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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.
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.gitmodules Include BS thread pool library 2022-12-22 18:05:45 +00:00
build.gradle Update Kotlin + Android dependencies 2023-02-06 15:04:20 +01:00
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gradlew.bat add files, cannot figure out why native lib is broken 2019-06-28 20:35:14 -04:00
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settings.gradle add files, cannot figure out why native lib is broken 2019-06-28 20:35:14 -04:00



Contributing GuideBuilding Guide

Skyline is an experimental emulator that runs on ARMv8 Android™ devices and emulates the functionality of a Nintendo Switch™ system, licensed under Mozilla Public License 2.0


Contact

You can contact the core developers of Skyline at our Discord. 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: 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: 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: We've extensively used Switchbrew whether that be their wiki with its colossal amount of information on the Switch that has saved us countless hours of time or 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