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* Replace `int` with `s32` as return type for syscalls. * Renamed `SC_Something.*` files with the proper lv2 name `sys_something.*`. * Moving away from the lv2, those functions and folders that doesn't correspond to lv2 functions. E.g. module functions from sys_io, sysPrxForUser, cellGcmSys. * Splitted some files (memory -> memory+mmapper) and merged other ones (event+event_flag ->event, spu+spu_thread -> spu), according to common sense, PSDevWiki docs, and checking firmware files. * Removed external functions from `SysCalls.h`. NOTE: What should we do about: cellGcmCallback? It's not a lv2 syscall but it appears on the sc_table and it is actually called in games. Is this some kind of hack?
68 lines
1.3 KiB
C++
68 lines
1.3 KiB
C++
#include "stdafx.h"
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#include "Utilities/Log.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/System.h"
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#include "Emu/SysCalls/SysCalls.h"
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SysCallBase sys_trace("sys_trace");
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s32 sys_trace_create()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_create()");
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return CELL_OK;
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}
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s32 sys_trace_start()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_start()");
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return CELL_OK;
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}
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s32 sys_trace_stop()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_stop()");
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return CELL_OK;
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}
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s32 sys_trace_update_top_index()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_update_top_index()");
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return CELL_OK;
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}
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s32 sys_trace_destroy()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_destroy()");
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return CELL_OK;
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}
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s32 sys_trace_drain()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_drain()");
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return CELL_OK;
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}
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s32 sys_trace_attach_process()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_attach_process()");
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return CELL_OK;
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}
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s32 sys_trace_allocate_buffer()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_allocate_buffer()");
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return CELL_OK;
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}
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s32 sys_trace_free_buffer()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_free_buffer()");
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return CELL_OK;
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}
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s32 sys_trace_create2()
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{
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sys_trace.Warning("Unimplemented function: sys_trace_create2()");
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return CELL_OK;
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}
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