Of course only arm-wrestler caught it while mgba suite/eggvance did not :(
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Instead of using a struct member to hold the last barrel shifter carry output, which is expansive as it needs to be saved/loaded from memory, I now pass the carry around as an INOUT parameter.
Using perf anotate really shows high perctile of samples being spent on reading/writing `self.bs_carry_out`
Since this is a rather "surgical" changeset, I have made sure to run it against eggvance test suite, mGBA test suite and some games as well.
I actually saw better improvements than what the benchmark measured, but 7% is decent enough :)
```
run_60_frames time: [180.18 ms 180.45 ms 180.77 ms]
change: [-7.2464% -6.9081% -6.6324%] (p = 0.00 < 0.05)
Performance has improved.
```
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Also, clean up some of the cfg(debug) mess
benchmark report:
run_60_frames time: [110.61 ms 111.01 ms 111.42 ms]
change: [-7.1171% -6.5425% -5.9132%] (p = 0.00 < 0.05)
Performance has improved.
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run_60_frames time: [158.26 ms 160.84 ms 163.03 ms]
change: [-24.960% -18.808% -12.975%] (p = 0.00 < 0.05)
Performance has improved.
Wasn't expecting such an improvment tbh, but who am I to argue with results
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Fixes#109Fixes#106
Fixes MegaMan email menu freezing and probably some more games
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Some big refactors:
* improve scheduler performance by using a BinaryHeap
* refactor the scheduler API
* arm7tdmi
* Change struct arm7tdmi::Core struct layout so frequently accesses fields would benefit from CPU cache
* Simplify and cleanup cycle counting by implementing a MemoryInterface trait
* Still not passing many cycle accuracy tests, but I believe it's because I don't have the prefetch buffer yet.
* Timer overflows are now scheduled
* This fixes#111 and fixes#112
*
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Avoid passing ArmInstruction struct to handlers, as accesses to its fields can result in memory operations.
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