Added Signals; more runtime fixes
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@ -49,9 +49,9 @@ void KernelSystem::MemoryInit(u32 mem_type) {
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// the sizes specified in the memory_region_sizes table.
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VAddr base = 0;
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for (int i = 0; i < 3; ++i) {
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memory_regions[i].Reset(base, memory_region_sizes[mem_type][i]);
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memory_regions[i]->Reset(base, memory_region_sizes[mem_type][i]);
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base += memory_regions[i].size;
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base += memory_regions[i]->size;
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}
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// We must've allocated the entire FCRAM by the end
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@ -63,20 +63,20 @@ void KernelSystem::MemoryInit(u32 mem_type) {
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// app_mem_malloc does not always match the configured size for memory_region[0]: in case the
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// n3DS type override is in effect it reports the size the game expects, not the real one.
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config_mem.app_mem_alloc = memory_region_sizes[mem_type][0];
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config_mem.sys_mem_alloc = memory_regions[1].size;
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config_mem.base_mem_alloc = memory_regions[2].size;
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config_mem.sys_mem_alloc = memory_regions[1]->size;
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config_mem.base_mem_alloc = memory_regions[2]->size;
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shared_page_handler = std::make_shared<SharedPage::Handler>(timing);
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}
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MemoryRegionInfo* KernelSystem::GetMemoryRegion(MemoryRegion region) {
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std::shared_ptr<MemoryRegionInfo> KernelSystem::GetMemoryRegion(MemoryRegion region) {
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switch (region) {
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case MemoryRegion::APPLICATION:
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return &memory_regions[0];
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return memory_regions[0];
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case MemoryRegion::SYSTEM:
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return &memory_regions[1];
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return memory_regions[1];
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case MemoryRegion::BASE:
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return &memory_regions[2];
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return memory_regions[2];
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default:
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UNREACHABLE();
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}
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