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JitArm64: Make fcmpX with flush-to-zero enabled less bad
See the added code comment for details. Fixes Pokémon Battle Revolution not progressing past the title screen.
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include "Common/Arm64Emitter.h"
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#include "Common/CPUDetect.h"
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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@ -374,7 +375,19 @@ void JitArm64::fcmpX(UGeckoInstruction inst)
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const u32 b = inst.FB;
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const int crf = inst.CRFD;
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const bool singles = fpr.IsSingle(a, true) && fpr.IsSingle(b, true);
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// On the GC/Wii CPU, outputs are flushed to zero if FPSCR.NI is set, and inputs are never
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// flushed to zero. Ideally we would emulate FPSCR.NI by setting FPCR.FZ and FPCR.AH, but
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// unfortunately FPCR.AH is a very new feature that we can't rely on (as of 2021). For CPUs
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// without FPCR.AH, the best we can do (without killing the performance by explicitly flushing
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// outputs using bitwise operations) is to only set FPCR.FZ, which flushes both inputs and
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// outputs. This may cause problems in some cases, and one such case is Pokémon Battle Revolution,
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// which does not progress past the title screen if a denormal single compares equal to zero.
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// Workaround: Perform the comparison using a double operation instead. This ensures that denormal
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// singles behave correctly in comparisons, but we still have a problem with denormal doubles.
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const bool input_ftz_workaround =
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!cpu_info.bAFP && (!js.fpr_is_store_safe[a] || !js.fpr_is_store_safe[b]);
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const bool singles = fpr.IsSingle(a, true) && fpr.IsSingle(b, true) && !input_ftz_workaround;
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const RegType type = singles ? RegType::LowerPairSingle : RegType::LowerPair;
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const auto reg_encoder = singles ? EncodeRegToSingle : EncodeRegToDouble;
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