Update DSP semaphore on semaphore event signal

Fixes Pokemon X and other DSP-needy games...
This commit is contained in:
wheremyfoodat 2024-02-18 03:54:00 +02:00
parent d3dc9e2f71
commit f58354af06
7 changed files with 53 additions and 15 deletions

View file

@ -66,15 +66,20 @@ class Kernel {
Handle makeMemoryBlock(u32 addr, u32 size, u32 myPermission, u32 otherPermission);
public:
Handle makeEvent(ResetType resetType); // Needs to be public to be accessible to the APT/HID services
Handle makeMutex(bool locked = false); // Needs to be public to be accessible to the APT/DSP services
Handle makeSemaphore(u32 initialCount, u32 maximumCount); // Needs to be public to be accessible to the service manager port
// Needs to be public to be accessible to the APT/HID services
Handle makeEvent(ResetType resetType, Event::CallbackType callback = Event::CallbackType::None);
// Needs to be public to be accessible to the APT/DSP services
Handle makeMutex(bool locked = false);
// Needs to be public to be accessible to the service manager port
Handle makeSemaphore(u32 initialCount, u32 maximumCount);
Handle makeTimer(ResetType resetType);
void pollTimers();
// Signals an event, returns true on success or false if the event does not exist
bool signalEvent(Handle e);
// Run the callback for "special" events that have callbacks
void runEventCallback(Event::CallbackType callback);
void clearEvent(Handle e) {
KernelObject* object = getObject(e, KernelObjectType::Event);
if (object != nullptr) {