Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.
Compiling on clang is *dramatically* faster so this should be useful for CI.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
I promise I'm a UI developer
- mbedtls can now be used as a system package
- zycore can now be used as a system package
- cleaned up dynarmic externals
- fixed libusb incorrectly showing as bundled
- add version/tag formatting to JSON
- add custom GIT_HOST option for packages
- moved some of my repos to my new git
- slightly better version identification
- combined VUL/VH since they are codependent (using my combo vendor)
- fix cpmfile inclusion
- remove libusb submodule
This PR succeeds #383 since it includes it
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/392
Co-authored-by: crueter <crueter@crueter.xyz>
Co-committed-by: crueter <crueter@crueter.xyz>
This adds a passthrough to basically disable nca verification for newer NCAs, this fixes (tested) Pokemon 4.0.0 update and other newer SDK games and updates (as reported on the discord)
This is implemented as toggle that is default enabled, this needs proper implementation in the future.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/298
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This reverts commit c9a3baab5d.
this commit caused issues in ender magnolia or something, need to make
sure I didn't mess up the revert
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/382
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@outlook.com>
Improves object allocation per channel, only allowing max amount of 6 objects contexts per channel.
Previously objects were stored in a heap allocated vector which is sub-optimal for performance reasons.
The new implementation instead uses a stack based array with a O(1) approach.
This should boost performance in games which heavily rely on object context creation.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/333
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
This adds an option to enable or disable Host MMU Emulation [Android/PC], brings better config per-game handling with Disable Buffer Reorder, disables Flush Debug Lines by Log, option which was enabled by default on Android/PC taxing performance and translates to all supported languages the recent changes.
Leaves room for NCE improvements in the foreseable future.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/324
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Rationale: Throwing when running out of memory just creates sad paths for no reason (and at that point, just abort immediately). We are using MAP_NORESERVE, if there isn't enough memory a crash will follow anyways.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/316
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
revert [jit] Increase x86_64 default code size to full 2GiB hugepage (#318)
Abuses the existence of transparent huge pages on Unix. 4*2 = 8GiB virtual memory used total by JIT. May reduce native host TLB trees.
--------------
WIP: Wasn't meant to be merged, it's going to be refined to be added later when more data/ testing have been made about this approach.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/318
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/337
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
revert [jit] Disable fastmem (by default) on FreeBSD, Solaris and OpenBSD due to subpar timings of SIGSEGV (#319)
According to MaranBR, this should have never been merged and should have been closed instead as they iterated on it in 324.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/319
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/331
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Abuses the existence of transparent huge pages on Unix. 4*2 = 8GiB virtual memory used total by JIT. May reduce native host TLB trees.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/318
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes a specific condition where the controller applet would still freeze on the MK8D under certain circumstances.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/311
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Replaces bundled SDL2 with my SDL2 CI, and updates external SDL2
Additionally, reduces all that boilerplate with a common AddCIPackage in
CPMUtil.cmake, currently used by OpenSSL and SDL2. To be used with ffmpeg in the future
Signed-off-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/284
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
The previous implementation was based on assumptions for the baseline.
The new implementation is based on calculations, and should be more robust for DRAM values beyond 8GB as well.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/291
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
This implementation is basically usable for up to 8GB of DRAM which you can set in the emulator.
It should ensure that the alias or map region for the virtual address space is bigger when requested.
8GB DRAM is the size of Nintendos DRAM sticks in the developers kit.
Going above 8GB DRAM while emulating a game is not recommended.
That is why this implementation.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/260
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
more clear on what the slider doessssssssss
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/266
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
As a reminder, never remove duplicate entries from a back-trace, ever.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/251
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This ensures that all kernel objects exist before destroying them and prevents an infinite loop between the Open() and Close() functions.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/261
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Completely replaces vcpkg with CPM for all "system" dependencies. Primarily needed for Android and Windows. Also uses my OpenSSL CI for those two platforms.
In theory, improves configure and build time by a LOT and makes things much easier to manage
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/250
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Now memory should only be unmapped after it was mapped.
Could eventually fix some graphical errors, and improve performance.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/176
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
Removes that silly QLayout message and improves consistency thereof for
other QLayouts
Still work to be done but this is all that's needed rn
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/226
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Uses Module_id plus offset for cache key, Module_id is unique to each module. Also passes the module_id everytime new patcher is created in case the module is too big.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/195
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <nubieluv@gmail.com>
Co-committed-by: wildcard <nubieluv@gmail.com>
Transfers the majority of submodules and large externals to CPM, using source archives rather than full Git clones. Not only does this save massive amounts of clone and configure time, but dependencies are grabbed on-demand rather than being required by default. Additionally, CPM will (generally) automatically search for system dependencies, though certain dependencies have options to control this.
Testing shows gains ranging from 5x to 10x in terms of overall clone/configure time.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/143
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
My test case is this file, after line 27 is not marked as patch because it's after `@` tag but rest is patch lines including comments. <2ac3ff239f/1.0.0.pchtxt (L31)>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/156
Co-authored-by: notenergydrinks <notenergydrinks@eden-emu.dev>
Co-committed-by: notenergydrinks <notenergydrinks@eden-emu.dev>
Should fix Jackbox 7,8,9,10 unable to connect to server errors. (See discord issues)
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/142
Co-authored-by: Maufeat <maufeat@eden-emu.dev>
Co-committed-by: Maufeat <maufeat@eden-emu.dev>
For now this is for testing purposes
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/118
Co-authored-by: Gamer64 <gamer64@eden-emu.dev>
Co-committed-by: Gamer64 <gamer64@eden-emu.dev>
I noticed that AllocGPFIFOEX was missing from eden.
It is the same as GPFIFOEX2, but is called separately, even on the real console.
I updated the struct to match closely the one seen on switchbrew, and changed the STUBS, because according to sources they seem to be complete.
My guess is that the STUBS were remained due to the unknowns back then.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/115
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
Adds proper checking to allocate object context, and saves each context separately, based on old stubs from Yuzu's, implemented now to resolve services and better handling of future issues.
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/104
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/82
This commit adds a working implementation of the `GetBufferHistory` transaction in `BufferQueueProducer`, removing the previous stub.
Adapted by Jarrod Norwell for Sudachi, this implementation references the behavior in Ryujinx; commit rescued by Maufeat and another Eden teammate from Sudachi's reference, fixed and adapted for Eden usage.
It helps improve compatibility with Unreal Engine 4 titles and others that depend on proper surface history tracking for rendering pipelines, especially with regard to lighting, bloom, and alpha transitions.
Functionality has been tested for stability and does not introduce regressions, though further validation is recommended.
Co-authored-by: Maufeat <maufeat@eden-emu.dev>
Co-committed-by: Maufeat <maufeat@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/83
This commit introduces an implementation for `ZBCSetTable` in `nvhost_ctrl_gpu`, which is invoked by games and system services to configure default clear values for depth, stencil, and color attachments on the GPU, allowing better instructions on how the ZCull Block Compression expects to work within the emulated GPU.
This is an important step for compatibility with titles or system modules that expect ZBC configuration support.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
revert [android] Snapdragon 865 patches (#23)
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/23
Reverted due to heavy performance hits on Android with higher specifications, will be adjusted to be included in a specific build for older A6XX devices, as 855, 860, 865, 870, meanwhile it does fix critical issues with certain games crashing due to memory and VRAM usage, hits performance on SoC that can do it without this special flags.
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233)
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
There is a cmd `IsAnyInternetRequestAccepted` which is called by games like DOOM to check if internet access is available. Adds the newly added airplane mode there.
Also, moved down the airplane mode check on bsd to also check if it's a local file request, if it is, let it connect. (SMO guide web applet for example)
+ adds a check in IRequest if airplane mode is active, which then results in an not succeeding requests.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/225
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Currently Android only, will need to be added to desktop.
Android incorrectly records firmware as 19.0.1 if on a higher version...
TODO:
- [x] desktop
- [x] fix android
Signed-off-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/222
Co-authored-by: crueter <swurl@swurl.xyz>
Co-committed-by: crueter <swurl@swurl.xyz>
Adds Airplane Mode function to settings, host states, etc.
Windows implemented only for now.
Closes#203
Co-authored-by: crueter <swurl@swurl.xyz>
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/204
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Adds an option to set a user's profile image from the avatars in the firmware. Background color can be changed with a color picker. Also modifies profile image saving to account for this, and as a result images are now saved as JPEG with 100% quality. Any PNG, JPEG, or BMP can now also be used in the image file picker instead of just JPEG.
Using ryujinx's implementation and other parts of the yuzu codebase for reference.
Credit: Torzu, lui
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/56
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/205
Co-authored-by: JPikachu <jpikachu@noreply.localhost>
Co-committed-by: JPikachu <jpikachu@noreply.localhost>
The cache is now thread-safe using std::shared_mutex, allowing concurrent reads without blocking and some other minor things to better maintenance
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/199
Co-authored-by: MrPurple666 <mrpurple666@noreply.localhost>
Co-committed-by: MrPurple666 <mrpurple666@noreply.localhost>
Uses native power state methods to display battery percentage and charging state correctly. Mainly for qlaunch.
Tested on Windows, Linux. Mac and Android
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/197
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This is adapted from kleidis old PR to Azahar. Changes from it:
- Fixed inconsistent button styling in the dialog for connection
- Allowed to hide both empty and full rooms.
- Proper serving of preferred games
- Enables web service for android by default
- Better implementation of multiplayer.cpp that works with oop
Also fixes the room network class and turns it into a static namespace
in network
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/125
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Not limited to MK8D, this commit may fix games that commonly crash on the controller applet and possibly others as well.
This new approach prevents other games from breaking with this fix.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/149
Removes the workaround and properly fixes the controller applet stuck on Mario Kart 8 Deluxe and possibly other games as well
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/129
This is a simple workaround created by Exverge for Suyu and ported to Eden by me. I believe it is safe to integrate into the project for now, until we can figure out a better way to handle this.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/127
- removes provoking vertex, vertex input, dynamic state if not supported
- moves dynamic state to be a 0-3 slider and vertex input its own checkbox
- the rich presence was disabled on linux.
- there were duplicate settings in "edens veil"?
- weird behavior of the vertex input checkbox on per game setting
- adds xenoblade 2 to the d24 conversion control function
- adds the flush logs by line setting to android.
- adds the memory layout setting to android
- Adds the option to show building shaders on the android overlay.
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/105
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
- GLASM/SPIR-V mixup on Android
- potential greenscreen fix (thx suyu)
- save memory layout and add 10gb/12gb options
- potential samsung gaming hub fix
- fix layout of controller UI
- fix default settings to sensible defaults.
- note to TotK that you should increase memory layout
- Error checking for Windows linking
- fix an IDE error
- improved migration system w/threading and busy indicator
- disabled citron migration for now
- replaced some user-facing legacy strings with eden
- Added 10GB and 12GB DRAM layouts
- Fix Android black screen issues
- add discord link & update FAQ/Quickstart
- update links in about page
- add back rich presence
- add Don't show again for desktop pre alpha banner
- add citron warning to android and polaris to desktop
Signed-off-by: swurl <swurl@swurl.xyz>
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/101
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Includes citron, sudachi, yuzu
currently broken, because the eden dir is always made early?
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/91
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
This commit introduces multiple improvements to IPC handling and system management services, enhancing game compatibility and emulator stability.
--- 1. Fully Implemented QueryPointerBufferSize Service:
- Exposes the per-process IPC pointer buffer size through `QueryPointerBufferSize` instead of returning stubbed values.
- Added `m_pointer_buffer_size` field to `KProcess`, initialized with a safe default (0x8000).
- Introduced getter and setter methods (`GetPointerBufferSize()` / `SetPointerBufferSize()`).
- Registered new handler in `sm_controller` for handling QueryPointerBufferSize requests.
- Ensures accurate buffer size reporting for games relying on this service.
--- 2. Automatic Pointer Buffer Sizing Per-Game:
- Automatically determines heap size by parsing `main.npdm` from the game’s ExeFS:
- Heap size > 1 GiB → pointer buffer size set to `0x10000`.
- Heap size > 512 MiB → pointer buffer size set to `0xC000`.
- Otherwise, defaults to `0x8000`.
- Gracefully handles missing or malformed `main.npdm` by falling back to default settings.
- Automatically configures pointer buffer size during `AppLoader_NCA::Load`.
- Added logging for heap size detection and buffer size configuration for easier debugging.
--- 3. SM Service Improvements:
- Added full implementation of `QueryPointerBufferSize` within the SM service framework.
- Cleaned up stubbed methods and ensured correct domain handling.
- Registered new service commands (e.g., `SetPointerBufferSize` and `QueryPointerBufferSize`) in `sm_controller`.
- Improved session handling with proper conversion to domain objects where necessary.
--- Benefits:
- Greatly improves compatibility with games that require larger IPC pointer buffers
- Eliminates the need for manual per-game pointer buffer overrides.
- More accurate emulation of Switch system services, improving stability for both commercial titles and homebrew.
- Provides cleaner logging for easier debugging and maintenance.
- Future-proofs IPC handling for upcoming titles with higher memory demands.
--- Additional Notes:
- Default pointer buffer size remains 0x8000 for smaller titles or if heap size cannot be determined.
- Falls back to safe defaults without affecting overall emulator performance.
- All new service calls properly registered and integrated without breaking existing functionality.
- Updated Horizon OS version to 19.0.1 and NintendoSDK version to 1.0. Adjusted `VERSION_HASH`, `DISPLAY_VERSION`, and `DISPLAY_TITLE` to match the new firmware versions.
ref: fcb6444037
Updates the OpenDisplay function in IApplicationDisplayService to properly
validate display names. Instead of only accepting "Default", now validates
against all known valid display names: "Default", "External", "Edid",
"Internal", and "Null".
- Changes log level from WARNING to DEBUG since this is no longer stubbed
- Adds proper validation for all valid display names
- Returns ResultOperationFailed for invalid display names
- Improves logging by including the requested display name
- Add Unknown5000 implementation to create duplicate controller interface
- Add new debug-related command handlers:
* OverrideDefaultTargetForDebug (50001)
* SetForceOverrideExternalDeviceNameForDebug (50003)
* ClearForceOverrideExternalDeviceNameForDebug (50004)
- Add proper debug logging for interface creation
- Update header with new function declaration
- Fix missing commas in function registration array
These changes improve the audio controller implementation by
adding support for interface duplication and debug override
functionality. The implementation maintains proper interface
lifetime management using SharedFrom.
Commit from Suyu, looks like Yuzu devs forgot to initialize memory here.
Comment from darktux: I've changed the use of memset to std::fill.
Co-authored-by: Belal Ashraf <nullequal@noreply.localhost>
Reviewed-on: http://y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion/darktux/torzu/pulls/3
Co-authored-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
Co-committed-by: darktux <darktux@y2nlvhmmk5jnsvechppxnbyzmmv3vbl7dvzn6ltwcdbpgxixp3clkgqd.onion>
Adds support for InfoType::SystemResourceSize (0x1C) which is required for
proper initialization of the Virtual Address Memory Manager (VAMM). This
implementation:
1. Adds SystemResourceSize to the InfoType enum in svc_types.h
2. Implements the GetInfo handler for SystemResourceSize in svc_info.cpp
3. Returns 512MB (0x20000000 bytes) as the system resource size
4. Adds debug logging for the SVC call
The 512MB value is chosen based on typical system resource allocations
needed for VAMM initialization on the Nintendo Switch.
This fixes crashes in games that rely on VAMM functionality, particularly
during nn::os::detail::VammManager::InitializeIfEnabled().
Updated the ssl stubs to implement ssl:s for Firmware 19
This should make Xenoblade X: Definitive Edition bootable
Credit: Antique - (Sudachi) Dev [https://sudachi.emuplace.app/]