TelcoLou posted on Dec 9 2006 at 12:25 AM said:
They look reallllly nice on a DS screen too
I think they look better on a PSP screen, blurryness notwithstanding ;P
I know some people will yell at me for bringing this up, but just as a mild draft (I'm not even able to work on gpSP GP2X yet
), I do think using the ARM940T to convert to 32bit 4:2:2 YUV would be doable if the rest of the emulator was fast enough. This is the format the accelerator takes, and indeed it is filtered using a hardware digital filter, which probably looks pretty nice. It would happen after the emulator is done rendering the display but before the following virtual vblank. This wouldn't be too bad of a time to do it because at this time the game is for the most part not accessing a huge amount of data so there would be decent spatial/temporal locality for the main CPU's L1 data cache. The 940T CPU would be running a very small piece of code that would fit into its miniscule L1 instruction cache, and while this code would be somewhat memory bandwidth intensive it would be more computationally bound. There shouldn't be an insane amount of contention for the memory bus between the two CPUs, so there probably would be some significant speed gained from factoring this between them.
I'm kinda surprised other emulators aren't doing this (to the best of my knowledge). And lack of documentation isn't an excuse, the Magic Eyes chipset is very thoroughly documented!