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Don't wait directly from GPUCommon, do it in sceGe.
Makes debugging a bit easier.
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@@ -215,6 +215,16 @@ bool __GeTriggerInterrupt(int listid, u32 pc, u64 atTicks)
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return true;
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}
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void __GeWaitCurrentThread(WaitType type, SceUID waitId, const char *reason)
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{
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__KernelWaitCurThread(type, waitId, 0, 0, false, reason);
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}
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void __GeTriggerWait(WaitType type, SceUID waitId, const char *reason, bool noSwitch)
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{
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__KernelTriggerWait(type, waitId, 0, reason, noSwitch);
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}
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bool __GeHasPendingInterrupt()
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{
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return !ge_pending_cb.empty();
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@@ -43,6 +43,8 @@ void __GeDoState(PointerWrap &p);
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void __GeShutdown();
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bool __GeTriggerSync(WaitType waitType, int id, u64 atTicks);
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bool __GeTriggerInterrupt(int listid, u32 pc, u64 atTicks);
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void __GeWaitCurrentThread(WaitType type, SceUID waitId, const char *reason);
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void __GeTriggerWait(WaitType type, SceUID waitId, const char *reason, bool noSwitch = false);
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bool __GeHasPendingInterrupt();
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