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Use a SpinLock for guest shader code cache trap mutex
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@ -87,7 +87,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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engine::Pipeline::Shader::Type shaderType;
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engine::Pipeline::Shader::Type shaderType;
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tsl::robin_map<u8 *, std::unique_ptr<MirrorEntry>> mirrorMap;
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tsl::robin_map<u8 *, std::unique_ptr<MirrorEntry>> mirrorMap;
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std::mutex trapMutex; //!< Protects accesses from trap handlers to the mirror map
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SpinLock trapMutex; //!< Protects accesses from trap handlers to the mirror map
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MirrorEntry *entry{};
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MirrorEntry *entry{};
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span<u8> mirrorBlock{}; //!< Guest mapped memory block corresponding to `entry`
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span<u8> mirrorBlock{}; //!< Guest mapped memory block corresponding to `entry`
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