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author | bunnei <bunneidev@gmail.com> | 2018-02-13 03:17:04 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2018-02-13 03:24:40 +0100 |
commit | 91e19deb3931dcb1ee2b692b3d9b039bc601e2c3 (patch) | |
tree | 26791a4cc08964cda60a24921aa1cebc581a0781 /src | |
parent | vi: Stub TransactParcel CancelBuffer. (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/core/hle/service/vi/vi.cpp | 28 |
1 files changed, 21 insertions, 7 deletions
diff --git a/src/core/hle/service/vi/vi.cpp b/src/core/hle/service/vi/vi.cpp index cfdd4bf2a..8b4ed30d2 100644 --- a/src/core/hle/service/vi/vi.cpp +++ b/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: |