere does this too:
fa4a96d021/libraries/libmesosphere/source/arch/arm64/kern_k_thread_context.cpp (L135)
2020-06-28 03:49:10 +00:00
Billy Laws
f381883c0b Use X9 rather than LR when jumping to the guest
The homebrew ABI expects LR to be zero otherwise on exit it will jump to
it upon exit rather than exiting. Use X9 instead to fix this.
2020-06-28 03:49:10 +00:00
Billy Laws
b823f1cd0d Correct the handle argument in svcGetThreadPriority
The thread handle is sent in w1 rather than w0.
2020-06-28 03:49:10 +00:00
Billy Laws
138e219e0c Emulate TPIDR_EL0 accesses using TLS 2020-06-28 03:49:10 +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
8d470d3218 Introduce basic RomFS support
This commit adds support for reading the RomFS data from an NRO and
obtaining an IStorage handle to it through 'OpenDataStorageByCurrentProcess'.
There is currently only support for reading and no support
for enlarging or writing.

Also fixup a few capitalisation issues.
2020-06-22 16:45:32 +00:00
Billy Laws
b9b889fc3c Add loader to the emulator state
This will allow accessing data from the loader within other parts of the
emulator, such as in fssrv for RomFS.
2020-06-22 16:45:32 +00:00
Billy Laws
57b5630422 Note that comments on virtual functions are optional in the contributing
guidelines
2020-06-20 20:26:53 +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
dca06f2b49 Rework loader abstractions and the NRO loader to use the vfs APIs
This will make it easier for us to implement more executable formats in
the future.
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
4d787c904e Improvements to UI/UX
This commit makes a few improvements to the UI/UX:
* Crop Game Icons to ImageView
* Controller Support for Game List
* EmulationActivity is fullscreen now
2020-04-24 17:09:13 +05:30
Ivar
f909c00e31 Improve README
This commit improves the README by changing the license and adding in more extensive credit + changing up other parts of it.
2020-04-24 02:33:36 +05:30
◱ PixelyIon
925d05d049 Add String Support to IPC Push/Pop
This commit does some minor renaming/reordering in IPC and adds support for strings to IPC Push/Pop. It also fixes a tiny regression with the frametime display.
2020-04-23 22:26:27 +05:30
◱ 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
05f3e3c3ac Improve NCE and Finish Up Refactor
This commit mainly finishes up refactor by fixing everything brought up in the CR + Improving NCE somewhat and actually killing the child processes properly now.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
c76ef3730b Move to MPL-2.0
We earlier moved to LGPLv3.0 or Later. This was a mistake as what we wanted was being able to link to proprietary libraries but LGPL is the opposite and it allows linking proprietary libraries to libskyline instead. After further consideration, we've moved to MPL-2.0, it allows linking to proprietary libraries and is a standardized license as compared to adding an exception to GPL.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
1c54bff215 Make AppDialog Expand Fully and Fix Race in MainActivity::addEntries
This commit mainly fixes the issue with `AppDialog` where it didn't expand fully in landscape leading to UX issues. In addition, a race condition was fixed in `MainActivity::addEntries`, in regards to `foundCurrent` being returned incorrectly. The text in the performance counters were also made yellow and much more opaque.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
a0b9a635ca Fix Killing Guest Processes in KThread::Kill and fix TID/PID naming
This commit mainly fixes the problem with process leakage before where the guest process wouldn't be killed. In addition, it clears up the problem with naming differences with PID/TID where purely PID was used before but that term is generally used to refer to the PGID. So, `KProcess` has a `pid` member but `KThread` has a `tid` member.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
4637b4ac97 Run Android Studio Formatter on the Project
This commit fixes a lot of style errors throughout the project by letting the Android Studio Formatter fix them. This commit also splits the Circular Buffer into it's own file.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
7f78a679c3 Add Performance Statistics to EmulationActivity
This commit adds performance statistics to the emulator that can be toggled in preferences. The layout of `EmulationActivity` was also changed from `ConstraintLayout` to `RelativeLayout` due to poor performance of the former.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
fb1a158e8f Optimize Audio by using Circular Buffers, Handle Device Disconnection and Fix Some Bugs
This optimizes a lot of audio by using a circular buffer rather than queues. In addition to handling device disconnection using oboe callbacks and fix bugs in regards to audio saturation.
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
af98455ede Add Mutexes to Logger, Introduce util::MakeMagic and Refactor IPC
This commit adds mutexes to the logger so they produce a valid log file rather than breaking due to a race condition. It also introduced `util::MakeMagic` so the magic functions are far more clear. A small refactor of IPC was also done which cleared up some of the for loops.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
91644255da Add Preference For Always Showing Game Information
This commit mainly adds a preference for always showing the game information. In addition to a tiny tweak to the contributing guidelines.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
11e24620b8 Fix GitHub Actions build running out of disk space
This commit fixes the GitHub Actions build running out of disk space by removing the existing NDK image as we already install that manually.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
7a35d5a34c Add in Kotlin Contribution Guidelines
This commit adds in contribution guidelines for Kotlin in addition to C++, so we have a unified code-base overall.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
4500f54e85 Refactor Activities and Improve MainActivity
This commit mainly refactors all activities to bring them in-line with the guidelines and makes certain improvements such as using `Snackbar`s rather than `Toast`s where possible, Using `CoordinatorLayout` to allow the app bar to hide itself when possible, the app bar has also been consolidated into it's own layout file to increase layout redraw performance as existing views can be used.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
0a5460f4fc Refactor Utilities
This refactors the utilities which at the moment is only `RandomAccessDocument`.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
2ce8581aa6 Refactor + Redesign AppDialog
This commit refactors `AppDialog` by bringing it in line with the guidelines. In addition, it improves the design of it substantially by modifying the layout and making it a `BottomSheetDialogFragment`.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
ce4d295d81 Refactor Preferences and Loaders
This refactors all preferences and loaders in regards to This commit mainly refactors the adapters by adding spacing, comments and following other guidelines. In addition, preferences are now moved into their own sub-package and `LicensePreference` has a minor UI update.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
c9dcb070ad Grid Layout Support
With `RecyclerView` being used rather than `ListView` or `GridView`. It's now possible to display the items in a flexible manner and so support for a grid view in addition to the already existing list view was added in.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
d86d5c1a35 Refactor and Convert Adapters to RecyclerView.Adapter
This commit mainly refactors the adapters by adding spacing, comments and following other guidelines. In addition, it moves from using `BaseAdapter` to `RecyclerView.Adapter` which leads to much cleaner adapter classes.
a
2020-04-23 22:26:27 +05:30
◱ PixelyIon
55a9f8e937 Refactor all Game-related Kotlin Classes/Objects
This refactors most game-related classes and objects mainly adding spacing, adding comments and making improvements if possible.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
f4968793b8 Fix minor inaccuracy with VMM and mutexes
This commit fixes a tiny inaccuracy with the VMM which was a problem with block insertion, The mutexes on the other hand had a minor issue regarding owner checks.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
41ddaf7f33 Add in Licenses to Settings
This commit adds in all the licenses to the end of settings by introducing a new type of preference: "LicensePreference"
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
72272fa4c2 Replace xdrop/fuzzywuzzy with tdebatty/java-string-similarity
This commit replaced `xdrop/fuzzywuzzy` with `tdebatty/java-string-similarity` as the former is under an incompatible GPLv3 license.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
753448d774 Addition of Contributing Guidelines
This commit adds the contributing guidelines which this refactor set out to follow and define.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
c37f350c02 Move from GPLv3 to LGPLv3 or later
Skyline has been licensed with GPLv3 but as we want to look into optional ads in the future, and that would require linking AdMob SDKs which are proprietary. So, we decided to move to LGPLv3 so we could keep that option open as a revenue stream. 

We've gathered consent from all contributors for the license change:
* PixelyIon - https://github.com/PixelyIon (Commit Author)
* Zephyren25 - https://github.com/zephyren25
* ByLaws - https://github.com/bylaws
* IvarWithoutBones - https://github.com/IvarWithoutBones
* Cyuubi - https://github.com/Cyuubi
* greggamesplayer - https://github.com/greggameplayer
2020-04-23 22:26:27 +05:30
◱ PixelyIon
c3c9982ddc Add Comments to Time Services + Fix IDE Case Conventions
This commit mainly just adds comments to parts of time services and fixes the case conventions in Android Studio.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
a60ab89c5d Fix Include Order
This commit fixes the include order of files throughout the code-base to be compliant with the new guidelines.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
d19c3b222e Delete .clang-tidy
Clang-Tidy was disabled altogether in an earlier commit, it was due to having to not being able to configure individual checks and disable ones which weren't useful
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
9f0ad46903 Refactor OS/Kernel
This refactors the OS/Kernel by adding spacing and fixing/adding comments in some cases, in addition to some other minor fixes here and there.
2020-04-23 22:26:27 +05:30
◱ PixelyIon
773ee25e5a Refactor Common
This refactored common by:
* Moving out as many constants to class/function local scopes from being declared in `common`
* Spacing out common and any function to which a constant was moved out to
* Fixing comments here and there
In addition, some naming inconsistencies were fixed as well.
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
bbdd41a86c Refactor NCE
This commit mainly just refactors NCE by adding spacing and fixing other minor errors. In addition, it adds comments to `nce/guest.h` and `nce/instructions.h`.
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
◱ PixelyIon
5f072da2b8 Fix GitHub Actions Build + Move Stack to Shared Memory
This commit mainly fixes GitHub Actions builds which were broken due to an outdated version of Android NDK. In addition, it moves all stack to shared memory.
2020-04-23 22:26:27 +05:30
Max K
38f63eced3 Some small refactoring for the app (#38)
* Add Gradle versions plugin for simple dependency updates
* Update dependency versions
* Refactor MainActivity to be more Kotlin-like
* Simplify LogActivity a little
* Remove useless run calls in GameDialog
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
704a5bdcb1 Refactor base service implementation
Remove looping support - it is slow and no services use it.
Store service name in in base service class - removes the
need for having sub-services in the service name map.
General code clean up - remove {} from single if statements etc.
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
08bbc66b09 Fix CR issues and Game Duplication + Move to Vector for Memory Map
This commit fixed the issues outlined in the CR (Mainly correlated to formatting), moves to a sorted vector from a sorted list for the memory map in addition to using binary search for sorting through rather than iteratively and fixes item duplication in the game list when directory is changed in Settings.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
66d20a9429 Fix GroupMutex and Clock Rescaling
This commit mainly fixes GroupMutex and clock rescaling. In addition, clock rescaling is no longer performed if the CNTFRQ_EL0 of the host device is same as that of the Switch (19.2MHz) which is fairly common on higher end devices.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
003e9c5a01 Fix issues with not being able to run ROMs concurrently
This commit fixes GroupMutex and by extension issues with trying to run ROMs without quitting the application in between.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
694c8ef4e2 Addition of Conditional Variables
This commit adds working conditional variables, in addition to the mutex and threading implementation. It directly depends on the memory optimization from the previous commit to be able to perform atomic operations on the mutex.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
03b65bd90a Optimize Memory Implementation using Shared Memory
This commit further improves the memory implementation by using shared memory for all allocations so we won't have to depend on a kernel call for doing any host <-> guest memory transfers.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
d02267c34f Add support for threads and mutexes
This commit adds support for threading and mutexes. However, there is also a basis of conditional variables but these don't work due to the lack of a shared memory model between the guest and host. So, conditional variables will be deferred to after the shared memory model is in place.
2020-02-15 10:25:14 +00:00
Billy Laws
2aebf04b4b guest: Add memory barrier after saving context
Forces all registers to be saved before signalling to the kernel that we
are ready; without this the kernel may read incorrect context data
causing undefined behaviour.
2020-02-15 10:25:14 +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
b13002f0e1 Fix some minor inaccuracies in SVCs and Services
This commit fixes some minor inaccuracies in SVCs and some Service functions.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
36f05ee7e0 Fix svcSignalProcessWideKey and svcWaitSynchronization timeout overflow
This commit mainly just fixes svcSignalProcessWideKey and svcWaitSynchronization and their related issues.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
493a1a93ec Use .clang-tidy and remove madvise DO_FORK/DONT_FORK calls
This commit causes Android Studio to use the .clang-tidy file for configuration and removes madvise DO_FORK/DONT_FORK calls as they cause problems on many devices and are mostly unnecessary.
2020-02-15 10:25:14 +00:00
Billy Laws
81dba3da4b KProcess: Use process_{read, write}_vm to access guest memory
This is much quicker than pread/write however we now need to abide by the
regions permissions, so fallback to pread/write if read/write vm fails.
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
de6d8d8f48 Work on making the kernel thread-safe #1 + add asynchronous ROM scanning
This commit makes the kernel thread safe in some instances (but not fully) and showcases the significantly improved performance over the ptrace method used prior. In addition, scanning for ROMs is now done asynchronously.
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
b84859d352 Remove support for multiple guest processes
This commit removes support for more than one guest processes as it requires a fair bit of extra code to support in addition the HLE service implementations don't support it anyway.
2020-02-15 10:25:14 +00:00
◱ PixelyIon
48d47a2b25 Move from dependency on JNI and Implement AtomicMutex
This commit is the start of moving towards a lockless and faster kernel which can run multiple independent threads with fast userspace synchronization.
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
◱ PixelyIon
f7ad017726 Adapt GetDefaultDisplayResolution to Push/Pop System
The PR: https://github.com/skyline-emu/skyline/pull/13 added in GetDefaultDisplayResolution but it used the older WriteValue function to write the data back. Moving to the Push/Pop system fixes this.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
abaa404baa Support creating launcher shortcuts for ROMs
This commit adds the ability to create launcher shortcuts to specific ROMs for convenience.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
4a72704c4d Associate with NRO files
This commit adds the ability to open NRO files directly from a file browser rather than the emulator itself.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
8d1545aabf Addition of Dark Theme and Compatibility with Android 10 Dark Mode
This commit adds support for Android Night Mode and adds in a dark theme for the UI.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
4ab9af04ff Add ability to open a ROM directly and Make URI Persistent
Before ROMs needed to be opened by setting the path, now they can be directly opened using the file picker. In addition, Document Tree URIs are now set to be persistent rather than being revoked after reboot.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
c5dce22a8c Fix JNI Race Condition, Fix Release Builds and Fix Searching
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.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
b3e811d488 Adapt C++ backend to changes
This commit adapts the C++ backend to the Kotlin frontend by moving to usage of file descriptors and, provides an interface to access frontend code via JNI which is used to check the state of the activity and catch events such as surface destruction. In addition, this commit fixes some minor linting errors and changes the CMake version to 3.10.2+.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
e4dc602f4d Migrate to SAF APIs for file access
This commit moves from conventional file access to using URIs and such provided by the SAF APIs.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
9db0c20c92 Move from Java to Kotlin
This commit converts all Java code to Kotlin and improves the structure and performance of most rewritten parts.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
38716989ae Improve IPC interface
This commit changes how IPC is interacted with in two ways:
* Simplify all buffers into just InputBuffer and OutputBuffer
* Use pushing/popping for data payload
2019-12-11 17:31:12 +00:00
◱ PixelyIon
745cb208a6 Optimize deswizzling implementation and support multiple formats
The deswizzling implementation currently writes linearly and reads non-linearly, this is non optimal as the MMU cannot read ahead. This flips that and reads linearly while it writes non-linearly. This is based on: 324a3624ac/nx/source/display/framebuffer.c (L189).
2019-12-11 17:31:12 +00:00
◱ PixelyIon
e11d7d9ce0 Fix threading implementation & Fix SVC logging
This commit fixes the threading implementation and fixes errors in SVC logging and improves them in general.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
1956a3bbbb Make SVCs more accurate & Improve KSharedMemory
This commit adds logging to almost all SVCs with the exception of svcGetSystemTick and adds accurate error handling to them. It also improves how KSharedMemory is handled.
2019-12-11 17:31:12 +00:00
◱ PixelyIon
26a67f70b7 Move services out of the kernel and fix service registration
In addition, this adds a constructor for "RegionInfo".
2019-12-11 17:31:12 +00:00
◱ PixelyIon
8aea45170f Move to GitHub Actions for CI
This commit adds a GitHub Actions Workflow for Continuous Integration.
2019-12-11 22:32:47 +05:30
greggameplayer
42239ae58b Implement additional applet services and functions
This commit implements the services ISystemAppletProxy, IOverlayAppletProxy & IAppletCommonFunctions and implements the function GetDefaultDisplayResolution.
2019-11-17 22:29:58 +00:00
◱ PixelyIon
0d141b71e9 Min. API version to 26 (8.0) and use ASharedMemory
Move Minimum API version to Android 8.0 and switch from /dev/ashmem to ASharedMemory APIs.
2019-11-16 01:08:50 +05:30
◱ PixelyIon
423540328a Fix svcWaitSynchronization
svcWaitSynchronization would return the handle of the object instead of the index of it's handle earlier, this is now fixed.
2019-11-15 19:30:04 +00:00
◱ PixelyIon
b3517357e1 Fix: Crash on reading domain header from Control message
The application would crash if there was a control request from a domain message. As it would still try to read the domain header in the message.
2019-11-15 19:30:04 +00:00
◱ PixelyIon
c005d7df74 Framebuffer and NativeActivity
What was added:
* Framebuffer
* NativeActivity
* NV Services
* IOCTL Handler
* NV Devices:
* * /dev/nvmap - 0xC0080101, 0xC0080103, 0xC0200104, 0xC0180105, 0xC00C0109, 0xC008010E
* * /dev/nvhost-as-gpu
* * /dev/nvhost-channel - 0x40044801, 0xC0104809, 0xC010480B, 0xC018480C, 0x4004480D, 0xC020481A, 0x40084714
* * /dev/nvhost-ctrl
* * /dev/nvhost-ctrl-gpu - 0x80044701, 0x80284702, 0xC0184706, 0xC0B04705, 0x80084714
* SVCs:
* * SetMemoryAttribute
* * CreateTransferMemory
* * ResetSignal
* * GetSystemTick
* Addition of Compact Logger
What was fixed:
* SVCs:
* * SetHeapSize
* * SetMemoryAttribute
* * QueryMemory
* A release build would not set CMAKE_BUILD_TYPE to "RELEASE"
* The logger code was simplified
2019-11-15 19:30:04 +00:00
bylaws
2e0014ba7c Fix External Storage Access on Android 10 (#10)
Android 10 and above block access to the legacy java file APIs on external storage without the 'android:requestLegacyExternalStorage' flag set. This is a temporary measure while we adopt newer APIs.
2019-11-09 13:39:40 +00:00
◱ PixelyIon
19eae34315 libNX FS Initalization (v0.3)
What was added:
* libNX FS initalization
What was fixed:
* Release builds
2019-10-18 16:22:38 +05:30
◱ PixelyIon
e44809355c libNX Time Initalization
What was added:
* Time service
* CNTPCT_EL0 redirected to CNTVCT_EL0
2019-10-17 01:53:35 +05:30
◱ PixelyIon
2476c5d48a libNX HID initialization
What was added:
* HID Service
* Support for Mutexes and Conditional Variables
What was improved:
* Service API now creates one instance per Session rather than a single instance for all Sessions
* Changed std::map objects into std::unordered_map in KProcess
* Comments on enumeration values
2019-10-16 18:11:30 +05:30
◱ PixelyIon
ec71735ece Fixes and Additions for HID support
The following things were fixed:
* KSharedMemory
* KSyncObject (and how waiting on them works)
* Inclusion of Headers
What was added:
* Transfer Memory
* svcSleepThread
2019-10-13 13:34:47 +05:30
◱ PixelyIon
f7effe86ae libNX Applet Manager Initalization
This commit completes the 'am' initialization for libNX
2019-09-27 21:39:56 +05:30
◱ PixelyIon
a5d63c9bbb Add reverse name lookup services for better debugging and fix bugs 2019-09-26 22:34:20 +05:30
Ryan Teal
45f4255ff6
Implement some appletOE calls 2019-09-26 16:37:24 +01:00
◱ PixelyIon
da74d8d78c Some minor fixes
This fixes some files so release now works and removes the dependancy of "<cutils/ashmem.h>" as it isn't present on all NDK includes.
2019-09-25 15:02:17 +05:30
◱ PixelyIon
a01941ac5b Improve README.md 2019-09-25 02:49:15 +05:30
◱ PixelyIon
7ad2e11705 Milestone 3 - Services API
This commit adds the Services API and implements some services. It also changes the name of the application to Skyline and replaces the icon.
2019-09-25 02:28:25 +05:30
◱ PixelyIon
a54f5ff578 Milestone 2 - Memory & IPC Marshalling
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.
2019-09-25 02:28:25 +05:30
◱ PixelyIon
9e1e06c64b Milestone 1 - Processes & Threads
Reworks the API a fair bit and adds documentation to almost everything.
2019-09-25 02:28:25 +05:30
◱ PixelyIon
62cb561888 Implement sharing of logs using Hastebin 2019-08-29 18:10:39 +05:30
◱ PixelyIon
da55a1d9ba Rearrange OS folder 2019-08-21 17:07:43 +05:30
Starlet Leonhart
7dd04afdcf Code clean up by friendly neighborhood Cyuubi 2019-08-21 02:22:45 +05:30
Starlet Leonhart
985f2e67a2 Merge remote-tracking branch 'origin/master' 2019-08-20 15:07:17 -04:00
◱ PixelyIon
d3e3563d6d Retroactive .gitignore 2019-08-21 00:35:51 +05:30
Starlet Leonhart
7dc8400292 Add it back again. 2019-08-20 15:05:13 -04:00
Starlet Leonhart
4eafb20be2 Remove idea folder real quick 2019-08-20 15:04:50 -04:00
◱ PixelyIon
30da6fb163 Improve .gitignore 2019-08-20 23:32:27 +05:30
◱ PixelyIon
9657064740 Fix 32-bit register reading/writing
Co-Authored-By: Ryan Teal <rynteal@protonmail.com>
2019-08-19 03:37:47 +05:30
Ryan Teal
9a36d5fcf9
Remove unused include in kernel.cpp 2019-08-18 15:32:52 +01:00
Ryan Teal
d4e2079474
Fix casts in cpu.cpp 2019-08-18 14:08:02 +01:00
◱ PixelyIon
342fee841f Fix C++ entry and tiny cleanup 2019-08-18 18:31:32 +05:30
Ryan Teal
113bfd059e Halt execution after unimplemented SVC 2019-08-18 12:40:07 +01:00
◱ PixelyIon
3855daa849 Rename to LightSwitch and emu.lightswitch 2019-08-18 12:57:55 +05:30
◱ PixelyIon
dd51a7d71d Merge branch 'master' of https://github.com/Cyuubi/Lightswitch 2019-08-18 03:48:34 +05:30
◱ PixelyIon
449f0a0248 Addition of Remapping and Unmapping to Memory class 2019-08-18 03:48:27 +05:30
Starlet Leonhart
47d3a2de9d
Update README 2019-08-16 19:40:27 -04:00
◱ PixelyIon
92c1491a84 Native Code Execution (NCE)
It's finally here, we're executing code completely natively. This is something that would completely break the project if it wasn't possible.
2019-08-17 04:34:37 +05:30
Ryan Teal
182729b247
Add logcat to the logger
Shame, Pixelylon, shame.
2019-07-26 19:31:42 +01:00
◱ PixelyIon
3bdbe41c13 Fix: Crash if log file is missing + Crash on random interrupt 2019-07-25 02:31:31 +05:30
◱ PixelyIon
696ebde527 Rewrite C++ parts and UI update
This update took way way too long to create. However, it was worthwhile. :)
2019-07-25 01:49:43 +05:30
Ryan Teal
fd2bf8ebd5
Merge branch 'master' of https://github.com/Cyuubi/Lightswitch 2019-07-09 22:36:14 +01:00
Ryan Teal
4cd7c985f0
IPC Episode 1 - Prologue 2019-07-09 22:35:51 +01:00
Ryan Teal
d4f1a3735f
Revert "Remove JetBrains folder"
This reverts commit 79966d8d22.
2019-07-07 19:33:39 +01:00
Starlet Leonhart
72d8821032 Merge branch 'master' of https://github.com/lightswitch-emu/Lightswitch 2019-07-07 13:48:15 -04:00
Starlet Leonhart
a1f6cca719 Revert last commit because I fucking suck. 2019-07-07 13:48:11 -04:00
Starlet Leonhart
79966d8d22 Remove JetBrains folder 2019-07-07 13:38:24 -04:00
Starlet Leonhart
18de764e96
Fix something I keep forgetting to do in unicorn.h 2019-07-05 12:33:31 -04:00
Ryan Teal
1e057cb5f9
Add hos/kernel/kernel.cpp to CMake 2019-07-05 13:48:18 +01:00
Ryan Teal
e44f7f8feb
Basic KObject implementation 2019-07-05 13:33:58 +01:00
1498 changed files with 89842 additions and 3163 deletions

3
.github/FUNDING.yml vendored Normal file
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@ -0,0 +1,3 @@
# These is the list of funding model platforms used by Skyline
patreon: skyline_emu

107
.github/workflows/ci.yml vendored Normal file
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@ -0,0 +1,107 @@
name: CI
on:
push:
pull_request:
types: [opened, synchronize, reopened, labeled]
jobs:
build:
# Skip 'labeled' events that didn't add the 'ci' label
if: |
github.event_name != 'pull_request' ||
github.event.action != 'labeled' ||
github.event.label.name == 'ci'
runs-on: ubuntu-latest
env:
JVM_OPTS: -Xmx6G
IS_SKYLINE_SIGNED: ${{ secrets.KEYSTORE != '' }}
UPLOAD_ARTIFACTS: ${{ github.event_name != 'pull_request' || contains(github.event.pull_request.labels.*.name, 'ci') }}
CMAKE_VERSION: "3.22.1"
NDK_VERSION: "25.0.8775105"
steps:
- name: Git Checkout
uses: actions/checkout@v3
with:
submodules: recursive
- name: Restore CCache
uses: hendrikmuhs/ccache-action@v1.2
with:
max-size: 3Gi
- name: Restore Gradle Cache
uses: actions/cache@v3
with:
path: ~/.gradle/
key: ${{ runner.os }}-gradle-${{ hashFiles('**/build.gradle') }}-${{ hashFiles('app/**/*.xml') }}-${{ hashFiles('app/**.kt', 'app/**.java') }}
restore-keys: |
${{ runner.os }}-gradle-${{ hashFiles('**/build.gradle') }}-${{ hashFiles('app/**/*.xml') }}-
${{ runner.os }}-gradle-${{ hashFiles('**/build.gradle') }}-
${{ runner.os }}-gradle-
- name: Install Ninja Build
run: |
sudo apt-get install -y ninja-build
ln -s /usr/bin/ninja .
- name: Install CMake & Android NDK
run: echo "yes" | $ANDROID_HOME/tools/bin/sdkmanager "cmake;${{ env.CMAKE_VERSION }}" "ndk;${{ env.NDK_VERSION }}" --channel=3 | grep -v = || true
- name: Decode Keystore
if: env.IS_SKYLINE_SIGNED == 'true'
env:
KEYSTORE_ENCODED: ${{ secrets.KEYSTORE }}
run: echo $KEYSTORE_ENCODED | base64 --decode > "/home/runner/keystore.jks"
- name: Android Assemble
env:
SIGNING_STORE_PATH: "/home/runner/keystore.jks"
SIGNING_STORE_PASSWORD: ${{ secrets.SIGNING_STORE_PASSWORD }}
SIGNING_KEY_ALIAS: ${{ secrets.SIGNING_KEY_ALIAS }}
SIGNING_KEY_PASSWORD: ${{ secrets.SIGNING_KEY_PASSWORD }}
CMAKE_C_COMPILER_LAUNCHER: "ccache"
CMAKE_CXX_COMPILER_LAUNCHER: "ccache"
CCACHE_COMPILERCHECK: "string:${{ env.NDK_VERSION }}"
run: ./gradlew --stacktrace --configuration-cache --build-cache --parallel --configure-on-demand assembleFullRelease assembleFullReldebug
- name: Rename APKs (Signed)
if: env.IS_SKYLINE_SIGNED == 'true' && env.UPLOAD_ARTIFACTS == 'true'
run: |
mv app/build/outputs/apk/full/reldebug/app-full-reldebug.apk skyline-$GITHUB_RUN_NUMBER-reldebug.apk
mv app/build/outputs/apk/full/release/app-full-release.apk skyline-$GITHUB_RUN_NUMBER-release.apk
- name: Upload Signed Debug APK
if: env.IS_SKYLINE_SIGNED == 'true' && env.UPLOAD_ARTIFACTS == 'true'
uses: actions/upload-artifact@v3
with:
name: skyline-${{ github.run_number }}-reldebug.apk
path: skyline-${{ github.run_number }}-reldebug.apk
- name: Upload Signed Release APK
if: env.IS_SKYLINE_SIGNED == 'true' && env.UPLOAD_ARTIFACTS == 'true'
uses: actions/upload-artifact@v3
with:
name: skyline-${{ github.run_number }}-release.apk
path: skyline-${{ github.run_number }}-release.apk
- name: Rename APKs (Unsigned)
if: env.IS_SKYLINE_SIGNED == 'false' && env.UPLOAD_ARTIFACTS == 'true'
run: |
mv app/build/outputs/apk/full/reldebug/app-full-reldebug.apk skyline-$GITHUB_RUN_NUMBER-unsigned-reldebug.apk
mv app/build/outputs/apk/full/release/app-full-release.apk skyline-$GITHUB_RUN_NUMBER-unsigned-release.apk
- name: Upload Unsigned Debug APK
if: env.IS_SKYLINE_SIGNED == 'false' && env.UPLOAD_ARTIFACTS == 'true'
uses: actions/upload-artifact@v3
with:
name: skyline-${{ github.run_number }}-unsigned-reldebug.apk
path: skyline-${{ github.run_number }}-unsigned-reldebug.apk
- name: Upload Unsigned Release APK
if: env.IS_SKYLINE_SIGNED == 'false' && env.UPLOAD_ARTIFACTS == 'true'
uses: actions/upload-artifact@v3
with:
name: skyline-${{ github.run_number }}-unsigned-release.apk
path: skyline-${{ github.run_number }}-unsigned-release.apk

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name: Edge CI
on:
pull_request_target:
types: [synchronize, reopened, closed, labeled, unlabeled]
jobs:
update-patches:
# Run if the 'edge' label was added/removed, or if an edge PR was synchronized/reopened/closed
if: |
github.event.label.name == 'edge' ||
!contains(github.event.action, 'labeled') && contains(github.event.pull_request.labels.*.name, 'edge')
runs-on: ubuntu-latest
steps:
- name: Update Edge patches
uses: peter-evans/repository-dispatch@v2
with:
token: ${{ secrets.EDGE_PATCH_PAT }}
repository: skyline-emu/edge-patch
event-type: update-patches

49
.gitignore vendored
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@ -1,6 +1,10 @@
# Source: https://github.com/github/gitignore/blob/master/Android.gitignore
# Built application files
*.apk
*.aar
*.ap_
*.aab
# Files for the ART/Dalvik VM
*.dex
@ -40,15 +44,25 @@ captures/
.idea/assetWizardSettings.xml
.idea/dictionaries
.idea/libraries
.idea/jarRepositories.xml
.idea/misc.xml
.idea/compiler.xml
deploymentTargetDropDown.xml
render.experimental.xml
# Android Studio 3 in .gitignore file.
.idea/caches
.idea/modules
.idea/modules.xml
.idea/navEditor.xml
.idea/runConfigurations.xml
# Keystore files
# Uncomment the following line if you do not want to check your keystore files in.
#*.jks
*.jks
*.keystore
# External native build folder generated in Android Studio 2.2 and later
.externalNativeBuild
.cxx/
# Google Services (e.g. APIs or Firebase)
google-services.json
@ -64,3 +78,34 @@ fastlane/Preview.html
fastlane/screenshots
fastlane/test_output
fastlane/readme.md
# Version control
vcs.xml
# lint
lint/intermediates/
lint/generated/
lint/outputs/
lint/tmp/
lint/reports/
# Android Profiling
*.hprof
# VSCode
.vscode/
# Discord plugin for IntelliJ IDEA
.idea/discord.xml
# Adreno Validation Layer
libVkLayer_adreno.so
# Skyline logs
*.sklog
# Android Studio Profiler Traces
*.trace
# Output Metadata
output-metadata.json

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.gitmodules vendored Normal file
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[submodule "{fmt}"]
path = app/libraries/fmt
url = https://github.com/fmtlib/fmt
[submodule "Oboe"]
path = app/libraries/oboe
url = https://github.com/google/oboe
branch = 1.3-stable
[submodule "LZ4"]
path = app/libraries/lz4
url = https://github.com/lz4/lz4.git
[submodule "Frozen"]
path = app/libraries/frozen
url = https://github.com/serge-sans-paille/frozen
[submodule "tzcode"]
path = app/libraries/tzcode
url = https://github.com/skyline-emu/tz
branch = master
[submodule "Perfetto"]
path = app/libraries/perfetto
url = https://android.googlesource.com/platform/external/perfetto
branch = releases/v12.x
[submodule "Vulkan-Hpp"]
path = app/libraries/vkhpp
url = https://github.com/KhronosGroup/Vulkan-Hpp
[submodule "Vulkan Memory Allocator"]
path = app/libraries/vkma
url = https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
[submodule "Mbed TLS"]
path = app/libraries/mbedtls
url = https://github.com/ARMmbed/mbedtls
[submodule "Opus"]
path = app/libraries/opus
url = https://github.com/xiph/opus
[submodule "Boost"]
path = app/libraries/boost
url = https://github.com/skyline-emu/boost.git
ignore = all
[submodule "LLVM"]
path = app/libraries/llvm
url = https://github.com/llvm/llvm-project.git
shallow = true
[submodule "C++ Range v3"]
path = app/libraries/range
url = https://github.com/ericniebler/range-v3
[submodule "Sirit"]
path = app/libraries/sirit
url = https://github.com/yuzu-emu/sirit
[submodule "Shader Compiler"]
path = app/libraries/shader-compiler
url = https://github.com/skyline-emu/shader-compiler.git
[submodule "libadrenotools"]
path = app/libraries/adrenotools
url = https://github.com/bylaws/libadrenotools/
[submodule "app/libraries/robin-map"]
path = app/libraries/robin-map
url = https://github.com/Tessil/robin-map
[submodule "app/libraries/thread-pool"]
path = app/libraries/thread-pool
url = https://github.com/bshoshany/thread-pool.git
[submodule "app/libraries/cubeb"]
path = app/libraries/cubeb
url = https://github.com/skyline-emu/cubeb
[submodule "app/libraries/audio-core"]
path = app/libraries/audio-core
url = https://github.com/skyline-emu/audio-core

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View File

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#pragma once
namespace skyline {
}

View File

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@ -0,0 +1,6 @@
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25
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View File

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View File

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<option name="SHOW_STATIC_VARS" value="true" />
<option name="WORKING_DIR" value="" />
<option name="TARGET_LOGGING_CHANNELS" value="lldb process:gdb-remote packets" />
<option name="SHOW_OPTIMIZED_WARNING" value="true" />
</Hybrid>
<Java />
<Native>
<option name="USE_JAVA_AWARE_DEBUGGER" value="false" />
<option name="SHOW_STATIC_VARS" value="true" />
<option name="WORKING_DIR" value="" />
<option name="TARGET_LOGGING_CHANNELS" value="lldb process:gdb-remote packets" />
<option name="SHOW_OPTIMIZED_WARNING" value="true" />
</Native>
<Profilers>
<option name="ADVANCED_PROFILING_ENABLED" value="false" />
<option name="STARTUP_PROFILING_ENABLED" value="false" />
<option name="STARTUP_CPU_PROFILING_ENABLED" value="false" />
<option name="STARTUP_CPU_PROFILING_CONFIGURATION_NAME" value="Callstack Sample" />
<option name="STARTUP_NATIVE_MEMORY_PROFILING_ENABLED" value="false" />
<option name="NATIVE_MEMORY_SAMPLE_RATE_BYTES" value="2048" />
</Profilers>
<option name="DEEP_LINK" value="" />
<option name="ACTIVITY_CLASS" value="emu.skyline.settings.SettingsActivity" />
<option name="SEARCH_ACTIVITY_IN_GLOBAL_SCOPE" value="false" />
<option name="SKIP_ACTIVITY_VALIDATION" value="false" />
<method v="2">
<option name="Android.Gradle.BeforeRunTask" enabled="true" />
</method>
</configuration>
</component>

View File

@ -0,0 +1,3 @@
<component name="DependencyValidationManager">
<scope name="ShaderCompiler" pattern="file[skyline.app.main]:shader-compiler//*" />
</component>

View File

@ -0,0 +1,3 @@
<component name="DependencyValidationManager">
<scope name="SkylineKotlin" pattern="file[skyline.app.main]:java//*.kt" />
</component>

View File

@ -0,0 +1,3 @@
<component name="DependencyValidationManager">
<scope name="SkylineLibraries" pattern="(file[skyline.app]:libraries/fmt/include//*||file[skyline.app]:libraries/frozen/include//*||file[skyline.app]:libraries/lz4/lib//*||file[skyline.app]:libraries/oboe/include//*||file[skyline.app]:libraries/perfetto/include//*||file:libraries/pugixml/src/pugixml.hpp||file[skyline.app]:libraries/tzcode/include/*||file[skyline.app]:libraries/vkhpp/vulkan//*||file[skyline.app]:libraries/vkhpp/Vulkan-Headers/include//*)&amp;&amp;!file:libraries/vkhpp/Vulkan-Headers/include/vulkan/vulkan.hpp||file:libraries/vkma/include/vk_mem_alloc.h" />
</component>

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<component name="DependencyValidationManager">
<scope name="SkylineNative" pattern="file[skyline.app.main]:cpp//*.cpp||file[skyline.app.main]:cpp//*.h||file[skyline.app.main]:cpp//*.S||file[skyline.app.main]:cpp//*.natvis" />
</component>

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<component name="DependencyValidationManager">
<scope name="SkylineXml" pattern="file[skyline.app.main]:res/layout/*||file[app.main]:res/menu/*||file[skyline.app.main]:res/values/*||file[skyline.app.main]:res/values-night/*||file[skyline.app.main]:res/xml/*" />
</component>

View File

@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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# Building Guide
### Software needed
* [Git](https://git-scm.com/download)
* [Android Studio](https://developer.android.com/studio) We recommend to get the latest stable version
### Steps
<details><summary><i>Windows only</i></summary>
<p>
> In a terminal prompt with **administrator** privileges, enable git symlinks globally:
>
> ```cmd
> git config --global core.symlinks true
> ```
>
> Use this elevated prompt for the next steps.
</p>
</details>
Clone the repo **recursively**, either with your preferred Git GUI or with the command below:
```cmd
git clone https://github.com/skyline-emu/skyline.git --recursive
```
Open Android Studio
<details><summary><i>First time users only</i></summary>
<p>
> If you opened Android Studio for the first time, choose the `Standard` install type and complete the setup wizard leaving all settings to their default value.
> <p><img height="400" src="https://user-images.githubusercontent.com/37104290/162196602-4c142ed0-0c26-4628-8062-7ac9785201cc.png"></p>
> If you get any errors on "Intel® HAXM" or "Android Emulator Hypervisor Driver for AMD Processors", you can safely ignore them as they won't be used for Skyline.
</p>
</details>
Import the project by clicking on the `Open` icon, then in the file picker choose the `skyline` folder you just cloned in the steps above:
<p>
<img height="400" src="https://user-images.githubusercontent.com/37104290/162200497-dddfa9f0-00c6-4a32-84c2-1f0ff743a7e2.png">
<img height="400" src="https://user-images.githubusercontent.com/37104290/162196879-08d9684b-c6a2-4636-9c23-c026cb7d7494.png">
</p>
Exclude the following folders from indexing:
- `app/libraries/llvm`
- `app/libraries/boost`
To exclude a folder, switch to the project view:
<p>
<img height="400" src="https://user-images.githubusercontent.com/37104290/163343887-56a0b170-2249-45c4-a758-2b33cbfbc4ab.png">
<img height="400" src="https://user-images.githubusercontent.com/37104290/163343932-bed0c59c-7aaa-44f6-bdc4-0a10f966fb56.png">
</p>
In the project view navigate to the `app/libraries` folder, right-click on the folder you want to exclude and navigate the menus to the `Exclude` option:
<p>
<img height="400" src="https://user-images.githubusercontent.com/37104290/162200274-f739e960-82ca-4b12-95eb-caa88a063d61.png">
<img height="400" src="https://user-images.githubusercontent.com/37104290/162196999-a0376e13-0399-4352-a30d-85d6785151a9.png">
</p>
If an `Invalid Gradle JDK configuration found` error comes up, select `Use Embedded JDK`:
<p><img height="250" src="https://user-images.githubusercontent.com/37104290/162197215-b28ea3ec-ed5c-4d83-ac9a-19e892caa129.png"></p>
An error about NDK not being configured will be shown:
<p><img height="250" src="https://user-images.githubusercontent.com/37104290/162197226-3d9bf980-19af-4cad-86a3-c43cad05e185.png"></p>
Ignore the suggested version reported by Android Studio. Instead, find the NDK version to download inside the `app/build.gradle` file:
```gradle
ndkVersion 'X.Y.Z'
```
From that same file also note down the CMake version required:
```gradle
externalNativeBuild {
cmake {
version 'A.B.C+'
path "CMakeLists.txt"
}
}
```
Open the SDK manager from the top-right toolbar:
<p><img height="75" src="https://user-images.githubusercontent.com/37104290/162198029-4f29c50c-75eb-49ce-b05f-bb6413bf844c.png"></p>
Navigate to the `SDK Tools` tab and enable the `Show Package Details` checkbox in the bottom-right corner:
<p><img height="400" src="https://user-images.githubusercontent.com/37104290/162198766-37045d58-352c-48d6-b8de-67c1ddb7c757.png"></p>
Expand the `NDK (Side by side)` and `CMake` entries, select the appropriate version from the previous step, then click `OK`.
Finally, sync the project:
<p><img height="75" src="https://user-images.githubusercontent.com/37104290/162199780-b5406b5d-480d-4371-9dc4-5cfc6d655746.png"></p>
## Common issues (and how to fix them)
* `Cmake Error: CMake was unable to find a build program corresponding to "Ninja"`
Check that you installed the correct CMake version in the Android Studio SDK Manager. If you're sure you have the correct one, you may try adding the path to CMake binaries installed by Android Studio to the `local.properties` file:
```properties
cmake.dir=<path-to-cmake-folder>
```
E.g. on Windows:
```properties
cmake.dir=C\:\\Users\\skyline\\AppData\\Local\\Android\\Sdk\\cmake\\3.18.1
```
* `'shader_compiler/*.h' file not found`
You didn't clone the repository with symlinks enabled. Windows requires administrator privileges to create symlinks so it's likely it didn't create them.
In an **administrator** terminal prompt navigate to the Skyline root project folder and run:
```cmd
git submodule deinit app/libraries/shader-compiler
git config core.symlinks true
git submodule foreach git config core.symlinks true
git submodule update --init --recursive app/libraries/shader-compiler
```
If you'd like to, you can enable symlinks globally by running: (this will only affect new repositories)
```cmd
git config --global core.symlinks true
```

437
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@ -0,0 +1,437 @@
# Contributing Guidelines
## Common
### Commit Style
We generally follow simple plain-English commit titles and summaries, which encapsulate what a commit has done. We don't use a distinct commit style like that of the Linux Kernel for any commits and they would look extremely out of place in the repository overall.
In addition, we stick to a single objective with one commit albeit ensure that the scope isn't too small so there'll be a huge amount of them or too large so it's a single commit that changes vast swaths of the codebase. Try to find the right balance between committing too less and too much.
### Use line-wrapping
There is no column limit in the codebase, this is so that the line width can adjust to everyone's display size using line-wrap. Do not manually wrap lines unless it can be done in a natural way and is needed at all, let line-wrap handle it for you.
### Use code formatter
Android Studio comes with a code formatter in-built, this can fix minor mistakes in code-style. To reformat code: Right-click on the relevant file/directory -> Reformat. We recommend doing so prior to all commits to ensure the codebase is clean.
This can also be done by using `Ctrl + Alt + L` on Windows, `Ctrl + Shift + Alt + L` on Linux and `Option + Command + L` on macOS.
### Skyline Edge
Any code that's been PR'd to the Skyline repository will only be in Edge builds for two weeks, after which it will be merged into the mainline branch. This is to ensure that any bugs that may have been introduced by the PR are caught and fixed before it's merged into the mainline branch. If you have any issues with this, you can request that we add the `CI` tag to your PRs so that CI builds are provided pre-merge.
## C++
### Include Order
* STD includes
* External library includes
* Includes in a parent directory with `<>` (where otherwise you would need `../`)
* Local includes with `""`
### Naming rules
* Macro: `SCREAMING_SNAKE_CASE`
* Namespaces: `camelCase`
* Enum: `PascalCase`
* Enumerator: `PascalCase` **(1)**
* Union: `PascalCase`
* Classes/Structs: `PascalCase` **(1)**
* Local Variable: `camelCase`
* Member Variables: `camelCase`
* Global Variables: `PascalCase`
* Functions: `PascalCase`
* Template Parameters: `PascalCase`
* Parameters: `camelCase`
* Files and Directories: `snake_case` except for when they correspond to a HOS structure (EG: Services, Kernel Objects)
**(1)** Except when the whole name is an abbreviation use UPPERCASE such as `OS` and `NCE` but not `JVMManager`
### Comments
Use doxygen style comments for:
* Classes/Structs - Use `/**` block comments with a brief
* Class/Struct Variables - Use `//!<` single-line comments on their utility
* Class/Struct Functions - Use `/**` block comments on their function with a brief, all arguments and the return value (The brief can be skipped if the function's arguments and return value alone explain what the function does)
* Enumerations - Use a `/**` block comment with a brief for the enum itself and a `//!<` single-line comment for all the individual items
Notes:
* The `DeviceState` object or other objects which are systematically used throughout multiple classes such as `ServiceManager` can be skipped from function argument documentation as well as class members in the constructor
* The `KSession`, `IpcRequest` and `IpcResponse` objects in IPC command function arguments and other such objects (Such as `IoctlData`) can be skipped from function argument documentation if used in those contexts, they will need to be documented if they're used as a class member or something on those lines
* Any class members don't need to be redundantly documented in the constructor
* Comments on virtual functions are optional
### Spacing
We generally follow the rule of **"Functional Spacing"**, that being spacing between chunks of code that do something functionally different while functionally similar blocks of code can be closer together.
Here are a few examples of this to help with intution:
* Spacing should generally follow multiple related variable declarations, this applies even more if error checking code needs to follow it
```cpp
auto a{GetSomethingA()};
auto b{GetSomethingB()};
auto c{GetSomethingC()};
auto result{DoSomething(a, b, c)};
if (!result)
throw exception("DoSomething has failed: {}", result);
```
* If a function doesn't require multiple variable declarations, the function call should be right after the variable declaration
```cpp
auto a{GetClassA()};
a.DoSomething();
auto b{GetClassB()};
b.DoSomething();
```
* If a single variable is used by a single-line control flow statement, there can be no spaces after it's declaration
```cpp
auto a{GetClass()};
if (a.fail)
throw exception();
```
* **Be consistent** (The above examples assume that `a`/`b`/`c` are correlated)
* Inconsistent
```cpp
auto a{GetClassA()};
a.DoSomething();
auto b{GetClassB()};
auto c{GetClassC()};
b.DoSomething();
c.DoSomething();
```
* Consistent #1
```cpp
auto a{GetClassA()};
auto b{GetClassB()};
auto c{GetClassC()};
a.DoSomething();
b.DoSomething();
c.DoSomething();
```
* Consistent #2
```cpp
auto a{GetClassA()};
a.DoSomething();
auto b{GetClassB()};
b.DoSomething();
auto c{GetClassC()};
c.DoSomething();
```
### Control flow statements (if, for and while)
#### If a child control-flow statement has brackets, the parent statement must as well
* Correct
```cpp
if (a) {
while (b) {
printf("A");
printf("B");
b = false;
}
}
```
* Incorrect
```cpp
if (a)
while (b) {
printf("A");
printf("B");
b = false;
}
```
#### If any cases of an if statement have curly brackets all must have curly brackets
* Correct
```cpp
if (a) {
printf("a");
a = false;
} else {
printf("none");
}
```
* Incorrect
```cpp
if (a) {
printf("a");
a = false;
} else
printf("none");
```
### Lambda Usage
We generally support the usage of functional programming and lambda, usage of it for assigning conditional variables is recommended especially if it would otherwise be a nested ternary statement:
* With Lambda (Inlined function)
```cpp
auto a{random()};
auto b{[a] {
if (a > 1000)
return 0;
else if (a > 500)
return 1;
else if (a > 250)
return 2;
else
return 3;
}()};
```
* With Ternary Operator
```cpp
auto a{random()};
auto b{(a > 1000) ? 0 : ((a > 500) ? 1 : (a > 250 ? 2 : 3))};
```
### References
For passing any parameter which isn't a primitive prefer to use references/const references to pass them into functions or other places as a copy can be avoided that way.
In addition, always use a const reference rather than a normal reference unless the argument needs to be modified in-place as the compiler knows the intent far better in that case.
Note: In constructors if you are copying to a member variable `std::move` is preferred as it allows copy-elision in some circumstances.
```cpp
void DoSomething(const Class& class, u32 primitive);
void ClassConstructor(Class class) : class(std::move(class)) {} // Make a copy directly from a `const reference` for class member initialization
```
### Member Variable Shadowing
Shadowing of class member variables should be avoided aside from in constructors when they are exclusively used in the initialisation list.
To avoid shadowing a prefix of p (parameter) or l (local) should be added to the offending variable:
* Correct
```cpp
ClassA(ClassB pClassB) : classB(std::move(pClassB)) {
classB->Initialise();
}
```
* Incorrect
```c++
ClassA(ClassB pClassB) : classB(std::move(pClassB)) {}
```
### Range-based Iterators
Use C++ range-based iterators for any C++ container iteration unless it can be performed better with functional programming (After C++20 when they are merged with the container). In addition, stick to using references/const references using them
### Usage of auto
Use `auto` to assign a variable the type of the value it's being assigned to, but not where a different type is desired. So, as a rule of thumb always specify the type when setting something from a number rather than depending on `auto`. In addition, prefer not to use `auto` in cases where it's hard to determine the return type due to assigned value being complex.
```cpp
u8 a{20}; // `20` won't be stored in a `u8` but rather in a `int` (i32, generally) if `auto` is used
auto b{std::make_shared<Something>()}; // In this case `auto` is used to avoid typing out `std::shared_ptr<Something>`
```
### Primitive Types
We generally use `in` and `un` where `n = {8, 16, 32, 64}` for our integer primitives in which `i` represents signed integers and `u` represents unsigned integers. In addition, we have some other types such as `KHandle` that are used to make certain operations more clear, use these depending on the context.
### Constants
If a variable is constant at compile time use `constexpr`, if it's only used in a local function then place it in the function but if it's used throughout a class then in the corresponding header add the variable to the `skyline::constant` namespace. If a constant is used throughout the codebase, add it to `common.h`.
In addition, try to `constexpr` as much as possible including constructors and functions so that they may be initialized at compile-time and have lesser runtime overhead during usage and certain values can be pre-calculated in advance.
We should also mention that this isn't promoting the usage of `const`, it's use is actually discouraged out of references, in which case it is extremely encouraged. In addition, pointers are a general exception to this, using `const` with them isn't encouraged nor discouraged. Another exception are class functions, they can be made `const` if used from a `const` reference/pointer and don't
modify any members but do not do this preemptively.
### Initialization
We use bracketed initialization as opposed to traditional initalization due to the better type checking it offers and the consistency with designated initalizers.
* Correct
```c++
int a{FindA()};
static constexpr size_t AConstant{1ULL << 63}
for (int i{}; i < a; i++);
```
* Incorrect
```c++
int a = FindA();
static constexpr size_t AConstant = 1ULL << 63;
for (int i = 0; i < a; i++);
```
### Wrapping
We do not enforce a particular limit on line lengths however excessively long lines that may be difficult to read when soft-wrapped should be wrapped semantically. See the below examples:
* Correct:
```c++
PresentationEngine::PresentationEngine(const DeviceState &state, GPU &gpu)
: state(state),
gpu(gpu),
acquireFence(gpu.vkDevice, vk::FenceCreateInfo{}),
presentationTrack(static_cast<u64>(trace::TrackIds::Presentation), perfetto::ProcessTrack::Current()),
choreographerThread(&PresentationEngine::ChoreographerThread, this),
vsyncEvent(std::make_shared<kernel::type::KEvent>(state, true)) {
```
* Incorrect:
```c++
PresentationEngine::PresentationEngine(const DeviceState &state, GPU &gpu) : state(state), gpu(gpu), acquireFence(gpu.vkDevice, vk::FenceCreateInfo{}), presentationTrack(static_cast<u64>(trace::TrackIds::Presentation), perfetto::ProcessTrack::Current()), choreographerThread(&PresentationEngine::ChoreographerThread, this), vsyncEvent(std::make_shared<kernel::type::KEvent>(state, true)) {
```
* Incorrect
```c++
PresentationEngine::PresentationEngine(const DeviceState &state, GPU &gpu)
: state(state), gpu(gpu), acquireFence(gpu.vkDevice, vk::FenceCreateInfo{}), presentationTrack(static_cast<u64>(trace::TrackIds::Presentation), perfetto::ProcessTrack::Current()),
choreographerThread(&PresentationEngine::ChoreographerThread, this),
vsyncEvent(std::make_shared<kernel::type::KEvent>(state, true)) {
```
### Vulkan.hpp Header Size
The size of the header imported for [Vulkan-Hpp](https://github.com/KhronosGroup/Vulkan-Hpp) is extremely large and exceeds the CLion default analysis limit, it is required to run for properly annotating any code which uses components from it. To override this limit, refer to this [article from JetBrains](https://www.jetbrains.com/help/objc/configuring-file-size-limit.html#file-size-limit) or navigate to Help -> Edit Custom Properties and add `idea.max.intellisense.filesize=20000` to set the maximum limit to 20MB which should be adequate for it.
## Kotlin
### Naming rules
* Enumerator: `PascalCase` **(1)**
* Classes: `PascalCase` **(1)**
* Local Variable: `camelCase`
* Member Variables: `camelCase`
* Global Variables: `PascalCase`
* Functions: `PascalCase`
* Parameters: `camelCase`
* Generics: `PascalCase`
* Files: `PascalCase`
* Directories: `camelCase`
**(1)** Except when the whole name is an abbreviation such as `OS` and `NCE` but not `JVMManager`
### Comments
Use KDoc comments (`/**`) for:
* Classes - A comment about the function of a class and any of it's parameters if required, albeit this can be skipped if the information is mundane enough to the point of it being useless which is generally the case with [Activities](https://developer.android.com/reference/android/app/Activity), albeit this isn't always the case. In addition, document any parameters in the primary constructor using `@param`.
* Variables/Functions - A comment about what the variable is used for or what it is depending on what's more applicable. This is mandatory and shouldn't be skipped.
* Functions - A comment about what the function is used for or what it is depending on what's more applicable and is mandatory, just like a variable. All parameters should be documented using `@param`. In addition, if it's an overridden function then it's description should cover more what it specifically does rather than what it is.
* Constructors - A comment about the constructor can be skipped if it simply calls another constructor or just assigns variables, assuming those variables are documented themselves. If the constructor does anything outside of that, it must be documented in accordance to the function comments.
Exceptions to `@param`:
* If a parameter has already been tagged in the comment using a KDoc link (`[]`), then it doesn't need to have it's own `@param`
* If a parameter is a standard Android class such as `Context` then it's documentation can be skipped entirely
Notes:
* Any class members don't need to be redundantly documented in the constructor
* Use a KDoc link (`[]`) when referencing any item
### Spacing
The spacing in Kotlin follows the same rule as C++ with "**Functional Spacing**", spacing between chunks of code that do something functionally different while functionally similar blocks of code can be closer together.
Here are a few examples of this to help with intution:
* Spacing should generally follow multiple related variable declarations
```kotlin
val a = GetSomethingA()
val b = GetSomethingB()
val c = GetSomethingC()
val result = DoSomething(a, b, c)
```
* If a function doesn't require multiple variable declarations, the function call should be right after the variable declaration
```kotlin
val a = GetClassA()
a.DoSomething()
val b = GetClassB()
b.DoSomething()
```
```kotlin
val a = GetClassA()
DoSomething(a)
val b = GetClassB()
DoSomething(b)
```
* If a single variable is used by a single-line control flow statement, there can be no spaces after it's declaration
```kotlin
val a = GetClass()
if (a.fail)
throw exception()
```
* In `when` statements, if cases generally have multi-line code blocks then have spacing between all the cases
```kotlin
when(num) {
1 -> {
a.Something()
a.SomethingElse()
}
2 -> {
b.Something()
b.SomethingElse()
}
else -> c.Something()
}
```
```kotlin
when(num) {
1 -> a.Something()
2 -> b.Something()
else -> c.Something()
}
```
* **Be consistent** (The above examples assume that `a`/`b`/`c` are correlated)
* Inconsistent
```kotlin
val a = GetClassA()
a.DoSomething()
val b = GetClassB()
val c = GetClassC()
b.DoSomething()
c.DoSomething()
```
* Consistent #1
```kotlin
val a = GetClassA()
val b = GetClassB()
val c = GetClassC()
a.DoSomething()
b.DoSomething()
c.DoSomething()
```
* Consistent #2
```kotlin
val a = GetClassA()
a.DoSomething()
val b = GetClassB()
b.DoSomething()
val c = GetClassC()
c.DoSomething()
```
### Control flow statements (if, for and while)
#### If a child control-flow statement has brackets, the parent statement must as well
* Correct
```cpp
if (a) {
while (b) {
Something(a)
Something(b)
}
}
```
* Incorrect
```cpp
if (a)
while (b) {
Something(a)
Something(b)
}
```
#### If any cases of an if statement have curly brackets all must have curly brackets
* Correct
```cpp
if (a) {
Something()
SomethingElse()
} else {
SomethingElse()
}
```
* Incorrect
```cpp
if (a) {
Something()
SomethingElse()
} else
SomethingElse()
```

674
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@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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Mozilla Public License Version 2.0
==================================
### 1. Definitions
**1.1. “Contributor”**
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.
**1.2. “Contributor Version”**
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.
**1.3. “Contribution”**
means Covered Software of a particular Contributor.
**1.4. “Covered Software”**
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.
**1.5. “Incompatible With Secondary Licenses”**
means
* **(a)** that the initial Contributor has attached the notice described
in Exhibit B to the Covered Software; or
* **(b)** that the Covered Software was made available under the terms of
version 1.1 or earlier of the License, but not also under the
terms of a Secondary License.
**1.6. “Executable Form”**
means any form of the work other than Source Code Form.
**1.7. “Larger Work”**
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.
**1.8. “License”**
means this document.
**1.9. “Licensable”**
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.
**1.10. “Modifications”**
means any of the following:
* **(a)** any file in Source Code Form that results from an addition to,
deletion from, or modification of the contents of Covered
Software; or
* **(b)** any new file in Source Code Form that contains any Covered
Software.
**1.11. “Patent Claims” of a Contributor**
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.
**1.12. “Secondary License”**
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.
**1.13. “Source Code Form”**
means the form of the work preferred for making modifications.
**1.14. “You” (or “Your”)**
means an individual or a legal entity exercising rights under this
License. For legal entities, “You” includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, “control” means **(a)** the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or **(b)** ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
### 2. License Grants and Conditions
#### 2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:
* **(a)** under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and
* **(b)** under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.
#### 2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.
#### 2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:
* **(a)** for any code that a Contributor has removed from Covered Software;
or
* **(b)** for infringements caused by: **(i)** Your and any other third party's
modifications of Covered Software, or **(ii)** the combination of its
Contributions with other software (except as part of its Contributor
Version); or
* **(c)** under Patent Claims infringed by Covered Software in the absence of
its Contributions.
This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).
#### 2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).
#### 2.5. Representation
Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.
#### 2.6. Fair Use
This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.
#### 2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
### 3. Responsibilities
#### 3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.
#### 3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
* **(a)** such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and
* **(b)** You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.
#### 3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).
#### 3.4. Notices
You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.
#### 3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
### 4. Inability to Comply Due to Statute or Regulation
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: **(a)** comply with
the terms of this License to the maximum extent possible; and **(b)**
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
### 5. Termination
**5.1.** The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated **(a)** provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and **(b)** on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.
**5.2.** If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.
**5.3.** In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.
### 6. Disclaimer of Warranty
> Covered Software is provided under this License on an “as is”
> basis, without warranty of any kind, either expressed, implied, or
> statutory, including, without limitation, warranties that the
> Covered Software is free of defects, merchantable, fit for a
> particular purpose or non-infringing. The entire risk as to the
> quality and performance of the Covered Software is with You.
> Should any Covered Software prove defective in any respect, You
> (not any Contributor) assume the cost of any necessary servicing,
> repair, or correction. This disclaimer of warranty constitutes an
> essential part of this License. No use of any Covered Software is
> authorized under this License except under this disclaimer.
### 7. Limitation of Liability
> Under no circumstances and under no legal theory, whether tort
> (including negligence), contract, or otherwise, shall any
> Contributor, or anyone who distributes Covered Software as
> permitted above, be liable to You for any direct, indirect,
> special, incidental, or consequential damages of any character
> including, without limitation, damages for lost profits, loss of
> goodwill, work stoppage, computer failure or malfunction, or any
> and all other commercial damages or losses, even if such party
> shall have been informed of the possibility of such damages. This
> limitation of liability shall not apply to liability for death or
> personal injury resulting from such party's negligence to the
> extent applicable law prohibits such limitation. Some
> jurisdictions do not allow the exclusion or limitation of
> incidental or consequential damages, so this exclusion and
> limitation may not apply to You.
### 8. Litigation
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
### 9. Miscellaneous
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
### 10. Versions of the License
#### 10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.
#### 10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.
#### 10.3. Modified Versions
If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).
#### 10.4. Distributing Source Code Form that is Incompatible With Secondary Licenses
If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.
## Exhibit A - Source Code Form License Notice
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.
You may add additional accurate notices of copyright ownership.
## Exhibit B - “Incompatible With Secondary Licenses” Notice
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.

45
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<p>
<h3 align="center">Development on Skyline has been ceased</h3>
<p align="center">All Skyline code is within this repository or <a href="https://github.com/skyline-emu/skyline-dev"><code>skyline-dev</code></a>. Anyone is free to fork the code to continue the work as long as they follow our <a href="LICENSE.md">MPL-2.0 license</a>, it should be noted that Skyline branding isn't licensed.</p>
</p>
<h1 align="center">
<a href="https://github.com/skyline-emu/skyline" target="_blank">
<img height="60%" width="60%" src="https://raw.github.com/skyline-emu/branding/master/banner/skyline-banner-rounded.png"><br>
</a>
<a href="https://discord.gg/XnbXNQM" target="_blank">
<img src="https://img.shields.io/discord/545842171459272705.svg?label=&logo=discord&logoColor=ffffff&color=5865F2&labelColor=404EED">
</a>
<a href="https://github.com/skyline-emu/skyline/actions/workflows/ci.yml" target="_blank">
<img src="https://github.com/skyline-emu/skyline/actions/workflows/ci.yml/badge.svg"><br>
</a>
</h1>
<p align="center">
<b><a href="CONTRIBUTING.md">Contributing Guide</a><a href="BUILDING.md">Building Guide</a></b>
</p>
<p align="center">
<b>Skyline</b> was an experimental emulator that runs on <b>ARMv8 Android™</b> devices and emulates the functionality of a <b>Nintendo Switch™</b> system, licensed under <a href="https://github.com/skyline-emu/skyline/blob/master/LICENSE.md"><b>Mozilla Public License 2.0</b></a>
</p>
---
### Contact
You can contact the core developers of Skyline at our **[Discord](https://discord.gg/XnbXNQM)**. If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.
---
### Special Thanks
A few noteworthy teams/projects who've helped us along the way are:
* **[Ryujinx](https://ryujinx.org/):** We've used Ryujinx for reference throughout the project, the accuracy of their HLE implementations of Switch subsystems make it an amazing reference. The team behind the project has been extremely helpful with any queries we've had and have constantly helped us with any issues we've come across. **It should be noted that Skyline is not based on Ryujinx**.
* **[yuzu](https://yuzu-emu.org/):** Skyline's shader compiler is a **fork** of *yuzu*'s shader compiler with Skyline-specific changes, using it allowed us to focus on the parts of GPU emulation that we could specifically optimize for mobile while having a high-quality shader compiler implementation as a base. The team behind *yuzu* has also often helped us and have graciously provided us with a license exemption.
* **[Switchbrew](https://github.com/switchbrew/):** We've extensively used Switchbrew whether that be their **[wiki](https://switchbrew.org/)** with its colossal amount of information on the Switch that has saved us countless hours of time or **[libnx](https://github.com/switchbrew/libnx)** which was crucial to initial development of the emulator to ensure that our HLE kernel and sysmodule implementations were accurate.
---
### Disclaimer
* **Nintendo Switch** is a trademark of **Nintendo Co., Ltd**
* **Android** is a trademark of **Google LLC**

1
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/build
/release

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cmake_minimum_required (VERSION 3.2)
project(Lightswitch VERSION 1 LANGUAGES CXX)
set_property(GLOBAL PROPERTY CMAKE_CXX_STANDARD 17 PROPERTY CMAKE_CXX_STANDARD_REQUIRED TRUE)
cmake_minimum_required(VERSION 3.16)
project(Skyline LANGUAGES C CXX ASM VERSION 0.3)
set(BUILD_TESTS OFF CACHE BOOL "Build Tests" FORCE)
set(BUILD_TESTING OFF CACHE BOOL "Build Testing" FORCE)
set(BUILD_SHARED_LIBS OFF CACHE BOOL "Build Shared Libraries" FORCE)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED TRUE)
set(source_DIR ${CMAKE_SOURCE_DIR}/src/main/cpp)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-strict-aliasing -Wno-unused-command-line-argument -fwrapv")
set(CMAKE_CXX_FLAGS_RELEASE "-Ofast -flto=full -fno-stack-protector -DNDEBUG")
include_directories(${source_DIR}/include)
include_directories(${source_DIR})
# Build all libraries with -Ofast but with default debug data (-g) for debug and reldebug builds
set(CMAKE_CXX_FLAGS_DEBUG "-Ofast")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "-Ofast")
add_library(lightswitch SHARED
${source_DIR}/lightswitch.cpp
${source_DIR}/core/arm/cpu.cpp
${source_DIR}/core/arm/memory.cpp
# libcxx
set(ANDROID_STL "none")
set(LIBCXX_INCLUDE_TESTS OFF)
set(LIBCXX_INCLUDE_BENCHMARKS OFF)
set(LIBCXX_INCLUDE_DOCS OFF)
set(LIBCXX_ENABLE_SHARED FALSE)
set(LIBCXX_ENABLE_ASSERTIONS FALSE)
set(LIBCXX_STANDALONE_BUILD FALSE)
add_subdirectory("libraries/llvm/libcxx")
link_libraries(cxx_static)
get_target_property(LIBCXX_INCLUDE_COMPILE_OPTION cxx-headers INTERFACE_COMPILE_OPTIONS)
string(REGEX REPLACE "-I" "" LIBCXX_INCLUDE_DIRECTORY_LIST "${LIBCXX_INCLUDE_COMPILE_OPTION}")
list(GET LIBCXX_INCLUDE_DIRECTORY_LIST 1 LIBCXX_TARGET_INCLUDE_DIRECTORY) # We just want the target include directory
set_target_properties(cxx-headers PROPERTIES INTERFACE_COMPILE_OPTIONS -isystem${LIBCXX_TARGET_INCLUDE_DIRECTORY})
${source_DIR}/core/hos/kernel/svc.cpp
${source_DIR}/core/hos/loaders/nro.cpp
)
target_link_libraries(lightswitch ${source_DIR}/lib/${ANDROID_ABI}/libunicorn.a)
# libcxxabi
set(LIBCXXABI_INCLUDE_TESTS OFF)
set(LIBCXXABI_ENABLE_SHARED FALSE)
set(LIBCXXABI_STANDALONE_BUILD FALSE)
set(LIBCXXABI_LIBCXX_INCLUDES "${LIBCXX_TARGET_INCLUDE_DIRECTORY}" CACHE STRING "" FORCE)
add_subdirectory("libraries/llvm/libcxxabi")
link_libraries(cxxabi_static)
# Skyline's Boost fork
set(Boost_USE_STATIC_LIBS ON)
set(Boost_USE_MULTITHREADED ON)
add_subdirectory("libraries/boost")
# {fmt}
add_subdirectory("libraries/fmt")
# TzCode
add_subdirectory("libraries/tzcode")
target_compile_options(tzcode PRIVATE -Wno-everything)
# LZ4
set(LZ4_BUILD_CLI OFF CACHE BOOL "Build LZ4 CLI" FORCE)
set(LZ4_BUILD_LEGACY_LZ4C OFF CACHE BOOL "Build lz4c progam with legacy argument support" FORCE)
add_subdirectory("libraries/lz4/build/cmake")
include_directories(SYSTEM "libraries/lz4/lib")
# Vulkan + Vulkan-Hpp
add_compile_definitions(VK_USE_PLATFORM_ANDROID_KHR) # We want all the Android-specific structures to be defined
add_compile_definitions(VULKAN_HPP_NO_SPACESHIP_OPERATOR) # libcxx doesn't implement operator<=> for std::array which breaks this
add_compile_definitions(VULKAN_HPP_NO_STRUCT_CONSTRUCTORS) # We want to use designated initializers in Vulkan-Hpp
add_compile_definitions(VULKAN_HPP_NO_SETTERS)
add_compile_definitions(VULKAN_HPP_NO_SMART_HANDLE)
add_compile_definitions(VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1) # We use the dynamic loader rather than the static one to avoid an additional level of indirection
add_compile_definitions(VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL=0) # We disable the dynamic loader tool so we can supply our own getInstanceProcAddress function from a custom driver
include_directories(SYSTEM "libraries/vkhpp")
include_directories(SYSTEM "libraries/vkhpp/Vulkan-Headers/include") # We use base Vulkan headers from this to ensure version parity with Vulkan-Hpp
# Vulkan Memory Allocator
include_directories("libraries/vkma/include")
add_library(vkma STATIC libraries/vkma.cpp)
target_compile_options(vkma PRIVATE -Wno-everything)
# Frozen
include_directories(SYSTEM "libraries/frozen/include")
# MbedTLS
set(ENABLE_TESTING OFF CACHE BOOL "Build mbed TLS tests." FORCE)
set(ENABLE_PROGRAMS OFF CACHE BOOL "Build mbed TLS programs." FORCE)
set(UNSAFE_BUILD ON CACHE BOOL "Allow unsafe builds. These builds ARE NOT SECURE." FORCE)
add_subdirectory("libraries/mbedtls")
include_directories(SYSTEM "libraries/mbedtls/include")
target_compile_options(mbedcrypto PRIVATE -Wno-everything)
# Opus
set(OPUS_INSTALL_CMAKE_CONFIG_MODULE OFF CACHE BOOL "Install Opus CMake package config module" FORCE)
include_directories(SYSTEM "libraries/opus/include")
add_subdirectory("libraries/opus")
target_compile_definitions(opus PRIVATE OPUS_WILL_BE_SLOW=1) # libopus will warn when built without optimizations
# Cubeb
set(USE_OPENSL ON)
set(USE_SANITIZERS OFF)
set(USE_LAZY_LOAD_LIBS OFF)
set(USE_AAUDIO OFF)
set(BUNDLE_SPEEX ON)
add_subdirectory("libraries/cubeb")
include_directories(SYSTEM "libraries/cubeb/include")
# Perfetto SDK
include_directories(SYSTEM "libraries/perfetto/sdk")
add_library(perfetto STATIC libraries/perfetto/sdk/perfetto.cc)
target_compile_options(perfetto PRIVATE -Wno-everything)
# C++ Range v3
add_subdirectory("libraries/range")
# Sirit
add_subdirectory("libraries/sirit")
# libadrenotools
add_subdirectory("libraries/adrenotools")
# Tessil Robin Map
add_subdirectory("libraries/robin-map")
# Renderdoc in-app API
include_directories("libraries/renderdoc")
# Thread Pool
include_directories("libraries/thread-pool")
# Build Skyline with full debugging data and -Og for debug builds
set(CMAKE_CXX_FLAGS_DEBUG "-O0 -g3 -glldb -gdwarf-5 -fno-omit-frame-pointer")
# Build Skyline with full debugging data and some optimizations for reldebug builds, build speed is pioritised
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "-O1 -g3 -glldb -gdwarf-5 -fno-omit-frame-pointer -fno-stack-protector")
# Include headers from libraries as system headers to silence warnings from them
function(target_link_libraries_system target)
set(libraries ${ARGN})
foreach (library ${libraries})
if (TARGET ${library})
get_target_property(library_include_directories ${library} INTERFACE_INCLUDE_DIRECTORIES)
if (NOT "${library_include_directories}" STREQUAL "library_include_directories-NOTFOUND")
target_include_directories(${target} SYSTEM PRIVATE ${library_include_directories})
endif ()
endif ()
target_link_libraries(${target} PRIVATE ${library})
endforeach (library)
endfunction(target_link_libraries_system)
# yuzu Shader Compiler
add_subdirectory("libraries/shader-compiler")
target_include_directories(shader_recompiler PUBLIC "libraries/shader-compiler/include")
target_link_libraries_system(shader_recompiler Boost::intrusive Boost::container range-v3)
# yuzu Audio Core
add_subdirectory("libraries/audio-core")
include_directories(SYSTEM "libraries/audio-core/include")
target_link_libraries_system(audio_core Boost::intrusive Boost::container range-v3)
# Skyline
add_library(skyline SHARED
${source_DIR}/driver_jni.cpp
${source_DIR}/emu_jni.cpp
${source_DIR}/loader_jni.cpp
${source_DIR}/skyline/common.cpp
${source_DIR}/skyline/common/exception.cpp
${source_DIR}/skyline/common/logger.cpp
${source_DIR}/skyline/common/signal.cpp
${source_DIR}/skyline/common/spin_lock.cpp
${source_DIR}/skyline/common/uuid.cpp
${source_DIR}/skyline/common/trace.cpp
${source_DIR}/skyline/nce/guest.S
${source_DIR}/skyline/nce.cpp
${source_DIR}/skyline/jvm.cpp
${source_DIR}/skyline/os.cpp
${source_DIR}/skyline/kernel/memory.cpp
${source_DIR}/skyline/kernel/scheduler.cpp
${source_DIR}/skyline/kernel/ipc.cpp
${source_DIR}/skyline/kernel/svc.cpp
${source_DIR}/skyline/kernel/types/KProcess.cpp
${source_DIR}/skyline/kernel/types/KThread.cpp
${source_DIR}/skyline/kernel/types/KSharedMemory.cpp
${source_DIR}/skyline/kernel/types/KPrivateMemory.cpp
${source_DIR}/skyline/kernel/types/KSyncObject.cpp
${source_DIR}/skyline/audio.cpp
${source_DIR}/skyline/gpu.cpp
${source_DIR}/skyline/gpu/trait_manager.cpp
${source_DIR}/skyline/gpu/memory_manager.cpp
${source_DIR}/skyline/gpu/texture_manager.cpp
${source_DIR}/skyline/gpu/buffer_manager.cpp
${source_DIR}/skyline/gpu/command_scheduler.cpp
${source_DIR}/skyline/gpu/descriptor_allocator.cpp
${source_DIR}/skyline/gpu/texture/bc_decoder.cpp
${source_DIR}/skyline/gpu/texture/texture.cpp
${source_DIR}/skyline/gpu/texture/layout.cpp
${source_DIR}/skyline/gpu/buffer.cpp
${source_DIR}/skyline/gpu/megabuffer.cpp
${source_DIR}/skyline/gpu/presentation_engine.cpp
${source_DIR}/skyline/gpu/shader_manager.cpp
${source_DIR}/skyline/gpu/pipeline_cache_manager.cpp
${source_DIR}/skyline/gpu/graphics_pipeline_assembler.cpp
${source_DIR}/skyline/gpu/cache/renderpass_cache.cpp
${source_DIR}/skyline/gpu/cache/framebuffer_cache.cpp
${source_DIR}/skyline/gpu/interconnect/fermi_2d.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_dma.cpp
${source_DIR}/skyline/gpu/interconnect/inline2memory.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/active_state.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/pipeline_state.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/graphics_pipeline_state_accessor.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/packed_pipeline_state.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/pipeline_manager.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/constant_buffers.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/queries.cpp
${source_DIR}/skyline/gpu/interconnect/maxwell_3d/maxwell_3d.cpp
${source_DIR}/skyline/gpu/interconnect/kepler_compute/pipeline_manager.cpp
${source_DIR}/skyline/gpu/interconnect/kepler_compute/pipeline_state.cpp
${source_DIR}/skyline/gpu/interconnect/kepler_compute/kepler_compute.cpp
${source_DIR}/skyline/gpu/interconnect/kepler_compute/constant_buffers.cpp
${source_DIR}/skyline/gpu/interconnect/command_executor.cpp
${source_DIR}/skyline/gpu/interconnect/command_nodes.cpp
${source_DIR}/skyline/gpu/interconnect/conversion/quads.cpp
${source_DIR}/skyline/gpu/interconnect/common/common.cpp
${source_DIR}/skyline/gpu/interconnect/common/samplers.cpp
${source_DIR}/skyline/gpu/interconnect/common/textures.cpp
${source_DIR}/skyline/gpu/interconnect/common/shader_cache.cpp
${source_DIR}/skyline/gpu/interconnect/common/pipeline_state_bundle.cpp
${source_DIR}/skyline/gpu/interconnect/common/file_pipeline_state_accessor.cpp
${source_DIR}/skyline/gpu/shaders/helper_shaders.cpp
${source_DIR}/skyline/soc/smmu.cpp
${source_DIR}/skyline/soc/host1x/syncpoint.cpp
${source_DIR}/skyline/soc/host1x/command_fifo.cpp
${source_DIR}/skyline/soc/host1x/classes/host1x.cpp
${source_DIR}/skyline/soc/host1x/classes/vic.cpp
${source_DIR}/skyline/soc/host1x/classes/nvdec.cpp
${source_DIR}/skyline/soc/gm20b/channel.cpp
${source_DIR}/skyline/soc/gm20b/gpfifo.cpp
${source_DIR}/skyline/soc/gm20b/gmmu.cpp
${source_DIR}/skyline/soc/gm20b/macro/macro_state.cpp
${source_DIR}/skyline/soc/gm20b/macro/macro_interpreter.cpp
${source_DIR}/skyline/soc/gm20b/engines/engine.cpp
${source_DIR}/skyline/soc/gm20b/engines/gpfifo.cpp
${source_DIR}/skyline/soc/gm20b/engines/maxwell_3d.cpp
${source_DIR}/skyline/soc/gm20b/engines/inline2memory.cpp
${source_DIR}/skyline/soc/gm20b/engines/kepler_compute.cpp
${source_DIR}/skyline/soc/gm20b/engines/maxwell_dma.cpp
${source_DIR}/skyline/soc/gm20b/engines/maxwell/initialization.cpp
${source_DIR}/skyline/soc/gm20b/engines/fermi_2d.cpp
${source_DIR}/skyline/input.cpp
${source_DIR}/skyline/input/npad.cpp
${source_DIR}/skyline/input/npad_device.cpp
${source_DIR}/skyline/input/touch.cpp
${source_DIR}/skyline/crypto/aes_cipher.cpp
${source_DIR}/skyline/crypto/key_store.cpp
${source_DIR}/skyline/loader/loader.cpp
${source_DIR}/skyline/loader/nro.cpp
${source_DIR}/skyline/loader/nso.cpp
${source_DIR}/skyline/loader/nca.cpp
${source_DIR}/skyline/loader/xci.cpp
${source_DIR}/skyline/loader/nsp.cpp
${source_DIR}/skyline/hle/symbol_hooks.cpp
${source_DIR}/skyline/vfs/partition_filesystem.cpp
${source_DIR}/skyline/vfs/ctr_encrypted_backing.cpp
${source_DIR}/skyline/vfs/rom_filesystem.cpp
${source_DIR}/skyline/vfs/os_filesystem.cpp
${source_DIR}/skyline/vfs/os_backing.cpp
${source_DIR}/skyline/vfs/android_asset_filesystem.cpp
${source_DIR}/skyline/vfs/android_asset_backing.cpp
${source_DIR}/skyline/vfs/nacp.cpp
${source_DIR}/skyline/vfs/npdm.cpp
${source_DIR}/skyline/vfs/nca.cpp
${source_DIR}/skyline/vfs/ticket.cpp
${source_DIR}/skyline/services/serviceman.cpp
${source_DIR}/skyline/services/base_service.cpp
${source_DIR}/skyline/services/sm/IUserInterface.cpp
${source_DIR}/skyline/services/fatalsrv/IService.cpp
${source_DIR}/skyline/services/audio/IAudioInManager.cpp
${source_DIR}/skyline/services/audio/IAudioOutManager.cpp
${source_DIR}/skyline/services/audio/IAudioOut.cpp
${source_DIR}/skyline/services/audio/IAudioDevice.cpp
${source_DIR}/skyline/services/audio/IAudioRendererManager.cpp
${source_DIR}/skyline/services/audio/IAudioRenderer.cpp
${source_DIR}/skyline/services/settings/ISettingsServer.cpp
${source_DIR}/skyline/services/settings/ISystemSettingsServer.cpp
${source_DIR}/skyline/services/apm/IManager.cpp
${source_DIR}/skyline/services/apm/ISession.cpp
${source_DIR}/skyline/services/am/IAllSystemAppletProxiesService.cpp
${source_DIR}/skyline/services/am/IApplicationProxyService.cpp
${source_DIR}/skyline/services/am/proxy/base_proxy.cpp
${source_DIR}/skyline/services/am/proxy/IApplicationProxy.cpp
${source_DIR}/skyline/services/am/proxy/ILibraryAppletProxy.cpp
${source_DIR}/skyline/services/am/proxy/IOverlayAppletProxy.cpp
${source_DIR}/skyline/services/am/proxy/ISystemAppletProxy.cpp
${source_DIR}/skyline/services/am/controller/IAppletCommonFunctions.cpp
${source_DIR}/skyline/services/am/controller/IApplicationFunctions.cpp
${source_DIR}/skyline/services/am/controller/IAudioController.cpp
${source_DIR}/skyline/services/am/controller/ICommonStateGetter.cpp
${source_DIR}/skyline/services/am/controller/IDebugFunctions.cpp
${source_DIR}/skyline/services/am/controller/IDisplayController.cpp
${source_DIR}/skyline/services/am/controller/ILibraryAppletCreator.cpp
${source_DIR}/skyline/services/am/controller/ISelfController.cpp
${source_DIR}/skyline/services/am/controller/IWindowController.cpp
${source_DIR}/skyline/services/am/storage/IStorage.cpp
${source_DIR}/skyline/services/am/storage/VectorIStorage.cpp
${source_DIR}/skyline/services/am/storage/TransferMemoryIStorage.cpp
${source_DIR}/skyline/services/am/storage/IStorageAccessor.cpp
${source_DIR}/skyline/services/am/applet/ILibraryAppletAccessor.cpp
${source_DIR}/skyline/services/am/applet/IApplet.cpp
${source_DIR}/skyline/services/bcat/IBcatService.cpp
${source_DIR}/skyline/services/bcat/IDeliveryCacheStorageService.cpp
${source_DIR}/skyline/services/bcat/IDeliveryCacheFileService.cpp
${source_DIR}/skyline/services/bcat/IDeliveryCacheDirectoryService.cpp
${source_DIR}/skyline/services/bcat/IServiceCreator.cpp
${source_DIR}/skyline/services/bt/IBluetoothUser.cpp
${source_DIR}/skyline/services/btm/IBtmUser.cpp
${source_DIR}/skyline/services/btm/IBtmUserCore.cpp
${source_DIR}/skyline/services/capsrv/IAlbumAccessorService.cpp
${source_DIR}/skyline/services/capsrv/ICaptureControllerService.cpp
${source_DIR}/skyline/services/capsrv/IAlbumApplicationService.cpp
${source_DIR}/skyline/services/capsrv/IScreenShotApplicationService.cpp
${source_DIR}/skyline/services/ro/IRoInterface.cpp
${source_DIR}/skyline/applet/applet_creator.cpp
${source_DIR}/skyline/applet/controller_applet.cpp
${source_DIR}/skyline/applet/error_applet.cpp
${source_DIR}/skyline/applet/player_select_applet.cpp
${source_DIR}/skyline/applet/web_applet.cpp
${source_DIR}/skyline/applet/swkbd/software_keyboard_applet.cpp
${source_DIR}/skyline/applet/swkbd/software_keyboard_config.cpp
${source_DIR}/skyline/services/codec/IHardwareOpusDecoder.cpp
${source_DIR}/skyline/services/codec/IHardwareOpusDecoderManager.cpp
${source_DIR}/skyline/services/hid/IHidServer.cpp
${source_DIR}/skyline/services/hid/IAppletResource.cpp
${source_DIR}/skyline/services/hid/IActiveVibrationDeviceList.cpp
${source_DIR}/skyline/services/irs/IIrSensorServer.cpp
${source_DIR}/skyline/services/timesrv/common.cpp
${source_DIR}/skyline/services/timesrv/core.cpp
${source_DIR}/skyline/services/timesrv/time_shared_memory.cpp
${source_DIR}/skyline/services/timesrv/timezone_manager.cpp
${source_DIR}/skyline/services/timesrv/time_manager_server.cpp
${source_DIR}/skyline/services/timesrv/IStaticService.cpp
${source_DIR}/skyline/services/timesrv/ISystemClock.cpp
${source_DIR}/skyline/services/timesrv/ISteadyClock.cpp
${source_DIR}/skyline/services/timesrv/ITimeZoneService.cpp
${source_DIR}/skyline/services/glue/IStaticService.cpp
${source_DIR}/skyline/services/glue/ITimeZoneService.cpp
${source_DIR}/skyline/services/glue/IWriterForSystem.cpp
${source_DIR}/skyline/services/glue/INotificationServicesForApplication.cpp
${source_DIR}/skyline/services/fssrv/IFileSystemProxy.cpp
${source_DIR}/skyline/services/fssrv/IFileSystem.cpp
${source_DIR}/skyline/services/fssrv/IFile.cpp
${source_DIR}/skyline/services/fssrv/IStorage.cpp
${source_DIR}/skyline/services/fssrv/IDirectory.cpp
${source_DIR}/skyline/services/fssrv/IMultiCommitManager.cpp
${source_DIR}/skyline/services/nvdrv/INvDrvServices.cpp
${source_DIR}/skyline/services/nvdrv/driver.cpp
${source_DIR}/skyline/services/nvdrv/core/nvmap.cpp
${source_DIR}/skyline/services/nvdrv/core/syncpoint_manager.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvdevice.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvmap.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvhost/as_gpu.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvhost/ctrl.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvhost/ctrl_gpu.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvhost/gpu_channel.cpp
${source_DIR}/skyline/services/nvdrv/devices/nvhost/host1x_channel.cpp
${source_DIR}/skyline/services/hosbinder/parcel.cpp
${source_DIR}/skyline/services/hosbinder/IHOSBinderDriver.cpp
${source_DIR}/skyline/services/hosbinder/GraphicBufferProducer.cpp
${source_DIR}/skyline/services/visrv/IDisplayService.cpp
${source_DIR}/skyline/services/visrv/IApplicationDisplayService.cpp
${source_DIR}/skyline/services/visrv/IManagerDisplayService.cpp
${source_DIR}/skyline/services/visrv/IRootService.cpp
${source_DIR}/skyline/services/visrv/ISystemDisplayService.cpp
${source_DIR}/skyline/services/pl/IPlatformServiceManager.cpp
${source_DIR}/skyline/services/aocsrv/IAddOnContentManager.cpp
${source_DIR}/skyline/services/aocsrv/IPurchaseEventManager.cpp
${source_DIR}/skyline/services/pctl/IParentalControlServiceFactory.cpp
${source_DIR}/skyline/services/pctl/IParentalControlService.cpp
${source_DIR}/skyline/services/lm/ILogService.cpp
${source_DIR}/skyline/services/lm/ILogger.cpp
${source_DIR}/skyline/services/ldn/IUserServiceCreator.cpp
${source_DIR}/skyline/services/ldn/IUserLocalCommunicationService.cpp
${source_DIR}/skyline/services/account/IAccountServiceForApplication.cpp
${source_DIR}/skyline/services/account/IManagerForApplication.cpp
${source_DIR}/skyline/services/account/IProfile.cpp
${source_DIR}/skyline/services/friends/IServiceCreator.cpp
${source_DIR}/skyline/services/friends/IFriendService.cpp
${source_DIR}/skyline/services/friends/INotificationService.cpp
${source_DIR}/skyline/services/nfp/IUserManager.cpp
${source_DIR}/skyline/services/nfp/IUser.cpp
${source_DIR}/skyline/services/nifm/IStaticService.cpp
${source_DIR}/skyline/services/nifm/IGeneralService.cpp
${source_DIR}/skyline/services/nifm/IScanRequest.cpp
${source_DIR}/skyline/services/nifm/IRequest.cpp
${source_DIR}/skyline/services/nim/IShopServiceAccessor.cpp
${source_DIR}/skyline/services/nim/IShopServiceAccessServer.cpp
${source_DIR}/skyline/services/nim/IShopServiceAccessServerInterface.cpp
${source_DIR}/skyline/services/nim/IShopServiceAsync.cpp
${source_DIR}/skyline/services/socket/bsd/IClient.cpp
${source_DIR}/skyline/services/socket/nsd/IManager.cpp
${source_DIR}/skyline/services/socket/sfdnsres/IResolver.cpp
${source_DIR}/skyline/services/spl/IRandomInterface.cpp
${source_DIR}/skyline/services/ssl/ISslService.cpp
${source_DIR}/skyline/services/ssl/ISslContext.cpp
${source_DIR}/skyline/services/prepo/IPrepoService.cpp
${source_DIR}/skyline/services/mmnv/IRequest.cpp
${source_DIR}/skyline/services/mii/IStaticService.cpp
${source_DIR}/skyline/services/mii/IDatabaseService.cpp
${source_DIR}/skyline/services/olsc/IOlscServiceForApplication.cpp
)
target_include_directories(skyline PRIVATE ${source_DIR}/skyline)
# target_precompile_headers(skyline PRIVATE ${source_DIR}/skyline/common.h) # PCH will currently break Intellisense
target_compile_options(skyline PRIVATE -Wall -Wno-unknown-attributes -Wno-c++20-extensions -Wno-c++17-extensions -Wno-c99-designator -Wno-reorder -Wno-missing-braces -Wno-unused-variable -Wno-unused-private-field -Wno-dangling-else -Wconversion -fsigned-bitfields)
target_link_libraries(skyline PRIVATE shader_recompiler audio_core)
target_link_libraries_system(skyline android perfetto fmt lz4_static tzcode vkma mbedcrypto opus Boost::intrusive Boost::container range-v3 adrenotools tsl::robin_map)

View File

@ -1,45 +1,196 @@
apply plugin: 'com.android.application'
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'kotlin-kapt'
id 'com.google.dagger.hilt.android'
id 'idea'
id 'org.jetbrains.kotlin.plugin.serialization' version "$kotlin_version"
}
idea.module {
// These are not viable to index on most systems so exclude them to prevent IDE crashes
excludeDirs.add(file("libraries/boost"))
excludeDirs.add(file("libraries/llvm"))
}
android {
compileSdkVersion 29
buildToolsVersion "29.0.0"
namespace 'emu.skyline'
compileSdk 33
var isBuildSigned = (System.getenv("CI") == "true") && (System.getenv("IS_SKYLINE_SIGNED") == "true")
defaultConfig {
applicationId "gq.cyuubi.lightswitch"
minSdkVersion 21
targetSdkVersion 29
versionCode 1
versionName "1.0"
externalNativeBuild {
cmake {
cppFlags ""
}
}
applicationId "skyline.emu"
minSdk 29
targetSdk 33
versionCode 3
versionName "0.0.3"
ndk {
//noinspection ChromeOsAbiSupport
abiFilters "arm64-v8a"
}
if (isBuildSigned)
manifestPlaceholders += [shouldSaveUserData: "true"]
else
manifestPlaceholders += [shouldSaveUserData: "false"]
// Only enable separate process for release builds
manifestPlaceholders += [emulationProcess: ""]
def locales = ["en", "de", "el", "es", "es-419", "fr", "hu", "id", "it", "ja", "ko", "pl", "ru", "ta", "zh-Hans", "zh-Hant"]
// Add available locales to the build config so that they can be accessed from the app
buildConfigField "String[]", "AVAILABLE_APP_LANGUAGES", "new String[]{\"" + locales.join("\",\"") + "\"}"
// Uncomment the following line whenever AAPT2 will properly support BCP47 language tags
//resourceConfigurations += locales
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
/* JVM Bytecode Options */
def javaVersion = JavaVersion.VERSION_1_8
kotlinOptions {
jvmTarget = javaVersion.toString()
freeCompilerArgs += "-opt-in=kotlin.RequiresOptIn"
}
compileOptions {
sourceCompatibility javaVersion
targetCompatibility javaVersion
}
packagingOptions {
jniLibs.useLegacyPackaging = true
}
signingConfigs {
ci {
storeFile file(System.getenv("SIGNING_STORE_PATH") ?: "${System.getenv("user.home")}/keystore.jks")
storePassword System.getenv("SIGNING_STORE_PASSWORD")
keyAlias System.getenv("SIGNING_KEY_ALIAS")
keyPassword System.getenv("SIGNING_KEY_PASSWORD")
}
}
buildTypes {
release {
debuggable true
externalNativeBuild {
cmake {
arguments "-DCMAKE_BUILD_TYPE=RELEASE"
}
}
minifyEnabled true
shrinkResources true
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
signingConfig = isBuildSigned ? signingConfigs.ci : signingConfigs.debug
manifestPlaceholders += [emulationProcess: ":emulationProcess"]
}
reldebug {
debuggable true
externalNativeBuild {
cmake {
arguments "-DCMAKE_BUILD_TYPE=RELWITHDEBINFO"
}
}
minifyEnabled false
shrinkResources false
signingConfig = isBuildSigned ? signingConfigs.ci : signingConfigs.debug
}
debug {
debuggable true
minifyEnabled false
shrinkResources false
signingConfig = isBuildSigned ? signingConfigs.ci : signingConfigs.debug
}
}
flavorDimensions += "version"
productFlavors {
full {
dimension = "version"
manifestPlaceholders += [appLabel: "Skyline"]
}
dev {
dimension = "version"
applicationIdSuffix = ".dev"
versionNameSuffix = "-dev"
manifestPlaceholders += [appLabel: "Skyline Dev"]
}
}
buildFeatures {
viewBinding true
}
/* Linting */
lint {
disable 'IconLocation'
}
/* NDK and CMake */
ndkVersion '25.0.8775105'
externalNativeBuild {
cmake {
version '3.22.1+'
path "CMakeLists.txt"
}
}
/* Android Assets */
androidResources {
ignoreAssetsPattern '*.md'
}
/* Vulkan Validation Layers */
sourceSets {
main {
jni.srcDirs = ['src/main/cpp/unicorn/lib']
reldebug {
jniLibs {
srcDir "libraries/vklayers"
}
}
debug {
jniLibs {
srcDir "libraries/vklayers"
}
}
}
}
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation 'androidx.appcompat:appcompat:1.0.2'
implementation 'androidx.constraintlayout:constraintlayout:1.1.3'
implementation 'androidx.preference:preference:1.1.0-beta01'
implementation 'com.google.android.material:material:1.0.0'
/* Google */
implementation 'androidx.core:core-ktx:1.9.0'
implementation 'androidx.appcompat:appcompat:1.6.0'
implementation 'androidx.constraintlayout:constraintlayout:2.1.4'
implementation 'androidx.preference:preference-ktx:1.2.0'
implementation 'androidx.activity:activity-ktx:1.6.1'
implementation 'com.google.android.material:material:1.8.0'
implementation 'androidx.documentfile:documentfile:1.0.1'
implementation 'androidx.swiperefreshlayout:swiperefreshlayout:1.1.0'
implementation "androidx.lifecycle:lifecycle-viewmodel-ktx:2.5.1"
implementation "androidx.lifecycle:lifecycle-livedata-ktx:2.5.1"
implementation 'androidx.fragment:fragment-ktx:1.5.5'
implementation "com.google.dagger:hilt-android:$hilt_version"
kapt "com.google.dagger:hilt-compiler:$hilt_version"
implementation 'com.google.android.flexbox:flexbox:3.0.0'
/* Kotlin */
implementation "org.jetbrains.kotlin:kotlin-reflect:$kotlin_version"
implementation "org.jetbrains.kotlinx:kotlinx-serialization-json:1.4.1"
/* JetBrains */
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk8:$kotlin_version"
/* Other Java */
implementation 'info.debatty:java-string-similarity:2.0.0'
implementation 'com.github.KikiManjaro:colorpicker:v1.1.12'
}
kapt {
correctErrorTypes true
}

@ -0,0 +1 @@
Subproject commit 19d1998c5a39dc18f90086e068ce7b3331110d74

@ -0,0 +1 @@
Subproject commit 76440e0a3554433398c0ef03233f862a6e86f5ee

1
app/libraries/boost Submodule

@ -0,0 +1 @@
Subproject commit 06d52af216340ed46b865d01c4f7c0d7a8cc5918

1
app/libraries/cubeb Submodule

@ -0,0 +1 @@
Subproject commit 2d93d734ecff78deb060abd727712bae8ab0489a

1
app/libraries/fmt Submodule

@ -0,0 +1 @@
Subproject commit dcd282bb268a0766f6d273b6e41a3a96719bbbfb

1
app/libraries/frozen Submodule

@ -0,0 +1 @@
Subproject commit 7264ab0eae2a072afa55d617d5e9e11bcb464aae

1
app/libraries/llvm Submodule

@ -0,0 +1 @@
Subproject commit abffdd88767791ef6da4d2df7ec7ab158eb8b775

1
app/libraries/lz4 Submodule

@ -0,0 +1 @@
Subproject commit 416bc96faca629abcef42e56ecd2e20d26b79934

1
app/libraries/mbedtls Submodule

@ -0,0 +1 @@
Subproject commit d895668359eb8ba7536a04f5e2be1e5268c86b33

1
app/libraries/oboe Submodule

@ -0,0 +1 @@
Subproject commit 9053f015ce1317d3c8bac0111c516b377c2e287e

1
app/libraries/opus Submodule

@ -0,0 +1 @@
Subproject commit 6b6035ae4a29abbd237463d84a45fbeb0d92bc18

@ -0,0 +1 @@
Subproject commit e5293f1cf1800d5776f4bfe96d1ec0aeec30cd46

1
app/libraries/range Submodule

@ -0,0 +1 @@
Subproject commit 83783f578e0e6666d68a3bf17b0038a80e62530e

View File

@ -0,0 +1,707 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
//////////////////////////////////////////////////////////////////////////////////////////////////
//
// Documentation for the API is available at https://renderdoc.org/docs/in_application_api.html
//
#if !defined(RENDERDOC_NO_STDINT)
#include <stdint.h>
#endif
#if defined(WIN32) || defined(__WIN32__) || defined(_WIN32) || defined(_MSC_VER)
#define RENDERDOC_CC __cdecl
#elif defined(__linux__)
#define RENDERDOC_CC
#elif defined(__APPLE__)
#define RENDERDOC_CC
#else
#error "Unknown platform"
#endif
#ifdef __cplusplus
extern "C" {
#endif
//////////////////////////////////////////////////////////////////////////////////////////////////
// Constants not used directly in below API
// This is a GUID/magic value used for when applications pass a path where shader debug
// information can be found to match up with a stripped shader.
// the define can be used like so: const GUID RENDERDOC_ShaderDebugMagicValue =
// RENDERDOC_ShaderDebugMagicValue_value
#define RENDERDOC_ShaderDebugMagicValue_struct \
{ \
0xeab25520, 0x6670, 0x4865, 0x84, 0x29, 0x6c, 0x8, 0x51, 0x54, 0x00, 0xff \
}
// as an alternative when you want a byte array (assuming x86 endianness):
#define RENDERDOC_ShaderDebugMagicValue_bytearray \
{ \
0x20, 0x55, 0xb2, 0xea, 0x70, 0x66, 0x65, 0x48, 0x84, 0x29, 0x6c, 0x8, 0x51, 0x54, 0x00, 0xff \
}
// truncated version when only a uint64_t is available (e.g. Vulkan tags):
#define RENDERDOC_ShaderDebugMagicValue_truncated 0x48656670eab25520ULL
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc capture options
//
typedef enum RENDERDOC_CaptureOption {
// Allow the application to enable vsync
//
// Default - enabled
//
// 1 - The application can enable or disable vsync at will
// 0 - vsync is force disabled
eRENDERDOC_Option_AllowVSync = 0,
// Allow the application to enable fullscreen
//
// Default - enabled
//
// 1 - The application can enable or disable fullscreen at will
// 0 - fullscreen is force disabled
eRENDERDOC_Option_AllowFullscreen = 1,
// Record API debugging events and messages
//
// Default - disabled
//
// 1 - Enable built-in API debugging features and records the results into
// the capture, which is matched up with events on replay
// 0 - no API debugging is forcibly enabled
eRENDERDOC_Option_APIValidation = 2,
eRENDERDOC_Option_DebugDeviceMode = 2, // deprecated name of this enum
// Capture CPU callstacks for API events
//
// Default - disabled
//
// 1 - Enables capturing of callstacks
// 0 - no callstacks are captured
eRENDERDOC_Option_CaptureCallstacks = 3,
// When capturing CPU callstacks, only capture them from actions.
// This option does nothing without the above option being enabled
//
// Default - disabled
//
// 1 - Only captures callstacks for actions.
// Ignored if CaptureCallstacks is disabled
// 0 - Callstacks, if enabled, are captured for every event.
eRENDERDOC_Option_CaptureCallstacksOnlyDraws = 4,
eRENDERDOC_Option_CaptureCallstacksOnlyActions = 4,
// Specify a delay in seconds to wait for a debugger to attach, after
// creating or injecting into a process, before continuing to allow it to run.
//
// 0 indicates no delay, and the process will run immediately after injection
//
// Default - 0 seconds
//
eRENDERDOC_Option_DelayForDebugger = 5,
// Verify buffer access. This includes checking the memory returned by a Map() call to
// detect any out-of-bounds modification, as well as initialising buffers with undefined contents
// to a marker value to catch use of uninitialised memory.
//
// NOTE: This option is only valid for OpenGL and D3D11. Explicit APIs such as D3D12 and Vulkan do
// not do the same kind of interception & checking and undefined contents are really undefined.
//
// Default - disabled
//
// 1 - Verify buffer access
// 0 - No verification is performed, and overwriting bounds may cause crashes or corruption in
// RenderDoc.
eRENDERDOC_Option_VerifyBufferAccess = 6,
// The old name for eRENDERDOC_Option_VerifyBufferAccess was eRENDERDOC_Option_VerifyMapWrites.
// This option now controls the filling of uninitialised buffers with 0xdddddddd which was
// previously always enabled
eRENDERDOC_Option_VerifyMapWrites = eRENDERDOC_Option_VerifyBufferAccess,
// Hooks any system API calls that create child processes, and injects
// RenderDoc into them recursively with the same options.
//
// Default - disabled
//
// 1 - Hooks into spawned child processes
// 0 - Child processes are not hooked by RenderDoc
eRENDERDOC_Option_HookIntoChildren = 7,
// By default RenderDoc only includes resources in the final capture necessary
// for that frame, this allows you to override that behaviour.
//
// Default - disabled
//
// 1 - all live resources at the time of capture are included in the capture
// and available for inspection
// 0 - only the resources referenced by the captured frame are included
eRENDERDOC_Option_RefAllResources = 8,
// **NOTE**: As of RenderDoc v1.1 this option has been deprecated. Setting or
// getting it will be ignored, to allow compatibility with older versions.
// In v1.1 the option acts as if it's always enabled.
//
// By default RenderDoc skips saving initial states for resources where the
// previous contents don't appear to be used, assuming that writes before
// reads indicate previous contents aren't used.
//
// Default - disabled
//
// 1 - initial contents at the start of each captured frame are saved, even if
// they are later overwritten or cleared before being used.
// 0 - unless a read is detected, initial contents will not be saved and will
// appear as black or empty data.
eRENDERDOC_Option_SaveAllInitials = 9,
// In APIs that allow for the recording of command lists to be replayed later,
// RenderDoc may choose to not capture command lists before a frame capture is
// triggered, to reduce overheads. This means any command lists recorded once
// and replayed many times will not be available and may cause a failure to
// capture.
//
// NOTE: This is only true for APIs where multithreading is difficult or
// discouraged. Newer APIs like Vulkan and D3D12 will ignore this option
// and always capture all command lists since the API is heavily oriented
// around it and the overheads have been reduced by API design.
//
// 1 - All command lists are captured from the start of the application
// 0 - Command lists are only captured if their recording begins during
// the period when a frame capture is in progress.
eRENDERDOC_Option_CaptureAllCmdLists = 10,
// Mute API debugging output when the API validation mode option is enabled
//
// Default - enabled
//
// 1 - Mute any API debug messages from being displayed or passed through
// 0 - API debugging is displayed as normal
eRENDERDOC_Option_DebugOutputMute = 11,
// Option to allow vendor extensions to be used even when they may be
// incompatible with RenderDoc and cause corrupted replays or crashes.
//
// Default - inactive
//
// No values are documented, this option should only be used when absolutely
// necessary as directed by a RenderDoc developer.
eRENDERDOC_Option_AllowUnsupportedVendorExtensions = 12,
} RENDERDOC_CaptureOption;
// Sets an option that controls how RenderDoc behaves on capture.
//
// Returns 1 if the option and value are valid
// Returns 0 if either is invalid and the option is unchanged
typedef int(RENDERDOC_CC *pRENDERDOC_SetCaptureOptionU32)(RENDERDOC_CaptureOption opt, uint32_t val);
typedef int(RENDERDOC_CC *pRENDERDOC_SetCaptureOptionF32)(RENDERDOC_CaptureOption opt, float val);
// Gets the current value of an option as a uint32_t
//
// If the option is invalid, 0xffffffff is returned
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetCaptureOptionU32)(RENDERDOC_CaptureOption opt);
// Gets the current value of an option as a float
//
// If the option is invalid, -FLT_MAX is returned
typedef float(RENDERDOC_CC *pRENDERDOC_GetCaptureOptionF32)(RENDERDOC_CaptureOption opt);
typedef enum RENDERDOC_InputButton {
// '0' - '9' matches ASCII values
eRENDERDOC_Key_0 = 0x30,
eRENDERDOC_Key_1 = 0x31,
eRENDERDOC_Key_2 = 0x32,
eRENDERDOC_Key_3 = 0x33,
eRENDERDOC_Key_4 = 0x34,
eRENDERDOC_Key_5 = 0x35,
eRENDERDOC_Key_6 = 0x36,
eRENDERDOC_Key_7 = 0x37,
eRENDERDOC_Key_8 = 0x38,
eRENDERDOC_Key_9 = 0x39,
// 'A' - 'Z' matches ASCII values
eRENDERDOC_Key_A = 0x41,
eRENDERDOC_Key_B = 0x42,
eRENDERDOC_Key_C = 0x43,
eRENDERDOC_Key_D = 0x44,
eRENDERDOC_Key_E = 0x45,
eRENDERDOC_Key_F = 0x46,
eRENDERDOC_Key_G = 0x47,
eRENDERDOC_Key_H = 0x48,
eRENDERDOC_Key_I = 0x49,
eRENDERDOC_Key_J = 0x4A,
eRENDERDOC_Key_K = 0x4B,
eRENDERDOC_Key_L = 0x4C,
eRENDERDOC_Key_M = 0x4D,
eRENDERDOC_Key_N = 0x4E,
eRENDERDOC_Key_O = 0x4F,
eRENDERDOC_Key_P = 0x50,
eRENDERDOC_Key_Q = 0x51,
eRENDERDOC_Key_R = 0x52,
eRENDERDOC_Key_S = 0x53,
eRENDERDOC_Key_T = 0x54,
eRENDERDOC_Key_U = 0x55,
eRENDERDOC_Key_V = 0x56,
eRENDERDOC_Key_W = 0x57,
eRENDERDOC_Key_X = 0x58,
eRENDERDOC_Key_Y = 0x59,
eRENDERDOC_Key_Z = 0x5A,
// leave the rest of the ASCII range free
// in case we want to use it later
eRENDERDOC_Key_NonPrintable = 0x100,
eRENDERDOC_Key_Divide,
eRENDERDOC_Key_Multiply,
eRENDERDOC_Key_Subtract,
eRENDERDOC_Key_Plus,
eRENDERDOC_Key_F1,
eRENDERDOC_Key_F2,
eRENDERDOC_Key_F3,
eRENDERDOC_Key_F4,
eRENDERDOC_Key_F5,
eRENDERDOC_Key_F6,
eRENDERDOC_Key_F7,
eRENDERDOC_Key_F8,
eRENDERDOC_Key_F9,
eRENDERDOC_Key_F10,
eRENDERDOC_Key_F11,
eRENDERDOC_Key_F12,
eRENDERDOC_Key_Home,
eRENDERDOC_Key_End,
eRENDERDOC_Key_Insert,
eRENDERDOC_Key_Delete,
eRENDERDOC_Key_PageUp,
eRENDERDOC_Key_PageDn,
eRENDERDOC_Key_Backspace,
eRENDERDOC_Key_Tab,
eRENDERDOC_Key_PrtScrn,
eRENDERDOC_Key_Pause,
eRENDERDOC_Key_Max,
} RENDERDOC_InputButton;
// Sets which key or keys can be used to toggle focus between multiple windows
//
// If keys is NULL or num is 0, toggle keys will be disabled
typedef void(RENDERDOC_CC *pRENDERDOC_SetFocusToggleKeys)(RENDERDOC_InputButton *keys, int num);
// Sets which key or keys can be used to capture the next frame
//
// If keys is NULL or num is 0, captures keys will be disabled
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureKeys)(RENDERDOC_InputButton *keys, int num);
typedef enum RENDERDOC_OverlayBits {
// This single bit controls whether the overlay is enabled or disabled globally
eRENDERDOC_Overlay_Enabled = 0x1,
// Show the average framerate over several seconds as well as min/max
eRENDERDOC_Overlay_FrameRate = 0x2,
// Show the current frame number
eRENDERDOC_Overlay_FrameNumber = 0x4,
// Show a list of recent captures, and how many captures have been made
eRENDERDOC_Overlay_CaptureList = 0x8,
// Default values for the overlay mask
eRENDERDOC_Overlay_Default = (eRENDERDOC_Overlay_Enabled | eRENDERDOC_Overlay_FrameRate |
eRENDERDOC_Overlay_FrameNumber | eRENDERDOC_Overlay_CaptureList),
// Enable all bits
eRENDERDOC_Overlay_All = ~0U,
// Disable all bits
eRENDERDOC_Overlay_None = 0,
} RENDERDOC_OverlayBits;
// returns the overlay bits that have been set
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetOverlayBits)();
// sets the overlay bits with an and & or mask
typedef void(RENDERDOC_CC *pRENDERDOC_MaskOverlayBits)(uint32_t And, uint32_t Or);
// this function will attempt to remove RenderDoc's hooks in the application.
//
// Note: that this can only work correctly if done immediately after
// the module is loaded, before any API work happens. RenderDoc will remove its
// injected hooks and shut down. Behaviour is undefined if this is called
// after any API functions have been called, and there is still no guarantee of
// success.
typedef void(RENDERDOC_CC *pRENDERDOC_RemoveHooks)();
// DEPRECATED: compatibility for code compiled against pre-1.4.1 headers.
typedef pRENDERDOC_RemoveHooks pRENDERDOC_Shutdown;
// This function will unload RenderDoc's crash handler.
//
// If you use your own crash handler and don't want RenderDoc's handler to
// intercede, you can call this function to unload it and any unhandled
// exceptions will pass to the next handler.
typedef void(RENDERDOC_CC *pRENDERDOC_UnloadCrashHandler)();
// Sets the capture file path template
//
// pathtemplate is a UTF-8 string that gives a template for how captures will be named
// and where they will be saved.
//
// Any extension is stripped off the path, and captures are saved in the directory
// specified, and named with the filename and the frame number appended. If the
// directory does not exist it will be created, including any parent directories.
//
// If pathtemplate is NULL, the template will remain unchanged
//
// Example:
//
// SetCaptureFilePathTemplate("my_captures/example");
//
// Capture #1 -> my_captures/example_frame123.rdc
// Capture #2 -> my_captures/example_frame456.rdc
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureFilePathTemplate)(const char *pathtemplate);
// returns the current capture path template, see SetCaptureFileTemplate above, as a UTF-8 string
typedef const char *(RENDERDOC_CC *pRENDERDOC_GetCaptureFilePathTemplate)();
// DEPRECATED: compatibility for code compiled against pre-1.1.2 headers.
typedef pRENDERDOC_SetCaptureFilePathTemplate pRENDERDOC_SetLogFilePathTemplate;
typedef pRENDERDOC_GetCaptureFilePathTemplate pRENDERDOC_GetLogFilePathTemplate;
// returns the number of captures that have been made
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetNumCaptures)();
// This function returns the details of a capture, by index. New captures are added
// to the end of the list.
//
// filename will be filled with the absolute path to the capture file, as a UTF-8 string
// pathlength will be written with the length in bytes of the filename string
// timestamp will be written with the time of the capture, in seconds since the Unix epoch
//
// Any of the parameters can be NULL and they'll be skipped.
//
// The function will return 1 if the capture index is valid, or 0 if the index is invalid
// If the index is invalid, the values will be unchanged
//
// Note: when captures are deleted in the UI they will remain in this list, so the
// capture path may not exist anymore.
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetCapture)(uint32_t idx, char *filename,
uint32_t *pathlength, uint64_t *timestamp);
// Sets the comments associated with a capture file. These comments are displayed in the
// UI program when opening.
//
// filePath should be a path to the capture file to add comments to. If set to NULL or ""
// the most recent capture file created made will be used instead.
// comments should be a NULL-terminated UTF-8 string to add as comments.
//
// Any existing comments will be overwritten.
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureFileComments)(const char *filePath,
const char *comments);
// returns 1 if the RenderDoc UI is connected to this application, 0 otherwise
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_IsTargetControlConnected)();
// DEPRECATED: compatibility for code compiled against pre-1.1.1 headers.
// This was renamed to IsTargetControlConnected in API 1.1.1, the old typedef is kept here for
// backwards compatibility with old code, it is castable either way since it's ABI compatible
// as the same function pointer type.
typedef pRENDERDOC_IsTargetControlConnected pRENDERDOC_IsRemoteAccessConnected;
// This function will launch the Replay UI associated with the RenderDoc library injected
// into the running application.
//
// if connectTargetControl is 1, the Replay UI will be launched with a command line parameter
// to connect to this application
// cmdline is the rest of the command line, as a UTF-8 string. E.g. a captures to open
// if cmdline is NULL, the command line will be empty.
//
// returns the PID of the replay UI if successful, 0 if not successful.
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_LaunchReplayUI)(uint32_t connectTargetControl,
const char *cmdline);
// RenderDoc can return a higher version than requested if it's backwards compatible,
// this function returns the actual version returned. If a parameter is NULL, it will be
// ignored and the others will be filled out.
typedef void(RENDERDOC_CC *pRENDERDOC_GetAPIVersion)(int *major, int *minor, int *patch);
//////////////////////////////////////////////////////////////////////////
// Capturing functions
//
// A device pointer is a pointer to the API's root handle.
//
// This would be an ID3D11Device, HGLRC/GLXContext, ID3D12Device, etc
typedef void *RENDERDOC_DevicePointer;
// A window handle is the OS's native window handle
//
// This would be an HWND, GLXDrawable, etc
typedef void *RENDERDOC_WindowHandle;
// A helper macro for Vulkan, where the device handle cannot be used directly.
//
// Passing the VkInstance to this macro will return the RENDERDOC_DevicePointer to use.
//
// Specifically, the value needed is the dispatch table pointer, which sits as the first
// pointer-sized object in the memory pointed to by the VkInstance. Thus we cast to a void** and
// indirect once.
#define RENDERDOC_DEVICEPOINTER_FROM_VKINSTANCE(inst) (*((void **)(inst)))
// This sets the RenderDoc in-app overlay in the API/window pair as 'active' and it will
// respond to keypresses. Neither parameter can be NULL
typedef void(RENDERDOC_CC *pRENDERDOC_SetActiveWindow)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// capture the next frame on whichever window and API is currently considered active
typedef void(RENDERDOC_CC *pRENDERDOC_TriggerCapture)();
// capture the next N frames on whichever window and API is currently considered active
typedef void(RENDERDOC_CC *pRENDERDOC_TriggerMultiFrameCapture)(uint32_t numFrames);
// When choosing either a device pointer or a window handle to capture, you can pass NULL.
// Passing NULL specifies a 'wildcard' match against anything. This allows you to specify
// any API rendering to a specific window, or a specific API instance rendering to any window,
// or in the simplest case of one window and one API, you can just pass NULL for both.
//
// In either case, if there are two or more possible matching (device,window) pairs it
// is undefined which one will be captured.
//
// Note: for headless rendering you can pass NULL for the window handle and either specify
// a device pointer or leave it NULL as above.
// Immediately starts capturing API calls on the specified device pointer and window handle.
//
// If there is no matching thing to capture (e.g. no supported API has been initialised),
// this will do nothing.
//
// The results are undefined (including crashes) if two captures are started overlapping,
// even on separate devices and/oror windows.
typedef void(RENDERDOC_CC *pRENDERDOC_StartFrameCapture)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// Returns whether or not a frame capture is currently ongoing anywhere.
//
// This will return 1 if a capture is ongoing, and 0 if there is no capture running
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_IsFrameCapturing)();
// Ends capturing immediately.
//
// This will return 1 if the capture succeeded, and 0 if there was an error capturing.
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_EndFrameCapture)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// Ends capturing immediately and discard any data stored without saving to disk.
//
// This will return 1 if the capture was discarded, and 0 if there was an error or no capture
// was in progress
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_DiscardFrameCapture)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// Requests that the replay UI show itself (if hidden or not the current top window). This can be
// used in conjunction with IsTargetControlConnected and LaunchReplayUI to intelligently handle
// showing the UI after making a capture.
//
// This will return 1 if the request was successfully passed on, though it's not guaranteed that
// the UI will be on top in all cases depending on OS rules. It will return 0 if there is no current
// target control connection to make such a request, or if there was another error
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_ShowReplayUI)();
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc API versions
//
// RenderDoc uses semantic versioning (http://semver.org/).
//
// MAJOR version is incremented when incompatible API changes happen.
// MINOR version is incremented when functionality is added in a backwards-compatible manner.
// PATCH version is incremented when backwards-compatible bug fixes happen.
//
// Note that this means the API returned can be higher than the one you might have requested.
// e.g. if you are running against a newer RenderDoc that supports 1.0.1, it will be returned
// instead of 1.0.0. You can check this with the GetAPIVersion entry point
typedef enum RENDERDOC_Version {
eRENDERDOC_API_Version_1_0_0 = 10000, // RENDERDOC_API_1_0_0 = 1 00 00
eRENDERDOC_API_Version_1_0_1 = 10001, // RENDERDOC_API_1_0_1 = 1 00 01
eRENDERDOC_API_Version_1_0_2 = 10002, // RENDERDOC_API_1_0_2 = 1 00 02
eRENDERDOC_API_Version_1_1_0 = 10100, // RENDERDOC_API_1_1_0 = 1 01 00
eRENDERDOC_API_Version_1_1_1 = 10101, // RENDERDOC_API_1_1_1 = 1 01 01
eRENDERDOC_API_Version_1_1_2 = 10102, // RENDERDOC_API_1_1_2 = 1 01 02
eRENDERDOC_API_Version_1_2_0 = 10200, // RENDERDOC_API_1_2_0 = 1 02 00
eRENDERDOC_API_Version_1_3_0 = 10300, // RENDERDOC_API_1_3_0 = 1 03 00
eRENDERDOC_API_Version_1_4_0 = 10400, // RENDERDOC_API_1_4_0 = 1 04 00
eRENDERDOC_API_Version_1_4_1 = 10401, // RENDERDOC_API_1_4_1 = 1 04 01
eRENDERDOC_API_Version_1_4_2 = 10402, // RENDERDOC_API_1_4_2 = 1 04 02
eRENDERDOC_API_Version_1_5_0 = 10500, // RENDERDOC_API_1_5_0 = 1 05 00
} RENDERDOC_Version;
// API version changelog:
//
// 1.0.0 - initial release
// 1.0.1 - Bugfix: IsFrameCapturing() was returning false for captures that were triggered
// by keypress or TriggerCapture, instead of Start/EndFrameCapture.
// 1.0.2 - Refactor: Renamed eRENDERDOC_Option_DebugDeviceMode to eRENDERDOC_Option_APIValidation
// 1.1.0 - Add feature: TriggerMultiFrameCapture(). Backwards compatible with 1.0.x since the new
// function pointer is added to the end of the struct, the original layout is identical
// 1.1.1 - Refactor: Renamed remote access to target control (to better disambiguate from remote
// replay/remote server concept in replay UI)
// 1.1.2 - Refactor: Renamed "log file" in function names to just capture, to clarify that these
// are captures and not debug logging files. This is the first API version in the v1.0
// branch.
// 1.2.0 - Added feature: SetCaptureFileComments() to add comments to a capture file that will be
// displayed in the UI program on load.
// 1.3.0 - Added feature: New capture option eRENDERDOC_Option_AllowUnsupportedVendorExtensions
// which allows users to opt-in to allowing unsupported vendor extensions to function.
// Should be used at the user's own risk.
// Refactor: Renamed eRENDERDOC_Option_VerifyMapWrites to
// eRENDERDOC_Option_VerifyBufferAccess, which now also controls initialisation to
// 0xdddddddd of uninitialised buffer contents.
// 1.4.0 - Added feature: DiscardFrameCapture() to discard a frame capture in progress and stop
// capturing without saving anything to disk.
// 1.4.1 - Refactor: Renamed Shutdown to RemoveHooks to better clarify what is happening
// 1.4.2 - Refactor: Renamed 'draws' to 'actions' in callstack capture option.
// 1.5.0 - Added feature: ShowReplayUI() to request that the replay UI show itself if connected
typedef struct RENDERDOC_API_1_5_0
{
pRENDERDOC_GetAPIVersion GetAPIVersion;
pRENDERDOC_SetCaptureOptionU32 SetCaptureOptionU32;
pRENDERDOC_SetCaptureOptionF32 SetCaptureOptionF32;
pRENDERDOC_GetCaptureOptionU32 GetCaptureOptionU32;
pRENDERDOC_GetCaptureOptionF32 GetCaptureOptionF32;
pRENDERDOC_SetFocusToggleKeys SetFocusToggleKeys;
pRENDERDOC_SetCaptureKeys SetCaptureKeys;
pRENDERDOC_GetOverlayBits GetOverlayBits;
pRENDERDOC_MaskOverlayBits MaskOverlayBits;
// Shutdown was renamed to RemoveHooks in 1.4.1.
// These unions allow old code to continue compiling without changes
union
{
pRENDERDOC_Shutdown Shutdown;
pRENDERDOC_RemoveHooks RemoveHooks;
};
pRENDERDOC_UnloadCrashHandler UnloadCrashHandler;
// Get/SetLogFilePathTemplate was renamed to Get/SetCaptureFilePathTemplate in 1.1.2.
// These unions allow old code to continue compiling without changes
union
{
// deprecated name
pRENDERDOC_SetLogFilePathTemplate SetLogFilePathTemplate;
// current name
pRENDERDOC_SetCaptureFilePathTemplate SetCaptureFilePathTemplate;
};
union
{
// deprecated name
pRENDERDOC_GetLogFilePathTemplate GetLogFilePathTemplate;
// current name
pRENDERDOC_GetCaptureFilePathTemplate GetCaptureFilePathTemplate;
};
pRENDERDOC_GetNumCaptures GetNumCaptures;
pRENDERDOC_GetCapture GetCapture;
pRENDERDOC_TriggerCapture TriggerCapture;
// IsRemoteAccessConnected was renamed to IsTargetControlConnected in 1.1.1.
// This union allows old code to continue compiling without changes
union
{
// deprecated name
pRENDERDOC_IsRemoteAccessConnected IsRemoteAccessConnected;
// current name
pRENDERDOC_IsTargetControlConnected IsTargetControlConnected;
};
pRENDERDOC_LaunchReplayUI LaunchReplayUI;
pRENDERDOC_SetActiveWindow SetActiveWindow;
pRENDERDOC_StartFrameCapture StartFrameCapture;
pRENDERDOC_IsFrameCapturing IsFrameCapturing;
pRENDERDOC_EndFrameCapture EndFrameCapture;
// new function in 1.1.0
pRENDERDOC_TriggerMultiFrameCapture TriggerMultiFrameCapture;
// new function in 1.2.0
pRENDERDOC_SetCaptureFileComments SetCaptureFileComments;
// new function in 1.4.0
pRENDERDOC_DiscardFrameCapture DiscardFrameCapture;
// new function in 1.5.0
pRENDERDOC_ShowReplayUI ShowReplayUI;
} RENDERDOC_API_1_5_0;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_0_0;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_0_1;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_0_2;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_1_0;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_1_1;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_1_2;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_2_0;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_3_0;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_4_0;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_4_1;
typedef RENDERDOC_API_1_5_0 RENDERDOC_API_1_4_2;
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc API entry point
//
// This entry point can be obtained via GetProcAddress/dlsym if RenderDoc is available.
//
// The name is the same as the typedef - "RENDERDOC_GetAPI"
//
// This function is not thread safe, and should not be called on multiple threads at once.
// Ideally, call this once as early as possible in your application's startup, before doing
// any API work, since some configuration functionality etc has to be done also before
// initialising any APIs.
//
// Parameters:
// version is a single value from the RENDERDOC_Version above.
//
// outAPIPointers will be filled out with a pointer to the corresponding struct of function
// pointers.
//
// Returns:
// 1 - if the outAPIPointers has been filled with a pointer to the API struct requested
// 0 - if the requested version is not supported or the arguments are invalid.
//
typedef int(RENDERDOC_CC *pRENDERDOC_GetAPI)(RENDERDOC_Version version, void **outAPIPointers);
#ifdef __cplusplus
} // extern "C"
#endif

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The majority of files in this project use the Apache 2.0 License.
There are a few exceptions and their license can be found in the source.
Any license deviations from Apache 2.0 are "more permissive" licenses.
Any file without a license in it's source defaults to the repository Apache 2.0 License.
===========================================================================================
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
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1
app/libraries/vkma Submodule

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Subproject commit 936bc4b57e7ffa5906a786735537c5493224e7d6

7
app/libraries/vkma.cpp Normal file
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// SPDX-License-Identifier: MPL-2.0
// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
#define VMA_IMPLEMENTATION
#define VMA_STATIC_VULKAN_FUNCTIONS 0
#define VMA_DYNAMIC_VULKAN_FUNCTIONS 0
#include <vk_mem_alloc.h>

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@ -1,21 +1,36 @@
# Add project specific ProGuard rules here.
# You can control the set of applied configuration files using the
# proguardFiles setting in build.gradle.
#
# Skyline Proguard Rules
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# Retain all classes within Skyline for traces + JNI access + Serializable classes
-keep class emu.skyline.** { *; }
# Keep kotlin classes so that kotlin reflection works
-keep class kotlin.** {*;}
# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable
# https://github.com/Kotlin/kotlinx.serialization#android
# Keep `Companion` object fields of serializable classes.
# This avoids serializer lookup through `getDeclaredClasses` as done for named companion objects.
-if @kotlinx.serialization.Serializable class **
-keepclassmembers class <1> {
static <1>$Companion Companion;
}
# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile
# Keep `serializer()` on companion objects (both default and named) of serializable classes.
-if @kotlinx.serialization.Serializable class ** {
static **$* *;
}
-keepclassmembers class <2>$<3> {
kotlinx.serialization.KSerializer serializer(...);
}
# Keep `INSTANCE.serializer()` of serializable objects.
-if @kotlinx.serialization.Serializable class ** {
public static ** INSTANCE;
}
-keepclassmembers class <1> {
public static <1> INSTANCE;
kotlinx.serialization.KSerializer serializer(...);
}
# @Serializable and @Polymorphic are used at runtime for polymorphic serialization.
-keepattributes RuntimeVisibleAnnotations,AnnotationDefault

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@ -1,32 +1,134 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="gq.cyuubi.lightswitch">
xmlns:tools="http://schemas.android.com/tools">
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.READ_INTERNAL_STORAGE" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.VIBRATE" />
<uses-feature
android:name="android.hardware.vulkan.version"
android:required="true"
android:version="0x401000" />
<application
android:name=".SkylineApplication"
android:enableOnBackInvokedCallback="true"
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:extractNativeLibs="true"
android:fullBackupContent="@xml/backup_descriptor"
android:hasFragileUserData="${shouldSaveUserData}"
android:icon="@drawable/logo_skyline"
android:isGame="true"
android:label="${appLabel}"
android:localeConfig="@xml/locales_config"
android:supportsRtl="true"
android:theme="@style/AppTheme">
android:theme="@style/AppTheme"
tools:ignore="GoogleAppIndexingWarning,UnusedAttribute">
<profileable android:shell="true" />
<activity
android:name=".SettingsActivity"
android:label="@string/settings"
android:parentActivityName=".MainActivity">
<meta-data
android:name="android.support.PARENT_ACTIVITY"
android:value="gq.cyuubi.lightswitch.MainActivity" />
</activity>
<activity android:name=".MainActivity">
android:name=".MainActivity"
android:exported="true"
android:launchMode="singleTop">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
<activity
android:name=".settings.SettingsActivity"
android:exported="true"
android:label="@string/settings"
android:launchMode="singleTop"
android:parentActivityName=".MainActivity">
</activity>
<activity
android:name=".input.ControllerActivity"
android:exported="true"
android:parentActivityName=".settings.SettingsActivity">
</activity>
<activity
android:name=".preference.GpuDriverActivity"
android:exported="true"
android:parentActivityName=".settings.SettingsActivity">
</activity>
<activity
android:name=".input.onscreen.OnScreenEditActivity"
android:exported="true"
android:screenOrientation="sensorLandscape"
tools:ignore="LockedOrientationActivity"
android:parentActivityName=".input.ControllerActivity">
</activity>
<activity
android:name=".EmulationActivity"
android:supportsPictureInPicture="true"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|uiMode"
android:exported="true"
android:launchMode="singleTask"
android:process="${emulationProcess}"
android:parentActivityName=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.BROWSABLE" />
<category android:name="android.intent.category.DEFAULT" />
<data
android:mimeType="application/nro"
android:pathPattern=".*\\.nro"
android:scheme="content"
tools:ignore="AppLinkUrlError" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data
android:mimeType="text/plain"
android:pathPattern=".*\\.nro"
android:scheme="content"
tools:ignore="IntentFilterUniqueDataAttributes" />
<data
android:mimeType="application/octet-stream"
android:pathPattern=".*\\.nro"
android:scheme="content"
tools:ignore="IntentFilterUniqueDataAttributes" />
<data
android:mimeType="application/nro"
android:scheme="content"
tools:ignore="IntentFilterUniqueDataAttributes" />
</intent-filter>
</activity>
<provider
android:name=".provider.DocumentsProvider"
android:authorities="${applicationId}.provider"
android:exported="true"
android:grantUriPermissions="true"
android:permission="android.permission.MANAGE_DOCUMENTS">
<intent-filter>
<action android:name="android.content.action.DOCUMENTS_PROVIDER" />
</intent-filter>
</provider>
<service
android:name="androidx.appcompat.app.AppLocalesMetadataHolderService"
android:enabled="false"
android:exported="false">
<meta-data
android:name="autoStoreLocales"
android:value="true" />
</service>
<meta-data
android:name="com.android.graphics.injectLayers.enable"
android:value="true" />
</application>
</manifest>

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#### Skyline FOSS Shared Fonts:
* [FontStandard](FontStandard.ttf), [FontKorean](FontKorean.ttf), [FontChineseSimplified](FontChineseSimplified.ttf), [FontChineseTraditional](FontChineseTraditional.ttf) and [FontExtendedChineseSimplified](FontExtendedChineseSimplified.ttf) are using [Noto Sans CJK](https://github.com/googlefonts/noto-cjk), which is licensed under [Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL)
* [FontNintendoExtended](FontNintendoExtended.ttf) is using [Roboto](https://fonts.google.com/specimen/Roboto), which is licensed under [Apache 2.0](https://www.apache.org/licenses/LICENSE-2.0)

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## TzData prebuilts in HOS format
Based off tzdb 2021a
Generate as normal then
```
rm *.tab
rm leapseconds
find -type f | sed 's/\.\///g' | grep -v '\.' | sort > ../binaryList.txt
```

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Africa/Abidjan
Africa/Accra
Africa/Addis_Ababa
Africa/Algiers
Africa/Asmara
Africa/Asmera
Africa/Bamako
Africa/Bangui
Africa/Banjul
Africa/Bissau
Africa/Blantyre
Africa/Brazzaville
Africa/Bujumbura
Africa/Cairo
Africa/Casablanca
Africa/Ceuta
Africa/Conakry
Africa/Dakar
Africa/Dar_es_Salaam
Africa/Djibouti
Africa/Douala
Africa/El_Aaiun
Africa/Freetown
Africa/Gaborone
Africa/Harare
Africa/Johannesburg
Africa/Juba
Africa/Kampala
Africa/Khartoum
Africa/Kigali
Africa/Kinshasa
Africa/Lagos
Africa/Libreville
Africa/Lome
Africa/Luanda
Africa/Lubumbashi
Africa/Lusaka
Africa/Malabo
Africa/Maputo
Africa/Maseru
Africa/Mbabane
Africa/Mogadishu
Africa/Monrovia
Africa/Nairobi
Africa/Ndjamena
Africa/Niamey
Africa/Nouakchott
Africa/Ouagadougou
Africa/Porto-Novo
Africa/Sao_Tome
Africa/Timbuktu
Africa/Tripoli
Africa/Tunis
Africa/Windhoek
America/Adak
America/Anchorage
America/Anguilla
America/Antigua
America/Araguaina
America/Argentina/Buenos_Aires
America/Argentina/Catamarca
America/Argentina/ComodRivadavia
America/Argentina/Cordoba
America/Argentina/Jujuy
America/Argentina/La_Rioja
America/Argentina/Mendoza
America/Argentina/Rio_Gallegos
America/Argentina/Salta
America/Argentina/San_Juan
America/Argentina/San_Luis
America/Argentina/Tucuman
America/Argentina/Ushuaia
America/Aruba
America/Asuncion
America/Atikokan
America/Atka
America/Bahia
America/Bahia_Banderas
America/Barbados
America/Belem
America/Belize
America/Blanc-Sablon
America/Boa_Vista
America/Bogota
America/Boise
America/Buenos_Aires
America/Cambridge_Bay
America/Campo_Grande
America/Cancun
America/Caracas
America/Catamarca
America/Cayenne
America/Cayman
America/Chicago
America/Chihuahua
America/Coral_Harbour
America/Cordoba
America/Costa_Rica
America/Creston
America/Cuiaba
America/Curacao
America/Danmarkshavn
America/Dawson
America/Dawson_Creek
America/Denver
America/Detroit
America/Dominica
America/Edmonton
America/Eirunepe
America/El_Salvador
America/Ensenada
America/Fortaleza
America/Fort_Nelson
America/Fort_Wayne
America/Glace_Bay
America/Godthab
America/Goose_Bay
America/Grand_Turk
America/Grenada
America/Guadeloupe
America/Guatemala
America/Guayaquil
America/Guyana
America/Halifax
America/Havana
America/Hermosillo
America/Indiana/Indianapolis
America/Indiana/Knox
America/Indiana/Marengo
America/Indiana/Petersburg
America/Indianapolis
America/Indiana/Tell_City
America/Indiana/Vevay
America/Indiana/Vincennes
America/Indiana/Winamac
America/Inuvik
America/Iqaluit
America/Jamaica
America/Jujuy
America/Juneau
America/Kentucky/Louisville
America/Kentucky/Monticello
America/Knox_IN
America/Kralendijk
America/La_Paz
America/Lima
America/Los_Angeles
America/Louisville
America/Lower_Princes
America/Maceio
America/Managua
America/Manaus
America/Marigot
America/Martinique
America/Matamoros
America/Mazatlan
America/Mendoza
America/Menominee
America/Merida
America/Metlakatla
America/Mexico_City
America/Miquelon
America/Moncton
America/Monterrey
America/Montevideo
America/Montreal
America/Montserrat
America/Nassau
America/New_York
America/Nipigon
America/Nome
America/Noronha
America/North_Dakota/Beulah
America/North_Dakota/Center
America/North_Dakota/New_Salem
America/Nuuk
America/Ojinaga
America/Panama
America/Pangnirtung
America/Paramaribo
America/Phoenix
America/Port-au-Prince
America/Porto_Acre
America/Port_of_Spain
America/Porto_Velho
America/Puerto_Rico
America/Punta_Arenas
America/Rainy_River
America/Rankin_Inlet
America/Recife
America/Regina
America/Resolute
America/Rio_Branco
America/Rosario
America/Santa_Isabel
America/Santarem
America/Santiago
America/Santo_Domingo
America/Sao_Paulo
America/Scoresbysund
America/Shiprock
America/Sitka
America/St_Barthelemy
America/St_Johns
America/St_Kitts
America/St_Lucia
America/St_Thomas
America/St_Vincent
America/Swift_Current
America/Tegucigalpa
America/Thule
America/Thunder_Bay
America/Tijuana
America/Toronto
America/Tortola
America/Vancouver
America/Virgin
America/Whitehorse
America/Winnipeg
America/Yakutat
America/Yellowknife
Antarctica/Casey
Antarctica/Davis
Antarctica/DumontDUrville
Antarctica/Macquarie
Antarctica/Mawson
Antarctica/McMurdo
Antarctica/Palmer
Antarctica/Rothera
Antarctica/South_Pole
Antarctica/Syowa
Antarctica/Troll
Antarctica/Vostok
Arctic/Longyearbyen
Asia/Aden
Asia/Almaty
Asia/Amman
Asia/Anadyr
Asia/Aqtau
Asia/Aqtobe
Asia/Ashgabat
Asia/Ashkhabad
Asia/Atyrau
Asia/Baghdad
Asia/Bahrain
Asia/Baku
Asia/Bangkok
Asia/Barnaul
Asia/Beirut
Asia/Bishkek
Asia/Brunei
Asia/Calcutta
Asia/Chita
Asia/Choibalsan
Asia/Chongqing
Asia/Chungking
Asia/Colombo
Asia/Dacca
Asia/Damascus
Asia/Dhaka
Asia/Dili
Asia/Dubai
Asia/Dushanbe
Asia/Famagusta
Asia/Gaza
Asia/Harbin
Asia/Hebron
Asia/Ho_Chi_Minh
Asia/Hong_Kong
Asia/Hovd
Asia/Irkutsk
Asia/Istanbul
Asia/Jakarta
Asia/Jayapura
Asia/Jerusalem
Asia/Kabul
Asia/Kamchatka
Asia/Karachi
Asia/Kashgar
Asia/Kathmandu
Asia/Katmandu
Asia/Khandyga
Asia/Kolkata
Asia/Krasnoyarsk
Asia/Kuala_Lumpur
Asia/Kuching
Asia/Kuwait
Asia/Macao
Asia/Macau
Asia/Magadan
Asia/Makassar
Asia/Manila
Asia/Muscat
Asia/Nicosia
Asia/Novokuznetsk
Asia/Novosibirsk
Asia/Omsk
Asia/Oral
Asia/Phnom_Penh
Asia/Pontianak
Asia/Pyongyang
Asia/Qatar
Asia/Qostanay
Asia/Qyzylorda
Asia/Rangoon
Asia/Riyadh
Asia/Saigon
Asia/Sakhalin
Asia/Samarkand
Asia/Seoul
Asia/Shanghai
Asia/Singapore
Asia/Srednekolymsk
Asia/Taipei
Asia/Tashkent
Asia/Tbilisi
Asia/Tehran
Asia/Tel_Aviv
Asia/Thimbu
Asia/Thimphu
Asia/Tokyo
Asia/Tomsk
Asia/Ujung_Pandang
Asia/Ulaanbaatar
Asia/Ulan_Bator
Asia/Urumqi
Asia/Ust-Nera
Asia/Vientiane
Asia/Vladivostok
Asia/Yakutsk
Asia/Yangon
Asia/Yekaterinburg
Asia/Yerevan
Atlantic/Azores
Atlantic/Bermuda
Atlantic/Canary
Atlantic/Cape_Verde
Atlantic/Faeroe
Atlantic/Faroe
Atlantic/Jan_Mayen
Atlantic/Madeira
Atlantic/Reykjavik
Atlantic/South_Georgia
Atlantic/Stanley
Atlantic/St_Helena
Australia/ACT
Australia/Adelaide
Australia/Brisbane
Australia/Broken_Hill
Australia/Canberra
Australia/Currie
Australia/Darwin
Australia/Eucla
Australia/Hobart
Australia/LHI
Australia/Lindeman
Australia/Lord_Howe
Australia/Melbourne
Australia/North
Australia/NSW
Australia/Perth
Australia/Queensland
Australia/South
Australia/Sydney
Australia/Tasmania
Australia/Victoria
Australia/West
Australia/Yancowinna
Brazil/Acre
Brazil/DeNoronha
Brazil/East
Brazil/West
Canada/Atlantic
Canada/Central
Canada/Eastern
Canada/Mountain
Canada/Newfoundland
Canada/Pacific
Canada/Saskatchewan
Canada/Yukon
CET
Chile/Continental
Chile/EasterIsland
CST6CDT
Cuba
EET
Egypt
Eire
EST
EST5EDT
Etc/GMT
Etc/GMT+0
Etc/GMT-0
Etc/GMT0
Etc/GMT+1
Etc/GMT-1
Etc/GMT+10
Etc/GMT-10
Etc/GMT+11
Etc/GMT-11
Etc/GMT+12
Etc/GMT-12
Etc/GMT-13
Etc/GMT-14
Etc/GMT+2
Etc/GMT-2
Etc/GMT+3
Etc/GMT-3
Etc/GMT+4
Etc/GMT-4
Etc/GMT+5
Etc/GMT-5
Etc/GMT+6
Etc/GMT-6
Etc/GMT+7
Etc/GMT-7
Etc/GMT+8
Etc/GMT-8
Etc/GMT+9
Etc/GMT-9
Etc/Greenwich
Etc/UCT
Etc/Universal
Etc/UTC
Etc/Zulu
Europe/Amsterdam
Europe/Andorra
Europe/Astrakhan
Europe/Athens
Europe/Belfast
Europe/Belgrade
Europe/Berlin
Europe/Bratislava
Europe/Brussels
Europe/Bucharest
Europe/Budapest
Europe/Busingen
Europe/Chisinau
Europe/Copenhagen
Europe/Dublin
Europe/Gibraltar
Europe/Guernsey
Europe/Helsinki
Europe/Isle_of_Man
Europe/Istanbul
Europe/Jersey
Europe/Kaliningrad
Europe/Kiev
Europe/Kirov
Europe/Lisbon
Europe/Ljubljana
Europe/London
Europe/Luxembourg
Europe/Madrid
Europe/Malta
Europe/Mariehamn
Europe/Minsk
Europe/Monaco
Europe/Moscow
Europe/Nicosia
Europe/Oslo
Europe/Paris
Europe/Podgorica
Europe/Prague
Europe/Riga
Europe/Rome
Europe/Samara
Europe/San_Marino
Europe/Sarajevo
Europe/Saratov
Europe/Simferopol
Europe/Skopje
Europe/Sofia
Europe/Stockholm
Europe/Tallinn
Europe/Tirane
Europe/Tiraspol
Europe/Ulyanovsk
Europe/Uzhgorod
Europe/Vaduz
Europe/Vatican
Europe/Vienna
Europe/Vilnius
Europe/Volgograd
Europe/Warsaw
Europe/Zagreb
Europe/Zaporozhye
Europe/Zurich
Factory
GB
GB-Eire
GMT
GMT+0
GMT-0
GMT0
Greenwich
Hongkong
HST
Iceland
Indian/Antananarivo
Indian/Chagos
Indian/Christmas
Indian/Cocos
Indian/Comoro
Indian/Kerguelen
Indian/Mahe
Indian/Maldives
Indian/Mauritius
Indian/Mayotte
Indian/Reunion
Iran
Israel
Jamaica
Japan
Kwajalein
Libya
MET
Mexico/BajaNorte
Mexico/BajaSur
Mexico/General
MST
MST7MDT
Navajo
NZ
NZ-CHAT
Pacific/Apia
Pacific/Auckland
Pacific/Bougainville
Pacific/Chatham
Pacific/Chuuk
Pacific/Easter
Pacific/Efate
Pacific/Enderbury
Pacific/Fakaofo
Pacific/Fiji
Pacific/Funafuti
Pacific/Galapagos
Pacific/Gambier
Pacific/Guadalcanal
Pacific/Guam
Pacific/Honolulu
Pacific/Johnston
Pacific/Kiritimati
Pacific/Kosrae
Pacific/Kwajalein
Pacific/Majuro
Pacific/Marquesas
Pacific/Midway
Pacific/Nauru
Pacific/Niue
Pacific/Norfolk
Pacific/Noumea
Pacific/Pago_Pago
Pacific/Palau
Pacific/Pitcairn
Pacific/Pohnpei
Pacific/Ponape
Pacific/Port_Moresby
Pacific/Rarotonga
Pacific/Saipan
Pacific/Samoa
Pacific/Tahiti
Pacific/Tarawa
Pacific/Tongatapu
Pacific/Truk
Pacific/Wake
Pacific/Wallis
Pacific/Yap
Poland
Portugal
PRC
PST8PDT
ROC
ROK
Singapore
Turkey
UCT
Universal
US/Alaska
US/Aleutian
US/Arizona
US/Central
US/Eastern
US/East-Indiana
US/Hawaii
US/Indiana-Starke
US/Michigan
US/Mountain
US/Pacific
US/Samoa
UTC
WET
W-SU
Zulu

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