* 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 | ||