byuu says:
Changelog:
- nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled
when building higan/bsnes
- defaults to disabled on macOS, because Xcode doesn't stupidly
doesn't ship with support for it
- higan/GNUmakefile: forgot to switch target,profile back from
bsnes,fast to higan,accurate
- this is just gonna happen from time to time, sorry
- sfc/dsp: when using the fast profile, the DSP syncs per sample
instead of per clock
- should only negatively impact Koushien 2, but is a fairly
significant speedup otherwise
- sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps)
- sfc/ppu-fast: basic vertical mosaic support (not accurate, but
should look okay hopefully)
- sfc/ppu-fast: added missing mode7 hflip support
- sfc/ppu-fast: added support to render at 256-width and/or 240-height
- gives a decent speed boost, and also allows all of the older
quark shaders to work nicely again
- it does violate the contract of Emulator::Interface, but oh
well, it works fine in the bsnes GUI
- sfc/ppu-fast: use cached CGRAM values for mode7 and sprites
- sfc/ppu-fast: use global range/time over flags in object rendering
- may not actually work as we intended since it's a race condition
even if it's only ORing the flags
- really don't want to have to make those variables atomic if I
don't have to
- sfc/ppu-fast: should fully support interlace and overscan modes now
- hiro/cocoa: updated macOS Gatekeeper disable support to work on
10.13+
- ruby: forgot to fix macOS input driver, sorry
- nall/GNUmakefile: if uname is present, then just default to rm
instead of del (fixes Msys)
Note: blur emulation option will break pretty badly in 256x240 output
mode. I'll fix it later.
byuu says:
Changelog:
- sfc/ppu-fast: everything other than vertical mosaic and interlace
support is in
Games are quite playable now, and you're welcome to try things out, but
please don't report bugs yet. It's still too early for that.
byuu says:
Changelog:
- sfc/ppu-fast: added a barebones background renderer; very incomplete
Right now, the 2bpp Mega Man X2 splash screen is rendering correctly,
but everything else looks really garbled. I'm thinking my tile cache
conversions from 4bpp to bitmap pixels is wrong, but I'm not seeing any
obvious issues.
If anyone wants to take a look at it, I'd appreciate it. The renderer is
mostly modeled after ppu-performance's.
byuu says:
Changelog:
- nall/GNUmakefile: fixed findstring parameter arguments [Screwtape]
- nall/Windows: always include -mthreads -lpthread for all
applications
- nall/memory: code restructuring
I really wanted to work on the new PPU today, but I thought I'd spend a
few minutes making some minor improvements to nall::memory, that was
five and a half hours ago. Now I have a 67KiB diff of changes. Sigh.
byuu says:
Changelog:
- sfc/ppu: collapsed folders to a single directory to match all other
emulated processors
- sfc/ppu-fast: implemented I/O registers
byuu says:
Changelog:
- SNES: started on skeleton of the new parallel PPU core
To build the new PPU core, set profile=fast via GNU make. The old core
is profile=accurate.
The names of the profiles, and the name of the folder for the fast PPU
are subject to change.
The new PPU core doesn't do anything but demonstrate the proof of
concept: every scanline, make a copy of all the PPU registers and CGRAM.
Share the VRAM and OAM. Batch render all scanlines at once using OpenMP
at the end of each frame and blit the result.
With no PPU core at all, bsnes runs 91% faster than with the accuracy
PPU (230fps vs 120fps.) That's the absolute theoretical best-case
scenario. With the skeleton in place, we're already around 220fps. It'll
go down more as the PPU line renderer starts to do real work. I don't
know where things will end up yet. I suppose we'll find out in time.
My own copy of TDM/GCC can't use OpenMP on Windows, so ... it won't
parallelize if you build with that. I'm going to have to switch to a
different MinGW distribution once this is complete, I suppose.