| Commit message (Collapse) | Author | Age | Files | Lines |
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Co-authored-by: Liam <byteslice@airmail.cc>
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am: Stub GetSaveDataSizeMax
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Needed for Minecraft Legends.
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This never belonged here and has no use anymore since the Boxcat backend was removed.
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service: set: Implement system settings for Qlaunch
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Converts services to have their own processes
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Used by bayonetta 3
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Used by Ring Fit Adventure
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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- Used by Disney Magical World 2: Enchanted Edition
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The service context helps to manage all created events and allows us to close them upon destruction.
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- Used by Pixel Game Maker Series Werewolf Princess Kaguya
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Fixes the softlock after the controller applet exits in Mario Kart 8 Deluxe.
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Used by Monster Hunter Generations Ultimate
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This service call sets an internal flag whether a notification is shown when an image is captured.
Currently we do not support capturing images via the capture button, so this can be stubbed for now.
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Used by RetroArch
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Used by Family Feud
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Used by Zelda Breath of the Wild, Super Mario Odyssey and Nintendo Labo
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Completely removes all usages of the global system instance within the
services code by passing in the using system instance to the services.
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- This is used by Super Mario 3D All-Stars.
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* hle: services: Fix a crash with improper NVFlinger lifetime management.
- This crash would happen when attempting to shutdown yuzu early on in boot.
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- Used in Super Mario 3D All-Stars
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Stub this by sending 1 layer id instead of 2 as yuzu does not support multiple layers per display.
No adverse side effects have been observed.
- Used by Animal Crossing: New Horizons Update 1.3.0
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* am: Update function tables and add missing classes
* Remove comments (1/5)
* Remove comments (2/5)
* Remove comments (3/5)
* Remove comments (4/5)
* Remove comments (5/5)
* Remove unused classes (1/2)
* Remove unused classes (2/2)
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QLaunch 1.0.0
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am: IsVrModeEnabled & SetVrModeEnabled fixes
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Return the proper state of vr mode for IsVrModeEnabled
We should not return an error for SetVrModeEnabled. When VR Mode is turned on, it signals to lbl to turn vr mode on, not return an error code
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Closes #3829
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Implement (and stub) VR related APIs in AM sysmodule.
This fixes issue #2938
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* Stub SetLcdBacklighOffEnabled
Used by Super Smash Bros. Ultimate
We require backlight services to be implemented to turn on/off the backlight.
* Address feedback
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* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.
- See https://github.com/citra-emu/citra/pull/4710 for details.
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Maintains implementation parity between QueryApplicationPlayStatistics
and QueryApplicationPlayStatisticsByUid.
These function the same behaviorally underneath the hood, with the only
difference being that one allows specifying a UID.
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These commands require Screenshots to be implemented anyway, so they are safe to stub for now.
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Previously we were simply returning the account-preselect structure all times but if passed with a different mode the game expects application-specific data. This also adds a hook for BCAT into this allowing us to send the launch parameter through bcat,
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Closes the current application.
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Tested against libnx, signals to games to begin cleanup.
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Avoids the use of global accessors, removing the reliance on global
state. This also makes dependencies explicit in the interface, as
opposed to being hidden
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* AM: Implement IApplicationFunctions::GetGpuErrorDetectedSystemEvent
* Remove unneeded event clear
* Fix event name
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This simply queries whether or not auto-sleep facilities are disabled
and has no special handling. It's a basic getter function.
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Provides a basic implementation of SetAutoSleepDisabled. Until idle
handling is implemented, this is about the best we can do.
In the meantime, provide a rough documenting of specifics that occur
when this function is called on actual hardware.
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apm: Initial implementation of performance config and boost mode
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Avoids using system accessor to get current process in applet code.
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IPC-100 was changed to InitializeApplicationInfoOld instead of InitializeApplicationInfo. IPC-150 makes an indentical call to IPC-100 however does extra processing. They should not have the same name as it's quite confusing to debug.
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These functions act in tandem similar to how a lock or mutex require a
balanced lock()/unlock() sequence.
EnterFatalSection simply increments a counter for how many times it has
been called, while LeaveFatalSection ensures that a previous call to
EnterFatalSection has occured. If a previous call has occurred (the
counter is not zero), then the counter gets decremented as one would
expect. If a previous call has not occurred (the counter is zero), then
an error code is returned.
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Makes the declaration order of the handling functions consistent with
the handler table itself.
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All this does is supply a new volume level and a fade time in
nanoseconds for the volume transition to occur within.
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Like the other volume setter, this mainly just sets a data member within
the service, nothing too special.
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This function passes in the desired main applet and library applet
volume levels. We can then just pass those values back within the
relevant volume getter functions, allowing us to unstub those as well.
The initial values for the library and main applet volumes differ. The
main applet volume is 0.25 by default, while the library applet volume
is initialized to 1.0 by default in the services themselves.
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These functions come in a pair and are needed by Smash Ultimate, Minecraft, and Skyrim, amongst others.
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Writes to an AM::IStorage object through an IStorageAccessor will now be preserved once the accessor is destroyed.
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Creates an AM::IStorage object with the contents of the transfer memory located at the handle provided.
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Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
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Needed by arms due to new hid rework
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When a destructor isn't defaulted into a cpp file, it can cause the use
of forward declarations to seemingly fail to compile for non-obvious
reasons. It also allows inlining of the construction/destruction logic
all over the place where a constructor or destructor is invoked, which
can lead to code bloat. This isn't so much a worry here, given the
services won't be created and destroyed frequently.
The cause of the above mentioned non-obvious errors can be demonstrated
as follows:
------- Demonstrative example, if you know how the described error happens, skip forwards -------
Assume we have the following in the header, which we'll call "thing.h":
\#include <memory>
// Forward declaration. For example purposes, assume the definition
// of Object is in some header named "object.h"
class Object;
class Thing {
public:
// assume no constructors or destructors are specified here,
// or the constructors/destructors are defined as:
//
// Thing() = default;
// ~Thing() = default;
//
// ... Some interface member functions would be defined here
private:
std::shared_ptr<Object> obj;
};
If this header is included in a cpp file, (which we'll call "main.cpp"),
this will result in a compilation error, because even though no
destructor is specified, the destructor will still need to be generated by
the compiler because std::shared_ptr's destructor is *not* trivial (in
other words, it does something other than nothing), as std::shared_ptr's
destructor needs to do two things:
1. Decrement the shared reference count of the object being pointed to,
and if the reference count decrements to zero,
2. Free the Object instance's memory (aka deallocate the memory it's
pointing to).
And so the compiler generates the code for the destructor doing this inside main.cpp.
Now, keep in mind, the Object forward declaration is not a complete type. All it
does is tell the compiler "a type named Object exists" and allows us to
use the name in certain situations to avoid a header dependency. So the
compiler needs to generate destruction code for Object, but the compiler
doesn't know *how* to destruct it. A forward declaration doesn't tell
the compiler anything about Object's constructor or destructor. So, the
compiler will issue an error in this case because it's undefined
behavior to try and deallocate (or construct) an incomplete type and
std::shared_ptr and std::unique_ptr make sure this isn't the case
internally.
Now, if we had defaulted the destructor in "thing.cpp", where we also
include "object.h", this would never be an issue, as the destructor
would only have its code generated in one place, and it would be in a
place where the full class definition of Object would be visible to the
compiler.
---------------------- End example ----------------------------
Given these service classes are more than certainly going to change in
the future, this defaults the constructors and destructors into the
relevant cpp files to make the construction and destruction of all of
the services consistent and unlikely to run into cases where forward
declarations are indirectly causing compilation errors. It also has the
plus of avoiding the need to rebuild several services if destruction
logic changes, since it would only be necessary to recompile the single
cpp file.
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* Added GetBootMode
Used by homebrew
* Added enum for GetBootMode
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* Used by Mario Tennis Aces
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Require by Toki Tori and Toki Tori 2+
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- Used by Super Mario Odyssey.
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Prevents implicit construction and makes these lingering non-explicit
constructors consistent with the rest of the other classes in services.
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* add some InfoType
* correct OpenApplicationProxy cmd number
* add IDisplayController functions
* fix clang-format
* add more system languages
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* Stubs for QLaunch
* Wiped unrelated stuff
* Addressed comment
* Dropped GetPopFromGeneralChannelEvent
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* Add AppletAE, step 1: move common interfaces to am.h
* Add AppletAE, step 2
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It'll be needed when we implement CreateManagedDisplayLayer.
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Updated based off information from 3dbrew.
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Named the service functions in am:app as per 3dbrew.
This fixes an illegal read loop in Steel Diver
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