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The start of a rather messy dive into attempting to test most facilities of the PS4, just to see how their events work.
Also some fixes for my flip logic code.
Vectors really don't work well, not sure if that's a side effect of some OpenOrbis issue, or if it's an issue with Cpputest. So now all videoout buffers use the same memory area, and command buffer uses a single area too.
Move sceVideoOutGetFlipStatus based waits to a function, move logic for re-zero-initializing variables into respective functions, inline timeout values, and add an extra test to ensure deleting a flip event behaves as expected
These share a lot of logic with flip events, so the test is pretty simple. Make sure all data is in the right place, and that typical equeue behavior applies to them.
Added very basic tests for timer event behavior.
Submit related logic is mostly taken from red_prig's homebrew.
Based loosely on some tests red_prig shared
Perform benchmarks before doing the major edge cases, and loosen up the accuracy requirements of the tests.
So failing emulators don't crash from error behavior.
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Pushing up here for convenience, this is a test suite designed to test behavior of equeues.
I've got a lot more left to test, so far this just tests surface-level details for user, video out flip events, video out vblank events, gnm events, timer events, and hrtimer events.
klog.txt