270f2db1d2
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 |
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.github/workflows | ||
.idea | ||
app | ||
gradle/wrapper | ||
.gitignore | ||
.gitmodules | ||
build.gradle | ||
CONTRIBUTING.md | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
LICENSE.md | ||
README.md | ||
settings.gradle |
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:
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Ryujinx: We've used Ryujinx for reference throughout the project, the amount of accuracy of their HLE kernel implementation is what makes them such an amazing reference. The team behind the project has been really helpful with any queries we've had. It should be noted that Skyline is not based on Ryujinx.
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Switchbrew: We've extensively used Switchbrew whether that be their wiki with it's 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.
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Atmosphère: We've used libmesosphere as another reference for our HLE kernel, it's faithfulness to the HOS kernel helps us a lot. This makes it invaluably important for us as a tool for writing code that can accurately emulate HOS behavior without missing any crucial parts.
Disclaimer
- Nintendo Switch is a trademark of Nintendo Co., Ltd
- Android is a trademark of Google LLC