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

This commit is contained in:
bunnei 2018-02-12 21:17:04 -05:00
parent a9e4e8294a
commit 91e19deb39

View File

@ -262,6 +262,11 @@ public:
Data data; 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 { class IGBPDequeueBufferResponseParcel : public Parcel {
public: public:
explicit IGBPDequeueBufferResponseParcel(u32 slot) : Parcel(), slot(slot) {} explicit IGBPDequeueBufferResponseParcel(u32 slot) : Parcel(), slot(slot) {}
@ -269,11 +274,20 @@ public:
protected: protected:
void SerializeData() override { void SerializeData() override {
Write(slot); // TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
// TODO(Subv): Find out how this Fence is used. Write<u32>(0);
std::array<u32_le, 11> fence = {}; Write<u32>(FENCE_HACK);
Write(fence); Write<u32>(0);
Write<u32_le>(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; u32_le slot;
@ -304,7 +318,7 @@ protected:
void SerializeData() override { void SerializeData() override {
// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx. // 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>(0); Write<u32_le>(FENCE_HACK);
Write<u32_le>(0); Write<u32_le>(0);
Write(buffer); Write(buffer);
Write<u32_le>(0); Write<u32_le>(0);
@ -560,7 +574,7 @@ private:
} }
std::shared_ptr<NVFlinger::NVFlinger> nv_flinger; std::shared_ptr<NVFlinger::NVFlinger> nv_flinger;
}; }; // namespace VI
class ISystemDisplayService final : public ServiceFramework<ISystemDisplayService> { class ISystemDisplayService final : public ServiceFramework<ISystemDisplayService> {
public: public: