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Turn down logging for LwMutexes.
No one seems to have run into issues with these for a while, and they are quite noisy, since games use them as lightweight locks.
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@ -839,7 +839,7 @@ int sceKernelTryLockLwMutex_600(u32 workareaPtr, int count)
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int sceKernelLockLwMutex(u32 workareaPtr, int count, u32 timeoutPtr)
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{
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DEBUG_LOG(HLE, "sceKernelLockLwMutex(%08x, %i, %08x)", workareaPtr, count, timeoutPtr);
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VERBOSE_LOG(HLE, "sceKernelLockLwMutex(%08x, %i, %08x)", workareaPtr, count, timeoutPtr);
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NativeLwMutexWorkarea workarea;
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Memory::ReadStruct(workareaPtr, &workarea);
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@ -874,7 +874,7 @@ int sceKernelLockLwMutex(u32 workareaPtr, int count, u32 timeoutPtr)
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int sceKernelLockLwMutexCB(u32 workareaPtr, int count, u32 timeoutPtr)
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{
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DEBUG_LOG(HLE, "sceKernelLockLwMutexCB(%08x, %i, %08x)", workareaPtr, count, timeoutPtr);
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VERBOSE_LOG(HLE, "sceKernelLockLwMutexCB(%08x, %i, %08x)", workareaPtr, count, timeoutPtr);
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NativeLwMutexWorkarea workarea;
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Memory::ReadStruct(workareaPtr, &workarea);
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@ -898,7 +898,7 @@ int sceKernelLockLwMutexCB(u32 workareaPtr, int count, u32 timeoutPtr)
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if (std::find(mutex->waitingThreads.begin(), mutex->waitingThreads.end(), threadID) == mutex->waitingThreads.end())
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mutex->waitingThreads.push_back(threadID);
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__KernelWaitLwMutex(mutex, timeoutPtr);
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__KernelWaitCurThread(WAITTYPE_LWMUTEX, workarea.uid, count, timeoutPtr, true, "lwmutex waited");
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__KernelWaitCurThread(WAITTYPE_LWMUTEX, workarea.uid, count, timeoutPtr, true, "lwmutex cb waited");
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// Return value will be overwritten by wait.
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return 0;
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@ -910,7 +910,7 @@ int sceKernelLockLwMutexCB(u32 workareaPtr, int count, u32 timeoutPtr)
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int sceKernelUnlockLwMutex(u32 workareaPtr, int count)
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{
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DEBUG_LOG(HLE, "sceKernelUnlockLwMutex(%08x, %i)", workareaPtr, count);
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VERBOSE_LOG(HLE, "sceKernelUnlockLwMutex(%08x, %i)", workareaPtr, count);
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NativeLwMutexWorkarea workarea;
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Memory::ReadStruct(workareaPtr, &workarea);
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