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* Refactor CPU interface * Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers * Make CpuEngine take a ITickSource rather than returning one The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source * XML docs for the public interfaces * PPTC invalidation due to NativeInterface function name changes * Fix build of the CPU tests * PR feedback
32 lines
717 B
C#
32 lines
717 B
C#
using ARMeilleure.State;
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using System;
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namespace Ryujinx.Cpu
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{
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/// <summary>
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/// Tick source interface.
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/// </summary>
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public interface ITickSource : ICounter
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{
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/// <summary>
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/// Time elapsed since the counter was created.
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/// </summary>
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TimeSpan ElapsedTime { get; }
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/// <summary>
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/// Time elapsed since the counter was created, in seconds.
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/// </summary>
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double ElapsedSeconds { get; }
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/// <summary>
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/// Stops counting.
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/// </summary>
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void Suspend();
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/// <summary>
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/// Resumes counting after a call to <see cref="Suspend"/>.
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/// </summary>
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void Resume();
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}
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}
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