Moving cpu/runtime/ to cpu/.
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@@ -11,8 +11,7 @@
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#include "xenia/emulator.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/xenon_thread_state.h"
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#include "xenia/cpu/thread_state.h"
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using namespace xe;
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using namespace xe::apu;
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@@ -13,7 +13,7 @@
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#include "xenia/apu/audio_driver.h"
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#include "xenia/emulator.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/xenon_thread_state.h"
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#include "xenia/cpu/thread_state.h"
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// As with normal Microsoft, there are like twelve different ways to access
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// the audio APIs. Early games use XMA*() methods almost exclusively to touch
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@@ -90,7 +90,7 @@ X_STATUS AudioSystem::Setup() {
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// Setup worker thread state. This lets us make calls into guest code.
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thread_state_ =
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new XenonThreadState(emulator_->processor()->runtime(), 0, 16 * 1024, 0);
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new ThreadState(emulator_->processor()->runtime(), 0, 0, 16 * 1024, 0);
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thread_state_->set_name("Audio Worker");
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thread_block_ = (uint32_t)memory()->HeapAlloc(0, 2048, MEMORY_FLAG_ZERO);
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thread_state_->context()->r[13] = thread_block_;
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@@ -75,7 +75,7 @@ class AudioSystem {
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cpu::Processor* processor_;
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std::thread thread_;
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cpu::XenonThreadState* thread_state_;
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cpu::ThreadState* thread_state_;
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uint32_t thread_block_;
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std::atomic<bool> running_;
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