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.
#include <vector>
#include "core/arm/arm_interface.h"
#include "core/mem_map.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 {
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static std::vector<ModuleDef> g_module_db;
bool g_reschedule = false; ///< If true, immediately reschedules the CPU to a new thread
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static const FunctionDef* GetSVCInfo(u32 opcode) {
u32 func_num = opcode & 0xFFFFFF; // 8 bits
if (func_num > 0xFF) {
LOG_ERROR(Kernel_SVC,"unknown svc=0x%02X", func_num);
return nullptr;
}
return &g_module_db[0].func_table[func_num];
}
void CallSVC(u32 opcode) {
const FunctionDef *info = GetSVCInfo(opcode);
if (!info) {
return;
}
if (info->func) {
info->func();
} else {
LOG_ERROR(Kernel_SVC, "unimplemented SVC function %s(..)", info->name.c_str());
}
}
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;
}
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void RegisterModule(std::string name, int num_functions, const FunctionDef* func_table) {
ModuleDef module = {name, num_functions, func_table};
g_module_db.push_back(module);
}
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static void RegisterAllModules() {
SVC::Register();
}
void Init() {
Service::Init();
RegisterAllModules();
ConfigMem::Init();
SharedPage::Init();
LOG_DEBUG(Kernel, "initialized OK");
}
void Shutdown() {
Service::Shutdown();
g_module_db.clear();
LOG_DEBUG(Kernel, "shutdown OK");
}
} // namespace