- Apr 12, 2019
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Lioncash authored
This gives us significantly more control over where in the initialization process we start execution of the main process. Previously we were running the main process before the CPU or GPU threads were initialized (not good). This amends execution to start after all of our threads are properly set up.
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Lioncash authored
Initially required due to the split codepath with how the initial main process instance was initialized. We used to initialize the process like: Init() { main_process = Process::Create(...); kernel.MakeCurrentProcess(main_process.get()); } Load() { const auto load_result = loader.Load(*kernel.GetCurrentProcess()); if (load_result != Loader::ResultStatus::Success) { // Handle error here. } ... } which presented a problem. Setting a created process as the main process would set the page table for that process as the main page table. This is fine... until we get to the part that the page table can have its size changed in the Load() function via NPDM metadata, which can dictate either a 32-bit, 36-bit, or 39-bit usable address space. Now that we have full control over the process' creation in load, we can simply set the initial process as the main process after all the loading is done, reflecting the potential page table changes without any special-casing behavior. We can also remove the cache flushing within LoadModule(), as execution wouldn't have even begun yet during all usages of this function, now that we have the initialization order cleaned up.
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Lioncash authored
Now that we have dependencies on the initialization order, we can move the creation of the main process to a more sensible area: where we actually load in the executable data. This allows localizing the creation and loading of the process in one location, making the initialization of the process much nicer to trace.
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Lioncash authored
Like with CPU emulation, we generally don't want to fire off the threads immediately after the relevant classes are initialized, we want to do this after all necessary data is done loading first. This splits the thread creation into its own interface member function to allow controlling when these threads in particular get created.
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Lioncash authored
Our initialization process is a little wonky than one would expect when it comes to code flow. We initialize the CPU last, as opposed to hardware, where the CPU obviously needs to be first, otherwise nothing else would work, and we have code that adds checks to get around this. For example, in the page table setting code, we check to see if the system is turned on before we even notify the CPU instances of a page table switch. This results in dead code (at the moment), because the only time a page table switch will occur is when the system is *not* running, preventing the emulated CPU instances from being notified of a page table switch in a convenient manner (technically the code path could be taken, but we don't emulate the process creation svc handlers yet). This moves the threads creation into its own member function of the core manager and restores a little order (and predictability) to our initialization process. Previously, in the multi-threaded cases, we'd kick off several threads before even the main kernel process was created and ready to execute (gross!). Now the initialization process is like so: Initialization: 1. Timers 2. CPU 3. Kernel 4. Filesystem stuff (kind of gross, but can be amended trivially) 5. Applet stuff (ditto in terms of being kind of gross) 6. Main process (will be moved into the loading step in a following change) 7. Telemetry (this should be initialized last in the future). 8. Services (4 and 5 should ideally be alongside this). 9. GDB (gross. Uses namespace scope state. Needs to be refactored into a class or booted altogether). 10. Renderer 11. GPU (will also have its threads created in a separate step in a following change). Which... isn't *ideal* per-se, however getting rid of the wonky intertwining of CPU state initialization out of this mix gets rid of most of the footguns when it comes to our initialization process.
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bunnei authored
vk_shader_decompiler: Implement a SPIR-V decompiler
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bunnei authored
kernel/svc: Deglobalize the supervisor call handlers
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bunnei authored
kernel: Make handle type declarations constexpr
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bunnei authored
gl_rasterizer_cache: Relax restrictions on FastCopySurface
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- Apr 11, 2019
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Lioncash authored
Some objects declare their handle type as const, while others declare it as constexpr. This makes the const ones constexpr for consistency, and prevent unexpected compilation errors if these happen to be attempted to be used within a constexpr context.
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Fernando Sahmkow authored
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bunnei authored
video_core: Implement API agnostic view based texture cache
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bunnei authored
Correct Fermi Copy on Linear Textures.
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- Apr 10, 2019
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
sirit is a runtime assembler for SPIR-V
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bunnei authored
gl_rasterizer: Use ARB_multi_bind to update buffers with a single call per drawcall
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bunnei authored
kernel/server_session: Remove obsolete TODOs
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Lioncash authored
These are holdovers from Citra.
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bunnei authored
Remove unnecessary bounding in LD_C
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bunnei authored
yuzu/debugger: Remove graphics surface viewer
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Fernando Sahmkow authored
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- Apr 09, 2019
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bunnei authored
video_core/texures/texture: Remove unnecessary includes
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bunnei authored
file_sys: Provide generic interface for accessing game data
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bunnei authored
Correct XMAD mode, psl and high_b on different encodings.
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bunnei authored
Port citra-emu/citra#4437: "citra-qt: Make hotkeys configurable via the GUI (Attempt 2)"
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bunnei authored
yuzu/loading_screen: Resolve runtime Qt string formatting warnings
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bunnei authored
gl_backend: Align Pixel Storage
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bunnei authored
Correct LOP_IMM encoding
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Fernando Sahmkow authored
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Hexagon12 authored
kernel/process: Set page table when page table resizes occur.
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Lioncash authored
We need to ensure dynarmic gets a valid pointer if the page table is resized (the relevant pointers would be invalidated in this scenario). In this scenario, the page table can be resized depending on what kind of address space is specified within the NPDM metadata (if it's present).
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