* libkernel: Cleanup some function places
* kernel: Refactor thread functions
* kernel: It builds
* kernel: Fix a bunch of bugs, kernel thread heap
* kernel: File cleanup pt1
* File cleanup pt2
* File cleanup pt3
* File cleanup pt4
* kernel: Add missing funcs
* kernel: Add basic exceptions for linux
* gnmdriver: Add workload functions
* kernel: Fix new pthreads code on macOS. (#1441)
* kernel: Downgrade edeadlk to log
* gnmdriver: Add sceGnmSubmitCommandBuffersForWorkload
* exception: Add context register population for macOS. (#1444)
* kernel: Pthread rewrite touchups for Windows
* kernel: Multiplatform thread implementation
* mutex: Remove spamming log
* pthread_spec: Make assert into a log
* pthread_spec: Zero initialize array
* Attempt to fix non-Windows builds
* hotfix: change incorrect NID for scePthreadAttrSetaffinity
* scePthreadAttrSetaffinity implementation
* Attempt to fix Linux
* windows: Address a bunch of address space problems
* address_space: Fix unmap of region surrounded by placeholders
* libs: Reduce logging
* pthread: Implement condvar with waitable atomics and sleepqueue
* sleepq: Separate and make faster
* time: Remove delay execution
* Causes high cpu usage in Tohou Luna Nights
* kernel: Cleanup files again
* pthread: Add missing include
* semaphore: Use binary_semaphore instead of condvar
* Seems more reliable
* libraries/sysmodule: log module on `sceSysmoduleIsLoaded`
* libraries/kernel: implement `scePthreadSetPrio`
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Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Daniel R. <47796739+polybiusproxy@users.noreply.github.com>
Games can strip the first shader instruction (meant for debugging) which we rely on for obtaining shader information (e.g. LittleBigPlanet 3). For this reason, we start a search through the code start until we arrive at the shader binary info.
[jsdelivr](https://www.jsdelivr.com/?docs=gh) is a free CDN for opensource projects that offers mirroring and CDN services for files on GitHub with just a minor URL change, backed by a number of major organizations in the CDN industry.
* `RendererVulkan` -> `Presenter`
* support for Video Out gamma setting
* sRGB hack removed
* added post process pass to presenter
* splash functionality restored
* Skip destruction of adaptive mutex initializers
Based around similar behaviors implemented in the more-kernel branch. Hatsune Miku Project Diva X needs this.
* Fix posix_lseek result overflow
Seen when testing Spider-Man Miles Morales on more-kernel.
* Add posix_fsync
Used by Spider-Man Miles Morales. I've added the normal posix error handling to this function, though I'm aware sceKernelFsync doesn't return any errors currently. This is for future proofing and accuracy, as the actual libkernel does the usual error handling too.
* Properly handle VirtualQuery calls on PoolReserved memory.
* Export posix_getpagesize under libkernel
Bloons TD 5 needs this.
* Clang
* ajm: handle single-frame decode jobs (+mp3 imrovements)
* disable breaking the loop in multi-frame if storage is insufficient
* simplified gapless decoding
* AJM: Added support for different PCM formats
* updated libatrac9 ref
* remove log
* Add support for non-interleaved flag
* Added support for output sideband format query
* ajm: Initial ajm implementation
* AJM code improvements (#1453)
* Fix sideband buffer order (#1454)
* ajm: Attempt to add gapless support
* ajm_at9: Return superframes decoded in a single job
* WIP (#1460)
* Fix gapless decode and combine split buffers
* Fixed linux build
* fix number of samples reported with gapless decoding
* fixed number of remaining samples calculation
should fix the small crackling sounds that play every now and again
* refactor half ajm
* refactored most of ajm
* refactored ajm
* clang-format, in-repo libatrac9, removed debug stuff
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Co-authored-by: auser1337 <aaravsandhu10@outlook.com>
Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
Co-authored-by: IndecisiveTurtle <geoster3d@gmail.com>
* Implement shader resource tables
* fix after rebase + squash
* address some review comments
* fix pipeline_common
* cleanup debug stuff
* switch to using single codegenerator