2018-02-25 20:14:58 -05:00
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using ChocolArm64.Events;
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2018-02-04 18:08:20 -05:00
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using ChocolArm64.Memory;
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using ChocolArm64.State;
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2018-09-18 19:36:43 -04:00
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using Ryujinx.HLE.HOS.Ipc;
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2018-11-28 17:18:09 -05:00
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using Ryujinx.Common.Logging;
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using System;
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2018-06-10 20:46:42 -04:00
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using System.Collections.Generic;
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2018-02-04 18:08:20 -05:00
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2018-08-16 19:47:36 -04:00
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namespace Ryujinx.HLE.HOS.Kernel
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{
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partial class SvcHandler
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{
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private delegate void SvcFunc(CpuThreadState ThreadState);
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private Dictionary<int, SvcFunc> SvcFuncs;
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private Switch Device;
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private KProcess Process;
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private Horizon System;
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private MemoryManager Memory;
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private struct HleIpcMessage
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{
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public KThread Thread { get; private set; }
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public KSession Session { get; private set; }
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public IpcMessage Message { get; private set; }
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public long MessagePtr { get; private set; }
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public HleIpcMessage(
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KThread Thread,
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KSession Session,
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IpcMessage Message,
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long MessagePtr)
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{
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this.Thread = Thread;
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this.Session = Session;
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this.Message = Message;
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this.MessagePtr = MessagePtr;
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}
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 14:53:23 -04:00
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public SvcHandler(Switch Device, KProcess Process)
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{
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SvcFuncs = new Dictionary<int, SvcFunc>()
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{
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{ 0x01, SvcSetHeapSize },
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{ 0x03, SvcSetMemoryAttribute },
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{ 0x04, SvcMapMemory },
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{ 0x05, SvcUnmapMemory },
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{ 0x06, SvcQueryMemory },
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{ 0x07, SvcExitProcess },
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{ 0x08, CreateThread64 },
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{ 0x09, SvcStartThread },
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{ 0x0a, SvcExitThread },
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{ 0x0b, SvcSleepThread },
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{ 0x0c, SvcGetThreadPriority },
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{ 0x0d, SvcSetThreadPriority },
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{ 0x0e, SvcGetThreadCoreMask },
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{ 0x0f, SetThreadCoreMask64 },
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{ 0x10, SvcGetCurrentProcessorNumber },
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{ 0x11, SignalEvent64 },
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{ 0x12, ClearEvent64 },
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{ 0x13, SvcMapSharedMemory },
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{ 0x14, SvcUnmapSharedMemory },
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{ 0x15, SvcCreateTransferMemory },
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{ 0x16, SvcCloseHandle },
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{ 0x17, ResetSignal64 },
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{ 0x18, SvcWaitSynchronization },
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 14:53:23 -04:00
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{ 0x19, SvcCancelSynchronization },
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{ 0x1a, SvcArbitrateLock },
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{ 0x1b, SvcArbitrateUnlock },
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{ 0x1c, SvcWaitProcessWideKeyAtomic },
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{ 0x1d, SvcSignalProcessWideKey },
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{ 0x1e, SvcGetSystemTick },
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{ 0x1f, SvcConnectToNamedPort },
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{ 0x21, SvcSendSyncRequest },
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{ 0x22, SvcSendSyncRequestWithUserBuffer },
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{ 0x24, GetProcessId64 },
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{ 0x25, SvcGetThreadId },
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{ 0x26, SvcBreak },
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{ 0x27, SvcOutputDebugString },
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{ 0x29, GetInfo64 },
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{ 0x2c, SvcMapPhysicalMemory },
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{ 0x2d, SvcUnmapPhysicalMemory },
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{ 0x32, SvcSetThreadActivity },
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{ 0x33, SvcGetThreadContext3 },
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{ 0x34, SvcWaitForAddress },
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{ 0x35, SvcSignalToAddress },
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{ 0x45, CreateEvent64 },
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{ 0x65, GetProcessList64 },
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{ 0x6f, GetSystemInfo64 },
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{ 0x70, CreatePort64 },
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{ 0x71, ManageNamedPort64 }
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};
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this.Device = Device;
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this.Process = Process;
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this.System = Device.System;
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this.Memory = Process.CpuMemory;
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}
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public void SvcCall(object sender, InstExceptionEventArgs e)
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{
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CpuThreadState ThreadState = (CpuThreadState)sender;
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if (SvcFuncs.TryGetValue(e.Id, out SvcFunc Func))
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{
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Logger.PrintDebug(LogClass.KernelSvc, $"{Func.Method.Name} called.");
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Func(ThreadState);
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Logger.PrintDebug(LogClass.KernelSvc, $"{Func.Method.Name} ended.");
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}
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else
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{
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//Process.PrintStackTrace(ThreadState);
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throw new NotImplementedException($"0x{e.Id:x4}");
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}
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}
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}
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}
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