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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.