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core: Many things (#194)
* video_core: Add a few missed things * libkernel: More proper memory mapped files * memory: Fix tessellation buffer mapping * Cuphead work * sceKernelPollSema fix * clang format * fixed ngs2 lle loading and rtc lib * draft pthreads keys implementation * fixed return codes * return error code if sceKernelLoadStartModule module is invalid * re-enabled system modules and disable debug in libs.h * Improve linux support * fix windows build * kernel: Rework keys --------- Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
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67 changed files with 1406 additions and 307 deletions
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@ -66,6 +66,9 @@ static inline u32* WriteTrailingNop(u32* cmdbuf) {
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s32 PS4_SYSV_ABI sceGnmAddEqEvent(SceKernelEqueue eq, u64 id, void* udata) {
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LOG_TRACE(Lib_GnmDriver, "called");
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if (id != SceKernelEvent::Type::GfxEop) {
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return ORBIS_OK;
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}
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ASSERT_MSG(id == SceKernelEvent::Type::GfxEop);
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if (!eq) {
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@ -986,7 +989,7 @@ s32 PS4_SYSV_ABI sceGnmSetEmbeddedVsShader(u32* cmdbuf, u32 size, u32 shader_id,
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// a check for zero in the upper part of shader address. In our case, the address is a
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// pointer to a stack memory, so the check will likely fail. To workaround it we will
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// repeat set shader functionality here as it is trivial.
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cmdbuf = PM4CmdSetData::SetShReg(cmdbuf, 0x48u, vs_regs[0], 0u); // SPI_SHADER_PGM_LO_VS
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cmdbuf = PM4CmdSetData::SetShReg(cmdbuf, 0x48u, vs_regs[0], vs_regs[1]); // SPI_SHADER_PGM_LO_VS
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cmdbuf =
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PM4CmdSetData::SetShReg(cmdbuf, 0x4au, vs_regs[2], vs_regs[3]); // SPI_SHADER_PGM_RSRC1_VS
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cmdbuf = PM4CmdSetData::SetContextReg(cmdbuf, 0x207u, vs_regs[6]); // PA_CL_VS_OUT_CNTL
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