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
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7 changed files with 101 additions and 58 deletions
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@ -13,6 +13,8 @@ namespace ARMeilleure.State
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public fixed ulong V[RegisterConsts.VecRegsCount * 2];
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public fixed uint Flags[RegisterConsts.FlagsCount];
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public fixed uint FpFlags[RegisterConsts.FpFlagsCount];
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public long TpidrEl0;
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public long TpidrroEl0;
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public int Counter;
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public ulong DispatchAddress;
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public ulong ExclusiveAddress;
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@ -168,6 +170,12 @@ namespace ARMeilleure.State
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}
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}
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public long GetTpidrEl0() => GetStorage().TpidrEl0;
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public void SetTpidrEl0(long value) => GetStorage().TpidrEl0 = value;
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public long GetTpidrroEl0() => GetStorage().TpidrroEl0;
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public void SetTpidrroEl0(long value) => GetStorage().TpidrroEl0 = value;
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public int GetCounter() => GetStorage().Counter;
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public void SetCounter(int value) => GetStorage().Counter = value;
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@ -214,6 +222,16 @@ namespace ARMeilleure.State
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}
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}
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public static int GetTpidrEl0Offset()
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{
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return StorageOffset(ref _dummyStorage, ref _dummyStorage.TpidrEl0);
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}
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public static int GetTpidrroEl0Offset()
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{
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return StorageOffset(ref _dummyStorage, ref _dummyStorage.TpidrroEl0);
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}
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public static int GetCounterOffset()
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{
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return StorageOffset(ref _dummyStorage, ref _dummyStorage.Counter);
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