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https://github.com/Lime3DS/Lime3DS
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svc: updated waitSychronization to not overwrite handle on return, added stub for SleepThread (does nothing)
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1 changed files with 21 additions and 2 deletions
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@ -126,6 +126,14 @@ Result WaitSynchronization1(Handle handle, s64 nano_seconds) {
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if (wait) {
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if (wait) {
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Kernel::WaitCurrentThread(WAITTYPE_SYNCH); // TODO(bunnei): Is this correct?
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Kernel::WaitCurrentThread(WAITTYPE_SYNCH); // TODO(bunnei): Is this correct?
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Kernel::Reschedule();
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Kernel::Reschedule();
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// Context switch - Function blocked, is not actually returning (will be "called" again)
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// TODO(bunnei): This saves handle to R0 so that it's correctly reloaded on context switch
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// (otherwise R0 will be set to whatever is returned, and handle will be invalid when this
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// thread is resumed). There is probably a better way of keeping track of state so that we
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// don't necessarily have to do this.
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return (Result)PARAM(0);
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}
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}
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return res;
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return res;
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@ -171,7 +179,13 @@ Result WaitSynchronizationN(void* _out, void* _handles, u32 handle_count, u32 wa
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Kernel::WaitCurrentThread(WAITTYPE_SYNCH); // TODO(bunnei): Is this correct?
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Kernel::WaitCurrentThread(WAITTYPE_SYNCH); // TODO(bunnei): Is this correct?
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Kernel::Reschedule();
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Kernel::Reschedule();
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return 0;
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// Context switch - Function blocked, is not actually returning (will be "called" again)
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// TODO(bunnei): This saves handle to R0 so that it's correctly reloaded on context switch
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// (otherwise R0 will be set to whatever is returned, and handle will be invalid when this
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// thread is resumed). There is probably a better way of keeping track of state so that we
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// don't necessarily have to do this.
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return (Result)PARAM(0);
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}
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}
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/// Create an address arbiter (to allocate access to shared resources)
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/// Create an address arbiter (to allocate access to shared resources)
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@ -289,6 +303,11 @@ Result ClearEvent(Handle evt) {
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return res;
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return res;
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}
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}
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/// Sleep the current thread
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void SleepThread(s64 nanoseconds) {
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DEBUG_LOG(SVC, "called nanoseconds=%d", nanoseconds);
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}
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const HLE::FunctionDef SVC_Table[] = {
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const HLE::FunctionDef SVC_Table[] = {
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{0x00, NULL, "Unknown"},
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{0x00, NULL, "Unknown"},
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{0x01, WrapI_VUUUUU<ControlMemory>, "ControlMemory"},
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{0x01, WrapI_VUUUUU<ControlMemory>, "ControlMemory"},
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@ -300,7 +319,7 @@ const HLE::FunctionDef SVC_Table[] = {
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{0x07, NULL, "SetProcessIdealProcessor"},
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{0x07, NULL, "SetProcessIdealProcessor"},
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{0x08, WrapI_UUUUU<CreateThread>, "CreateThread"},
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{0x08, WrapI_UUUUU<CreateThread>, "CreateThread"},
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{0x09, NULL, "ExitThread"},
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{0x09, NULL, "ExitThread"},
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{0x0A, NULL, "SleepThread"},
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{0x0A, WrapV_S64<SleepThread>, "SleepThread"},
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{0x0B, NULL, "GetThreadPriority"},
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{0x0B, NULL, "GetThreadPriority"},
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{0x0C, NULL, "SetThreadPriority"},
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{0x0C, NULL, "SetThreadPriority"},
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{0x0D, NULL, "GetThreadAffinityMask"},
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{0x0D, NULL, "GetThreadAffinityMask"},
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