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	Core: remove unused hle.cpp
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		|  | @ -1,58 +0,0 @@ | |||
| // Copyright 2014 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include "common/assert.h" | ||||
| #include "common/logging/log.h" | ||||
| #include "core/arm/arm_interface.h" | ||||
| #include "core/core.h" | ||||
| #include "core/hle/hle.h" | ||||
| #include "core/hle/service/service.h" | ||||
| 
 | ||||
| ////////////////////////////////////////////////////////////////////////////////////////////////////
 | ||||
| 
 | ||||
| namespace { | ||||
| 
 | ||||
| bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
 | ||||
| } | ||||
| 
 | ||||
| namespace HLE { | ||||
| 
 | ||||
| void Reschedule(const char* reason) { | ||||
|     DEBUG_ASSERT_MSG(reason != nullptr && 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::AppCore().AddTicks(4000); | ||||
| 
 | ||||
|     Core::AppCore().PrepareReschedule(); | ||||
| 
 | ||||
|     reschedule = true; | ||||
| } | ||||
| 
 | ||||
| bool IsReschedulePending() { | ||||
|     return reschedule; | ||||
| } | ||||
| 
 | ||||
| void DoneRescheduling() { | ||||
|     reschedule = false; | ||||
| } | ||||
| 
 | ||||
| void Init() { | ||||
|     Service::Init(); | ||||
| 
 | ||||
|     reschedule = false; | ||||
| 
 | ||||
|     LOG_DEBUG(Kernel, "initialized OK"); | ||||
| } | ||||
| 
 | ||||
| void Shutdown() { | ||||
|     Service::Shutdown(); | ||||
| 
 | ||||
|     LOG_DEBUG(Kernel, "shutdown OK"); | ||||
| } | ||||
| 
 | ||||
| } // namespace
 | ||||
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