Used a less hacked way of making the multiboot games work. Instructions are now executed at their proper number of cycles. The timeslice has instead been increased to compensate. Increases VPS in some games.
Thanks to BhaaL for the tip. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6090 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -24,7 +24,7 @@
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#include "StringUtil.h"
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#include "StringUtil.h"
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#include "PluginManager.h"
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#include "PluginManager.h"
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#define MAX_SLICE_LENGTH 20000
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#define MAX_SLICE_LENGTH 32000
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namespace CoreTiming
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namespace CoreTiming
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{
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{
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@ -516,7 +516,7 @@ const u8* Jit64::DoJit(u32 em_address, PPCAnalyst::CodeBuffer *code_buf, JitBloc
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js.op = &ops[i];
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js.op = &ops[i];
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js.instructionNumber = i;
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js.instructionNumber = i;
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const GekkoOPInfo *opinfo = ops[i].opinfo;
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const GekkoOPInfo *opinfo = ops[i].opinfo;
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js.downcountAmount++;
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js.downcountAmount += (opinfo->numCyclesMinusOne + 1);
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if (i == (int)size - 1)
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if (i == (int)size - 1)
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{
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{
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@ -487,7 +487,7 @@ const u8* JitIL::DoJit(u32 em_address, PPCAnalyst::CodeBuffer *code_buf, JitBloc
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js.op = &ops[i];
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js.op = &ops[i];
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js.instructionNumber = i;
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js.instructionNumber = i;
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const GekkoOPInfo *opinfo = GetOpInfo(ops[i].inst);
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const GekkoOPInfo *opinfo = GetOpInfo(ops[i].inst);
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js.downcountAmount++;
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js.downcountAmount += (opinfo->numCyclesMinusOne + 1);
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if (i == (int)size - 1)
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if (i == (int)size - 1)
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{
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{
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