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@ -262,6 +262,11 @@ public:
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Data data;
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Data data;
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};
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};
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// TODO(bunnei): Remove this. When set to 1, games will think a fence is valid and boot further.
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// This will break libnx and potentially other apps that more stringently check this. This is here
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// purely as a convenience, and should go away once we implement fences.
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static constexpr u32 FENCE_HACK = 0;
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class IGBPDequeueBufferResponseParcel : public Parcel {
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class IGBPDequeueBufferResponseParcel : public Parcel {
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public:
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public:
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explicit IGBPDequeueBufferResponseParcel(u32 slot) : Parcel(), slot(slot) {}
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explicit IGBPDequeueBufferResponseParcel(u32 slot) : Parcel(), slot(slot) {}
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@ -269,11 +274,20 @@ public:
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protected:
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protected:
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void SerializeData() override {
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void SerializeData() override {
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Write(slot);
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// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
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// TODO(Subv): Find out how this Fence is used.
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Write<u32>(0);
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std::array<u32_le, 11> fence = {};
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Write<u32>(FENCE_HACK);
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Write(fence);
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Write<u32>(0);
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Write<u32_le>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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Write<u32>(0);
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}
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}
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u32_le slot;
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u32_le slot;
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@ -304,7 +318,7 @@ protected:
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void SerializeData() override {
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void SerializeData() override {
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// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
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// TODO(bunnei): Find out what this all means. Writing anything non-zero here breaks libnx.
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Write<u32_le>(0);
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Write<u32_le>(0);
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Write<u32_le>(0);
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Write<u32_le>(FENCE_HACK);
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Write<u32_le>(0);
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Write<u32_le>(0);
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Write(buffer);
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Write(buffer);
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Write<u32_le>(0);
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Write<u32_le>(0);
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@ -560,7 +574,7 @@ private:
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}
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}
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std::shared_ptr<NVFlinger::NVFlinger> nv_flinger;
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std::shared_ptr<NVFlinger::NVFlinger> nv_flinger;
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};
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}; // namespace VI
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class ISystemDisplayService final : public ServiceFramework<ISystemDisplayService> {
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class ISystemDisplayService final : public ServiceFramework<ISystemDisplayService> {
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public:
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public:
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