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| author | 2014-12-23 22:45:52 -0500 | |
|---|---|---|
| committer | 2014-12-25 22:46:44 -0500 | |
| commit | 4783133bbd651590b5116be95a5deda31fe9f4dc (patch) | |
| tree | daf8cd9fd9be955d30ba217087003ed653342cb3 /src/core/hle | |
| parent | Update README.md (fix typo) (diff) | |
| download | yuzu-4783133bbd651590b5116be95a5deda31fe9f4dc.tar.gz yuzu-4783133bbd651590b5116be95a5deda31fe9f4dc.tar.xz yuzu-4783133bbd651590b5116be95a5deda31fe9f4dc.zip | |
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.cpp | 8 |
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 | ||
| 44 | void Reschedule(const char *reason) { | 44 | void 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 | ||