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add ppc disassembly to jit results viewer windowTurn the JIT into a class. Indentation cleanup will be in a separate CL, and the block cache will later be split out into its own class. Cannot detect any speed difference whatsoever - the games spend 99.9% of their time in already jitted code anyway. I have a good reason for doing this - see upcoming changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1585 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -503,8 +503,8 @@ void CCodeWindow::OnJITOff(wxCommandEvent& event)
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{
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case IDM_JITUNLIMITED:
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Core::g_CoreStartupParameter.bJITUnlimitedCache = event.IsChecked();
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Jit64::ClearCache(); // allow InitCache() even after the game has started
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Jit64::InitCache();
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jit.ClearCache(); // allow InitCache() even after the game has started
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jit.InitCache();
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GetMenuBar()->Enable(event.GetId(),!event.IsChecked());
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break;
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case IDM_JITOFF:
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@ -530,7 +530,7 @@ void CCodeWindow::OnJITOff(wxCommandEvent& event)
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case IDM_JITSROFF:
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Core::g_CoreStartupParameter.bJITSystemRegistersOff = event.IsChecked(); break;
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}
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Jit64::ClearCache();
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jit.ClearCache();
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} else {
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//event.Skip(); // this doesn't work
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GetMenuBar()->Check(event.GetId(),!event.IsChecked());
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@ -546,7 +546,7 @@ void CCodeWindow::OnJitMenu(wxCommandEvent& event)
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switch (event.GetId())
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{
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case IDM_CLEARCODECACHE:
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Jit64::ClearCache();
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jit.ClearCache();
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break;
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case IDM_LOGINSTRUCTIONS:
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PPCTables::LogCompiledInstructions();
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@ -563,7 +563,7 @@ void CCodeWindow::OnProfilerMenu(wxCommandEvent& event)
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switch (event.GetId())
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{
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case IDM_PROFILEBLOCKS:
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Jit64::ClearCache();
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jit.ClearCache();
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Profiler::g_ProfileBlocks = GetMenuBar()->IsChecked(IDM_PROFILEBLOCKS);
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break;
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case IDM_WRITEPROFILE:
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