diff options
| author | riperiperi <rhy3756547@hotmail.com> | 2023-04-11 07:55:04 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-04-11 08:55:04 +0200 |
| commit | 9ef94c8292beda825fa76e05ad2e561c6d571c95 (patch) | |
| tree | e535eef49837759f9947bac48a8cbf0b91512d9e /ARMeilleure/State/ExecutionContext.cs | |
| parent | 915d6d044cbf8c89935f14b8c7e085ad729f0e28 (diff) | |
ARMeilleure: Move TPIDR_EL0 and TPIDRRO_EL0 to NativeContext (#4661)
* 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
Diffstat (limited to 'ARMeilleure/State/ExecutionContext.cs')
| -rw-r--r-- | ARMeilleure/State/ExecutionContext.cs | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/ARMeilleure/State/ExecutionContext.cs b/ARMeilleure/State/ExecutionContext.cs index 5d18e6ed..859fb3a5 100644 --- a/ARMeilleure/State/ExecutionContext.cs +++ b/ARMeilleure/State/ExecutionContext.cs @@ -27,8 +27,17 @@ namespace ARMeilleure.State // Since EL2 isn't implemented, CNTVOFF_EL2 = 0 public ulong CntvctEl0 => CntpctEl0; - public long TpidrEl0 { get; set; } - public long TpidrroEl0 { get; set; } + public long TpidrEl0 + { + get => _nativeContext.GetTpidrEl0(); + set => _nativeContext.SetTpidrEl0(value); + } + + public long TpidrroEl0 + { + get => _nativeContext.GetTpidrroEl0(); + set => _nativeContext.SetTpidrroEl0(value); + } public uint Pstate { |
