Kernel: Rename conflicting kernel object names.
These are names that can often conflict with system headers in ports. Let's just simplify by prefixing with PSP. No actual functional/code changes, just syntax and names.
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11 changed files with 327 additions and 418 deletions
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@ -26,7 +26,7 @@
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// There's a good description of the thread scheduling rules in:
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// http://code.google.com/p/jpcsp/source/browse/trunk/src/jpcsp/HLE/modules150/ThreadManForUser.java
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class Thread;
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class PSPThread;
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class DebugInterface;
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int sceKernelChangeThreadPriority(SceUID threadID, int priority);
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@ -119,8 +119,7 @@ typedef void (* WaitEndCallbackFunc)(SceUID threadID, SceUID prevCallbackId);
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void __KernelRegisterWaitTypeFuncs(WaitType type, WaitBeginCallbackFunc beginFunc, WaitEndCallbackFunc endFunc);
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struct ThreadContext
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{
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struct PSPThreadContext {
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void reset();
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// r must be followed by f.
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@ -168,8 +167,8 @@ u32 __KernelGetCurThreadStackStart();
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const char *__KernelGetThreadName(SceUID threadID);
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bool KernelIsThreadDormant(SceUID threadID);
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void __KernelSaveContext(ThreadContext *ctx, bool vfpuEnabled);
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void __KernelLoadContext(ThreadContext *ctx, bool vfpuEnabled);
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void __KernelSaveContext(PSPThreadContext *ctx, bool vfpuEnabled);
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void __KernelLoadContext(PSPThreadContext *ctx, bool vfpuEnabled);
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u32 __KernelResumeThreadFromWait(SceUID threadID, u32 retval); // can return an error value
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u32 __KernelResumeThreadFromWait(SceUID threadID, u64 retval);
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@ -216,10 +215,10 @@ int sceKernelGetCallbackCount(SceUID cbId);
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void sceKernelCheckCallback();
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int sceKernelReferCallbackStatus(SceUID cbId, u32 statusAddr);
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class Action;
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class PSPAction;
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// Not an official Callback object, just calls a mips function on the current thread.
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void __KernelDirectMipsCall(u32 entryPoint, Action *afterAction, u32 args[], int numargs, bool reschedAfter);
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void __KernelDirectMipsCall(u32 entryPoint, PSPAction *afterAction, u32 args[], int numargs, bool reschedAfter);
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void __KernelReturnFromMipsCall(); // Called as HLE function
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bool __KernelInCallback();
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@ -228,8 +227,8 @@ bool __KernelInCallback();
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bool __KernelCheckCallbacks();
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bool __KernelForceCallbacks();
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bool __KernelCurHasReadyCallbacks();
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void __KernelSwitchContext(Thread *target, const char *reason);
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bool __KernelExecutePendingMipsCalls(Thread *currentThread, bool reschedAfter);
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void __KernelSwitchContext(PSPThread *target, const char *reason);
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bool __KernelExecutePendingMipsCalls(PSPThread *currentThread, bool reschedAfter);
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void __KernelNotifyCallback(SceUID cbId, int notifyArg);
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// Switch to an idle / non-user thread, if not already on one.
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@ -243,8 +242,8 @@ u32 __KernelSetThreadRA(SceUID threadID, u32 nid);
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// A call into game code. These can be pending on a thread.
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// Similar to Callback-s (NOT CallbackInfos) in JPCSP.
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typedef Action *(*ActionCreator)();
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Action *__KernelCreateAction(int actionType);
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typedef PSPAction *(*ActionCreator)();
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PSPAction *__KernelCreateAction(int actionType);
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int __KernelRegisterActionType(ActionCreator creator);
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void __KernelRestoreActionType(int actionType, ActionCreator creator);
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@ -258,7 +257,7 @@ struct MipsCall {
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u32 cbId;
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u32 args[6];
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int numArgs;
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Action *doAfter;
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PSPAction *doAfter;
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u32 savedPc;
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u32 savedV0;
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u32 savedV1;
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@ -279,10 +278,10 @@ struct MipsCall {
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}
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};
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class Action
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class PSPAction
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{
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public:
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virtual ~Action() {}
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virtual ~PSPAction() {}
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virtual void run(MipsCall &call) = 0;
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virtual void DoState(PointerWrap &p) = 0;
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int actionTypeID;
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@ -300,7 +299,7 @@ enum ThreadStatus
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THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND
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};
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void __KernelChangeThreadState(Thread *thread, ThreadStatus newStatus);
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void __KernelChangeThreadState(PSPThread *thread, ThreadStatus newStatus);
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typedef void (*ThreadCallback)(SceUID threadID);
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void __KernelListenThreadEnd(ThreadCallback callback);
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