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-rw-r--r--src/core/hle/hle.cpp58
1 files changed, 0 insertions, 58 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp
deleted file mode 100644
index d73d98a70..000000000
--- a/src/core/hle/hle.cpp
+++ /dev/null
@@ -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