gsp: always pass through synchronization barrier for commands
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				@ -8,6 +8,7 @@
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#include "core/mem_map.h"
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					#include "core/mem_map.h"
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#include "core/hle/hle.h"
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					#include "core/hle/hle.h"
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					#include "core/hle/kernel/event.h"
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#include "core/hle/service/gsp.h"
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					#include "core/hle/service/gsp.h"
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#include "core/hw/lcd.h"
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					#include "core/hw/lcd.h"
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@ -52,6 +53,7 @@ void GX_FinishCommand(u32 thread_id) {
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namespace GSP_GPU {
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					namespace GSP_GPU {
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					Handle g_event_handle = 0;
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u32 g_thread_id = 0;
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					u32 g_thread_id = 0;
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enum {
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					enum {
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@ -100,7 +102,20 @@ void ReadHWRegs(Service::Interface* self) {
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void RegisterInterruptRelayQueue(Service::Interface* self) {
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					void RegisterInterruptRelayQueue(Service::Interface* self) {
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    u32* cmd_buff = Service::GetCommandBuffer();
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					    u32* cmd_buff = Service::GetCommandBuffer();
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    u32 flags = cmd_buff[1];
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					    u32 flags = cmd_buff[1];
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    u32 event_handle = cmd_buff[3]; // TODO(bunnei): Implement event handling
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					    u32 event_handle = cmd_buff[3];
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					    _assert_msg_(GSP, event_handle, "called, but event is NULL!");
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					    g_event_handle = event_handle;
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					    Kernel::SetEventLocked(event_handle, false);
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					    // Hack - This function will permanently set the state of the GSP event such that GPU command 
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					    // synchronization barriers always passthrough. Correct solution would be to set this after the 
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					    // GPU as processed all queued up commands, but due to the emulator being single-threaded they
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					    // will always be ready.
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					    Kernel::SetPermanentLock(event_handle, true);
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    cmd_buff[2] = g_thread_id;          // ThreadID
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					    cmd_buff[2] = g_thread_id;          // ThreadID
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}
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					}
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