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-rw-r--r--src/core/hle/kernel/svc.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/core/hle/kernel/svc.cpp b/src/core/hle/kernel/svc.cpp
index 151acf33a..f64236be1 100644
--- a/src/core/hle/kernel/svc.cpp
+++ b/src/core/hle/kernel/svc.cpp
@@ -1556,18 +1556,18 @@ static void SleepThread(Core::System& system, s64 nanoseconds) {
auto& scheduler = system.CurrentScheduler();
auto* const current_thread = scheduler.GetCurrentThread();
- bool redundant = false;
+ bool is_redundant = false;
if (nanoseconds <= 0) {
switch (static_cast<SleepType>(nanoseconds)) {
case SleepType::YieldWithoutLoadBalancing:
- redundant = current_thread->YieldSimple();
+ is_redundant = current_thread->YieldSimple();
break;
case SleepType::YieldWithLoadBalancing:
- redundant = current_thread->YieldAndBalanceLoad();
+ is_redundant = current_thread->YieldAndBalanceLoad();
break;
case SleepType::YieldAndWaitForLoadBalancing:
- redundant = current_thread->YieldAndWaitForLoadBalancing();
+ is_redundant = current_thread->YieldAndWaitForLoadBalancing();
break;
default:
UNREACHABLE_MSG("Unimplemented sleep yield type '{:016X}'!", nanoseconds);
@@ -1576,9 +1576,9 @@ static void SleepThread(Core::System& system, s64 nanoseconds) {
current_thread->Sleep(nanoseconds);
}
- if (redundant) {
+ if (is_redundant) {
// 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
+ // a core while it's doing nothing, we advance timing to avoid costly continuous
// calls.
system.CoreTiming().AddTicks(2000);
}