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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 05:41:45 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 05:41:45 -0400
commitcff4add442d78e088d13005c4c6fdd436b47eecd (patch)
treec4bcb200d58b5c1f70ebcd9449597a987ad2e6e8 /tools/fuzzsettings.cpp
parent5c4e642c286279f3e44d476550736ed6bff400ab (diff)
nx2: semaphore releases latch the acquires they satisfy
Switch 2 channels that wait for an exact semaphore value poll on the console and see every release. Eden resumes a waiting channel only between command lists and writes releases when fences signal, often several back to back, so an acquire-equal could miss its value and wait forever. Title 4's 3D queue ticks a counter that two other queues wait on value by value; under the loading after the post-customization save one of them missed a tick and the game froze (channel 4 waiting for 0x5293 with the counter at 0x5310). Pending acquires now register with Nx2SemaphoreWaiters before fences run, and every query-cache payload write and QMD add/max release latches the waiters it meets at the moment it is written.
Diffstat (limited to 'tools/fuzzsettings.cpp')
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