6b7ebb3f82
This shouldn't be directly exposed if there's already a partial API that operates on it. We can just provide the rest of that API.
61 lines
1.5 KiB
C++
61 lines
1.5 KiB
C++
// Copyright 2014 Citra Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "common/assert.h"
|
|
#include "common/logging/log.h"
|
|
|
|
#include "core/arm/arm_interface.h"
|
|
#include "core/core.h"
|
|
#include "core/hle/hle.h"
|
|
#include "core/hle/config_mem.h"
|
|
#include "core/hle/shared_page.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::g_app_core->AddTicks(4000);
|
|
|
|
Core::g_app_core->PrepareReschedule();
|
|
|
|
reschedule = true;
|
|
}
|
|
|
|
bool RescheduleIsPending() {
|
|
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
|