| Commit message (Collapse) | Author | Age |
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Expose GetSharedFont and NotifyToWait to APT:A and APT:S respectively
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Add some support for the shared page
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Correctness fixes for GPU flipping and interrupts
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APTU: Stubbed NotifyToWait, taken from 3dmoo.
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AddrArbiter: Implement arbitration types 3 and 4.
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The code was previously appending the interrupt to after the end of the
buffer, instead of at the end.
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Hardware testing determined that the GSP processes shared memory
framebuffer update info even when no memory transfer or filling GX
commands are used. They are now updated on every interrupt, which isn't
confirmed correct but matches hardware behaviour more closely.
This also reverts the hack introduced in #404. It made a few games
behave better, but I believe it's incorrect and also breaks other games.
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PDC0 and PDC1 are both VBlank interrupts. PDC0 was being treated as a
HBlank interrupt and fired many more times than it should. They now both
fire together at 60 Hz. This puzzlingly *improves* apparent framerate on
many applications.
A few other interrupts were being fired inside the GSP command
processing instead of on the actual GPU register writes, so they were
moved there, which should cover direct writes tho those registers not
going through the GX command queue.
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Also renamed some handles in the APT:U service to be more descriptive.
Fixed a typo in InquireNotification
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cfg:s, ptm:sysm, apt:s.
apt:s is almost exactly the same as apt:u as per 3dbrew
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SVC: Wake up the thread after the delay in WaitSync1
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Thread: Prevent waking a thread multiple times.
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If a thread was woken up by something, cancel the wakeup timeout.
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There is no documentation available on this function, but we set the result to false as a stub.
This allows Super Little Acorns to move all the way in game with pp3c.
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trace logs under release for performance.
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Kernel Lifetime Reform Pt. 2
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Warn if a new thread is intended to be run on the system CPU core
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Implemented timers
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It will now properly wait the specified number of nanoseconds and then wake up the thread.
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This thread will not actually execute instructions, it will only advance the timing/events and try to yield immediately to the next ready thread, if there aren't any ready threads then it will be rescheduled and start its job again.
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GPU: Toggle active framebuffer each frame
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Common: Clean up ThreadQueueList
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implement correct scheduling for such a thread.
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Replace all the C-style complicated buffer management with a std::deque.
In addition to making the code easier to understand it also adds support
for non-POD IdTypes.
Also clean the rest of the code to follow our code style.
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Fixes #423.
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Archives: Change the folder layout of some archives.
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It now refers to me as the PoC
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Services: Clean up a few things and add a few function names
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Silence some -Wsign-compare warnings.
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