This is the format used by PS2.
This requires fixing the palette conversion routines (and palette writes
in the MIPS dynarec) but also adding support for 555 mode blending
(currently only 565 modes are supported, regardless of whether they are
RGB or BGR).
Cleans up a ton of whitespace in cpu.c (like 100KB!) and improves
readability of some massive decode statements.
Added an optimization for PC-relative loads (pool load) in ROM (since
it's read only and cannot possibily change) that directly emits an
immediate load. This is way faster, specially in MIPS/x86, ARM can be
even faster if we rewrite the immediate load macros to also use a pool.
Was not writing to the right address (but decoded memory was working).
Most game worked well except those that depend on modifying the existing
palette bits (instead of copying from ROM/RAM). Fixes several games.
Seems that using the __atribute__ magic for sections is not the best way
of doing this, since it injects some default atributtes that collide
with the user defined ones. Using assembly is far easier in this case.
Reworked definitions a bit to make it easier to import from assembly.
Also wrapped stuff around macros for easy and less verbose
implementation of the symbol prefix issue.
This saves a few cycles in MIPS and simplifies a bit the core.
Removed the write map, only affects interpreter performance very
minimally. Rewired ARM and x86 handlers to support direct access to
I/EWRAM (and VRAM on ARM) to compensate. Overall performance is slightly
better but code is cleaner and allows for further improvements in the
dynarecs.
Uses a different cache primitive and a differend madd(u) encoding.
Also added a flag for BGR vs RGB color output (since PSP is assuming to
be BGR for speed).
Aside from that the ABI required some special function calls for PIC.
This allows us to emit the handlers directly in a more efficient manner.
At the same time it allows for an easy fix to emit PIC code, which is
necessary for libretro. This also enables more platform specific
optimizations and variations, perhaps even run-time multiplatform
support.