0c87bf9ea4
* 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
145 lines
4.3 KiB
C#
145 lines
4.3 KiB
C#
using Ryujinx.Cpu;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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namespace Ryujinx.HLE.HOS.Services.Time.Clock
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{
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abstract class SystemClockCore
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{
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private SteadyClockCore _steadyClockCore;
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private SystemClockContext _context;
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private bool _isInitialized;
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private SystemClockContextUpdateCallback _systemClockContextUpdateCallback;
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public SystemClockCore(SteadyClockCore steadyClockCore)
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{
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_steadyClockCore = steadyClockCore;
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_context = new SystemClockContext();
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_isInitialized = false;
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_context.SteadyTimePoint.ClockSourceId = steadyClockCore.GetClockSourceId();
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_systemClockContextUpdateCallback = null;
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}
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public virtual SteadyClockCore GetSteadyClockCore()
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{
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return _steadyClockCore;
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}
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public ResultCode GetCurrentTime(ITickSource tickSource, out long posixTime)
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{
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posixTime = 0;
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SteadyClockTimePoint currentTimePoint = _steadyClockCore.GetCurrentTimePoint(tickSource);
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ResultCode result = GetClockContext(tickSource, out SystemClockContext clockContext);
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if (result == ResultCode.Success)
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{
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result = ResultCode.TimeMismatch;
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if (currentTimePoint.ClockSourceId == clockContext.SteadyTimePoint.ClockSourceId)
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{
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posixTime = clockContext.Offset + currentTimePoint.TimePoint;
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result = 0;
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}
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}
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return result;
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}
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public ResultCode SetCurrentTime(ITickSource tickSource, long posixTime)
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{
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SteadyClockTimePoint currentTimePoint = _steadyClockCore.GetCurrentTimePoint(tickSource);
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SystemClockContext clockContext = new SystemClockContext()
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{
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Offset = posixTime - currentTimePoint.TimePoint,
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SteadyTimePoint = currentTimePoint
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};
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ResultCode result = SetClockContext(clockContext);
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if (result == ResultCode.Success)
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{
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result = Flush(clockContext);
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}
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return result;
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}
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public virtual ResultCode GetClockContext(ITickSource tickSource, out SystemClockContext context)
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{
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context = _context;
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return ResultCode.Success;
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}
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public virtual ResultCode SetClockContext(SystemClockContext context)
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{
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_context = context;
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return ResultCode.Success;
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}
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protected virtual ResultCode Flush(SystemClockContext context)
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{
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if (_systemClockContextUpdateCallback == null)
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{
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return ResultCode.Success;
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}
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return _systemClockContextUpdateCallback.Update(context);
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}
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public void SetUpdateCallbackInstance(SystemClockContextUpdateCallback systemClockContextUpdateCallback)
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{
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_systemClockContextUpdateCallback = systemClockContextUpdateCallback;
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}
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public void RegisterOperationEvent(KWritableEvent writableEvent)
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{
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if (_systemClockContextUpdateCallback != null)
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{
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_systemClockContextUpdateCallback.RegisterOperationEvent(writableEvent);
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}
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}
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public ResultCode SetSystemClockContext(SystemClockContext context)
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{
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ResultCode result = SetClockContext(context);
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if (result == ResultCode.Success)
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{
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result = Flush(context);
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}
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return result;
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}
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public bool IsInitialized()
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{
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return _isInitialized;
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}
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public void MarkInitialized()
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{
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_isInitialized = true;
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}
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public bool IsClockSetup(ITickSource tickSource)
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{
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ResultCode result = GetClockContext(tickSource, out SystemClockContext context);
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if (result == ResultCode.Success)
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{
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SteadyClockTimePoint steadyClockTimePoint = _steadyClockCore.GetCurrentTimePoint(tickSource);
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return steadyClockTimePoint.ClockSourceId == context.SteadyTimePoint.ClockSourceId;
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}
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return false;
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}
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}
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}
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