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authorFernando Sahmkow <fsahmkow27@gmail.com>2019-10-09 00:35:04 +0200
committerFernandoS27 <fsahmkow27@gmail.com>2019-10-15 17:55:20 +0200
commit27d571c08436e7131f67fed2771434a571c1e976 (patch)
tree1b6714882be298ae3c7e3f616039237861dbe0b9 /src/core/hle/kernel/svc.cpp
parentKernel: Corrections to ModifyByWaitingCountAndSignalToAddressIfEqual (diff)
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Diffstat (limited to 'src/core/hle/kernel/svc.cpp')
-rw-r--r--src/core/hle/kernel/svc.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/core/hle/kernel/svc.cpp b/src/core/hle/kernel/svc.cpp
index 823d1d403..101f72b7d 100644
--- a/src/core/hle/kernel/svc.cpp
+++ b/src/core/hle/kernel/svc.cpp
@@ -1577,10 +1577,12 @@ static void SleepThread(Core::System& system, s64 nanoseconds) {
}
if (redundant) {
- system.CoreTiming().Idle();
- } else {
- system.PrepareReschedule(current_thread->GetProcessorID());
+ // If it's redundant, the core is pretty much idle. Some games keep idling
+ // a core while it's doing nothing, we advance timing to avoid costly continuos
+ // calls.
+ system.CoreTiming().AddTicks(2000);
}
+ system.PrepareReschedule(current_thread->GetProcessorID());
}
/// Wait process wide key atomic