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Update to new standard for volatility operations (#6682)
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2f93ae9a19
commit
22fb8c9d4f
2 changed files with 6 additions and 6 deletions
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@ -143,7 +143,7 @@ namespace Ryujinx.HLE.HOS
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try
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{
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ControllerKeys pressedKeys = (ControllerKeys)Thread.VolatileRead(ref _pressedKeys);
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ControllerKeys pressedKeys = (ControllerKeys)Volatile.Read(ref _pressedKeys);
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program.Process.TamperedCodeMemory = false;
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program.Execute(pressedKeys);
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@ -175,14 +175,14 @@ namespace Ryujinx.HLE.HOS
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{
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if (input.PlayerId == PlayerIndex.Player1 || input.PlayerId == PlayerIndex.Handheld)
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{
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Thread.VolatileWrite(ref _pressedKeys, (long)input.Buttons);
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Volatile.Write(ref _pressedKeys, (long)input.Buttons);
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return;
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}
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}
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// Clear the input because player one is not conected.
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Thread.VolatileWrite(ref _pressedKeys, 0);
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Volatile.Write(ref _pressedKeys, 0);
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}
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}
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}
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@ -388,14 +388,14 @@ namespace Ryujinx.Tests.Memory
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{
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rwLock.AcquireReaderLock();
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int originalValue = Thread.VolatileRead(ref value);
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int originalValue = Volatile.Read(ref value);
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count++;
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// Spin a bit.
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for (int i = 0; i < 100; i++)
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{
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if (Thread.VolatileRead(ref readersAllowed) == 0)
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if (Volatile.Read(ref readersAllowed) == 0)
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{
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error = true;
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running = false;
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@ -403,7 +403,7 @@ namespace Ryujinx.Tests.Memory
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}
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// Should not change while the lock is held.
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if (Thread.VolatileRead(ref value) != originalValue)
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if (Volatile.Read(ref value) != originalValue)
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{
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error = true;
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running = false;
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