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-rw-r--r--Source/Core/VideoCommon/Src/BPStructs.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp
index 665a299458..befd0ad21f 100644
--- a/Source/Core/VideoCommon/Src/BPStructs.cpp
+++ b/Source/Core/VideoCommon/Src/BPStructs.cpp
@@ -55,7 +55,7 @@ void BPWritten(const BPCmd& bp)
some bp cases check the changes variable, because they might not have to be updated all the time
NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
had to be ditched and the games seem to work fine with out it.
- NOTE2: Yet Another Gamecube Documentation calls them Bypass Registers but possibly completely wrong
+ NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
@@ -247,8 +247,9 @@ void BPWritten(const BPCmd& bp)
break;
}
- case BPMEM_LOADTLUT0: // Load a Texture Look Up Table
- case BPMEM_LOADTLUT1:
+ case BPMEM_LOADTLUT0: // This one updates bpmem.tlutXferSrc, no need to do anything here.
+ break;
+ case BPMEM_LOADTLUT1: // Load a Texture Look Up Table
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");