diff options
| author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-01-15 22:22:28 +0100 |
|---|---|---|
| committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-01-16 00:11:12 +0100 |
| commit | b49c09c36b67efc95abe29894620b36547b69d3b (patch) | |
| tree | 86c10968b521212f06cb391922bebda860564507 /Source/Core/VideoCommon/BPStructs.cpp | |
| parent | 5e5db9fbc67595dccb0f47088a0482f0f798379f (diff) | |
Remove the ZTP speedup hack. Also remove useless debugging code, and a presumably outdated workaround (which was commented out).
Fixes issue 6875.
Diffstat (limited to 'Source/Core/VideoCommon/BPStructs.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPStructs.cpp | 81 |
1 files changed, 15 insertions, 66 deletions
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp index 296be7c548..51d4008768 100644 --- a/Source/Core/VideoCommon/BPStructs.cpp +++ b/Source/Core/VideoCommon/BPStructs.cpp @@ -71,77 +71,26 @@ void BPWritten(const BPCmd& bp) // check for invalid state, else unneeded configuration are built g_video_backend->CheckInvalidState(); - // Debugging only, this lets you skip a bp update - //static int times = 0; - //static bool enable = false; - - //switch (bp.address) - //{ - //case BPMEM_CONSTANTALPHA: - // { - // if (times-- == 0 && enable) - // return; - // else - // break; - // } - //default: break; - //} - - // FIXME: Hangs load-state, but should fix graphic-heavy games state loading - //std::lock_guard<std::mutex> lk(s_bpCritical); - - // BEGIN ZTP SPEEDUP HACK CHANGES - // This hunk of code disables the usual pipeline flush for certain BP Writes - // that occur while the minimap is being drawn in Zelda: Twilight Princess. - // This significantly increases speed while in hyrule field. In depth discussion - // on how this Hack came to be can be found at: http://forums.dolphin-emu.com/thread-10638.html - // -fircrestsk8 - if (g_ActiveConfig.bZTPSpeedHack) + if (((s32*)&bpmem)[bp.address] == bp.newvalue) { - if (!mapTexFound) + if (!(bp.address == BPMEM_TRIGGER_EFB_COPY + || bp.address == BPMEM_CLEARBBOX1 + || bp.address == BPMEM_CLEARBBOX2 + || bp.address == BPMEM_SETDRAWDONE + || bp.address == BPMEM_PE_TOKEN_ID + || bp.address == BPMEM_PE_TOKEN_INT_ID + || bp.address == BPMEM_LOADTLUT0 + || bp.address == BPMEM_LOADTLUT1 + || bp.address == BPMEM_TEXINVALIDATE + || bp.address == BPMEM_PRELOAD_MODE + || bp.address == BPMEM_CLEAR_PIXEL_PERF)) { - if (bp.address != BPMEM_TEV_COLOR_ENV && bp.address != BPMEM_TEV_ALPHA_ENV) - { - numWrites = 0; - } - else if (++numWrites >= 100) // seem that if 100 consecutive BP writes are called to either of these addresses in ZTP, - { // then it is safe to assume the map texture address is currently loaded into the BP memory - mapTexAddress = bpmem.tex[0].texImage3[0].hex << 5; - mapTexFound = true; - WARN_LOG(VIDEO, "\nZTP map texture found at address %08x\n", mapTexAddress); - } - FlushPipeline(); - } - else if ( (bpmem.tex[0].texImage3[0].hex << 5) != mapTexAddress || - bpmem.tevorders[0].getEnable(0) == 0 || - bp.address == BPMEM_TREF) - { - FlushPipeline(); - } - } // END ZTP SPEEDUP HACK - else - { - if (((s32*)&bpmem)[bp.address] == bp.newvalue) - { - if (!(bp.address == BPMEM_TRIGGER_EFB_COPY - || bp.address == BPMEM_CLEARBBOX1 - || bp.address == BPMEM_CLEARBBOX2 - || bp.address == BPMEM_SETDRAWDONE - || bp.address == BPMEM_PE_TOKEN_ID - || bp.address == BPMEM_PE_TOKEN_INT_ID - || bp.address == BPMEM_LOADTLUT0 - || bp.address == BPMEM_LOADTLUT1 - || bp.address == BPMEM_TEXINVALIDATE - || bp.address == BPMEM_PRELOAD_MODE - || bp.address == BPMEM_CLEAR_PIXEL_PERF)) - { - return; - } + return; } - - FlushPipeline(); } + FlushPipeline(); + ((u32*)&bpmem)[bp.address] = bp.newvalue; switch (bp.address) |
