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	 ec0ce96c56
			
		
	
	
		ec0ce96c56
		
			
		
	
	
	
	
		
			
			* core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
		
			
				
	
	
		
			30 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2019 Yuzu Emulator Project
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| // Licensed under GPLv2 or any later version
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| // Refer to the license.txt file included.
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| 
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| #include "core/core.h"
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| #include "core/core_timing.h"
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| #include "core/hardware_interrupt_manager.h"
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| #include "core/hle/service/nvdrv/interface.h"
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| #include "core/hle/service/sm/sm.h"
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| 
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| namespace Core::Hardware {
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| 
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| InterruptManager::InterruptManager(Core::System& system_in) : system(system_in) {
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|     gpu_interrupt_event = Core::Timing::CreateEvent("GPUInterrupt", [this](u64 message, s64) {
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|         auto nvdrv = system.ServiceManager().GetService<Service::Nvidia::NVDRV>("nvdrv");
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|         const u32 syncpt = static_cast<u32>(message >> 32);
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|         const u32 value = static_cast<u32>(message);
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|         nvdrv->SignalGPUInterruptSyncpt(syncpt, value);
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|     });
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| }
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| 
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| InterruptManager::~InterruptManager() = default;
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| 
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| void InterruptManager::GPUInterruptSyncpt(const u32 syncpoint_id, const u32 value) {
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|     const u64 msg = (static_cast<u64>(syncpoint_id) << 32ULL) | value;
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|     system.CoreTiming().ScheduleEvent(10, gpu_interrupt_event, msg);
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| }
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| 
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| } // namespace Core::Hardware
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