video_core: Implement basic compute shaders and more instructions

This commit is contained in:
raphaelthegreat 2024-05-29 01:28:34 +03:00
parent 10bceb1643
commit 58de7ff55a
58 changed files with 1234 additions and 293 deletions

View file

@ -36,17 +36,12 @@ int EqueueInternal::waitForEvents(SceKernelEvent* ev, int num, u32 micros) {
ret = getTriggeredEvents(ev, num);
return ret > 0;
};
#ifndef _WIN64
char buf[128];
pthread_getname_np(pthread_self(), buf, 128);
fmt::print("Thread {} waiting for events (micros = {})\n", buf, micros);
#endif // !_WIN64
if (micros == 0) {
m_cond.wait(lock, predicate);
} else {
m_cond.wait_for(lock, std::chrono::microseconds(micros), predicate);
}
fmt::print("Wait done\n");
return ret;
}

View file

@ -52,7 +52,7 @@ int PS4_SYSV_ABI sceKernelMunmap(void* addr, size_t len) {
return SCE_OK;
}
void PS4_SYSV_ABI sceKernelUsleep(unsigned int microseconds) {
void PS4_SYSV_ABI sceKernelUsleep(u32 microseconds) {
std::this_thread::sleep_for(std::chrono::microseconds(microseconds));
}