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* Updating of elapsed cycle counts on platforms with cycle count registers
 
* Updating of elapsed cycle counts on platforms with cycle count registers
 
* Management of interrupt checking
 
* Management of interrupt checking
* Providing an interface to virtualized support hardware for example a GPU
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* Providing an interface to virtualized support hardware for example a [[GPU]]
 
* Optimizing higher level code structures to run efficiently on the target hardware (see below)
 
* Optimizing higher level code structures to run efficiently on the target hardware (see below)
  
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Suppose a program is being run in an emulator and needs to copy a null-terminated string. The program is compiled originally for a very simple processor. This processor can only copy a byte at a time, and must do so by first reading it from the source string into a register, then writing it from that register into the destination string. The original program might look something like this:
 
Suppose a program is being run in an emulator and needs to copy a null-terminated string. The program is compiled originally for a very simple processor. This processor can only copy a byte at a time, and must do so by first reading it from the source string into a register, then writing it from that register into the destination string. The original program might look something like this:
  
beginning:
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<source lang=asm>
 +
beginning:
 
     mov A,[first string pointer]    ; Put location of first character of source string
 
     mov A,[first string pointer]    ; Put location of first character of source string
 
                                     ; in register A
 
                                     ; in register A
 
     mov B,[second string pointer]  ; Put location of first character of destination string
 
     mov B,[second string pointer]  ; Put location of first character of destination string
 
                                     ; in register B
 
                                     ; in register B
loop:
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loop:
 
     mov C,[A]            ; Copy byte at address in register A to register C
 
     mov C,[A]            ; Copy byte at address in register A to register C
 
     mov [B],C            ; Copy byte in register C to the address in register B
 
     mov [B],C            ; Copy byte in register C to the address in register B
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     jnz loop            ; If it wasn't 0 then we have more to copy, so go back
 
     jnz loop            ; If it wasn't 0 then we have more to copy, so go back
 
                         ; and copy the next byte
 
                         ; and copy the next byte
end:                   ; If we didn't loop then we must have finished,
+
end:                     ; If we didn't loop then we must have finished,
                         ; so carry on with something else.
+
                         ; so carry on with something else.</source>
  
 
The emulator might be running on a processor which is similar, but extremely good at copying strings, and the emulator knows it can take advantage of this.
 
The emulator might be running on a processor which is similar, but extremely good at copying strings, and the emulator knows it can take advantage of this.
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Our new recompiled code might look something like this:
 
Our new recompiled code might look something like this:
  
beginning:
+
<source lang=asm>beginning:
 
     mov A,[first string pointer]    ; Put location of first character of source string
 
     mov A,[first string pointer]    ; Put location of first character of source string
 
                                     ; in register A
 
                                     ; in register A
 
     mov B,[second string pointer]  ; Put location of first character of destination string
 
     mov B,[second string pointer]  ; Put location of first character of destination string
 
                                     ; in register B
 
                                     ; in register B
loop:
+
loop:
 
     movs [B],[A]            ; Copy 16 bytes at address in register A to address
 
     movs [B],[A]            ; Copy 16 bytes at address in register A to address
 
                             ; in register B, then increment A and B by 16
 
                             ; in register B, then increment A and B by 16
 
     jnz loop                ; If the zero flag isn't set then we haven't reached
 
     jnz loop                ; If the zero flag isn't set then we haven't reached
 
                             ; the end of the string, so go back and copy some more.
 
                             ; the end of the string, so go back and copy some more.
end:                       ; If we didn't loop then we must have finished,
+
end:                       ; If we didn't loop then we must have finished,
                             ; so carry on with something else.
+
                             ; so carry on with something else.</source>
  
There is an immediate speed benefit simply because the processor doesn't have to load so many instructions to do the same task, but also because the movs instruction is likely to be optimized by the processor designer to be more efficient than the sequence used in the first example. (For example, it may make better use of parallel execution in the processor to increment A and B while it is still copying bytes).
+
There is an immediate speed benefit simply because the processor doesn't have to load so many instructions to do the same task, but also because the movs instruction is likely to be optimized by the processor designer to be more efficient than the sequence used in the first example. (For example, it may make better use of [[Parallel computing|parallel execution]] in the processor to increment A and B while it is still copying bytes).
  
 
===Gaming===
 
===Gaming===
 
*[[MAME]] uses dynamic recompilation in its CPU emulators for MIPS, SuperH, PowerPC and even the Voodoo graphics processing units.
 
*[[MAME]] uses dynamic recompilation in its CPU emulators for MIPS, SuperH, PowerPC and even the Voodoo graphics processing units.
*[[1964]], an open-source [[Nintendo 64 emulators|Nintendo 64 emulator]] for [[wikipedia:x86|x86]] hardware.
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*[[1964]], a [[Nintendo 64 emulators|Nintendo 64 emulator]] for x86 hardware.
*Wii64, a [[Nintendo 64 emulators|Nintendo 64 emulator]] for the Nintendo Wii.
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*Wii64, a [[Nintendo 64 emulators|Nintendo 64 emulator]] for the Wii.
 
*WiiSX, a Sony PlayStation emulator for the Nintendo Wii.
 
*WiiSX, a Sony PlayStation emulator for the Nintendo Wii.
*[[Mupen64Plus]], an open-source, multi-platform, plugin-based Nintendo 64 emulator.<ref>[http://pandorawiki.org/Mupen64plus_dynamic_recompiler Mupen64Plus]</ref>
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*[[Mupen64Plus]], a multi-platform Nintendo 64 emulator.<ref>[http://pandorawiki.org/Mupen64plus_dynamic_recompiler Mupen64Plus]</ref>
*[[Yabause]], an open-source multi-platform [[Sega Saturn emulators|Sega Saturn emulator]].<ref>[http://wiki.yabause.org/index.php5?title=SH2_dynamic_recompiler SH2]</ref>
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*[[Yabause]], a multi-platform [[Sega Saturn emulators|Sega Saturn emulator]].<ref>[http://wiki.yabause.org/index.php5?title=SH2_dynamic_recompiler SH2]</ref>
 
*The backwards compatibility functionality of the [[Xbox 360 emulators|Xbox 360]] (i.e. running games written for the original [[Xbox emulators|Xbox]]) is widely assumed to use dynamic recompilation.
 
*The backwards compatibility functionality of the [[Xbox 360 emulators|Xbox 360]] (i.e. running games written for the original [[Xbox emulators|Xbox]]) is widely assumed to use dynamic recompilation.
*[[PPSSPP]], an open-source, multi-platform [[PlayStation Portable emulators|Sony PlayStation Portable emulator]]. Recompilers for both x86 and ARM.
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*[[PPSSPP]], a Sony [[PlayStation Portable emulators|PlayStation Portable emulator]]. Recompilers for both x86 and ARM.
*PSEmu Pro, a [[PlayStation emulators|Sony PlayStation emulator]].
+
*PSEmu Pro, a Sony [[PlayStation emulators|PlayStation emulator]].
 
*[[UltraHLE]], the first [[Nintendo 64 emulators|Nintendo 64 emulators]] emulator to fully run commercial games.
 
*[[UltraHLE]], the first [[Nintendo 64 emulators|Nintendo 64 emulators]] emulator to fully run commercial games.
*[[PCSX2]],<ref>[http://www.pcsx2.net PCSX2]</ref> an open-source, plugin-based [[PlayStation 2 emulators|Sony PlayStation 2 emulator]], has a recompiler called "microVU", the successor of "SuperVU".
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*[[PCSX2]],<ref>[http://www.pcsx2.net PCSX 2]</ref> a Sony [[PlayStation 2 emulators|PlayStation 2 emulator]], has a recompiler called "microVU", the successor of "SuperVU".
*[[Dolphin]], an open-source [[GameCube emulators|Nintendo GameCube]] and [[Wii emulators|Wii emulator]], has a dynarec option.
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*[[Dolphin]], a [[GameCube emulators|Nintendo GameCube]] and [[Wii emulators|Wii emulator]], has a dynarec option.
 
*GCEmu,<ref>[http://sourceforge.net/projects/gcemu-project GCEmu]</ref> a [[GameCube emulators|Nintendo GameCube emulator]].
 
*GCEmu,<ref>[http://sourceforge.net/projects/gcemu-project GCEmu]</ref> a [[GameCube emulators|Nintendo GameCube emulator]].
*[[nullDC]], an open-source [[Sega Dreamcast emulators|Sega Dreamcast]] and [[Sega NAOMI and variants|NAOMI emulator]] for [[wikipedia:x86|x86]].
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*[[nullDC]], a [[Sega Dreamcast emulators|Sega Dreamcast emulator]] for x86.
 
*GEM,<ref>{{cite web|url=http://gem.tni.nl/ |title=Gameboy Emulator for MSX &#124; The New Image |publisher=GEM |date= |accessdate=2014-01-12}}</ref> a [[Game Boy/Game Boy Color emulators|Nintendo Game Boy/Color]] emulator for [[MSX emulators|MSX]] uses an optimizing dynamic recompiler.
 
*GEM,<ref>{{cite web|url=http://gem.tni.nl/ |title=Gameboy Emulator for MSX &#124; The New Image |publisher=GEM |date= |accessdate=2014-01-12}}</ref> a [[Game Boy/Game Boy Color emulators|Nintendo Game Boy/Color]] emulator for [[MSX emulators|MSX]] uses an optimizing dynamic recompiler.
*[[DeSmuME]],<ref>[http://desmume.org/2013/04/30/desmume-0-9-9-released/ DeSmuME v0.9.9]</ref> an open-source [[Nintendo DS emulators|Nintendo DS emulator]], has a dynarec option.
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*[[DeSmuME]],<ref>[http://desmume.org/2013/04/30/desmume-0-9-9-released/ DeSmuME v0.9.9]</ref> a [[Nintendo DS emulators|Nintendo DS emulator]], has a dynarec option.
*Soywiz's Psp,<ref>{{cite web|author=Publicado por Carlos Ballesteros Velasco |url=http://pspemu.soywiz.com/2013/07/release-soywizs-psp-emulator-2013-07-28.html |title=Soywiz's PSP Emulator: Release : Soywiz's Psp Emulator 2013-07-28 (r525) |publisher=Pspemu.soywiz.com |date=2013-07-28 |accessdate=2014-01-12}}</ref> a [[PlayStation Portable emulators|Sony PlayStation Portable emulator]], has a dynarec option.
+
*Soywiz's Psp,<ref>{{cite web|author=Publicado por Carlos Ballesteros Velasco |url=http://pspemu.soywiz.com/2013/07/release-soywizs-psp-emulator-2013-07-28.html |title=Soywiz's PSP Emulator: Release : Soywiz's Psp Emulator 2013-07-28 (r525) |publisher=Pspemu.soywiz.com |date=2013-07-28 |accessdate=2014-01-12}}</ref> a Sony [[PlayStation Portable emulators|PlayStation Portable emulator]], has a dynarec option.
  
 
==See also==
 
==See also==

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