mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Made fcmpx JIT64 set UN compare flag for NaN operands.
I think this is all thats needed to fix problematic games. This is untested since I don't have Dolphin setup yet :/ Set 'jo.fpAccurateFcmp' to 'false' to test. p.s. Yes its my first commit, and yes I'm drunk lol Note to Devs: The sNaN flag logic isn't implemented yet (and qNaN for fcmpo isn't either); I don't think games are going to be picky about that, but I might implement it later if games are still complaining (when I'm sober... xD) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3970 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
b4faea0186
commit
57dab769da
@ -208,57 +208,47 @@ void Jit64::fmrx(UGeckoInstruction inst)
|
||||
|
||||
void Jit64::fcmpx(UGeckoInstruction inst)
|
||||
{
|
||||
if(Core::g_CoreStartupParameter.bJITOff || Core::g_CoreStartupParameter.bJITFloatingPointOff)
|
||||
{Default(inst); return;} // turn off from debugger
|
||||
INSTRUCTION_START;
|
||||
if (jo.fpAccurateFcmp)
|
||||
{
|
||||
Default(inst);
|
||||
return;
|
||||
if(Core::g_CoreStartupParameter.bJITOff || jo.fpAccurateFcmp
|
||||
|| Core::g_CoreStartupParameter.bJITFloatingPointOff) {
|
||||
Default(inst); return; // turn off from debugger
|
||||
}
|
||||
bool ordered = inst.SUBOP10 == 32;
|
||||
/*
|
||||
double fa = rPS0(_inst.FA);
|
||||
double fb = rPS0(_inst.FB);
|
||||
u32 compareResult;
|
||||
|
||||
if(IsNAN(fa) || IsNAN(fb)) compareResult = 1;
|
||||
else if(fa < fb) compareResult = 8;
|
||||
else if(fa > fb) compareResult = 4;
|
||||
else compareResult = 2;
|
||||
|
||||
FPSCR.FPRF = compareResult;
|
||||
CR = (CR & (~(0xf0000000 >> (_inst.CRFD * 4)))) | (compareResult << ((7 - _inst.CRFD) * 4));
|
||||
*/
|
||||
int a = inst.FA;
|
||||
int b = inst.FB;
|
||||
int crf = inst.CRFD;
|
||||
int shift = crf * 4;
|
||||
//FPSCR
|
||||
//XOR(32,R(EAX),R(EAX));
|
||||
//bool ordered = inst.SUBOP10 == 32;
|
||||
int a = inst.FA;
|
||||
int b = inst.FB;
|
||||
int crf = inst.CRFD;
|
||||
|
||||
fpr.Lock(a,b);
|
||||
if (a != b)
|
||||
fpr.LoadToX64(a, true);
|
||||
if (a != b) fpr.LoadToX64(a, true);
|
||||
|
||||
// USES_CR
|
||||
if (ordered)
|
||||
COMISD(fpr.R(a).GetSimpleReg(), fpr.R(b));
|
||||
else
|
||||
UCOMISD(fpr.R(a).GetSimpleReg(), fpr.R(b));
|
||||
// Are we masking sNaN invalid floating point exceptions? If not this could crash if we don't handle the exception?
|
||||
UCOMISD(fpr.R(a).GetSimpleReg(), fpr.R(b));
|
||||
|
||||
FixupBranch pNaN = J_CC(CC_P);
|
||||
FixupBranch pLesser = J_CC(CC_B);
|
||||
FixupBranch pGreater = J_CC(CC_A);
|
||||
// _x86Reg == 0
|
||||
|
||||
// Equal
|
||||
MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x2));
|
||||
FixupBranch continue1 = J();
|
||||
// _x86Reg > 0
|
||||
|
||||
// Greater Than
|
||||
SetJumpTarget(pGreater);
|
||||
MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x4));
|
||||
FixupBranch continue2 = J();
|
||||
// _x86Reg < 0
|
||||
|
||||
// Less Than
|
||||
SetJumpTarget(pLesser);
|
||||
MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x8));
|
||||
FixupBranch continue3 = J();
|
||||
|
||||
// NAN
|
||||
SetJumpTarget(pNaN);
|
||||
MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x1));
|
||||
|
||||
SetJumpTarget(continue1);
|
||||
SetJumpTarget(continue2);
|
||||
SetJumpTarget(continue3);
|
||||
fpr.UnlockAll();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user