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// 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/service/service.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace { |
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bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
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} |
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namespace HLE { |
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void Reschedule(const char* reason) { |
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, |
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"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::AppCore().AddTicks(4000); |
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Core::AppCore().PrepareReschedule(); |
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reschedule = true; |
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} |
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bool IsReschedulePending() { |
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return reschedule; |
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} |
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void DoneRescheduling() { |
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reschedule = false; |
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} |
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void Init() { |
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Service::Init(); |
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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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