summaryrefslogblamecommitdiffstats
path: root/src/core/hle/hle.cpp
blob: 480a73e80ab008f8171f4e6bd465dedd2efe9b89 (plain) (tree)
1
2
3
4
5
6
7
8
9
                                        
                                            
                                          
 

                               
 
                                   
                      
                         
                                     


                                                                                                    


                                                                              


               
 


                                                                






                                                                                                
                                          
 


                      
                            




                         

 
             
                    
 
                       
 
                                        


                 

                        
                                     


              
// 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/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 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