mirror of
https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "core/arm/arm_interface.h"
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#include "core/core.h"
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#include "core/hle/hle.h"
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#include "core/hle/service/service.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace {
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bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
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}
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namespace HLE {
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void Reschedule(const char* reason) {
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256,
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"Reschedule: Invalid or too long reason.");
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// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
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// routines. This simulates that time by artificially advancing the number of CPU "ticks".
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// The value was chosen empirically, it seems to work well enough for everything tested, but
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// is likely not ideal. We should find a more accurate way to simulate timing with HLE.
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Core::g_app_core->AddTicks(4000);
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Core::g_app_core->PrepareReschedule();
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reschedule = true;
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}
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bool IsReschedulePending() {
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return reschedule;
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}
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void DoneRescheduling() {
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reschedule = false;
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}
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void Init() {
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Service::Init();
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reschedule = false;
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LOG_DEBUG(Kernel, "initialized OK");
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}
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void Shutdown() {
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Service::Shutdown();
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LOG_DEBUG(Kernel, "shutdown OK");
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}
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} // namespace
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