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authorbunnei <bunneidev@gmail.com>2014-12-25 22:52:40 -0500
committerbunnei <bunneidev@gmail.com>2014-12-25 22:52:40 -0500
commite5ddbfee0211642858f0114691966db7c17e5f7e (patch)
tree44d89c26c5f4dc976dadd7322c9269f026c7b98d /src/core/hle/hle.cpp
parent5d2ee78d8fbb25c8496654026b27f4238040a4da (diff)
parent5799025ac4dc8bf211bce254b87938b42880029d (diff)
Merge pull request #339 from bunnei/fixup-gsp-synch
Fixup gsp synch
Diffstat (limited to 'src/core/hle/hle.cpp')
-rw-r--r--src/core/hle/hle.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp
index 2d314a4cf..33ac12507 100644
--- a/src/core/hle/hle.cpp
+++ b/src/core/hle/hle.cpp
@@ -43,7 +43,15 @@ void CallSVC(u32 opcode) {
void Reschedule(const char *reason) {
_dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
+
+ // TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
+ // routines. This simulates that time by artificially advancing the number of CPU "ticks".
+ // The value was chosen empirically, it seems to work well enough for everything tested, but
+ // is likely not ideal. We should find a more accurate way to simulate timing with HLE.
+ Core::g_app_core->AddTicks(4000);
+
Core::g_app_core->PrepareReschedule();
+
g_reschedule = true;
}