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aliaspider |
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Newcomer Normal user Level: 5 Posts: 1/3 EXP: 299 Next: 230 Since: 10-29-15 Last post: 3308 days ago Last view: 3299 days ago |
Posted by StapleButter keeping the cores platform independent is certainly the highest priority, but there is nothing preventing ASM or non-portable code from being added for specific platforms or cpu architectures, by keeping it inside preprocessor directives and/or seperate files. it is in fact encouraged to do so when it brings a noticeable gain in performance, especially for weak platforms like the 3DS or PSP. ideally, asm code should also be accompanied by the equivalent C code, and gpu accelerated renderers should also have a software renderer variant. this isn't a rule however, just a goal, a lot of core, like pcsx-reARMed for example, started as platform specific and only later became usable on a wider range of platforms. there is even a core currenlty that is only usable on the PSP, which can hopefully be made more portable at some point. |
aliaspider |
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Newcomer Normal user Level: 5 Posts: 2/3 EXP: 299 Next: 230 Since: 10-29-15 Last post: 3308 days ago Last view: 3299 days ago |
it is perfectly fine to make an ARM only core, and there is no obligation whatsoever to make it portable later.
there is already a wide range of devices that could benefit a lot from this, like cellphones, arm boards and the ps-vita for example. |
aliaspider |
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Newcomer Normal user Level: 5 Posts: 3/3 EXP: 299 Next: 230 Since: 10-29-15 Last post: 3308 days ago Last view: 3299 days ago |
Posted by StapleButter the ARM optimized code, and the fact that it has a fully working hardware accelerated renderer, even if it is limited to the 3DS currently, makes it quite competitive imho. |
Main - Posts by aliaspider |
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