Despite being covered by a global mutex, we should still ensure that the
class handles its reference counts properly. This avoids potential
shenanigans when it comes to data races.
Given this is the root object that drives quite a bit of the kernel
object hierarchy, ensuring we always have the correct behavior (and no
races) is a good thing.
We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
This lets us bypass certain hangs in some games like Breath of the Wild.
We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
WakeAfterDelay might be called from any host thread, so err on the side of caution and use the thread-safe CoreTiming::ScheduleEventThreadsafe.
Note that CoreTiming is still far from thread-safe, there may be more things we have to work on for it to be up to par with what we want.
Exit from AddMutexWaiter early if the thread is already waiting for a mutex owned by the owner thread.
This accounts for the possibility of a thread that is waiting on a condition variable being awakened twice in a row.
Also added more validation asserts.
This should fix one of the random crashes in Breath Of The Wild.
struct should be used when the data type is very simple or otherwise has
no invariants associated with it. Given these are used to form a
hierarchy, class should be used instead.
As we're not handling any anything about the revision data for GetAudioDeviceServiceWithRevisionInfo, it's currently marked as stubbed. However for games this shouldn't affect the result. Proper revision info would be more for homebrew.
GetAudioRendererSampleRate is set as a "STUB" as a game could check if the sample rate it sent and the sample rate it wants don't match. Just a thought of something which could happen so keeping it as stub for the mean time
Instead, we make a struct for renderer settings and allow the renderer
to update all of these settings, getting rid of the need for
global-scoped variables.
This also uncovered a few indirect inclusions for certain headers, which
this commit also fixes.
This is simply copied by value, so there's no need to make it a
modifiable reference.
While we're at it, make the names of the parameters match its
definition.