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/service/service.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace {
bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
}
namespace HLE {
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::AppCore().AddTicks(4000);
Core::AppCore().PrepareReschedule();
reschedule = true;
}
bool IsReschedulePending() {
return reschedule;
}
void DoneRescheduling() {
reschedule = false;
}
void Init() {
Service::Init();
reschedule = false;
LOG_DEBUG(Kernel, "initialized OK");
}
void Shutdown() {
Service::Shutdown();
LOG_DEBUG(Kernel, "shutdown OK");
}
} // namespace