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Diffstat (limited to 'src/core/hle/hle.cpp')
-rw-r--r-- | src/core/hle/hle.cpp | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp deleted file mode 100644 index d73d98a70..000000000 --- a/src/core/hle/hle.cpp +++ /dev/null @@ -1,58 +0,0 @@ -// 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::AppCore().AddTicks(4000); - - Core::AppCore().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 |