// 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/config_mem.h" #include "core/hle/shared_page.h" #include "core/hle/kernel/thread.h" #include "core/hle/service/service.h" //////////////////////////////////////////////////////////////////////////////////////////////////// namespace HLE { bool g_reschedule; ///< If true, immediately reschedules the CPU to a new thread 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::g_app_core->AddTicks(4000); Core::g_app_core->PrepareReschedule(); g_reschedule = true; } void Init() { Service::Init(); ConfigMem::Init(); SharedPage::Init(); g_reschedule = false; LOG_DEBUG(Kernel, "initialized OK"); } void Shutdown() { ConfigMem::Shutdown(); SharedPage::Shutdown(); Service::Shutdown(); LOG_DEBUG(Kernel, "shutdown OK"); } } // namespace