Update to v106r60 release.

byuu says:

I added (imperfect) memory conflict timing to the SA1.

Before:

  - WRAM↔↔ROM ran 7% too fast
  - ROM↔↔ROM ran 100% too fast
  - WRAM↔↔IRAM ran 7% too fast
  - ROM↔↔IRAM ran 7% too fast
  - IRAM↔↔IRAM ran 287% too fast
  - BWRAM↔↔BWRAM ran 100% too fast
  - HDMA ROM↔↔ROM ran 15% too fast
  - HDMA WRAM↔↔ROM ran 15% too fast
  - DMA ROM↔↔ROM ran 100% too fast

After:

  - ROM↔↔ROM runs 14% too fast
  - HDMA WRAM↔↔ROM runs 7% too fast
  - DMA ROM↔↔ROM runs 4% too fast

If you enable this with the fast PPU + DSP, your framerate in SA1 games
will drop by 51%. And even if you disable it, you'll still lose 9% speed
in SA1 games, and 2% speed in non-SA1 games, because of changes needed
to make this support possible.

By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or
uncomment the line in sfc/sfc.hpp) if you want to try it out.

This'll almost certainly cause some SA1 regressions, so I guess we'll
tackle those as they arise.
This commit is contained in:
Tim Allen
2018-09-03 00:06:41 +10:00
parent bd814f0358
commit a3e0f6da25
49 changed files with 1448 additions and 603 deletions

View File

@@ -26,11 +26,23 @@ template<typename T, typename U> alwaysinline auto ror(const T& lhs, const U& rh
#if INTMAX_BITS >= 128
inline auto operator"" _u128(const char* s) -> uint128_t {
uint128_t p = 0;
while(*s) {
auto c = *s++;
if(c == '\'') continue;
if(c < '0' || c > '9') break;
p = (p << 3) + (p << 1) + (c - '0');
if(s[0] == '0' && (s[1] == 'x' || s[1] == 'X')) {
s += 2;
while(*s) {
auto c = *s++;
if(c == '\'');
else if(c >= '0' && c <= '9') p = (p << 4) + (c - '0');
else if(c >= 'a' && c <= 'f') p = (p << 4) + (c - 'a' + 10);
else if(c >= 'A' && c <= 'F') p = (p << 4) + (c - 'A' + 10);
else break;
}
} else {
while(*s) {
auto c = *s++;
if(c == '\'');
else if(c >= '0' && c <= '9') p = (p << 3) + (p << 1) + (c - '0');
else break;
}
}
return p;
}