JitIL is no longer a separate .exe/binary - it's now a simple option, Dolphin.exe now contains both cores.

Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing

Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.

Also break some include chains that caused <windows.h> to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-01-19 19:28:27 +00:00
parent 657ba22f54
commit 576990c5a3
82 changed files with 1365 additions and 1953 deletions

View File

@ -283,7 +283,6 @@ inline void decodebytesC8_To_Raw16(u16* dst, const u8* src, int tlutaddr)
}
//inline void decodebytesC14X2(u32 *dst, const u16 *src, int numpixels, int tlutaddr, int tlutfmt)
inline void decodebytesC14X2_5A3_To_BGRA32(u32 *dst, const u16 *src, int tlutaddr)
{
u16 *tlut = (u16*)(texMem + tlutaddr);
@ -304,7 +303,7 @@ inline void decodebytesC14X2_To_Raw16(u16* dst, const u16* src, int tlutaddr)
}
}
//inline void decodebytesIA4(u16 *dst, const u8 *src, int numbytes)
// Needs more speed.
inline void decodebytesIA4(u16 *dst, const u8 *src)
{
for (int x = 0; x < 8; x++)
@ -316,7 +315,6 @@ inline void decodebytesIA4(u16 *dst, const u8 *src)
}
}
//inline void decodebytesRGB5A3(u32 *dst, const u16 *src, int numpixels)
inline void decodebytesRGB5A3(u32 *dst, const u16 *src)
{
for (int x = 0; x < 4; x++)
@ -324,6 +322,7 @@ inline void decodebytesRGB5A3(u32 *dst, const u16 *src)
}
// This one is used by many video formats. It'd therefore be good if it was fast.
// Needs more speed.
inline void decodebytesARGB8_4(u32 *dst, const u16 *src, const u16 *src2)
{
for (int x = 0; x < 4; x++) {
@ -352,6 +351,7 @@ inline u32 makeRGBA(int r, int g, int b, int a)
void decodeDXTBlock(u32 *dst, const DXTBlock *src, int pitch)
{
// S3TC Decoder (Note: GCN decodes differently from PC so we can't use native support)
// Needs more speed.
u16 c1 = Common::swap16(src->color1);
u16 c2 = Common::swap16(src->color2);
int blue1 = Convert5To8(c1 & 0x1F);
@ -523,7 +523,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
}
}
return PC_TEX_FMT_IA8;
case GX_TF_I8: // speed critical
case GX_TF_I8: // speed critical. Needs speed.
{
for (int y = 0; y < height; y += 4)
for (int x = 0; x < width; x += 8)
@ -531,7 +531,7 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
for (int ix = 0; ix < 8; ix++,src++)
{
int stride = (y + iy)*Pitch+(x + ix) * 2;
if(stride < TexLen)
if (stride < TexLen)
{
dst[stride] = src[0];
dst[stride + 1] = src[0];
@ -714,13 +714,14 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
case GX_TF_RGBA8: // speed critical
{
for (int y = 0; y < height; y += 4)
{
for (int x = 0; x < width; x += 4)
{
for (int iy = 0; iy < 4 && (y + iy) < height; iy++)
{
//decodebytesARGB8_4(((u32*)((u8*)dst + (y+iy)*Pitch)) + x, (u16*)src + 4 * iy, (u16*)src + 4 * iy + 16);
u16 *src1 = (u16*)src + 4 * iy;
u16 *src2 = (u16*)src + 4 * iy + 16;
u16 *src1 = (u16*)src + 4 * iy;
u16 *src2 = (u16*)src + 4 * iy + 16;
for (int ix = 0; ix < 4; ix++)
{
int stride = (y+iy)*Pitch + (x + ix) * 4;
@ -734,8 +735,10 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
}
src += 64;
}
}
}
return PC_TEX_FMT_BGRA32;
case GX_TF_CMPR: // speed critical
// The metroid games use this format almost exclusively.
{
@ -760,17 +763,17 @@ PC_TexFormat TexDecoder_DirectDecode_real(u8 *dst, const u8 *src, int width, int
#else
for (int y = 0; y < height; y += 8)
{
for (int x = 0; x < width; x += 8)
{
decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x, (DXTBlock*)src, width);
src += sizeof(DXTBlock);
decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x + 4, (DXTBlock*)src, width);
src += sizeof(DXTBlock);
decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x, (DXTBlock*)src, width);
src += sizeof(DXTBlock);
decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x + 4, (DXTBlock*)src, width);
src += sizeof(DXTBlock);
}
for (int x = 0; x < width; x += 8)
{
decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x, (DXTBlock *)src, width);
src += sizeof(DXTBlock);
decodeDXTBlock(((u32*)((u8*)dst + y * Pitch)) + x + 4, (DXTBlock *)src, width);
src += sizeof(DXTBlock);
decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x, (DXTBlock *)src, width);
src += sizeof(DXTBlock);
decodeDXTBlock(((u32*)((u8*)dst + (y + 4) * Pitch)) + x + 4, (DXTBlock *)src, width);
src += sizeof(DXTBlock);
}
}
#endif
return PC_TEX_FMT_BGRA32;