ARM: Add a mechanism for faking CPU time elapsed during HLE.
- Also a few cleanups.
This commit is contained in:
parent
5241e7a9c3
commit
4783133bbd
6 changed files with 39 additions and 95 deletions
|
@ -43,7 +43,15 @@ void CallSVC(u32 opcode) {
|
|||
|
||||
void Reschedule(const char *reason) {
|
||||
_dbg_assert_msg_(Kernel, reason != 0 && 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;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue