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Doesn't support all the FPSCR flags, just the FPRF ones. Add PPCAnalyzer support to remove unnecessary FPRF calculations. POV-ray benchmark with enableFPRF forced on for an extreme comparison: Before: 1500s After, fmul/fmadd only: 728s After, all float: 753s In real games that use FPRF, like F-Zero GX, FPRF previously cost a few percent of total runtime. Since FPRF is so much faster now, if enableFPRF is set, just do it for every float instruction, not just fmul/fmadd like before. I don't know if this will fix any games, but there's little good reason not to. |
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| .. | ||
| Boot | ||
| Debugger | ||
| DSP | ||
| FifoPlayer | ||
| HLE | ||
| HW | ||
| IPC_HLE | ||
| PowerPC | ||
| ActionReplay.cpp | ||
| ActionReplay.h | ||
| ARDecrypt.cpp | ||
| ARDecrypt.h | ||
| ArmMemTools.cpp | ||
| BootManager.cpp | ||
| BootManager.h | ||
| CMakeLists.txt | ||
| ConfigManager.cpp | ||
| ConfigManager.h | ||
| Core.cpp | ||
| Core.h | ||
| Core.vcxproj | ||
| Core.vcxproj.filters | ||
| CoreParameter.cpp | ||
| CoreParameter.h | ||
| CoreTiming.cpp | ||
| CoreTiming.h | ||
| DSPEmulator.cpp | ||
| DSPEmulator.h | ||
| ec_wii.cpp | ||
| ec_wii.h | ||
| GeckoCode.cpp | ||
| GeckoCode.h | ||
| GeckoCodeConfig.cpp | ||
| GeckoCodeConfig.h | ||
| Host.h | ||
| MemTools.h | ||
| Movie.cpp | ||
| Movie.h | ||
| NetPlayClient.cpp | ||
| NetPlayClient.h | ||
| NetPlayProto.h | ||
| NetPlayServer.cpp | ||
| NetPlayServer.h | ||
| PatchEngine.cpp | ||
| PatchEngine.h | ||
| State.cpp | ||
| State.h | ||
| VolumeHandler.cpp | ||
| VolumeHandler.h | ||
| x64MemTools.cpp | ||