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furyhunter
Can we open the OS input prompts, like the keyboard, in homebrew?
linkmauve1
It depends on the exploit used, AFAIK some of them will kill the required process.
But otherwise I think so.
Subv did some tests with that, in order to implement it in Citra.
mgzg
when launched from ninjhax 1.1, APT has transition 0x40 locked which stops APT_PrepareToStartLibraryApplet. you can unlock it with an AppletUtility call
I haven't tested under the other entrypoints yet (I should do that to see what all I need to work around)
furyhunter
hmm
endrift
where's xerpi when I need him :(
yuriks
oh, uh, right, so I suppose I should finish that GPU stuff
endrift
haha
I'm trying to patch sf2dlib and it's crashing for SOME REASON
yuriks
SOME REASONs I've encountered lately: ctrulib was aligning linearAlloc mem to only 16 bytes, textures need 0x80 bytes
and settings the vertex buffer base to 0 (though that's probably not the issue in your case)
endrift
I think I'm crashing the GPU
not sure
smea
<@yuriks> SOME REASONs I've encountered lately: ctrulib was aligning linearAlloc mem to only 16 bytes, textures need 0x80 bytes <= regarding that
https://github.com/smealum/portal3DS/blob/master/source/gfx/texture.c#L224-L225
so apparently i had issues with just 0x80 a while back, but i dont remember
maybe linearMemAlign was broken at the time, since it definitely was at one point
either way, gpu crashes could be due to that
yuriks
0x80 is 128 bytes. 8x8 tile has 64 pixels
*2 for a 16 bits per texel format -> 128 bytes
so maybe RGBA textures need 256
smea
maybe
yuriks
I figure it has to be aligned on a tile
smea
i'm just saying, i'm pretty sure i'm the one who came up with the 0x80 byte requirement
so the fact that my code indicates it might not be enough might mean i was wrong
yuriks
mhmm
smea
so be on your guard
:P
yuriks
next time I'm working with that I'll run some experiments to check
StapleButter
if big textures required alignment that big, well
it could be wasteful on VRAM
profi200
Throwing a font on VRAM with a big alignment will fill it up even faster.
vaguerant
StapleButter, Gunman's Proof is a weird case in blargSNES. Looks broken as hell with software rendering, seems to work fine with hardware.
StapleButter
oh, odd
probably a timing issue
that the hardware renderer's limited accuracy makes up for, I guess
yuriks
ugh, cool, mgba is crashing after main on exit :|
endrift
is that your fault or mine?
yuriks
I'm not sure
might be a latent bug in allocation/shutdown
or I might be scribbling memory somewhere
endrift
like does this happen with my build or something that changed
yuriks
nah, it's on my branch. But well, I didn't change any of that allocation code, so
it's been doing that from the start, I just didn't care about it until now
endrift
hmm
yuriks
but I didn't compile master since I cba getting sf2d :D
endrift
sf2d is bad
ish
it crashed when I tried to change the tex filter from NEAREST to LINEAR and I am so confused
yuriks
(Action) changes the memory allocation alignment on ctrulib to 0x100
oh, I'm not even using the version with 0x80 alignment, sheesh
well, it wasn't that, I guess
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