mirror of https://github.com/bsnes-emu/bsnes.git
f1009ec634
byuu says: This gets the basic new PPU skeleton up and running, still missing a lot: - Mode7 - direct color mode - OAM color exemption (this one will impact performance negatively) - vertical mosaic - horizontal mosaic (this one may impact performance negatively) - offset per tile - interlace - hires - pseudo-hires But it's correct enough to play most games okay. So far, the new PPU is about 11% faster on my Atom, and 17% faster on my E8400. I was hoping for more, but the window masking and sprite calculation is just kicking my ass. The 11/17 figure is total emulator overhead, so that means raw PPU vs PPU, the new one is at least 22-34% faster than the old one. I don't really have any ideas for additional optimizations. I'm even using little-endian word reads where applicable. But at any rate, I need to get all the above implemented correctly before trying to push optimizations even further. |
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bsnes | ||
snesfilter | ||
snesreader | ||
supergameboy |