switch-examples/exception-handler/source/main.c

86 lines
2.8 KiB
C

// Include the most common headers from the C standard library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// Include the main libnx system header, for Switch development
#include <switch.h>
//This example shows how to use userland exception handling. See also libnx init.c and thread_context.h.
alignas(16) u8 __nx_exception_stack[0x1000];
u64 __nx_exception_stack_size = sizeof(__nx_exception_stack);
void __libnx_exception_handler(ThreadExceptionDump *ctx)
{
int i;
FILE *f = fopen("exception_dump", "w");
if(f==NULL)return;
fprintf(f, "error_desc: 0x%x\n", ctx->error_desc);//You can also parse this with ThreadExceptionDesc.
//This assumes AArch64, however you can also use threadExceptionIsAArch64().
for(i=0; i<29; i++)fprintf(f, "[X%d]: 0x%lx\n", i, ctx->cpu_gprs[i].x);
fprintf(f, "fp: 0x%lx\n", ctx->fp.x);
fprintf(f, "lr: 0x%lx\n", ctx->lr.x);
fprintf(f, "sp: 0x%lx\n", ctx->sp.x);
fprintf(f, "pc: 0x%lx\n", ctx->pc.x);
//You could print fpu_gprs if you want.
fprintf(f, "pstate: 0x%x\n", ctx->pstate);
fprintf(f, "afsr0: 0x%x\n", ctx->afsr0);
fprintf(f, "afsr1: 0x%x\n", ctx->afsr1);
fprintf(f, "esr: 0x%x\n", ctx->esr);
fprintf(f, "far: 0x%lx\n", ctx->far.x);
fclose(f);
}
// Main program entrypoint
int main(int argc, char* argv[])
{
// This example uses a text console, as a simple way to output text to the screen.
// If you want to write a software-rendered graphics application,
// take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead.
// If on the other hand you want to write an OpenGL based application,
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("Triggering crash...\n");
consoleUpdate(NULL);
//Trigger a crash.
*((u64*)8) = 16;
// Main loop
while (appletMainLoop())
{
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Your code goes here
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}