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Update DSP semaphore on semaphore event signal
Fixes Pokemon X and other DSP-needy games...
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parent
d3dc9e2f71
commit
f58354af06
7 changed files with 53 additions and 15 deletions
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@ -66,15 +66,20 @@ class Kernel {
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Handle makeMemoryBlock(u32 addr, u32 size, u32 myPermission, u32 otherPermission);
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public:
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Handle makeEvent(ResetType resetType); // Needs to be public to be accessible to the APT/HID services
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Handle makeMutex(bool locked = false); // Needs to be public to be accessible to the APT/DSP services
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Handle makeSemaphore(u32 initialCount, u32 maximumCount); // Needs to be public to be accessible to the service manager port
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// Needs to be public to be accessible to the APT/HID services
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Handle makeEvent(ResetType resetType, Event::CallbackType callback = Event::CallbackType::None);
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// Needs to be public to be accessible to the APT/DSP services
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Handle makeMutex(bool locked = false);
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// Needs to be public to be accessible to the service manager port
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Handle makeSemaphore(u32 initialCount, u32 maximumCount);
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Handle makeTimer(ResetType resetType);
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void pollTimers();
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// Signals an event, returns true on success or false if the event does not exist
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bool signalEvent(Handle e);
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// Run the callback for "special" events that have callbacks
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void runEventCallback(Event::CallbackType callback);
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void clearEvent(Handle e) {
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KernelObject* object = getObject(e, KernelObjectType::Event);
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if (object != nullptr) {
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