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TextureDecoder.cpp: new SSE2 optimized GX_TF_I8 decoder. Probably not ultimately optimal SSE2 code, but provably better (on my machine) than the memset version. Tested with __rdtsc counts in an independent project. I get about 6-7 FPS more on average during the intro movie playback in Mario Kart Wii. Hope this compiles for GCC okay.
TextureDecoder.cpp: merged two functionally identical decode5A3RGBA and decode5A3rgba methods. OpcodeDecoding.cpp and DLCache.cpp: optimization for GX_LOAD_XF_REG. The PSUHFB solution sounds better for SSSE3, but this is a small win for the default case. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6692 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -387,6 +387,9 @@
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/>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="2"
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InlineFunctionExpansion="1"
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EnableIntrinsicFunctions="true"
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AdditionalIncludeDirectories="../../PluginSpecs;../../../Externals/CLRun/include;../../../Externals/SOIL;../Common/Src;../Core/Src"
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PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_SECURE_SCL=0;__WXMSW__;wxUSE_BASE=0;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
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RuntimeLibrary="0"
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