| Commit message (Collapse) | Author | Age | Files | Lines |
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This is only exposed by reference, so we can just make it a unique
pointer to get rid of the need to also use reference counting for the
pointer.
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It doesn't make sense to allow a scheduler to be constructed around a
null pointer.
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We don't need to include this as a dependency within the header. A
regular forward declaration will suffice here.
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Use an approximated amortized amount of ticks when advancing timing.
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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).
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Another thread might be in the middle of an SVC, thus altering the state of the schedulers.
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General moving to keep kernel object types separate from the direct
kernel code. Also essentially a preliminary cleanup before eliminating
global kernel state in the kernel code.
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