- Jan 22, 2015
- Jan 21, 2015
- Jan 20, 2015
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Lioncash authored
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- Jan 13, 2015
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Subv authored
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- Jan 11, 2015
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Subv authored
If a thread was woken up by something, cancel the wakeup timeout.
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- Jan 09, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Subv authored
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- Jan 08, 2015
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Subv authored
It will now properly wait the specified number of nanoseconds and then wake up the thread.
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Subv authored
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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- Jan 07, 2015
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Yuri Kunde Schlesner authored
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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- Jan 04, 2015
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Subv authored
This will happen when the mutex is already owned by another thread. Should fix some issues with games being stuck due to waiting threads not being awoken.
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- Jan 03, 2015
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Subv authored
(Thanks 3dmoo!)
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- Dec 28, 2014
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Yuri Kunde Schlesner authored
This handle manager more closely mirrors the behaviour of the CTR-OS one. In addition object ref-counts and support for DuplicateHandle have been added. Note that support for DuplicateHandle is still experimental, since parts of the kernel still use Handles internally, which will likely cause troubles if two different handles to the same object are used to e.g. wait on a synchronization primitive.
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Dec 21, 2014
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purpasmart96 authored
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bunnei authored
- Removed unused VBLANK sleep mode - Added error log for bad context switch - Renamed VerifyWait to CheckWaitType to be more clear
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- Dec 20, 2014
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Chin authored
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Yuri Kunde Schlesner authored
This boots a few (mostly Nintendo 1st party) games further.
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- Dec 18, 2014
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Subv authored
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information Got rid of the code duplication in File and Directory Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive. FS_U: Use the correct error code when a file wasn't found
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- Dec 16, 2014
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Dec 15, 2014
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Yuri Kunde Schlesner authored
This is a first step at fixing the conceptual insanity that is our handling of service and IPC calls. For now, interfaces still directly derived from Session because we don't have the infrastructure to do it properly. (That is, Processes and scheduling them.)
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- Dec 13, 2014