2017-01-31

PCSX2 Git (2017/01/31)

EmuCR: PCSX2PCSX2 Git (2017/01/31) 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:
* gsdx: use range loop instead of for_each
* gsdx tc: use unsigned constant
Help the compiler to generate better code
C code:
uint32 addr = (i >> 3u) % MAX_BLOCKS;
uint32 row = addr >> 5u;
uint32 col = 1 << (addr & 31u); ASM Before f48: mov eax,esi f4a: mov ecx,esi f4c: mov edx,DWORD PTR [ebp+0x8] f4f: sar eax,0x1f f52: sar ecx,0x3 f55: shr eax,0x12 f58: add ecx,eax f5a: and ecx,0x3fff f60: sub ecx,eax f62: mov eax,0x1 f67: shl eax,cl f69: shr ecx,0x5 f6c: lea edx,[edx+ecx*4] ASM After f48: mov ecx,edi f4a: mov eax,0x1 f4f: sar ecx,0x3 f52: shl eax,cl f54: shr ecx,0x3 f57: and ecx,0x7fc f5d: add ecx,DWORD PTR [ebp+0x8] * gsdx: remove useless debug log * gsdx tc: extend the wrap option to the texture cache * GSdx: Remove useless check and add debug messages IsEnabled() check is already done in GetDisplayRect, so it's pointless to do it here. Also updated a debug message in the GetFrameRect() function. * GSdx-PCRTC: Improve output circuit selection Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit. * Merge pull request #1770 from np511/gcc-cleanup Cleanup GCC warnings - still needs some work * Use GResources API instead of deprecated inline * Properly format * Remove old/pointless code * Remove warnings about ISO C++11 conformance Download: PCSX2 Git (2017/01/31)
Source: Here

1 Comments:

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