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https://github.com/Ryujinx/Ryujinx.git
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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
34 lines
789 B
C#
34 lines
789 B
C#
using Ryujinx.Cpu;
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using Ryujinx.Memory;
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using System;
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namespace Ryujinx.HLE.HOS.Kernel.Process
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{
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class ProcessContext : IProcessContext
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{
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public IVirtualMemoryManager AddressSpace { get; }
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public ProcessContext(IVirtualMemoryManager asManager)
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{
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AddressSpace = asManager;
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}
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public IExecutionContext CreateExecutionContext(ExceptionCallbacks exceptionCallbacks)
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{
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return new ProcessExecutionContext();
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}
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public void Execute(IExecutionContext context, ulong codeAddress)
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{
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throw new NotSupportedException();
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}
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public void InvalidateCacheRegion(ulong address, ulong size)
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{
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}
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public void Dispose()
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{
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}
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}
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}
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