1. 13 Aug, 2018 2 commits
    • Subv's avatar
      CPU/Timing: Use an approximated amortized amount of ticks when advancing timing. · d9237660
      Subv authored
      We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
      
      This lets us bypass certain hangs in some games like Breath of the Wild.
      
      We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
      d9237660
    • Subv's avatar
      Kernel/SVC: Don't reschedule the current core when creating a new thread. · a9877c8f
      Subv authored
      The current core may have nothing to do with the core where the new thread was scheduled to run. In case it's the same core, then the following PrepareReshedule call will take care of that.
      a9877c8f
  2. 12 Aug, 2018 20 commits
  3. 11 Aug, 2018 15 commits
  4. 10 Aug, 2018 3 commits