Seems slower than memcpy_amd_ so didn't enable it.
I tried two different versions, one generates 0x400 different functions, and the other generates 1 function and jumps to the correct entry point.
The later seems faster, but still slower than memcpy_amd_...
(only tested the title-screen of GoW though...)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3465 96395faa-99c1-11dd-bbfe-3dabce05a288
* include a common file to define sysmessage
* Do not compile useless CDVDnull/Linux/* files
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3460 96395faa-99c1-11dd-bbfe-3dabce05a288
* Implemented GIFPath_CopyTag, which performs a "copy-in-place" while parsing tags (big speedup over the old parse-then-copy strategy, especially with the SSE intrinsics I've included for kicks).
* Removed the old ringbuffer 'restart' mechanism and replaced it with a truly free-flowing wrapping mechanism. Utilizes the ringbuffer more efficiently, and removes quite a bit of overhead from the MTGS's PrepDataPacket call.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/ReorderingMTGS@3458 96395faa-99c1-11dd-bbfe-3dabce05a288
DevNote for zzOgl coders: Implementation of this callback can just double up on m_path[0]. I used a separate instance at m_path[3] mostly because it was easier than trying to fight around the existing PATH1 nloop hack, which is still needed for backward compat with existing and earlier versions of PCSX2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3454 96395faa-99c1-11dd-bbfe-3dabce05a288
DevNote: This is about as user friendly as the log will ever get while using Windows RichText control. The only way it will ever behave better (notably when draggin scrollbars and such) is if we write a custom read-only log text control that paints itself manually.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3443 96395faa-99c1-11dd-bbfe-3dabce05a288
* Some minor exception/error handling fixes and improvements.
DevNote: the BOOT2 elf loader fix is still a hackfix. I documented the proper fix for mimicking PS2 BOOT2 parsing, but not in a mood to do the full proper implementation right now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3442 96395faa-99c1-11dd-bbfe-3dabce05a288
- Disc swapping should work in most games. It's easy to break though and the code is all over the place :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3435 96395faa-99c1-11dd-bbfe-3dabce05a288
* remove some files (useless or copyright issue) from the source package.
* Use some user defined cflags for cmake. (package will use O2 by default)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3434 96395faa-99c1-11dd-bbfe-3dabce05a288
* Upgrade SGI license to 2.0, opensource compliant :) and GPL compatible :)
Note: previous version (1.1) is not free. And therefore not compatible with GPL. Fortunately for us, there is a license clause that allow upgrading the license.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3433 96395faa-99c1-11dd-bbfe-3dabce05a288
- First version of a disc swap that actually works. May not work yet. :p
- It's ugly and incomplete but it works in Star Ocean 3. (I blame the heat!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3432 96395faa-99c1-11dd-bbfe-3dabce05a288
* Add missing copyright according issue 792
* Miss few files from the previous commit ^^
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3429 96395faa-99c1-11dd-bbfe-3dabce05a288
Note: Why do I use gprT1 instead of eax, or xmmT1 instead of xmm0 directly.
For three reasons:
1) It allows for easily "finding all references" of the gpr/xmm reg within mVU only, as opposed to pcsx2 entirely.
2) It clearly labels the registers for their purpose in mVU.
3) It makes changing of the registers easier if it ever needs to be done.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3424 96395faa-99c1-11dd-bbfe-3dabce05a288