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-rw-r--r--src/core/hle/hle.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/core/hle/hle.cpp b/src/core/hle/hle.cpp
index 5c5373517..41b772163 100644
--- a/src/core/hle/hle.cpp
+++ b/src/core/hle/hle.cpp
@@ -4,7 +4,6 @@
#include "common/assert.h"
#include "common/logging/log.h"
-
#include "core/arm/arm_interface.h"
#include "core/core.h"
#include "core/hle/hle.h"
@@ -15,13 +14,13 @@
namespace {
bool reschedule; ///< If true, immediately reschedules the CPU to a new thread
-
}
namespace HLE {
-void Reschedule(const char *reason) {
- DEBUG_ASSERT_MSG(reason != nullptr && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
+void Reschedule(const char* reason) {
+ DEBUG_ASSERT_MSG(reason != nullptr && 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".