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author | bunnei <bunneidev@gmail.com> | 2014-12-26 04:52:40 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2014-12-26 04:52:40 +0100 |
commit | e5ddbfee0211642858f0114691966db7c17e5f7e (patch) | |
tree | 44d89c26c5f4dc976dadd7322c9269f026c7b98d /src/core/hle | |
parent | Merge pull request #330 from purpasmart96/new_srv (diff) | |
parent | GPU: Further improve synchronization. (diff) | |
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Diffstat (limited to 'src/core/hle')
-rw-r--r-- | src/core/hle/hle.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp index 2d314a4cf..33ac12507 100644 --- a/src/core/hle/hle.cpp +++ b/src/core/hle/hle.cpp @@ -43,7 +43,15 @@ void CallSVC(u32 opcode) { void Reschedule(const char *reason) { _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; } |