| Commit message (Collapse) | Author | Age |
|\
| |
| | |
Implemented timers
|
| |
| |
| |
| | |
ARM_Disasm only has static methods, so there's no need to have an instance of it.
|
| | |
|
| | |
|
| |
| |
| |
| | |
This will keep track of idle ticks for us, and fixes some tickcount-related issues
|
|\ \
| | |
| | | |
SVC: Fixed SleepThread
|
| | |
| | |
| | |
| | | |
It will now properly wait the specified number of nanoseconds and then wake up the thread.
|
|\ \ \
| | | |
| | | | |
dyncom: Fix UMAAL
|
| | | |
| | | |
| | | |
| | | | |
These need to be done as a 64-bit operation.
|
|\ \ \ \
| |_|/ /
|/| | | |
Add check for valid address to call stack
|
| | | |
| | | |
| | | |
| | | | |
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.
|
|\ \ \ \
| | | | |
| | | | | |
GPU: Toggle active framebuffer each frame
|
| | | | | |
|
|\ \ \ \ \
| |_|_|/ /
|/| | | | |
Common: Clean up ThreadQueueList
|
|\ \ \ \ \
| |_|_|_|/
|/| | | | |
dyncom: Fix SMULWB/SMULWT
|
| | | | |
| | | | |
| | | | |
| | | | | |
Wasn't doing proper sign-extension
|
| | | |/ |
|
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| | | |
| | | | |
Ported the CoreTiming namespace from PPSSPP
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Implemented the required calls to make it work.
CoreTiming: Added a new logging class Core_Timing.
|
| |/ /
|/| |
| | |
| | | |
Fixes #423.
|
|\ \ \
| | | |
| | | | |
dyncom: Fix SWPB
|
|\ \ \ \
| | | | |
| | | | | |
dyncom: Move over SMLALXY
|
| |/ / /
|/| | | |
|
| | |/
| |/| |
|
|\ \ \
| | | |
| | | | |
Remove dead platform #ifdefs to make the code more readable.
|
|\ \ \ \
| |_|/ /
|/| | | |
Archives: Change the folder layout of some archives.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
It now refers to me as the PoC
|
| | | | |
|
| |/ /
|/| |
| | |
| | |
| | |
| | | |
Symbian, Xbox, Blackberry and iOS got removed.
FreeBSD and Android kept due to them potentially being able to run Citra in the future.
The iOS specific part also got removed from PPSSPP in order to fix a bug there.
|
|\ \ \
| | | |
| | | | |
Renamed all .hxx headers to .h
|
|\ \ \ \
| | | | |
| | | | | |
Added exclusive reservation granule from ARMv7 spec to dyncom...
|
| |/ / /
|/| | | |
|
|\ \ \ \
| | | | |
| | | | | |
Remove x86 specifics
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Services: Clean up a few things and add a few function names
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
LDR/STREX.
|
|\ \ \ \ \ \
| |_|_|_|_|/
|/| | | | | |
Silence some -Wsign-compare warnings.
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
dyncom: Partially emulate BXJ
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Just in case some game studio let the intern write inline assembly or something.
|
|\ \ \ \ \ \ \
| |/ / / / / /
|/| | | | | | |
DSP: Signal (faked) interrupt on every frame.
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Easy skyeye todo fix.
|
| |_|_|/ / /
|/| | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
dyncom: Implement QADD/QSUB/QDADD/QDSUB
|
| | | | | | | |
|
| |/ / / / /
|/| | | | |
| | | | | |
| | | | | | |
- Hack to work around games checking that the DSP event has been signaled by a real DSP interrupt.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
AddressArbiter: Ported arbitration type 2 from 3dmoo.
|