sysclk: rework governor
now should work in more games and behave more like a schedutil (slow rampdown, fast rampup) fixes issues in Kirby and the Forgotten Land
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@@ -193,10 +193,10 @@ class ClockManager
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GovernorState GetEffectiveGovernorState(GovernorState appState, GovernorState tempState);
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/**
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* Frequency tables
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* Frequency table
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*
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*/
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struct {
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struct FreqTable {
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std::uint32_t count;
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std::uint32_t list[SYSCLK_FREQ_LIST_MAX];
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} freqTable[SysClkModule_EnumMax];
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@@ -216,6 +216,30 @@ class ClockManager
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*/
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unsigned int GetGpuVoltage (unsigned int freq, int speedo);
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/**
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* Gets the required vMin for a ram frequency for a speedo
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*
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* @param util Utilization in percentile
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* @param tableMaxHz Table Max Hz
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*/
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static u32 SchedutilTargetHz(u32 util, u32 tableMaxHz);
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/**
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* Gets the required vMin for a ram frequency for a speedo
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*
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* @param table FreqTable for module
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* @param targetHz Hz to search for
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*/
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static u32 TableIndexForHz(const FreqTable& table, u32 targetHz);
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/**
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* Gets the required vMin for a ram frequency for a speedo
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*
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* @param mgr ClockManager instance (runs in a thread so must be passed)
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* @param module Module for which to resolve target Hz
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*/
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static u32 ResolveTargetHz(ClockManager* mgr, SysClkModule module);
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protected:
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bool IsAssignableHz(SysClkModule module, std::uint32_t hz);
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inline std::uint32_t GetMaxAllowedHz(SysClkModule module, SysClkProfile profile);
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