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Purge SSE2/SSE3 #4329
Purge SSE2/SSE3 #4329
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Not sure what happened but |
Also check the recompilers for checks to |
Did that and looked at non GS source too, I kept the SSE2 checks for the "features detected" log though |
Went over the patch and fixed the spacing issues, there were some on GSVector4i.h too |
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Keep solution, spu, core changes in separate commits. |
Ack
I didn't find any relevant use of x86caps or _M_SSE, you'll have to point me to them |
Also |
split everything into different commits |
You’re welcome. Old hardware should not block progress from being made. What modern Pentiums don’t support SSE4? Pentiums support it since Sandy Bridge. |
There's 2 main issues
I'll probably try to maintain SSE2 on my fork through the next official release as I'd like to have a fallback for Mac users (on Windows we can say "use 1.6.0" but there is no 1.6.0 for Mac), and since that'll include the plugin merge, going from there will probably not have too many merge conflicts to deal with for anyone else who wants to have SSE2 support, and anyone who is trying to keep SSE2 alive probably actually has an SSE2 computer they can test on to make sure new changes actually work |
Again if the project is hard to mantain, you loose the ability to run newer versions entirely, because developers may stop doing the emulator at all. Have developers do what they have to do. |
I am talking with the devs as you are seeing here. Let the conversation run, please.
I see... Well, that is understandable. But isn't it possible to shield all the SSE4 stuff from SSE2/SSE3 stuffs? Excuse me if I am talking nonsense but I am just asking because you can do this very thing to shield x86 code from x86_64 code.
My fork will also keep SSE2 support. But all of the backwards and legacy support aside, I am currently trying to find a way to continue #4199 because I, again, do not have a SSE4-compatible system on hand. If it was not for the GSdx merge this would have been simple, just edit the plugin itself, but it will be much more difficult after the merge. Perhaps I can find a workaround to this but we will see. |
By shield you mean duplicate, and yes in theory they could keep it but it would be horrible to maintain. It is the same way with x86 and x86_64, right now there is a lot of duplication but as soon as x86_64 is fully working the plan is to drop x86 (32bit) support, just like many other emulators did like five years ago. |
Then nothing can be used because there are no stats that applies specifically to ps2 emulation (at least without telepathy, which is non-starter afaic) and we effectively have no data to rely on. Did you see the qualifier "potentially" in that sentence? I don't mean to be condescending but I'm not sure you realized that word is doing the work of telling you that this isn't meant to be interpreted as 1:1 with emulation users. It's a decent sampling of gamers more broadly but even so I'm accounting for the fact that the sample might be slightly bias and I still don't think SSE2 is worth it. I think it's fair to recognize the overlap between this two groups of computer users and account for any potential bias in the data rather than just dismiss it outright. Additionally, you're welcome to present other stats you feel are more accurately represent out user-base.
I didn't suggest everyone does and neither does steam. AMD is barely a quarter of the market let alone a Ryzen 7 and a 1080ti isn't even in the top 10. I'm assuming you're exaggerating for effect but I'm not really sure what you're trying to suggest here.
You need to draw the line somewhere and It's clearly balancing act. Bring more than an absolutest stance about accessibility. Where is the line and why?
Nothing about that suggested they were the only games you run, just that they were games I'm aware you run which I preemptively addressed before they came up. KH in particular I wanted to address preemptively because it's an exceptional case that I suspected would come up given the nature of the conversation. I wasn't even aware that you played SC specifically, I said "2D fighting games" because that seemed more charitable than the other 2D games I could think of as an example (visual novels). SC is a 3D fighting game last I checked.
That's not saying you can't use it. It's saying we likely won't provide support for it because it's too under-powered, which is true. I'm going to be charitable and say you probably just didn't understand what they were saying.
We're not developing an OS or anything close to it. This is a confused point, d3d9 isn't deprecated afaik and I'm pretty sure there are operating systems that require at least SSE4 (MacOS and some linux distros I'm pretty sure). |
I feel for you. But we're talking about computers 10 to 15 years old. We dump computers by the dozens half as old.. I think you said you had a 775 socket computer. Don't core 2 quads supports sse4? |
I usually have two branches for PRs, one with MacOS patches and one without I work on the one with patches, and when I'm done I You can |
I do not think this is the way to facilitate any running conversation. You should use any private channel with developers if you can't stand other points of view. |
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I think it looks good, could use some testing just to make sure nothing broke.
Maybe Tellow or Li can double check if something got left out.
@Mrlinkwii tested the PR and it seemed fine, @TellowKrinkle care to double check the PR in case? |
https://github.com/PCSX2/pcsx2/blob/master/pcsx2/Docs/PCSX2_FAQ.md#question-5-what-are-the-pc-requirements-to-use-pcsx2 |
Looks good to me, though I'd prefer if you reordered the commits so that they all build (build system changes first) Edit: Also rebase the part where you un-delete things you deleted together so it remains unchanged by any of the commits |
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GS stuff looks okay to me, I think you should merge the two GS commits.
done
done |
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LGTM.
People are going to hate me for this one.
This removes all the dead code used to support SSE2/SSE3 accelerations.