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| author | 2016-12-27 10:43:13 -0500 | |
|---|---|---|
| committer | 2016-12-27 10:43:13 -0500 | |
| commit | 14f8065843bf865cbd0f2f34eabf54c37e52df81 (patch) | |
| tree | d8262196fc03b22008c33ff59383ea9169172ecf | |
| parent | Merge pull request #2374 from wwylele/whats-going-on-with-that-pr (diff) | |
| parent | Core: remove unused hle.cpp (diff) | |
| download | yuzu-14f8065843bf865cbd0f2f34eabf54c37e52df81.tar.gz yuzu-14f8065843bf865cbd0f2f34eabf54c37e52df81.tar.xz yuzu-14f8065843bf865cbd0f2f34eabf54c37e52df81.zip | |
Merge pull request #2376 from wwylele/remove-unused
Core: remove unused 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 @@ | |||
| 1 | // Copyright 2014 Citra Emulator Project | ||
| 2 | // Licensed under GPLv2 or any later version | ||
| 3 | // Refer to the license.txt file included. | ||
| 4 | |||
| 5 | #include "common/assert.h" | ||
| 6 | #include "common/logging/log.h" | ||
| 7 | #include "core/arm/arm_interface.h" | ||
| 8 | #include "core/core.h" | ||
| 9 | #include "core/hle/hle.h" | ||
| 10 | #include "core/hle/service/service.h" | ||
| 11 | |||
| 12 | //////////////////////////////////////////////////////////////////////////////////////////////////// | ||
| 13 | |||
| 14 | namespace { | ||
| 15 | |||
| 16 | bool reschedule; ///< If true, immediately reschedules the CPU to a new thread | ||
| 17 | } | ||
| 18 | |||
| 19 | namespace HLE { | ||
| 20 | |||
| 21 | void Reschedule(const char* reason) { | ||
| 22 | DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, | ||
| 23 | "Reschedule: Invalid or too long reason."); | ||
| 24 | |||
| 25 | // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE | ||
| 26 | // routines. This simulates that time by artificially advancing the number of CPU "ticks". | ||
| 27 | // The value was chosen empirically, it seems to work well enough for everything tested, but | ||
| 28 | // is likely not ideal. We should find a more accurate way to simulate timing with HLE. | ||
| 29 | Core::AppCore().AddTicks(4000); | ||
| 30 | |||
| 31 | Core::AppCore().PrepareReschedule(); | ||
| 32 | |||
| 33 | reschedule = true; | ||
| 34 | } | ||
| 35 | |||
| 36 | bool IsReschedulePending() { | ||
| 37 | return reschedule; | ||
| 38 | } | ||
| 39 | |||
| 40 | void DoneRescheduling() { | ||
| 41 | reschedule = false; | ||
| 42 | } | ||
| 43 | |||
| 44 | void Init() { | ||
| 45 | Service::Init(); | ||
| 46 | |||
| 47 | reschedule = false; | ||
| 48 | |||
| 49 | LOG_DEBUG(Kernel, "initialized OK"); | ||
| 50 | } | ||
| 51 | |||
| 52 | void Shutdown() { | ||
| 53 | Service::Shutdown(); | ||
| 54 | |||
| 55 | LOG_DEBUG(Kernel, "shutdown OK"); | ||
| 56 | } | ||
| 57 | |||
| 58 | } // namespace | ||