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* ARMeilleure: Move TPIDR_EL0 and TPIDRRO_EL0 to NativeContext Some games access these system registers several tens of thousands of times in a second from many different threads. While this isn't really crippling, it is a lot of wasted time spent in a reverse pinvoke transition. Example games are Pokemon Scarlet/Violet and BOTW. These games have a lot of different potential bottlenecks so it's unlikely you will see a consistent improvement, but it definitely disappears from the cpu profile. * Remove unreachable code. * Add ulong conversion for offsets * Nit |
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Aarch32Mode.cs | ||
ExceptionCallback.cs | ||
ExecutionContext.cs | ||
ExecutionMode.cs | ||
FPCR.cs | ||
FPException.cs | ||
FPRoundingMode.cs | ||
FPSCR.cs | ||
FPSR.cs | ||
FPState.cs | ||
FPType.cs | ||
ICounter.cs | ||
NativeContext.cs | ||
PState.cs | ||
RegisterAlias.cs | ||
RegisterConsts.cs | ||
V128.cs |