This allows LLE library applets (like swkbd) to properly close and return to the application instead of hanging.
There is still a bug in our rasterizer cache that may cause crashes some time after an applet is closed, but that is tangential to this change and should be tackled separately.
The real kernel requires services to set up their static buffer targets ahead of time. This implementation does not require that and will simply create the storage for the buffers as they are processed in the incoming IPC request.
Static buffers are kept in an unordered_map keyed by their buffer id, and are written into the already-setup area of the request thread when responding an IPC request.
This fixes a regression (crash) introduced in #2992.
This PR introduces more warnings due to the [[deprecated]] attribute being added to void PushStaticBuffer(VAddr buffer_vaddr, size_t size, u8 buffer_id); and VAddr PopStaticBuffer(size_t* data_size);
With this commit, you can run native applets if they are in the correct folder of your virtual NAND.
Trying to exit the applet will currently cause an invalid read loop due to svcExitProcess not being implemented.
The table was taken from the real APT service, but is incomplete due to the sheer amount of data it contains. There's 29 applets with 7 possible titleids. This table should be filled as needed.
Only use the HLE interface if an HLE applet with the desired id was started.
This commit reorganizes the APT code surrounding parameter creation and delivery to make it easier to support LLE applets in the future.
As future work, the HLE applet interface can be reworked to utilize the same facilities as the LLE interface.
As per 3dbrew:
"During Home Menu start-up it uses APT:PrepareToStartNewestHomeMenu. If that doesn't return an error(normally NS returns 0xC8A0CFFC for that), Home Menu starts a hardware reboot with APT:StartNewestHomeMenu etc. "
We need to know what is being run so we can set the APT parameter destination AppId correctly.
Delaying the preparation of the parameter until we know which AppId is running lets us support booting both the Home Menu and normal game Applications.