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https://github.com/Lime3DS/Lime3DS
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74d4bc0af1
This adds some structures necessary to support multiple memory regions in the future. It also adds support for different system memory types and the new linear heap mapping at 0x30000000.
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "core/arm/arm_interface.h"
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#include "core/core.h"
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#include "core/hle/hle.h"
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#include "core/hle/config_mem.h"
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#include "core/hle/shared_page.h"
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#include "core/hle/service/service.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace HLE {
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bool g_reschedule; ///< If true, immediately reschedules the CPU to a new thread
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void Reschedule(const char *reason) {
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
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// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
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// routines. This simulates that time by artificially advancing the number of CPU "ticks".
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// The value was chosen empirically, it seems to work well enough for everything tested, but
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// is likely not ideal. We should find a more accurate way to simulate timing with HLE.
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Core::g_app_core->AddTicks(4000);
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Core::g_app_core->PrepareReschedule();
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g_reschedule = true;
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}
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void Init() {
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Service::Init();
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g_reschedule = false;
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LOG_DEBUG(Kernel, "initialized OK");
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}
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void Shutdown() {
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Service::Shutdown();
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LOG_DEBUG(Kernel, "shutdown OK");
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}
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} // namespace
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