| Age | Commit message (Collapse) | Author |
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Implement ISystemDisplayService::GetDisplayMode
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Makes the public interface consistent in terms of how accesses are done
on a process object. It also makes it slightly nicer to reason about the
logic of the process class, as we don't want to expose everything to
external code.
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stream: Preserve enum class type in GetState()
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service: Add missing headers inclusions where applicable
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Gets rid of a few indirect inclusions.
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file_sys: Add support for LayeredFS mods
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* Implemented fatal:u properly
fatal:u now is properly implemented with all the ipc cmds. Error reports/Crash reports are also now implemented for fatal:u. Crash reports save to yuzu/logs/crash_reports/
The register dump is currently known as sysmodules send all zeros. If there are any non zero values for the "registers" or the unknown values, let me know!
* Fatal:U fixups
* Made fatal:u execution break more clear
* Fatal fixups
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* Stubbed IRS
Currently we have no ideal way of implementing IRS. For the time being we should have the functions stubbed until we come up with a way to emulate IRS properly.
* Added IRS to logging backend
* Forward declared shared memory for irs
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Corrected SSL::SetInterfaceVersion
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Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
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Added IRequest::Submit
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Even though setting this value to 3 is more correct. We break more games than we fix due to missing implementations. We should keep this as 0 for the time being
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This fixes updated versions of SMO. Currently unable to test as I don't have an updated version
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Needed because of the recent nim fixes
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* Reworked incorrect nifm stubs
Need confirmation on `CreateTemporaryNetworkProfile`, unsure which game uses it but according to reversing. It should return a uuid which we currently don't do.
Any 0 client id is considered an invalid client id.
GetRequestState 0 is considered invalid.
* Fixups for nifm
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Fixed GetAccountId stub, Added error code for OpenDirectory and added ActivateNpadWithRevision
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ActivateNpadWithRevision
With these, `Nintendo Entertainment System - Nintendo Switch Online` loads
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Should be a single u32
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Due to keeping the code style consistent in the yuzu codebase. `rb = rp.MakeBuilder(...)` was replaced with `rb{ctx, ...}`
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Implemented IProfile::GetImageSize
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Implemented GetDefaultDisplayResolution
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Stubbed ActivateConsoleSixAxisSensor & StartConsoleSixAxisSensor
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* Fix bug where default username value for yuzu_cmd create an userprofile with uninitialize data as username
* Fix format
* Apply code review changes
* Remove nullptr check
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service/vi: Replace includes with forward declarations where applicable
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services/sm: Amend error code constants
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Courtesy of @ogniK5377.
This also moves them into the cpp file and limits the visibility to
where they're directly used. It also gets rid of unused or duplicate
error codes.
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kernel/thread: Include thread-related enums within the kernel namespace
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service: Use nested namespace specifiers where applicable
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Previously, these were sitting outside of the Kernel namespace, which
doesn't really make sense, given they're related to the Thread class
which is within the Kernel namespace.
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There were a few places where nested namespace specifiers weren't being
used where they could be within the service code. This amends that to
make the namespacing a tiny bit more compact.
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Previously this wasn't using the Korean font at all.
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pl_u: Eliminate mutable file-scope state
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service/prepo: Move class into the cpp file
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A few headers were including other headers when a forward declaration
can be used instead, allowing the include to be moved to the cpp file.
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Converts the PL_U internals to use the PImpl idiom and makes the state
part of the Impl struct, eliminating mutable global/file state.
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This doesn't need to be exposed within the header and be kept in the
translation unit, eliminating the need to include anything within the
header.
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hle/service: Default constructors and destructors in the cpp file where applicable
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This places the font data within cpp files, which mitigates the
possibility of the font data being duplicated within the binary if it's
referred to in more than one translation unit in the future. It also
stores the data within a std::array, which is more flexible when it
comes to operating with the standard library.
Furthermore, it makes the data arrays const. This is what we want, as it
allows the compiler to store the data within the read-only segment. As
it is, having several large sections of mutable data like this just
leaves spots in memory that we can accidentally write to (via accidental
overruns, what have you) and actually have it work. This ensures the
font data remains the same no matter what.
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