core_timing: Rename CoreTiming namespace to Core::Timing

Places all of the timing-related functionality under the existing Core
namespace to keep things consistent, rather than having the timing
utilities sitting in its own completely separate namespace.
This commit is contained in:
Lioncash 2019-02-12 12:32:15 -05:00
parent 1d98027a0e
commit 48d9d66dc5
35 changed files with 172 additions and 174 deletions

View file

@ -927,9 +927,9 @@ static ResultCode GetInfo(u64* result, u64 info_id, u64 handle, u64 info_sub_id)
if (same_thread && info_sub_id == 0xFFFFFFFFFFFFFFFF) {
const u64 thread_ticks = current_thread->GetTotalCPUTimeTicks();
out_ticks = thread_ticks + (CoreTiming::GetTicks() - prev_ctx_ticks);
out_ticks = thread_ticks + (Core::Timing::GetTicks() - prev_ctx_ticks);
} else if (same_thread && info_sub_id == system.CurrentCoreIndex()) {
out_ticks = CoreTiming::GetTicks() - prev_ctx_ticks;
out_ticks = Core::Timing::GetTicks() - prev_ctx_ticks;
}
*result = out_ticks;
@ -1546,10 +1546,10 @@ static ResultCode SignalToAddress(VAddr address, u32 type, s32 value, s32 num_to
static u64 GetSystemTick() {
LOG_TRACE(Kernel_SVC, "called");
const u64 result{CoreTiming::GetTicks()};
const u64 result{Core::Timing::GetTicks()};
// Advance time to defeat dumb games that busy-wait for the frame to end.
CoreTiming::AddTicks(400);
Core::Timing::AddTicks(400);
return result;
}