PCSX2 Git (2016/11/21) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 Git Changelog:
* debugger: memory view improvements
Highlight memory location referenced by current register
Allow memory window not be aligned by row size
Use radio and checks in menu
* cmake: only enable SSE2 on x64 build
SW will generate AVX code anyway
* gsdx sw x64: shuffle memory allocation
tex address is a3
vm address is a1
Could help to avoid REX prefix
Reduce prologue/epilogue register copy
Byte code size 41893 => 38912 (on my testcase)
* gsdx sw x64: keep the copy of top in the stack for dthe
An extra stack access by pixel won't impact perf (only 16 bits game with dithering)
Allow to save 2 registers (a1/a3)
* gsdx sw x64: use rip addressing on draw scan line
byte code 41997 => 41893
However it will allow to save 2 registers as future optimization
* gsdx sw x64: use rip addressing on setup prim
byte code: 9017 => 8736
Save a register
* gsdx sw: vinsert128 opcode require an XMM register
Reported as an error on lastest Xbyak
* Update from xbyak 4.84 to 5.11
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)
Local change: add BSD3 clause
* gsdx sw: catch xbyak exception
* gsdx x64 linux: only mmap in lower 2GB code segment
Allow to use rip addressing
* gsdx: add the detected ISA on the name
As a SSE build could potentially uses AVX operations.
Download: PCSX2 Git (2016/11/21)
Source: Here
AVX 512? For an emulator of the gaming console from early 2000s? Are you friggin' kidding me? Just...WHY.
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