Unknown W. Brackets
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913dca69ef
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Turn down logging for things that can be inferred.
If you see a thread switch for a vblank wait, you know what happened.
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2013-03-10 22:56:24 -07:00 |
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Unknown W. Brackets
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118050485f
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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.
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2013-03-10 22:25:03 -07:00 |
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Unknown W. Brackets
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6b7ff47617
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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.
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2013-03-09 14:21:21 -08:00 |
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Unknown W. Brackets
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f9fc1af5c8
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Improve perf of sceKernelCheckCallback().
Some games seem to call this a lot.
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2013-03-09 14:11:53 -08:00 |
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Unknown W. Brackets
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db52d3d43c
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Quick and dirty attempt to delay loadmodule.
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2013-03-07 22:45:58 -08:00 |
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Unknown W. Brackets
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62ab4b7f51
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More signed compare warnings.
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2013-03-02 15:34:16 -08:00 |
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Unknown W. Brackets
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de7ada1982
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Fix some x64 type warnings.
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2013-02-24 10:39:06 -08:00 |
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Unknown W. Brackets
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64c42ffaf2
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Fix some warnings generated by clang.
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2013-02-24 10:23:31 -08:00 |
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Unknown W. Brackets
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31ada1ea07
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Don't process threadsafe events from HLE.
Only from the runloop where blowing the jit cache is safe.
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2013-02-22 00:40:36 -08:00 |
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Unknown W. Brackets
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2bdc9dc491
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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...
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2013-02-20 12:09:13 -08:00 |
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Xele02
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6339c2fc9a
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Correct crash when texture too small loaded in memory tex viewer
Correct current thread PC in the list.
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2013-02-17 21:43:44 +01:00 |
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Unknown W. Brackets
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537fbe4d7d
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Minor perf gain in __KernelNextThread.
Just like .1% but was hoping Mr. Optimizer would do this for me.
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2013-02-11 01:27:08 -08:00 |
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Unknown W. Brackets
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6ca1cad28c
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Add a std::vector wrapper to do remove/pop/push.
It showed up in a profile after all. Cut down more than 1%.
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2013-02-11 01:27:07 -08:00 |
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Unknown W. Brackets
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f552cb3370
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Wake delayed threads directly, rather than looping.
This saves ~1% during fast forward on a release build.
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2013-02-11 01:27:07 -08:00 |
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Unknown W. Brackets
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9a5589a180
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Move running thread resched to __KernelNextThread.
Pretty sure this is needed, but apparently it breaks Sol Trigger.
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2013-02-11 01:27:07 -08:00 |
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Unknown W. Brackets
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fd1c686edf
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Move currentThread init to a better place.
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2013-02-11 01:27:06 -08:00 |
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Xele02
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69b837f18b
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Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
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2013-02-10 17:33:34 +01:00 |
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Unknown W. Brackets
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a5ba6821b7
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Only switch to a started thread if better priority.
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2013-02-09 19:02:38 -08:00 |
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Unknown W. Brackets
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0ff0b3f57d
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Return an error for invalid priority.
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2013-02-09 19:01:25 -08:00 |
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Unknown W. Brackets
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161f2d712e
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sceKernelRotateThreadReadyQueue(0) means current.
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2013-02-09 16:04:35 -08:00 |
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Unknown W. Brackets
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ddc93df61e
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Keep running threads at the top of the list.
There we go, this seems more right. Switched to a std::list too.
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2013-02-09 16:04:35 -08:00 |
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Unknown W. Brackets
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ea112fd9a6
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Start the root thread as running, properly.
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2013-02-09 16:04:34 -08:00 |
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Unknown W. Brackets
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b8ca8a44aa
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Fix completely wrong thread status switching.
Wow, kinda surprised this even worked...
But now things that use sceKernelRotateThreadReadyQueue are broken again.
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2013-02-09 16:04:34 -08:00 |
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Unknown W. Brackets
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411c711dac
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Initial sceKernelRotateThreadReadyQueue().
Might not be right but it's closer.
Makes games that call this func much faster.
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2013-02-09 16:04:34 -08:00 |
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Sacha
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e79c8e032a
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Buildfix for Blackberry, Meego. Optimisations to Qt build.
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2013-02-07 14:41:02 +10:00 |
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