[llvm-dev] Clang for the PlayStation 2

Dan Ravensloft via llvm-dev llvm-dev at lists.llvm.org
Tue Oct 23 09:30:38 PDT 2018


So, I've been busy with life over the past month, but that has given me
chance to reflect on what this should look like.

I would like to reach parity (plus or minus the FPU) with GCC 3.2.3, and
hopefully be stable enough to run Rust on the PS2. By having a better
compiler we can squeeze more out of the chip; in particular I'm curious
about the second pipeline of the EE; despite stating that the chip is
2-wide superscalar, the docs are unclear on whether this is automatic or
manual. Since the chip has dedicated instructions for running on the second
pipeline, I'm inclined to think manual.

There is also both MMI (which is internal to the chip) and VU0 macro mode
(which uses VU0 as COP2) as possibilities for autovectorisation, but that
is a long way off.
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