yuzu/src/core/hle/hle.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include "common/assert.h"
#include "common/logging/log.h"
#include "core/arm/arm_interface.h"
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#include "core/core.h"
#include "core/hle/hle.h"
#include "core/hle/config_mem.h"
#include "core/hle/shared_page.h"
#include "core/hle/kernel/thread.h"
#include "core/hle/service/service.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace HLE {
bool g_reschedule; ///< If true, immediately reschedules the CPU to a new thread
void Reschedule(const char *reason) {
DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
// routines. This simulates that time by artificially advancing the number of CPU "ticks".
// The value was chosen empirically, it seems to work well enough for everything tested, but
// is likely not ideal. We should find a more accurate way to simulate timing with HLE.
Core::g_app_core->AddTicks(4000);
Core::g_app_core->PrepareReschedule();
g_reschedule = true;
}
void Init() {
Service::Init();
ConfigMem::Init();
SharedPage::Init();
g_reschedule = false;
LOG_DEBUG(Kernel, "initialized OK");
}
void Shutdown() {
ConfigMem::Shutdown();
SharedPage::Shutdown();
Service::Shutdown();
LOG_DEBUG(Kernel, "shutdown OK");
}
} // namespace