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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. |
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.. | ||
IApplicationDisplayService.cpp | ||
IApplicationDisplayService.h | ||
IApplicationRootService.h | ||
IDisplayService.cpp | ||
IDisplayService.h | ||
IManagerDisplayService.cpp | ||
IManagerDisplayService.h | ||
IManagerRootService.h | ||
IRootService.cpp | ||
IRootService.h | ||
ISystemDisplayService.cpp | ||
ISystemDisplayService.h | ||
ISystemRootService.h | ||
results.h |