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authorGravatar bunnei2014-12-23 22:45:52 -0500
committerGravatar bunnei2014-12-25 22:46:44 -0500
commit4783133bbd651590b5116be95a5deda31fe9f4dc (patch)
treedaf8cd9fd9be955d30ba217087003ed653342cb3 /src/core/hle
parentUpdate README.md (fix typo) (diff)
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ARM: Add a mechanism for faking CPU time elapsed during HLE.
- Also a few cleanups.
Diffstat (limited to 'src/core/hle')
-rw-r--r--src/core/hle/hle.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp
index 2d314a4cf..33ac12507 100644
--- a/src/core/hle/hle.cpp
+++ b/src/core/hle/hle.cpp
@@ -43,7 +43,15 @@ void CallSVC(u32 opcode) {
43 43
44void Reschedule(const char *reason) { 44void Reschedule(const char *reason) {
45 _dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason."); 45 _dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
46
47 // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
48 // routines. This simulates that time by artificially advancing the number of CPU "ticks".
49 // The value was chosen empirically, it seems to work well enough for everything tested, but
50 // is likely not ideal. We should find a more accurate way to simulate timing with HLE.
51 Core::g_app_core->AddTicks(4000);
52
46 Core::g_app_core->PrepareReschedule(); 53 Core::g_app_core->PrepareReschedule();
54
47 g_reschedule = true; 55 g_reschedule = true;
48} 56}
49 57