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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
19 lines
673 B
C#
19 lines
673 B
C#
using ARMeilleure.Memory;
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namespace Ryujinx.Cpu
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{
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/// <summary>
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/// CPU execution engine interface.
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/// </summary>
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public interface ICpuEngine
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{
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/// <summary>
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/// Creates a new CPU context that can be used to run code for multiple threads sharing an address space.
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/// </summary>
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/// <param name="memoryManager">Memory manager for the address space of the context</param>
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/// <param name="for64Bit">Indicates if the context will be used to run 64-bit or 32-bit Arm code</param>
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/// <returns>CPU context</returns>
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ICpuContext CreateCpuContext(IMemoryManager memoryManager, bool for64Bit);
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}
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}
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