more completed (but not finished) sceVideoOutAddFlipEvent
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@ -81,12 +81,12 @@ s32 PS4_SYSV_ABI sceVideoOutAddFlipEvent(LibKernel::EventQueues::SceKernelEqueue
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event.event.udata = udata;
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event.event.fflags = 0;
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event.event.data = 0;
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// event.filter.delete_event_func = flip_event_delete_func;//called in sceKernelDeleteEvent
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// event.filter.reset_event_func = flip_event_reset_func;//called in sceKernelWaitEqueue
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// event.filter.trigger_event_func = flip_event_trigger_func;//called in sceKernelTriggerEvent
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// event.filter.delete_event_func = flip_event_delete_func;//called in sceKernelDeleteEvent //TODO
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// event.filter.reset_event_func = flip_event_reset_func;//called in sceKernelWaitEqueue //TODO
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// event.filter.trigger_event_func = flip_event_trigger_func;//called in sceKernelTriggerEvent //TODO
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event.filter.data = ctx;
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int result = 0; // sceKernelAddEvent(eq, event);
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int result = eq->addEvent(event);
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ctx->m_flip_evtEq.push_back(eq);
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@ -1,5 +1,24 @@
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#include "event_queue.h"
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#include "debug.h"
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namespace HLE::Kernel::Objects {
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EqueueInternal::~EqueueInternal() {}
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int EqueueInternal::addEvent(const EqueueEvent& event) {
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Lib::LockMutexGuard lock(m_mutex);
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if (m_events.size() > 0) {
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BREAKPOINT();
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}
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// TODO check if event is already exists and return it. Currently we just add in m_events array
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m_events.push_back(event);
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if (event.isTriggered) {
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BREAKPOINT(); // we don't support that either yet
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}
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return 0;
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}
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}; // namespace HLE::Kernel::Objects
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@ -1,7 +1,8 @@
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#pragma once
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#include <types.h>
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#include <Lib/Threads.h>
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#include <string>
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#include <vector>
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namespace HLE::Kernel::Objects {
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@ -64,8 +65,10 @@ class EqueueInternal {
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EqueueInternal() = default;
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virtual ~EqueueInternal();
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void setName(const std::string& m_name) { this->m_name = m_name; }
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int addEvent(const EqueueEvent& event);
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private:
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std::string m_name;
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Lib::Mutex m_mutex;
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std::vector<EqueueEvent> m_events;
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};
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}; // namespace HLE::Kernel::Objects
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