Laurent said:
R4300i has no SIMD instructions, and IIRC Ari64 uses software emulation for FP, so NEON is of no use.
Also note that mapping FP instructions from one processor to another while being accurate is very complex.
Ari64 has expressed that he would like to use NEON for FP, and where feasible he probably should. At least he wants to move away from relying on the compiler functions.
Indeed NEON won't help you over VFPlite as much if your goal is to accurately emulate IEEE754 floats (especially 64bit ones), but we're talking about N64 emulation, where an entire fully programmable vector processor is being emulated at a high level. So naturally it depends on the games. StrmnNrmn has reported that the games he has tested don't even mind having their 64bit float operations turned into 32bit ones. That should tell you something. My guess is that for a number of floating point utilizing games the IEEE754 state side-effects are not relied open at any point whatsoever, but I could of course be totally wrong.
With liveness analysis you can at least get a few wins where a floating point register becomes dead before side effects can be taken.