Includes citron, sudachi, yuzu
currently broken, because the eden dir is always made early?
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: #91
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Should fix or at least lessen the crashes when leaving runtime emulation on both Android / PC
Also, may have improved the time required to leave the game
Reviewed-on: #75
Co-authored-by: Briar <205427297+icy-briar@users.noreply.github.com>
Co-committed-by: Briar <205427297+icy-briar@users.noreply.github.com>
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.
If the user selects dynamic state = 0, force-disable all Vulkan dynamic state extensions and related struct fields.
This ensures compatibility with drivers and simplifies shader pipeline logic.
Also logs all removals for clarity.
If the setting dyna_state is set to 0 (dynamic state disabled), must_emulate_scaled_formats is forced "true" for proper rendering.
If dyna_state is set to 1, 2, or 3 (dynamic state enabled), must_emulate_scaled_formats is forced "false" for proper dyna-state use.
This change applies globally after all device-specific quirks and is logged clearly at boot for easier debugging.
- Forcefully disabled dynamic state extensions if Vulkan reports that
the device doesn't support it (need to update UI for this)
- Adds some more supported state 3 extensions
- Adds back stencil reinterpretation
- default to 0 on Android and 1 on desktop
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: #57
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>