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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
12 lines
372 B
C#
12 lines
372 B
C#
using ARMeilleure.Memory;
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using Ryujinx.Memory;
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namespace Ryujinx.Cpu.Jit
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{
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public class JitMemoryAllocator : IJitMemoryAllocator
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{
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public IJitMemoryBlock Allocate(ulong size) => new JitMemoryBlock(size, MemoryAllocationFlags.None);
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public IJitMemoryBlock Reserve(ulong size) => new JitMemoryBlock(size, MemoryAllocationFlags.Reserve);
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}
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}
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