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	Kernel: Correct redundant yields to only advance time forward.
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		 Fernando Sahmkow
					Fernando Sahmkow
				
			
				
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						 FernandoS27
						FernandoS27
					
				
			
			
				
	
			
			
			 FernandoS27
						FernandoS27
					
				
			
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					27d571c084
				
			| @@ -1577,10 +1577,12 @@ static void SleepThread(Core::System& system, s64 nanoseconds) { | |||||||
|     } |     } | ||||||
|  |  | ||||||
|     if (redundant) { |     if (redundant) { | ||||||
|         system.CoreTiming().Idle(); |         // If it's redundant, the core is pretty much idle. Some games keep idling | ||||||
|     } else { |         // a core while it's doing nothing, we advance timing to avoid costly continuos | ||||||
|         system.PrepareReschedule(current_thread->GetProcessorID()); |         // calls. | ||||||
|  |         system.CoreTiming().AddTicks(2000); | ||||||
|     } |     } | ||||||
|  |     system.PrepareReschedule(current_thread->GetProcessorID()); | ||||||
| } | } | ||||||
|  |  | ||||||
| /// Wait process wide key atomic | /// Wait process wide key atomic | ||||||
|   | |||||||
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