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Small OpenGL Renderer refactoring (#177)
* Call OpenGL functions directly, remove the pfifo thread, some refactoring * Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later) * Organized the Gpu folder a bit more, renamed a few things, address PR feedback * Make PerformanceStatistics thread safe * Remove unused constant * Use unlimited update rate for better pref
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@ -1,6 +1,4 @@
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using Ryujinx.HLE.OsHle.Utilities;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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@ -29,7 +27,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
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public ACI0 ACI0;
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public ACID ACID;
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public const long NpdmMagic = 'M' << 0 | 'E' << 8 | 'T' << 16 | 'A' << 24;
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public Npdm(Stream NPDMStream)
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@ -61,7 +59,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
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// ProcessCategory (0: regular title, 1: kernel built-in). Should be 0 here.
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ProcessCategory = EndianSwap.Swap32(Reader.ReadInt32());
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// Main entrypoint stack size
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// Main entrypoint stack size
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// (Should(?) be page-aligned. In non-nspwn scenarios, values of 0 can also rarely break in Horizon.
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// This might be something auto-adapting or a security feature of some sort ?)
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MainEntrypointStackSize = Reader.ReadInt32();
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