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author | darkf <lw9k123@gmail.com> | 2014-12-30 04:47:41 +0100 |
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committer | darkf <lw9k123@gmail.com> | 2014-12-30 04:47:41 +0100 |
commit | 8ba9ac0f74abb0408a26207a76a0c1808bad8de0 (patch) | |
tree | f1c7c3393fa726435b5b90bf335567c93e528ef1 /src/core/hle/hle.cpp | |
parent | Add comment regarding __WIN32__ in SkyEye code (diff) | |
parent | Merge pull request #367 from bunnei/usat_ssat (diff) | |
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Diffstat (limited to 'src/core/hle/hle.cpp')
-rw-r--r-- | src/core/hle/hle.cpp | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp index b8ac186f6..33ac12507 100644 --- a/src/core/hle/hle.cpp +++ b/src/core/hle/hle.cpp @@ -1,5 +1,5 @@ // Copyright 2014 Citra Emulator Project -// Licensed under GPLv2 +// Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include <vector> @@ -8,6 +8,8 @@ #include "core/hle/hle.h" #include "core/hle/kernel/thread.h" #include "core/hle/service/service.h" +#include "core/hle/service/fs/archive.h" +#include "core/hle/service/cfg/cfg.h" //////////////////////////////////////////////////////////////////////////////////////////////////// @@ -20,7 +22,7 @@ bool g_reschedule = false; ///< If true, immediately reschedules the CPU to a n const FunctionDef* GetSVCInfo(u32 opcode) { u32 func_num = opcode & 0xFFFFFF; // 8 bits if (func_num > 0xFF) { - ERROR_LOG(HLE,"unknown svc=0x%02X", func_num); + LOG_ERROR(Kernel_SVC,"unknown svc=0x%02X", func_num); return nullptr; } return &g_module_db[0].func_table[func_num]; @@ -35,15 +37,21 @@ void CallSVC(u32 opcode) { if (info->func) { info->func(); } else { - ERROR_LOG(HLE, "unimplemented SVC function %s(..)", info->name.c_str()); + LOG_ERROR(Kernel_SVC, "unimplemented SVC function %s(..)", info->name.c_str()); } } void Reschedule(const char *reason) { -#ifdef _DEBUG - _dbg_assert_msg_(HLE, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason."); -#endif + _dbg_assert_msg_(Kernel, reason != 0 && 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; } @@ -58,18 +66,22 @@ void RegisterAllModules() { void Init() { Service::Init(); + Service::FS::ArchiveInit(); + Service::CFG::CFGInit(); RegisterAllModules(); - NOTICE_LOG(HLE, "initialized OK"); + LOG_DEBUG(Kernel, "initialized OK"); } void Shutdown() { + Service::CFG::CFGShutdown(); + Service::FS::ArchiveShutdown(); Service::Shutdown(); g_module_db.clear(); - NOTICE_LOG(HLE, "shutdown OK"); + LOG_DEBUG(Kernel, "shutdown OK"); } } // namespace |