Shuffling kernel/.
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74
src/xenia/kernel/xevent.cc
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74
src/xenia/kernel/xevent.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/base/logging.h"
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#include "xenia/kernel/xevent.h"
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namespace xe {
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namespace kernel {
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XEvent::XEvent(KernelState* kernel_state) : XObject(kernel_state, kTypeEvent) {}
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XEvent::~XEvent() = default;
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void XEvent::Initialize(bool manual_reset, bool initial_state) {
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assert_false(event_);
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this->CreateNative<X_KEVENT>();
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if (manual_reset) {
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event_ = xe::threading::Event::CreateManualResetEvent(initial_state);
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} else {
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event_ = xe::threading::Event::CreateAutoResetEvent(initial_state);
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}
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}
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void XEvent::InitializeNative(void* native_ptr, X_DISPATCH_HEADER* header) {
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assert_false(event_);
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bool manual_reset;
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switch (header->type) {
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case 0x00: // EventNotificationObject (manual reset)
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manual_reset = true;
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break;
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case 0x01: // EventSynchronizationObject (auto reset)
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manual_reset = false;
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break;
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default:
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assert_always();
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return;
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}
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bool initial_state = header->signal_state ? true : false;
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if (manual_reset) {
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event_ = xe::threading::Event::CreateManualResetEvent(initial_state);
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} else {
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event_ = xe::threading::Event::CreateAutoResetEvent(initial_state);
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}
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}
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int32_t XEvent::Set(uint32_t priority_increment, bool wait) {
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event_->Set();
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return 1;
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}
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int32_t XEvent::Pulse(uint32_t priority_increment, bool wait) {
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event_->Pulse();
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return 1;
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}
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int32_t XEvent::Reset() {
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event_->Reset();
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return 1;
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}
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void XEvent::Clear() { event_->Reset(); }
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} // namespace kernel
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} // namespace xe
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