Remove the ZTP speedup hack. Also remove useless debugging code, and a presumably outdated workaround (which was commented out).

Fixes issue 6875.
This commit is contained in:
Tony Wasserka
2014-01-15 22:22:28 +01:00
parent 5e5db9fbc6
commit b49c09c36b
5 changed files with 16 additions and 76 deletions

View File

@ -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();
return;
}
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;
}
}
FlushPipeline();
}
FlushPipeline();
((u32*)&bpmem)[bp.address] = bp.newvalue;
switch (bp.address)

View File

@ -204,7 +204,6 @@ void VideoConfig::GameIniLoad()
CHECK_SETTING("Video", "PH_ExtraParam", iPhackvalue[3]);
CHECK_SETTING("Video", "PH_ZNear", sPhackvalue[0]);
CHECK_SETTING("Video", "PH_ZFar", sPhackvalue[1]);
CHECK_SETTING("Video", "ZTPSpeedupHack", bZTPSpeedHack);
CHECK_SETTING("Video", "UseBBox", bUseBBox);
CHECK_SETTING("Video", "PerfQueriesEnable", bPerfQueriesEnable);

View File

@ -117,7 +117,6 @@ struct VideoConfig
int iPhackvalue[4];
std::string sPhackvalue[2];
float fAspectRatioHackW, fAspectRatioHackH;
bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
bool bUseBBox;
bool bEnablePixelLighting;
bool bHackedBufferUpload;