| Age | Commit message (Collapse) | Author |
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kernel: remove no-op code
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hid: fix std::transform call
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Found by static analysis with PVS-Studio. Nobody seems to really know what was it doing there.
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Found by static analysis with PVS-Studio.
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Found by static analysis with PVS-Studio
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hle: kernel: Fix service_threads access to be thread safe V2.
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- Heap pages should be zero'd.
- Also explicitly passed along heap allocation option.
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service/hid: Decrease motion update rate
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DoWorkerTaskImpl.
- This is used to terminate a thread asynchronously after it has been exited.
- This fixes a crash that can occur in Pokemon Sword/Shield because a thread is incorrectly closed on svcExitThread, then, the thread is destroyed on svcCloseHandle while it is still scheduled.
- Instead, we now wait for the thread to no longer be scheduled on all cores before destroying it from KWorkerTaskManager, which is accurate to HOS behavior.
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unimplemented DoWorkerTaskImpl.
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- This makes our implementations of these more closely match HOS.
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- These primitives are used to dispatch asynchronous kernel tasks from KThread and KProcess.
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- PR #7699 attempted to fix CreateServiceThread and ReleaseServiceThread to be thread safe, but inadvertently introduced a possible dead-lock.
- With this PR, we use a worker thread to manage the service thread list, allowing it only to be accessed by a single thread, and guaranteeing threads will not destroy themselves.
- Fixes a rare crash in Pokemon Sword/Shield, I've now run this game for ~12 hours non-stop and am quite confident this is a good solution for this issue.
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With the current settings 2p mode in pokemon let's go wasn't showing up. By making the shake more violent we can make it appear without any effort using the keyboard
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hle: kernel: Fix service_threads access to be thread safe.
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Kernel Memory Updates (Part 2): SetProcessMemoryPermission, update permissions, and other minor changes.
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- CreateServiceThread and ReleaseServiceThread can be accessed by different threads, uses a lock to make this thread safe.
- Fixes a rare crash in Pokemon Sword/Shield that can occur when a new service thread is being created while an old one is being destroyed.
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core/hid: Reduce gyro threshold even more
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Motion stops working in Mario Tennis in swing mode if the update rate is too fast even when HW it updates at the same speed. 10ms it's the minimum period that the game needs to start working again.
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Kernel Memory Updates (Part 1): SetMemoryAttribute, and other minor changes.
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yuzu: Add controller hotkeys
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input_common: Fix UDP controller mappings
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core:hle:service:nvflinger Implement few type in bufferqueue query method
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This reverts commit e7733544779f2706d108682dd027d44e7fa5ff4b, reversing
changes made to abbbdc2bc027ed7af236625ae8427a46df63f7e7.
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gpu: Use std::stop_token in WaitFence for VSync thread
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core/hid: Add fallback to fullkey controllers
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Fixes a hang that may occur when stopping emulation and the VSync thread is blocked on the syncpoint condition variable.
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core: hle: kernel: Implement thread pinning.
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core/hid: Fix controller type validation
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- We largely had the mechanics in place for thread pinning, this change hooks these up.
- Validated with tests https://github.com/Atmosphere-NX/Atmosphere/blob/master/tests/TestSvc/source/test_thread_pinning.cpp.
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- Updates our svcSetHeapSize with latest HOS, furthermore allowing heap size to properly be extended/shrunk.
- Validated with tests https://github.com/Atmosphere-NX/Atmosphere/blob/master/tests/TestSvc/source/test_set_heap_size.cpp.
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core: hle: kernel: Implement SetMemoryPermission.
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- Not seen in any games yet, but validated with kernel tests.
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