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Kernel: Implement support for current thread pseudo-handle
This boots a few (mostly Nintendo 1st party) games further.
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@ -14,6 +14,10 @@ typedef s32 Result;
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namespace Kernel {
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namespace Kernel {
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// From kernel.h. Declarations duplicated here to avoid a circular header dependency.
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class Thread;
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Thread* GetCurrentThread();
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enum KernelHandle {
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enum KernelHandle {
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CurrentThread = 0xFFFF8000,
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CurrentThread = 0xFFFF8000,
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CurrentProcess = 0xFFFF8001,
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CurrentProcess = 0xFFFF8001,
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@ -81,6 +85,10 @@ public:
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template <class T>
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template <class T>
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T* Get(Handle handle) {
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T* Get(Handle handle) {
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if (handle == CurrentThread) {
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return reinterpret_cast<T*>(GetCurrentThread());
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}
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if (handle < HANDLE_OFFSET || handle >= HANDLE_OFFSET + MAX_COUNT || !occupied[handle - HANDLE_OFFSET]) {
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if (handle < HANDLE_OFFSET || handle >= HANDLE_OFFSET + MAX_COUNT || !occupied[handle - HANDLE_OFFSET]) {
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if (handle != 0) {
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if (handle != 0) {
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LOG_ERROR(Kernel, "Bad object handle %08x", handle);
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LOG_ERROR(Kernel, "Bad object handle %08x", handle);
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@ -99,6 +107,10 @@ public:
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// ONLY use this when you know the handle is valid.
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// ONLY use this when you know the handle is valid.
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template <class T>
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template <class T>
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T *GetFast(Handle handle) {
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T *GetFast(Handle handle) {
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if (handle == CurrentThread) {
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return reinterpret_cast<T*>(GetCurrentThread());
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}
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const Handle realHandle = handle - HANDLE_OFFSET;
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const Handle realHandle = handle - HANDLE_OFFSET;
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_dbg_assert_(Kernel, realHandle >= 0 && realHandle < MAX_COUNT && occupied[realHandle]);
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_dbg_assert_(Kernel, realHandle >= 0 && realHandle < MAX_COUNT && occupied[realHandle]);
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return static_cast<T*>(pool[realHandle]);
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return static_cast<T*>(pool[realHandle]);
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@ -83,8 +83,7 @@ static Thread* current_thread;
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static const u32 INITIAL_THREAD_ID = 1; ///< The first available thread id at startup
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static const u32 INITIAL_THREAD_ID = 1; ///< The first available thread id at startup
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static u32 next_thread_id; ///< The next available thread id
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static u32 next_thread_id; ///< The next available thread id
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/// Gets the current thread
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Thread* GetCurrentThread() {
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inline Thread* GetCurrentThread() {
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return current_thread;
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return current_thread;
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}
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}
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@ -78,6 +78,9 @@ Handle ArbitrateHighestPriorityThread(u32 arbiter, u32 address);
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/// Arbitrate all threads currently waiting...
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/// Arbitrate all threads currently waiting...
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void ArbitrateAllThreads(u32 arbiter, u32 address);
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void ArbitrateAllThreads(u32 arbiter, u32 address);
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/// Gets the current thread
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Thread* GetCurrentThread();
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/// Gets the current thread handle
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/// Gets the current thread handle
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Handle GetCurrentThreadHandle();
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Handle GetCurrentThreadHandle();
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