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Diffstat (limited to 'src/core/hle/kernel/svc/svc_thread.cpp')
-rw-r--r--src/core/hle/kernel/svc/svc_thread.cpp29
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);
}
}