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authorJPikachu <jpikachu.eden@gmail.com>2025-04-26 13:19:44 +0100
committerJPikachu <jpikachu@noreply.localhost>2025-04-30 06:35:22 +0000
commit8599c47fe06f26ec57718fccdf0b438471129186 (patch)
tree921a477ec7fb1eb74b270912d04a4e767ba60224 /src/core/hle/kernel/k_process.h
parente57b12d0207cd0cc35069e4d532cb3b5ca104591 (diff)
service: sm/kernel/loader: Implement QueryPointerBufferSize, automatic pointer buffer sizing, and SM service improvements
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.
Diffstat (limited to 'src/core/hle/kernel/k_process.h')
-rw-r--r--src/core/hle/kernel/k_process.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/core/hle/kernel/k_process.h b/src/core/hle/kernel/k_process.h
index ab1358a129..f31f260d3c 100644
--- a/src/core/hle/kernel/k_process.h
+++ b/src/core/hle/kernel/k_process.h
@@ -84,6 +84,7 @@ private:
std::array<u64, 4> m_entropy{};
bool m_is_signaled{};
bool m_is_initialized{};
+ u32 m_pointer_buffer_size = 0x8000; // Default pointer buffer size (can be game-specific later)
bool m_is_application{};
bool m_is_default_application_system_resource{};
bool m_is_hbl{};
@@ -239,6 +240,14 @@ public:
m_is_suspended = suspended;
}
+ u32 GetPointerBufferSize() const {
+ return m_pointer_buffer_size;
+ }
+
+ void SetPointerBufferSize(u32 size) {
+ m_pointer_buffer_size = size;
+ }
+
Result Terminate();
bool IsTerminated() const {