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vi: Add FENCE_HACK, which is useful for booting BOTW.

pull/15/merge
bunnei 8 years ago
parent
commit
91e19deb39
  1. 28
      src/core/hle/service/vi/vi.cpp

28
src/core/hle/service/vi/vi.cpp

@ -262,6 +262,11 @@ public:
Data data;
};
// TODO(bunnei): Remove this. When set to 1, games will think a fence is valid and boot further.
// This will break libnx and potentially other apps that more stringently check this. This is here
// purely as a convenience, and should go away once we implement fences.
static constexpr u32 FENCE_HACK = 0;
class IGBPDequeueBufferResponseParcel : public Parcel {
public:
explicit IGBPDequeueBufferResponseParcel(u32 slot) : Parcel(), slot(slot) {}
@ -269,11 +274,20 @@ public:
protected:
void SerializeData() override {
Write(slot);
// TODO(Subv): Find out how this Fence is used.
std::array<u32_le, 11> fence = {};
Write(fence);
Write<u32_le>(0);
// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
Write<u32>(0);
Write<u32>(FENCE_HACK);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
Write<u32>(0);
}
u32_le slot;
@ -304,7 +318,7 @@ protected:
void SerializeData() override {
// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
Write<u32_le>(0);
Write<u32_le>(0);
Write<u32_le>(FENCE_HACK);
Write<u32_le>(0);
Write(buffer);
Write<u32_le>(0);
@ -560,7 +574,7 @@ private:
}
std::shared_ptr<NVFlinger::NVFlinger> nv_flinger;
};
}; // namespace VI
class ISystemDisplayService final : public ServiceFramework<ISystemDisplayService> {
public:

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