Commit Graph

60 Commits

Author SHA1 Message Date
Henrik Rydgård
ce378b231f Delete CPU.cpp/h , cleanup 2013-12-30 00:11:29 +01:00
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dfbfed7534 Oops, avoid a crash on a bad HLE func.
In the debug stats area.
2013-11-04 08:03:50 -08:00
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732ae13ebb Fast path CallSyscall where possible.
It seems we're spending a decent amount of time there, which isn't
entirely unexpected.  We can eliminate some things easily.
2013-11-04 07:59:37 -08:00
Unknown W. Brackets
ee57498b16 Add a setting to skip 0xDEADBEEF reg filling.
For debugging purposes.  Can't think of a better way.
2013-10-30 07:28:52 -07:00
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9ebaf7b68b Fill registers with 0xDEADBEEF after most syscalls.
Some, like sceMpegRingbufferPut(), we don't, since... it's complicated.
But most we do, like a real PSP does.
2013-10-30 00:47:04 -07:00
Henrik Rydgard
f7feefcb03 Cleanup: Remove a check that will never be true 2013-10-21 23:02:37 +02:00
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50e9e45d65 Check version in each DoState() func.
They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Unknown W. Brackets
15f66f2ff2 Log when syscalls fail due to intr/dispatch. 2013-09-09 23:14:40 -07:00
Unknown W. Brackets
a05c78f8fc Keep unknown syscall reporting the same.
Oops.
2013-09-01 00:46:48 -07:00
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842e972a36 Unresolve function imports, track in loader. 2013-08-31 18:45:05 -07:00
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9311d405e9 Centralize and track imports/exports.
So that we can "unresolve" them.
2013-08-31 17:00:08 -07:00
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17a5a42a14 Disable some common waits inside interrupts. 2013-08-27 23:55:37 -07:00
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109ad17ac6 Use a typesafe struct for opcodes.
Also, correctly read delayslots using Read_Instruction on ARM.
2013-08-24 15:36:24 -07:00
Henrik Rydgard
a346697037 Update native + some very minor changes 2013-07-27 00:44:16 +02:00
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b9c2e21105 Improve performance of syscall resolving.
This was actually kinda slow (noticeably) in God Eater Burst.
2013-07-06 15:14:50 -07:00
Henrik Rydgard
3c02678dff HLE GetFuncName: Correctly compare to numFunctions 2013-06-26 20:30:49 +02:00
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0c41d4e952 Don't allow release wait for HLE delays.
Although, presumably the thread would stop waiting, I guess the HLE func
in most cases probably checks and re-waits?

Fixes breakage in Jeanne d' Arc, which constantly releases from wait the
main thread, but calls things like sceMpegCreate which do block.
2013-06-08 23:39:49 -07:00
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cb3d021a7f Link long module names properly (truncating.) 2013-05-21 00:33:12 -07:00
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0525906c70 Report unimplemented but known HLE functions. 2013-05-18 20:21:28 -07:00
Henrik Rydgard
82aa605b36 Add back shadows to FPS counter and debug text. Warning fixes. 2013-04-08 20:59:45 +02:00
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ba264b1df3 Don't delay results when dispatch is disabled.
Wait won't work so the CoreTiming event will just cause havoc.
2013-04-03 00:04:17 -07:00
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276037675f Prevent waiting on semas while dispatch disabled.
Does relatively well on tests this way.
2013-03-24 23:30:32 -07:00
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75c5afa147 Add delays in some timing funcs that games tightloop.
Greatly improves performance in Legend of Heroes 1.
2013-03-19 07:48:41 -07:00
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b1e9924075 Shave a tiny bit of time out of CallSyscall(). 2013-03-16 11:22:47 -07:00
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26306342fd Simplify hleDelayResult()'s handler a bit. 2013-03-11 02:52:15 -07:00