Added support for JIT multithreaded compilation in both CPU and DSP cores this gives up to 78% speedup in some scenarios such as when looking at a corner in Zelda or the menus in Super Puzzle Bobble.

Added SSE optimizations to JIT LLE, up to 136% speedup observed in Resident Evil games.
Rewrote the GUI to make it more user friendly, added a User friendly Setup.
Also Billiard please: learn to merge.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7000 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s
2011-01-31 02:38:36 +00:00
parent f1e8da63ec
commit 1ee18ff146
4 changed files with 133 additions and 123 deletions

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@ -18,10 +18,12 @@
#include "Common.h"
#include "Thread.h"
#include "../PluginDSP.h"
#include "../PowerPC/PowerPC.h"
#include "../Host.h"
#include "../Core.h"
#include "CPU.h"
#include "DSP.h"
#include "VideoBackendBase.h"
@ -116,12 +118,14 @@ void CCPU::EnableStepping(const bool _bStepping)
{
PowerPC::Pause();
g_video_backend->EmuStateChange(PLUGIN_EMUSTATE_PAUSE);
DSP::GetPlugin()->DSP_ClearAudioBuffer(true);
}
else
{
PowerPC::Start();
m_StepEvent.Set();
g_video_backend->EmuStateChange(PLUGIN_EMUSTATE_PLAY);
DSP::GetPlugin()->DSP_ClearAudioBuffer(false);
}
}

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@ -29,7 +29,6 @@ public:
virtual void Initialize(void *hWnd, bool bWii, bool bDSPThread);
virtual void Shutdown();
virtual bool IsLLE() { return true; }
virtual void DoState(PointerWrap &p);

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@ -19,7 +19,6 @@
#define _PLUGINDSP_H_
#include "PluginSpecs.h" // TODO: Only here for EmuStateChange
#include "ChunkFile.h"
class PluginDSP