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ARM: Add a mechanism for faking CPU time elapsed during HLE.
- Also a few cleanups.
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@ -43,7 +43,15 @@ void CallSVC(u32 opcode) {
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void Reschedule(const char *reason) {
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_dbg_assert_msg_(Kernel, reason != 0 && strlen(reason) < 256, "Reschedule: Invalid or too long reason.");
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// TODO(bunnei): It seems that games depend on some CPU execution time elapsing during HLE
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// routines. This simulates that time by artificially advancing the number of CPU "ticks".
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// The value was chosen empirically, it seems to work well enough for everything tested, but
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// is likely not ideal. We should find a more accurate way to simulate timing with HLE.
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Core::g_app_core->AddTicks(4000);
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Core::g_app_core->PrepareReschedule();
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g_reschedule = true;
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}
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