Fix an issue with BPMEM_LOADTLUT, thanks to revned @ issue 1831, also fix a speed issue int the FIFO loop introduced recently (ZWW was ~20% slower)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4739 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s
2009-12-28 19:13:06 +00:00
parent 60a8d89b56
commit bf6ed51b87
7 changed files with 22 additions and 22 deletions

View File

@ -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");