- Aug 15, 2018
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bunnei authored
- Used by Breath of the Wild.
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greggameplayer authored
Require by Zelda Breath Of The Wild
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Lioncash authored
These mappings are leftovers from citra and don't apply to the Switch.
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Lioncash authored
Given if we hit here all is lost, we should probably be logging the break reason code and associated information to distinguish between the causes.
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
- Used by Super Mario Odyssey.
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- Aug 14, 2018
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Lioncash authored
Previously we weren't always initializing all members of the struct. Prevents potentially wonky behavior from occurring.
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Lioncash authored
Avoids potential One Definition Rule violations when these are used in the future.
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Lioncash authored
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Lioncash authored
These currently aren't used and contain commented out source code that corresponds to Dolphin's JIT. Given our CPU code is organized quite differently, we shouldn't be keeping this around (at the moment it just adds to compile times marginally).
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Lioncash authored
The filter is returned via const reference, so this was making a pointless copy of the entire filter every time a message was being pushed into the logger instance.
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greggameplayer authored
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- Aug 13, 2018
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Lioncash authored
Ensures both variants go through the same interface, and while we're at it, add Finalize to provide the inverse of Initialize for consistency.
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Lioncash authored
Now if changes are ever made to the behavior of the class, it doesn't involve rebuilding everything that includes the mm_u header.
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Lioncash authored
Orders elements in the precise order they'll be initialized.
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bunnei authored
- Used by Breath of the Wild.
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Zhu PengFei authored
linux-mingw does not really like this.
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MerryMage authored
No longer required. HaltExecution is a no-op if it is not currently executing.
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David Marcec authored
Needed for xenoblade
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MerryMage authored
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MerryMage authored
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MerryMage authored
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bunnei authored
- Used by Breath of the Wild.
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Lioncash authored
Despite being covered by a global mutex, we should still ensure that the class handles its reference counts properly. This avoids potential shenanigans when it comes to data races. Given this is the root object that drives quite a bit of the kernel object hierarchy, ensuring we always have the correct behavior (and no races) is a good thing.
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bunnei authored
- Used by Breath of the Wild.
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David Marcec authored
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David Marcec authored
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bunnei authored
- Used by Breath of the Wild.
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bunnei authored
- Used by Breath of the Wild.
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Subv authored
We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast. This lets us bypass certain hangs in some games like Breath of the Wild. We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
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Subv authored
The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
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- Aug 12, 2018
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Subv authored
Another thread may write to this variable while the core in question is in the middle of checking for a reschedule request.
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Subv authored
Another thread might be in the middle of an SVC, thus altering the state of the schedulers.
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Subv authored
Another thread might be in the middle of a reschedule, thus altering the state of the schedulers.
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Subv authored
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe. Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
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bunnei authored
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Subv authored
Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread. This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row. Also added more validation asserts. This should fix one of the random crashes in Breath Of The Wild.
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Lioncash authored
Makes it consistent with the other VFS interfaces and prevents implicit construction.
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