mirror of https://github.com/PCSX2/pcsx2.git
microVU: Removed the "Exiting from Possible Infinite Loop" logic from Release builds, should be a small speedup.
Its still there in debug/devel builds, so we can easily tell if a game is hanging on VU1. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1606 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -359,6 +359,7 @@ microVUt(void) mVUtestCycles(mV) {
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iPC = mVUstartPC;
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iPC = mVUstartPC;
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mVUdebugNOW(0);
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mVUdebugNOW(0);
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SUB32ItoM((uptr)&mVU->cycles, mVUcycles);
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SUB32ItoM((uptr)&mVU->cycles, mVUcycles);
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if (IsDevBuild || !isVU1) {
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u32* jmp32 = JG32(0);
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u32* jmp32 = JG32(0);
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MOV32ItoR(gprT2, xPC);
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MOV32ItoR(gprT2, xPC);
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if (isVU1) CALLFunc((uptr)mVUwarning1);
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if (isVU1) CALLFunc((uptr)mVUwarning1);
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@ -366,6 +367,7 @@ microVUt(void) mVUtestCycles(mV) {
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MOV32ItoR(gprR, Roffset); // Restore gprR
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MOV32ItoR(gprR, Roffset); // Restore gprR
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mVUendProgram(mVU, 0, NULL, NULL, NULL);
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mVUendProgram(mVU, 0, NULL, NULL, NULL);
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x86SetJ32(jmp32);
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x86SetJ32(jmp32);
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}
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}
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}
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microVUt(void) mVUinitConstValues(mV) {
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microVUt(void) mVUinitConstValues(mV) {
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