Ryujinx/ChocolArm64/AOptimizations.cs
gdkchan c393cdf8e3
More flexible memory manager (#307)
* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
2018-08-15 15:59:51 -03:00

18 lines
802 B
C#

using System.Runtime.Intrinsics.X86;
public static class AOptimizations
{
public static bool GenerateCallStack = true;
private static bool UseAllSseIfAvailable = true;
private static bool UseSseIfAvailable = true;
private static bool UseSse2IfAvailable = true;
private static bool UseSse41IfAvailable = true;
private static bool UseSse42IfAvailable = true;
internal static bool UseSse = (UseAllSseIfAvailable && UseSseIfAvailable) && Sse.IsSupported;
internal static bool UseSse2 = (UseAllSseIfAvailable && UseSse2IfAvailable) && Sse2.IsSupported;
internal static bool UseSse41 = (UseAllSseIfAvailable && UseSse41IfAvailable) && Sse41.IsSupported;
internal static bool UseSse42 = (UseAllSseIfAvailable && UseSse42IfAvailable) && Sse42.IsSupported;
}