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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
45 lines
1 KiB
C#
45 lines
1 KiB
C#
using System;
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using System.Diagnostics;
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namespace Ryujinx.Cpu
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{
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public class TickSource : ITickSource
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{
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private static Stopwatch _tickCounter;
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private static double _hostTickFreq;
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/// <inheritdoc/>
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public ulong Frequency { get; }
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/// <inheritdoc/>
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public ulong Counter => (ulong)(ElapsedSeconds * Frequency);
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/// <inheritdoc/>
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public TimeSpan ElapsedTime => _tickCounter.Elapsed;
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/// <inheritdoc/>
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public double ElapsedSeconds => _tickCounter.ElapsedTicks * _hostTickFreq;
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public TickSource(ulong frequency)
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{
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Frequency = frequency;
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_hostTickFreq = 1.0 / Stopwatch.Frequency;
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_tickCounter = new Stopwatch();
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_tickCounter.Start();
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}
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/// <inheritdoc/>
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public void Suspend()
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{
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_tickCounter.Stop();
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}
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/// <inheritdoc/>
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public void Resume()
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{
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_tickCounter.Start();
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}
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}
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} |