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- Path: mac002.joh.cam.ac.uk!user
- From: cpc16@mp-s.phy.cam.ac.uk (Chris Colman)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Difference between 020 & 030 optimisation?
- Date: Mon, 18 Mar 1996 15:27:05 +0000
- Organization: Cambridge University
- Message-ID: <cpc16-1803961527050001@mac002.joh.cam.ac.uk>
- References: <38232880@kone.fipnet.fi> <Do4DHD.By3@cix.compulink.co.uk> <4i3ndh$2bvs@columba.udac.uu.se>
- NNTP-Posting-Host: mac002.joh.cam.ac.uk
-
- In article <4i3ndh$2bvs@columba.udac.uu.se>, trulsson@student.docs.uu.se
- (Erik Trulsson) wrote:
-
- > Jolyon Ralph (jralph@cix.compulink.co.uk) wrote:
- > > > They have the same timings..
- > >
- > > In that case, I can't see any reason for 020/030 code being different
- > > (which is what i suspected all along...)
- > >
- > > Jolyon
- >
- > As far as I know the only real differences between the 020 and 030
- > (from a programmers point of view) apart from the MMU (that application
- > writers shouldn't touch anyway) is that the 030 has a data cache and
- > that the 020 has the CALLM/RETM instructions (that nobody uses anyway).
- >
- > The presence of a data cahe on the 030 might make a couple of
- > extra optimizations possible but I don't think that they would make
- > enough of a difference to be worth caring about.
- >
- > In short , making separate 020/030 version is certainly overkill.
- > (Unless you are making something really lowlevel that *requires*
- > stuff like messing with strange stackframes or using the MMU)
-
- Data cache can make quite a large difference in e.g Wolfenstein-style
- wallmapping games where rotating the textures by 90 degrees causes many
- data cache hits.
-
-
- Chris Colman (Findus)
- cpc16@mp-s.phy.cam.ac.uk
- A4000/030/10/120 ..060 on its way.......
-