493 Commits

Author SHA1 Message Date
Unknown W. Brackets
913dca69ef Turn down logging for things that can be inferred.
If you see a thread switch for a vblank wait, you know what happened.
2013-03-10 22:56:24 -07:00
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118050485f Show the current thread name in the log file.
This is very useful, although it kinda entwines the logging a bit
more than might be desired.
2013-03-10 22:25:03 -07:00
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6b7ff47617 Improve perf of __KernelExecutePendingMipsCalls().
This was using ~3% in many games with fast forward.  It was all
the RTL type lookup, so avoiding it is an easy win.
2013-03-09 14:21:21 -08:00
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f9fc1af5c8 Improve perf of sceKernelCheckCallback().
Some games seem to call this a lot.
2013-03-09 14:11:53 -08:00
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db52d3d43c Quick and dirty attempt to delay loadmodule. 2013-03-07 22:45:58 -08:00
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62ab4b7f51 More signed compare warnings. 2013-03-02 15:34:16 -08:00
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de7ada1982 Fix some x64 type warnings. 2013-02-24 10:39:06 -08:00
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64c42ffaf2 Fix some warnings generated by clang. 2013-02-24 10:23:31 -08:00
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31ada1ea07 Don't process threadsafe events from HLE.
Only from the runloop where blowing the jit cache is safe.
2013-02-22 00:40:36 -08:00
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2bdc9dc491 Reset llBit on thread switch.
Never actually seen ll used, though... but this way it should
work as advertized, as long as a syscall doesn't happen in between...
2013-02-20 12:09:13 -08:00
Xele02
6339c2fc9a Correct crash when texture too small loaded in memory tex viewer
Correct current thread PC in the list.
2013-02-17 21:43:44 +01:00
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537fbe4d7d Minor perf gain in __KernelNextThread.
Just like .1% but was hoping Mr. Optimizer would do this for me.
2013-02-11 01:27:08 -08:00
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6ca1cad28c Add a std::vector wrapper to do remove/pop/push.
It showed up in a profile after all.  Cut down more than 1%.
2013-02-11 01:27:07 -08:00
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f552cb3370 Wake delayed threads directly, rather than looping.
This saves ~1% during fast forward on a release build.
2013-02-11 01:27:07 -08:00
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9a5589a180 Move running thread resched to __KernelNextThread.
Pretty sure this is needed, but apparently it breaks Sol Trigger.
2013-02-11 01:27:07 -08:00
Unknown W. Brackets
fd1c686edf Move currentThread init to a better place. 2013-02-11 01:27:06 -08:00
Xele02
69b837f18b Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
2013-02-10 17:33:34 +01:00
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a5ba6821b7 Only switch to a started thread if better priority. 2013-02-09 19:02:38 -08:00
Unknown W. Brackets
0ff0b3f57d Return an error for invalid priority. 2013-02-09 19:01:25 -08:00
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161f2d712e sceKernelRotateThreadReadyQueue(0) means current. 2013-02-09 16:04:35 -08:00
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ddc93df61e Keep running threads at the top of the list.
There we go, this seems more right.  Switched to a std::list too.
2013-02-09 16:04:35 -08:00
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ea112fd9a6 Start the root thread as running, properly. 2013-02-09 16:04:34 -08:00
Unknown W. Brackets
b8ca8a44aa Fix completely wrong thread status switching.
Wow, kinda surprised this even worked...
But now things that use sceKernelRotateThreadReadyQueue are broken again.
2013-02-09 16:04:34 -08:00
Unknown W. Brackets
411c711dac Initial sceKernelRotateThreadReadyQueue().
Might not be right but it's closer.
Makes games that call this func much faster.
2013-02-09 16:04:34 -08:00
Sacha
e79c8e032a Buildfix for Blackberry, Meego. Optimisations to Qt build. 2013-02-07 14:41:02 +10:00