This is also unused and superceded by standard functionality. The
standard library provides std::this_thread::sleep_for(), which provides
a much more flexible interface, as different time units can be used with
it.
This is an old function that's no longer necessary. C++11 introduced
proper threading support to the language and a thread ID can be
retrieved via std::this_thread::get_id() if it's ever needed.
Both member functions assume the passed in target process will not be
null. Instead of making this assumption implicit, we can change the
functions to be references and enforce this at the type-system level.
All usage of GetPointerFromVMA is to recover the pointer that is nulled by changing page type to RasterizerCachedMemory. Our rasterizer cache only works on linear heap and vram, so we can recover the pointer directly by address computation, instead of going through VMA table. Also removed a sanity check pointer!=nullptr in RasterizerMarkRegionCached(RasterizerCachedMemory=>Memory), as now the pointer is never null. The sanity check was added in f2a5a77 (#2797), which was originally necessary during VMA unmapping process, because the function is invloked by VMA after unmapping the page, which in turn invokes back to query the memory, forming a circular dependency. Now the dependency is resolved so the check is not necessary
When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
They were missed, and Copy is very high in profile here. It doesn't block the GPU,
but it stalls the driver thread. So with our bad GL instructions, this might block quite a while.
Those implementations are quite costly, so there is no need to inline them to the caller.
Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
* renderer_opengl: Namespace OpenGL code
Namespaces all OpenGL code under the OpenGL namespace.
Prevents polluting the global namespace and allows clear distinction
between other renderers' code in the future.
* Also namespace TextureCubeConfig
* Add CheatEngine; Add support for Gateway cheats; Add Cheat UI
* fix a potential crash on some systems
* fix substr with negative length
* Add Joker to the NonOp comp handling
* Fixup JokerOp
* minor fixup in patchop; add todo for nested loops
* Add comment for PadState member variable in HID
* fix: stol to stoul in parsing cheat file
* fix misplaced parsing of values; fix patchop code
* add missing break
* Make read_func and write_func a template parameter
An old function from Dolphin. This is also unused, and pretty inflexible
when it comes to printing out different data types (for example, one
might not want to print out an array of u8s but a different type
instead. Given we use fmt, there's no need to keep this implementation
of the function around.
This is an unused hold-over from Dolphin that was primarily used to
parse values out of the .ini files. Given we already have libraries that
do this for us, we don't need to keep this around.
Since last commit SharedMemory only reset source memory set on dtor, service should always release the ref as soon as possible to make the reset happen
This is used by svcControlProcessMemory and maps memory as Locked/AliasCode pair.
Also fixed a bug where map didn't apply specified permissions to the alias memory
Storing signed type causes the following behaviour: extractValue can do overflow/negative left shift. Now it only relies on two implementation-defined behaviours (which are almost always defined as we want): unsigned->signed conversion and signed right shift
There is no external use of PhysicalToVirtualAddress any more, so it there is no need to have a generic function that handles all physical regions. Also, the previous APT change makes it possible that linear heap has some regions mapped to old and new VAddr regions at the same time, so we need to check both region and mark cached for the mapped one. RasterizerMarkRegionCached would skip the unmapped one in its loop
* Kernel: reimplement memory management on physical FCRAM
* Kernel/Process: Unmap does not care the source memory permission
What game usually does is after mapping the memory, they reprotect the source memory as no permission to avoid modification there
* Kernel/SharedMemory: zero initialize new-allocated memory
* Process/Thread: zero new TLS entry
* Kernel: fix a bug where code segments memory usage are accumulated twice
It is added to both misc and heap (done inside HeapAlloc), which results a doubled number reported by svcGetProcessInfo. While we are on it, we just merge the three number misc, heap and linear heap usage together, as there is no where they are distinguished.
Question: is TLS page also added to this number?
* Kernel/SharedMemory: add more object info on mapping error
* Process: lower log level; SharedMemory: store phys offset
* VMManager: add helper function to retrieve backing block list for a range
Processes can keep some Thread/Timer object alive while the manager is already destructed, resulting use-after-free in Thread::Stop and Timer::dtor. To resolve this, the manager objects should be destructed after all related object destructed.
Fixes a bug where quiting citra causes crash while the game is using a Timer.