Commit graph

240 commits

Author SHA1 Message Date
lynxnb
83111c2ae7 Move memory trapping infrastructure outside of NCE 2024-04-27 16:15:29 +02:00
Dubrova Dzmitry
135b7f31c9
Implement info reading from Ro section (#173) 2024-01-13 19:32:38 +01:00
lynxnb
45aa3945a3 Update NDK to 26.1.10909125
Starting from version 26+, the NDK is based on LLVM 17 and comes with Clang 17 featuring full language and library C++20 support.
This means we can get rid of the massive LLVM submodule in the repo, which will be done in a following commit.
2024-01-04 17:52:52 +01:00
PabloG02
d32aa86193 Stub some services in ILblController 2023-09-21 11:07:48 +02:00
lynxnb
288f016f84 logger: Migrate remaining calls to the new logger and remove old logger 2023-09-06 16:51:01 +02:00
lynxnb
3a1252a547 logger: Introduce a new AsyncLogger
AsyncLogger pushes messages into a message queue, a thread on the other side takes care of writing messages out to file and logcat. Logging macros use the `fmt::format` formatting syntax.
2023-09-06 16:51:01 +02:00
Adrien Bouillon
aa0a45eb57 RequestSyncDeliveryCache service stub
RequestSyncDeliveryCache service stub

Update app/src/main/cpp/skyline/services/bcat/IDeliveryCacheProgressService.cpp

Co-authored-by: Pablo González <71378035+PabloG02@users.noreply.github.com>

adding spaces at the end of the files
2023-08-07 15:10:10 +02:00
Dima
e4f9fd6203 Some stubs for better compatibility 2023-06-07 12:37:21 +02:00
TheASVigilante
03029f5fa9 Remove added -march flag
It was pointless
2023-05-15 23:16:59 +02:00
TheASVigilante
1271600f91 Update cmake script
Fixes compilation issues due to new llvm, also fixup a few other minor issues.
2023-05-15 22:57:31 +02:00
Dima
6ac7d22eea Stub IAuthorizationRequest 2023-05-15 22:55:57 +02:00
Dima
41882aab1d Stub some required calls
Co-authored-by: PabloG02 <tioo23000@gmail.com>
2023-05-15 22:55:57 +02:00
TheASVigilante
1e9a0f56de Implement KTransferMemory correctly 2023-05-15 22:55:00 +02:00
TheASVigilante
b8bc210733 Restructure the memory manager
Changes and improves the accuracy of various features of the memory manager. Reduces stuttering in certain games.
2023-05-15 22:55:00 +02:00
Dima
6aef7fdd1e Stub some services 2023-04-03 10:30:20 +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
d00fcee79d Prevent aaudio backend usage 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
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
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
PabloG02
d544ccf5ea Stub INotificationServicesForApplication 2023-01-20 21:08:12 +00:00
PabloG02
c53d99d393 Stub IDeliveryCacheFileService and IDeliveryCacheDirectoryService 2023-01-20 21:08:12 +00:00
Pablo
8846a85d3a Stub some IPurchaseEventManager functions 2022-12-31 10:45:18 +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
f32ab1feff Include BS thread pool library 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
Dima
68253fe995 Stub mii:e/mii:u
Needed for SSBU
2022-12-10 14:58:20 +00:00
Billy Laws
e8ef2d80af CMake build file updates 2022-12-03 22:50:56 +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
9afa8b881e Stub nsd:u/nsd:a and sfdnsres services 2022-11-15 16:24:33 +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
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
german77
b6e2fb894c service: bcat: Stub CreateDeliveryCacheStorageService 2022-11-06 20:39:41 +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
77a131df60 Support using in-app renderdoc API to capture individual executions 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
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
f1600f5ad0 Support allocating into spans in the linear allocator 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
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
a6bb716123 Move packed pipeline state to a seperate file 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
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
lynxnb
6b76c61cd1 Introduce a releasedebug build variant 2022-10-17 18:39:32 +02:00
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