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core: cpu_manager: Fix a typo in PreemptSingleCore, which broke many games.
- We were reload'ing the old current scheduler, which may have changed.
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1 changed files with 26 additions and 21 deletions
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@ -254,8 +254,8 @@ void CpuManager::SingleCoreRunSuspendThread() {
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}
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void CpuManager::PreemptSingleCore(bool from_running_enviroment) {
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std::size_t old_core = current_core;
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auto& scheduler = system.Kernel().Scheduler(old_core);
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{
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auto& scheduler = system.Kernel().Scheduler(current_core);
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Kernel::Thread* current_thread = scheduler.GetCurrentThread();
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if (idle_count >= 4 || from_running_enviroment) {
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if (!from_running_enviroment) {
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@ -269,15 +269,20 @@ void CpuManager::PreemptSingleCore(bool from_running_enviroment) {
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current_core.store((current_core + 1) % Core::Hardware::NUM_CPU_CORES);
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system.CoreTiming().ResetTicks();
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scheduler.Unload(scheduler.GetCurrentThread());
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auto& next_scheduler = system.Kernel().Scheduler(current_core);
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Common::Fiber::YieldTo(current_thread->GetHostContext(), next_scheduler.ControlContext());
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/// May have changed scheduler
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auto& current_scheduler = system.Kernel().Scheduler(current_core);
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current_scheduler.Reload(scheduler.GetCurrentThread());
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auto* currrent_thread2 = current_scheduler.GetCurrentThread();
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}
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// May have changed scheduler
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{
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auto& scheduler = system.Kernel().Scheduler(current_core);
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scheduler.Reload(scheduler.GetCurrentThread());
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auto* currrent_thread2 = scheduler.GetCurrentThread();
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if (!currrent_thread2->IsIdleThread()) {
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idle_count = 0;
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}
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}
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}
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void CpuManager::SingleCorePause(bool paused) {
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