levi
Still fresh, damnit!
Heh, I've never heard interrupt jump tables referred to as trampolines before, but I guess it makes sense
you dont have more useful comments to make?How does this help the average Joe like me?
It doesnt help you directly. But once bsp have finished his works, all the others dev will be able to use his works results. Giving you more performances in the app/emu that will use that. Ultimatly it could mean more games playable.How does this help the average Joe like me?
What I meant was does this help speed up existing apps? Just install the DSP pnd and things will automatically get sped up? I know bsp's work in DSP here is very valuable and by no means I'm trying to make stupid comments. I was just asking an innocent question....you dont have more useful comments to make?How does this help the average Joe like me?
Thanks! This is the answer I'm looking for. Thanks again!It doesnt help you directly. But once bsp have finished his works, all the others dev will be able to use his works results. Giving you more performances in the app/emu that will use that. Ultimatly it could mean more games playable.How does this help the average Joe like me?
No, it becomes another tool that developers can use. It doesn't automatically make things faster, the devs need to be able to take advantage of the tool, so programs will need to be rewritten.What I meant was does this help speed up existing apps? Just install the DSP pnd and things will automatically get sped up?
The kernel-side cleaning should be pretty straightforward, I don't know why you keep saying it's lots of work. You can use struct file you get through fops to track if the user program is still alive or not. Whenever user program exits, crashes or whatever, fops->release will be called, and you can use struct file as a key to your own lists or resources to figure out what needs to be cleaned. This is the only way to do it reliably IMO, I would hate if some library installs crash handlers behind my back (like SDL sometimes does, but it can be disabled at least), I need the segfault handler for my own things, and some other programs need it too.Maybe I'll just install a "parachute" on the GPP side to do the clean up, although the best way would be if the kernel module would track component registrations and automatically do the clean up when a client exits. This would mean quite some work, though, and I'll probably will not implement that soon.
(can't wait to actually write some useful DSP code libraries, guess that's more important to users, too)
understandable. the practical solution to that would be to just call dsp_close() in your own crash handler (and forbid libc64 to install its own crash handler, I'll implement that tomorrow)I would hate if some library installs crash handlers behind my back
that's because it *is* a lot of work.I don't know why you keep saying it's lots of work
yes we do and I am working hard on making the next release a proper one.We still need to do fw integration BTW..
Which driver do you consider "correct" ?that "correct" SGX driver comes with 1GHz by default.
I heard from Ptitseb that more recent drivers may break SDL2 compatibility, though. RIckyD does not work anymore with the non-default driver and that's because it's SDL2 incompatible, apparently.The one that has less glitches but breaks old mupen (and that is supposed to be superseded soon).