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hrydgard avatar hrydgard commented on August 20, 2024

I had completely forgotten about that comment... As you know I just took the whole CoreTiming system straight from Dolphin which I originally wrote it for, and it obviously isn't a perfect fit without some alteration...

There's no performance reason not to put anything in Idle, it's not called that often, so correcting this there certainly seems like a reasonable way to fix it. From a first glance your solution looks good but I'll sit down and think about it a bit before adding it :)

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unknownbrackets avatar unknownbrackets commented on August 20, 2024

Right, that's what I figured.

Thinking about this more, currently it seems like rescheduling won't call Idle(). So probably that could really affect games after all - because if I set a delay for 500us on an 0x10 pri thread, and then on another thread reschedule after 800us, I might reasonably expect the 0x10 thread to wake up (but it would pick a different one.)

Hmm. What about something that only does the execution part of Advance(), which is called at every reschedule?

-[Unknown]

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hrydgard avatar hrydgard commented on August 20, 2024

Yes, that seems right.

Are there any code paths where timers are changed (wakeups scheduled), but reschedule is not called?

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unknownbrackets avatar unknownbrackets commented on August 20, 2024

Not right now (mutex/sema/delay), no. The only thing I can imagine is maybe async io/network/media? I would expect all of that to reschedule, though.

-[Unknown]

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hrydgard avatar hrydgard commented on August 20, 2024

Then I can't think of anything wrong with your plan. Will await pull request :)

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