| Age | Commit message (Collapse) | Author |
|
LLE implementation
|
|
|
|
|
|
instead of using SchedulerThread to store the reschedule flag
|
|
|
|
|
|
|
|
cond var priority fixes
|
|
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
|
|
|
|
engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
|
|
|
|
* Started to work in improving the sync primitives
* Some fixes
* Check that the mutex address matches before waking a waiting thread
* Add MutexOwner field to keep track of the thread owning the mutex, update wait list when priority changes, other tweaks
* Add new priority information to the log
* SvcSetThreadPriority should update just the WantedPriority
|
|
int.MaxValue, fix on WaitProcessWideKeyAtomic (althrough looks like it still doesn't work properly
|
|
|