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ryujinx-final/Ryujinx.HLE/HOS/Kernel/Process/ProcessExecutionContext.cs
gdkchan 0c87bf9ea4
Refactor CPU interface to allow the implementation of other CPU emulators (#3362)
* 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
2022-05-31 16:29:35 -03:00

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C#

using ARMeilleure.State;
using Ryujinx.Cpu;
namespace Ryujinx.HLE.HOS.Kernel.Process
{
class ProcessExecutionContext : IExecutionContext
{
public ulong Pc => 0UL;
public ulong CntfrqEl0 { get => 0; set { } }
public ulong CntpctEl0 => 0UL;
public long TpidrEl0 { get => 0; set { } }
public long TpidrroEl0 { get => 0; set { } }
public uint Pstate { get => 0; set { } }
public uint Fpcr { get => 0; set { } }
public uint Fpsr { get => 0; set { } }
public bool IsAarch32 { get => false; set { } }
public bool Running { get; private set; } = true;
public ulong GetX(int index) => 0UL;
public void SetX(int index, ulong value) { }
public V128 GetV(int index) => default;
public void SetV(int index, V128 value) { }
public void RequestInterrupt()
{
}
public void StopRunning()
{
Running = false;
}
public void Dispose()
{
}
}
}