Services/GSP: Mark the thread ids as unused when a GSP session is destroyed.
This fixes the games that call RegisterInterruptRelayQueue and UnregisterInterruptRelayQueue frequently.
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@ -362,12 +362,9 @@ void GSP_GPU::UnregisterInterruptRelayQueue(Kernel::HLERequestContext& ctx) {
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IPC::RequestParser rp(ctx, 0x14, 0, 0);
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IPC::RequestParser rp(ctx, 0x14, 0, 0);
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SessionData* session_data = GetSessionData(ctx.Session());
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SessionData* session_data = GetSessionData(ctx.Session());
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session_data->thread_id = 0;
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session_data->interrupt_event = nullptr;
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session_data->interrupt_event = nullptr;
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session_data->registered = false;
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session_data->registered = false;
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// TODO(Subv): Reset next_thread_id so that it doesn't go past the maximum of 4.
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IPC::RequestBuilder rb = rp.MakeBuilder(1, 0);
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IPC::RequestBuilder rb = rp.MakeBuilder(1, 0);
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rb.Push(RESULT_SUCCESS);
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rb.Push(RESULT_SUCCESS);
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@ -768,5 +765,10 @@ SessionData::SessionData() {
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used_thread_ids[thread_id] = true;
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used_thread_ids[thread_id] = true;
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}
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}
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SessionData::~SessionData() {
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// Free the thread id slot so that other sessions can use it.
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used_thread_ids[thread_id] = false;
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}
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} // namespace GSP
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} // namespace GSP
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} // namespace Service
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} // namespace Service
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@ -181,6 +181,7 @@ static_assert(sizeof(CommandBuffer) == 0x200, "CommandBuffer struct has incorrec
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struct SessionData : public Kernel::SessionRequestHandler::SessionDataBase {
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struct SessionData : public Kernel::SessionRequestHandler::SessionDataBase {
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SessionData();
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SessionData();
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~SessionData();
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/// Event triggered when GSP interrupt has been signalled
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/// Event triggered when GSP interrupt has been signalled
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Kernel::SharedPtr<Kernel::Event> interrupt_event;
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Kernel::SharedPtr<Kernel::Event> interrupt_event;
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