diff options
Diffstat (limited to '')
-rw-r--r-- | src/core/hle/kernel/svc/svc_thread.cpp | 29 |
1 files changed, 20 insertions, 9 deletions
diff --git a/src/core/hle/kernel/svc/svc_thread.cpp b/src/core/hle/kernel/svc/svc_thread.cpp index 92bcea72b..933b82e30 100644 --- a/src/core/hle/kernel/svc/svc_thread.cpp +++ b/src/core/hle/kernel/svc/svc_thread.cpp @@ -4,6 +4,7 @@ #include "common/scope_exit.h" #include "core/core.h" #include "core/core_timing.h" +#include "core/hle/kernel/k_hardware_timer.h" #include "core/hle/kernel/k_process.h" #include "core/hle/kernel/k_scoped_resource_reservation.h" #include "core/hle/kernel/k_thread.h" @@ -42,9 +43,9 @@ Result CreateThread(Core::System& system, Handle* out_handle, u64 entry_point, u R_UNLESS(process.CheckThreadPriority(priority), ResultInvalidPriority); // Reserve a new thread from the process resource limit (waiting up to 100ms). - KScopedResourceReservation thread_reservation( - std::addressof(process), LimitableResource::ThreadCountMax, 1, - system.CoreTiming().GetGlobalTimeNs().count() + 100000000); + KScopedResourceReservation thread_reservation(std::addressof(process), + LimitableResource::ThreadCountMax, 1, + kernel.HardwareTimer().GetTick() + 100000000); R_UNLESS(thread_reservation.Succeeded(), ResultLimitReached); // Create the thread. @@ -102,20 +103,31 @@ void ExitThread(Core::System& system) { } /// Sleep the current thread -void SleepThread(Core::System& system, s64 nanoseconds) { +void SleepThread(Core::System& system, s64 ns) { auto& kernel = system.Kernel(); - const auto yield_type = static_cast<Svc::YieldType>(nanoseconds); + const auto yield_type = static_cast<Svc::YieldType>(ns); - LOG_TRACE(Kernel_SVC, "called nanoseconds={}", nanoseconds); + LOG_TRACE(Kernel_SVC, "called nanoseconds={}", ns); // When the input tick is positive, sleep. - if (nanoseconds > 0) { + if (ns > 0) { // Convert the timeout from nanoseconds to ticks. // NOTE: Nintendo does not use this conversion logic in WaitSynchronization... + s64 timeout; + + const s64 offset_tick(ns); + if (offset_tick > 0) { + timeout = kernel.HardwareTimer().GetTick() + offset_tick + 2; + if (timeout <= 0) { + timeout = std::numeric_limits<s64>::max(); + } + } else { + timeout = std::numeric_limits<s64>::max(); + } // Sleep. // NOTE: Nintendo does not check the result of this sleep. - static_cast<void>(GetCurrentThread(kernel).Sleep(nanoseconds)); + static_cast<void>(GetCurrentThread(kernel).Sleep(timeout)); } else if (yield_type == Svc::YieldType::WithoutCoreMigration) { KScheduler::YieldWithoutCoreMigration(kernel); } else if (yield_type == Svc::YieldType::WithCoreMigration) { @@ -124,7 +136,6 @@ void SleepThread(Core::System& system, s64 nanoseconds) { KScheduler::YieldToAnyThread(kernel); } else { // Nintendo does nothing at all if an otherwise invalid value is passed. - ASSERT_MSG(false, "Unimplemented sleep yield type '{:016X}'!", nanoseconds); } } |