Tree:
29cbcb694f
00336
Compatlist
Kernel
Update-some-barriers-test
astc_optimization1
astc_optimizations
atomicops-mxwell
bcn-ternary-soft
camillelavey-patch-1
civa
cyber/async-gpu-android
descriptor
descriptor_pool_opt
descriptor_set
discfix
dmnt2
dravee/remove-async
dynarmic-ppc64
eden-orbis-ps4
eds-true-adreno-fixes
eds-true-adreno-fixes-pre-0.1.0
eds_changes1
eds_changes_phasewise
feat/22.0.0
feat/android_kotlin_compose
feat/game_override
feat/new_lang
feat/shared_memory_npad
ffmpeg-cross-compile
fix/discord-rpc
fix/socket
flatopsfixes23485
fs-try
gpuopts
interval-zero
kosmic_krisp
kosmickrisp
lanobu
lines
liz-crash-dumps-solaris
liz-dynarmic-macos-fbsd-port
liz-get-rid-of-mcl-intrusive-list
liz-heaptrack-fix
lizzie/a32-dispatch-improve
lizzie/adreno5-mali-driver-fix
lizzie/astc-mp4-improv
lizzie/attempt2-better-list-dynarmic
lizzie/audio-remove-recursive-lock
lizzie/batched-draws-wip
lizzie/bsdsockets-mod-fix
lizzie/correcter-convert-abgr8-srgb-d24s8
lizzie/draw-state-inline
lizzie/dynarmic-faster-xbyak
lizzie/dynarmic-next-2026-03-26
lizzie/dynarmic-shared-labels-better
lizzie/dynarmic-sse3-impls
lizzie/edit-handheld-mode
lizzie/evil-f32-u32-format-fix
lizzie/fix-dragonslayer-armnce
lizzie/fix-my-fuckup-with-vic
lizzie/fix-nvmap-handles
lizzie/fix-nvmap-handles-but-evil
lizzie/fix-rw-garten
lizzie/fix-vic-msvc-attempt-2
lizzie/fs-msvc-succks
lizzie/gutter-sw-blitter
lizzie/hleinlineremoveredundant
lizzie/improve-odr-dynarmic
lizzie/inline-123
lizzie/inline-cmif-request
lizzie/inline-dynarmic-spooky
lizzie/invert-gyro
lizzie/ios-port-sud
lizzie/jit-addresschecks
lizzie/lanczos-opt
lizzie/ltofix123
lizzie/macos-fix
lizzie/macos-network-ifaces
lizzie/macos-vk-metal-fix-stype
lizzie/maxwell-dumb-tools
lizzie/mp-docs-1
lizzie/multicore-macos-fix1
lizzie/nce-invalidate-split
lizzie/nce-port1123
lizzie/noexcept-dynarmic
lizzie/nuke-vtable-shit
lizzie/product-model-wawa
lizzie/qt-fix-user-dialogue
lizzie/rasterizer-recursive-mutex-not
lizzie/readonly-listicons
lizzie/regalloc-exclude-rbp
lizzie/remove-disassembler-dynarmic
lizzie/restore-fcsm
lizzie/settings-blocked-domains
lizzie/sgsr
lizzie/sm-AtmosphereHasService
lizzie/splay
lizzie/spscs-mpscs-queue
lizzie/stable-shader-pools
lizzie/stupid-socket-bullshit
lizzie/texture-pass-revert-1
lizzie/try-fix-win11-crash-fuck
lizzie/ulaunch-attempt1
lizzie/unaligned-attempt-2
lizzie/unity-build
lizzie/update-faq-link-wwa
lizzie/vids-ratatata
lizzie/vkexperiments1-highp-fucked
lizzie/wstring-uni-123
lizzie/xbyak-unor-mapfix-with-boost
lizzie/xcode-evil-shit-123
lock-term-1
macroify-surface-stuffs
master
memory_changes
mmap-fixews
msvc
mutliplayer-filter-better1
n64
nce_cpp
pipelinederivative
qcomopts2
querybugfix
refactoreds2
release-early-fences
release/0.0.3
release/0.0.4
release/0.1.0
revert-2695
revert-noinline
revert-xbyak
revertrevert
sgsrtry
shader_recompiler
showcase
showcase2
sjkdbsdfjkbsdf-2834
spvopts
sured-revert
techno48473719
test-revert-gpu-optim
test2
texture_cache
texture_cache_improvements
true-eds
true-eds-graphics
true-eds-pre-0.0.1
uma
vk-fix-oom-force-maller-buffers
vk-symph
vkexperiments1
vkfixes1
vuid00336_1
vuid02999
vuid04553
vulkan-thingy
vulkanasync
vulkanfixes
woa-turnip-expr
workgroup
xbzk-dma-pusher-step-redesign
xbzk-saf-recursive-write-with-permission-request
xbzk/background-support
xbzk/bindless-textures-support
xbzk/cocoon-intent-game-swap-support
xbzk/dma-step-ondemand-flush
xbzk/flicker-fix
xbzk/input-delay-fix
xbzk/press-back-again-issue-fix
xbzk/settings-fragment-rework
xbzk/vsync-immed-fallback-fix
xbzk/vulkan-vuid-goodies-pack
0.0.0
0.0.1-pre-alpha
0.0.2-pre-alpha
test-tag1
test-tag2
v0.0.3
v0.0.3-rc1
v0.0.3-rc2
v0.0.3-rc3
v0.0.3.git
v0.0.4
v0.0.4-rc1
v0.0.4-rc2
v0.0.4-rc2.test
v0.0.4-rc2.test2
v0.0.4-rc3
v0.0.4-rc3.test1
v0.0.4-rc3.test2
v0.0.4.test
v0.1.0
v0.1.0-rc1
v0.1.1
v0.2.0-rc1
v0.2.0-rc2
${ noResults }
4 Commits (29cbcb694f5f88e8f3729bda9040f8ab71cb97be)
| Author | SHA1 | Message | Date |
|---|---|---|---|
|
|
567b7de124 |
core/cpu_core_manager: Create threads separately from initialization.
Our initialization process is a little wonky than one would expect when
it comes to code flow. We initialize the CPU last, as opposed to
hardware, where the CPU obviously needs to be first, otherwise nothing
else would work, and we have code that adds checks to get around this.
For example, in the page table setting code, we check to see if the
system is turned on before we even notify the CPU instances of a page
table switch. This results in dead code (at the moment), because the
only time a page table switch will occur is when the system is *not*
running, preventing the emulated CPU instances from being notified of a
page table switch in a convenient manner (technically the code path
could be taken, but we don't emulate the process creation svc handlers
yet).
This moves the threads creation into its own member function of the core
manager and restores a little order (and predictability) to our
initialization process.
Previously, in the multi-threaded cases, we'd kick off several threads
before even the main kernel process was created and ready to execute (gross!).
Now the initialization process is like so:
Initialization:
1. Timers
2. CPU
3. Kernel
4. Filesystem stuff (kind of gross, but can be amended trivially)
5. Applet stuff (ditto in terms of being kind of gross)
6. Main process (will be moved into the loading step in a following
change)
7. Telemetry (this should be initialized last in the future).
8. Services (4 and 5 should ideally be alongside this).
9. GDB (gross. Uses namespace scope state. Needs to be refactored into a
class or booted altogether).
10. Renderer
11. GPU (will also have its threads created in a separate step in a
following change).
Which... isn't *ideal* per-se, however getting rid of the wonky
intertwining of CPU state initialization out of this mix gets rid of
most of the footguns when it comes to our initialization process.
|
7 years ago |
|
|
38dd80f70f |
kernel/scheduler: Pass in system instance in constructor
Avoids directly relying on the global system instance and instead makes an arbitrary system instance an explicit dependency on construction. This also allows removing dependencies on some global accessor functions as well. |
7 years ago |
|
|
1c3371c921 |
core_timing: Convert core timing into a class
Gets rid of the largest set of mutable global state within the core. This also paves a way for eliminating usages of GetInstance() on the System class as a follow-up. Note that no behavioral changes have been made, and this simply extracts the functionality into a class. This also has the benefit of making dependencies on the core timing functionality explicit within the relevant interfaces. |
7 years ago |
|
|
7128bf879f |
core: Relocate CPU core management to its own class
Keeps the CPU-specific behavior from being spread throughout the main System class. This will also act as the home to contain member functions that perform operations on all cores. The reason for this being that the following pattern is sort of prevalent throughout sections of the codebase: If clearing the instruction cache for all 4 cores is necessary: Core::System::GetInstance().ArmInterface(0).ClearInstructionCache(); Core::System::GetInstance().ArmInterface(1).ClearInstructionCache(); Core::System::GetInstance().ArmInterface(2).ClearInstructionCache(); Core::System::GetInstance().ArmInterface(3).ClearInstructionCache(); This is kind of... well, silly to copy around whenever it's needed. especially when it can be reduced down to a single line. This change also puts the basics in place to begin "ungrafting" all of the forwarding member functions from the System class that are used to access CPU state or invoke CPU-specific behavior. As such, this change itself makes no changes to the direct external interface of System. This will be covered by another changeset. |
7 years ago |