bsnes/nall/vector/core.hpp
Tim Allen a3e0f6da25 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.
2018-09-03 00:06:41 +10:00

59 lines
1.3 KiB
C++

#pragma once
namespace nall {
template<typename T> vector<T>::vector(Literal::Capacity capacity) {
reserve(capacity.value);
}
template<typename T> vector<T>::vector(Literal::Size size) {
resize(size.value);
}
template<typename T> vector<T>::vector(const initializer_list<T>& values) {
reserveRight(values.size());
for(auto& value : values) append(value);
}
template<typename T> vector<T>::vector(const vector<T>& source) {
operator=(source);
}
template<typename T> vector<T>::vector(vector<T>&& source) {
operator=(move(source));
}
template<typename T> vector<T>::~vector() {
reset();
}
template<typename T> vector<T>::operator bool() const {
return _size;
}
template<typename T> vector<T>::operator array_span<T>() {
return {data(), size()};
}
template<typename T> vector<T>::operator array_view<T>() const {
return {data(), size()};
}
template<typename T> template<typename Cast> auto vector<T>::capacity() const -> uint {
return (_left + _size + _right) * sizeof(T) / sizeof(Cast);
}
template<typename T> template<typename Cast> auto vector<T>::size() const -> uint {
return _size * sizeof(T) / sizeof(Cast);
}
template<typename T> template<typename Cast> auto vector<T>::data() -> Cast* {
return (Cast*)_pool;
}
template<typename T> template<typename Cast> auto vector<T>::data() const -> const Cast* {
return (const Cast*)_pool;
}
}