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HLE: Move faked HLE timing from Reschedule to CallSVC
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@ -23,12 +23,6 @@ namespace HLE {
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void Reschedule(const char *reason) {
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void Reschedule(const char *reason) {
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
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DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
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// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
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// routines. This simulates that time by artificially advancing the number of CPU "ticks".
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// The value was chosen empirically, it seems to work well enough for everything tested, but
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// is likely not ideal. We should find a more accurate way to simulate timing with HLE.
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Core::g_app_core->AddTicks(4000);
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Core::g_app_core->PrepareReschedule();
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Core::g_app_core->PrepareReschedule();
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reschedule = true;
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reschedule = true;
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@ -1081,6 +1081,14 @@ MICROPROFILE_DEFINE(Kernel_SVC, "Kernel", "SVC", MP_RGB(70, 200, 70));
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void CallSVC(u32 immediate) {
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void CallSVC(u32 immediate) {
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MICROPROFILE_SCOPE(Kernel_SVC);
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MICROPROFILE_SCOPE(Kernel_SVC);
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// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
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// routines. This simulates that time by artificially advancing the number of CPU "ticks".
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// The value was chosen empirically, it seems to work well enough for everything tested, but
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// is likely not ideal. We should find a more accurate way to simulate timing with HLE.
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// NOTE(merry): This is performed before service functions are called and not during or after
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// because the thread-state is well defined at this point in time. (See #1837, #1854, #1868.)
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Core::g_app_core->AddTicks(4000);
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const FunctionDef* info = GetSVCInfo(immediate);
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const FunctionDef* info = GetSVCInfo(immediate);
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if (info) {
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if (info) {
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if (info->func) {
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if (info->func) {
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