| Age | Commit message (Collapse) | Author |
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Many of these functions are carried over from Dolphin (where they aren't
used anymore). Given these have no use (and we really shouldn't be
screwing around with OS-specific thread scheduler handling from the
emulator, these can be removed.
The function for setting the thread name is left, however, since it can
have debugging utility usages.
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decompression instead.
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compression level 12 for less compression time
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decompression instead.
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precompiled shader disk chache files
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to common/data_compression
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This was initially added to prevent problems from stubbed/not implemented NFC services, but as we never encountered such and as it's only used in a deprecated function anyway, I guess we can just remove it to prevent more clutter of the settings.
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Reports the (mostly) correct size through svcGetInfo now for queries to
total used physical memory. This still doesn't correctly handle memory
allocated via svcMapPhysicalMemory, however, we don't currently handle
that case anyways.
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This will be necessary to properly report the used memory size in
svcGetInfo.
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Kernel: Fixes to Arbitration and SignalProcessWideKey Management
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Replace old Thread Queue for a new Multi Level Queue
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This will be necessary in order to properly report memory usage within
svcGetInfo.
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This will make operating with the process-related SVC commands much
nicer in the future (the parameter representing the stack size in
svcStartProcess is a 64-bit value).
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The kernel always makes sure that the given stack size is aligned to
page boundaries.
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kernel/vm_manager: Unify heap allocation/freeing functions
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video_core: Add missing override specifiers
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video_core/gpu: Amend typo in GPU member variable name
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This isn't used at all in the OpenGL shader cache, so we can remove it's
include here, meaning one less file needs to be recompiled if any
changes ever occur within that header.
core/memory.h is also not used within this file at all, so we can remove
it as well.
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Avoids introducing Maxwell3D into the namespace for everything that
includes the header.
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MaxwellUniformData::SetFromRegs()
We can just pass in the Maxwell3D instance instead of going through the
system class to get at it.
This also lets us simplify the interface a little bit. Since we pass in
the Maxwell3D context now, we only really need to pass the shader stage
index value in.
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Previously only one line of the whole comment was in proper Doxygen
formatting.
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The pusher instance is only ever used in the constructor of the
ThreadManager for creating the thread that the ThreadManager instance
contains. Aside from that, the member is unused, so it can be removed.
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This member variable is no longer being used, so it can be removed,
removing a dependency on EmuWindow from the rasterizer's interface"
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Specifies the members in the same order that initialization would take
place in.
This also silences -Wreorder warnings.
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Ensures that the signatures will always match with the base class.
Also silences a few compilation warnings.
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smaphore -> semaphore
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These functions act in tandem similar to how a lock or mutex require a
balanced lock()/unlock() sequence.
EnterFatalSection simply increments a counter for how many times it has
been called, while LeaveFatalSection ensures that a previous call to
EnterFatalSection has occured. If a previous call has occurred (the
counter is not zero), then the counter gets decremented as one would
expect. If a previous call has not occurred (the counter is zero), then
an error code is returned.
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Makes the declaration order of the handling functions consistent with
the handler table itself.
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kernel/process: Remove unused AddressMapping struct
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core/core_timing: Make callback parameters consistent
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kernel/kernel: Remove unnecessary forward declaration
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core/cheat_engine: Make MemoryReadImpl and MemoryWriteImpl internally linked
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These don't need to be visible outside of the translation unit, so they
can be enclosed within an anonymous namespace.
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