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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
19 lines
540 B
C#
19 lines
540 B
C#
using Ryujinx.HLE.HOS.Kernel.Memory;
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namespace Ryujinx.HLE.HOS.Kernel
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{
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static class KernelConstants
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{
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public const int InitialKipId = 1;
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public const int InitialProcessId = 0x51;
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public const int MemoryBlockAllocatorSize = 0x2710;
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public const ulong UserSlabHeapBase = DramMemoryMap.SlabHeapBase;
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public const ulong UserSlabHeapItemSize = KPageTableBase.PageSize;
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public const ulong UserSlabHeapSize = 0x3de000;
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public const ulong CounterFrequency = 19200000;
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}
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}
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