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Move the ZTP hack to the game properties (reverted all changes from r6057 to the video plugins) due to some obvious reasons. Also some fixes to the coding style.
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -43,9 +43,9 @@ void BPInit()
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memset(&bpmem, 0, sizeof(bpmem));
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bpmem.bpMask = 0xFFFFFF;
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mapTexAddress = 0;
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numWrites = 0;
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mapTexFound = false;
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mapTexAddress = 0;
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numWrites = 0;
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mapTexFound = false;
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}
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void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight)
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@ -91,39 +91,34 @@ void BPWritten(const BPCmd& bp)
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// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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//s_bpCritical.Enter();
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//BEGIN ZTP SPEEDUP HACK CHANGES
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//This hunk of code disables the usual pipeline flush for certain BP Writes
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//that occur while the minimap is being drawn in Zelda: twilight princess.
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//This significantly increases speed while in hyrule field. In depth discussion
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//on how this Hack came to be can be found at:http://forums.dolphin-emu.com/thread-10638.html
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//-fircrestsk8
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if (g_ActiveConfig.bZTPSpeedHack)
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{
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if (!mapTexFound)
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{
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if (bp.address == BPMEM_TEV_COLOR_ENV || bp.address == BPMEM_TEV_ALPHA_ENV)
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{
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numWrites++;
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if (numWrites >= 100) //seem that if 100 consecutive BP writes are called to either of these addresses in ZTP,
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{ //then it is safe to assume the map texture address is currently loaded into the BP memory
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mapTexAddress = (bpmem.tex[0].texImage3[0].hex << 5);
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mapTexFound = true;
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WARN_LOG(VIDEO, "\nZTP map texture found at address %08x\n", mapTexAddress);
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}
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}
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else
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numWrites = 0;
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FlushPipeline();
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}
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else
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{
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if ( ((bpmem.tex[0].texImage3[0].hex << 5) != mapTexAddress) || !(bpmem.tevorders[0].getEnable(0)) || bp.address == BPMEM_TREF )
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FlushPipeline();
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}
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}
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else
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FlushPipeline();
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//END ZTP SPEEDUP HACK CHANGES
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// BEGIN ZTP SPEEDUP HACK CHANGES
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// This hunk of code disables the usual pipeline flush for certain BP Writes
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// that occur while the minimap is being drawn in Zelda: Twilight Princess.
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// This significantly increases speed while in hyrule field. In depth discussion
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// on how this Hack came to be can be found at: http://forums.dolphin-emu.com/thread-10638.html
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// -fircrestsk8
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if (g_ActiveConfig.bZTPSpeedHack)
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{
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if (!mapTexFound)
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{
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if (bp.address != BPMEM_TEV_COLOR_ENV && bp.address != BPMEM_TEV_ALPHA_ENV)
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numWrites = 0;
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else if (++numWrites >= 100) // seem that if 100 consecutive BP writes are called to either of these addresses in ZTP,
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{ // then it is safe to assume the map texture address is currently loaded into the BP memory
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mapTexAddress = bpmem.tex[0].texImage3[0].hex << 5;
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mapTexFound = true;
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WARN_LOG(VIDEO, "\nZTP map texture found at address %08x\n", mapTexAddress);
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}
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FlushPipeline();
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}
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else if ( (bpmem.tex[0].texImage3[0].hex << 5) != mapTexAddress ||
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bpmem.tevorders[0].getEnable(0) == 0 ||
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bp.address == BPMEM_TREF)
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{
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FlushPipeline();
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}
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} // END ZTP SPEEDUP HACK
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else FlushPipeline();
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((u32*)&bpmem)[bp.address] = bp.newvalue;
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@ -96,7 +96,6 @@ void VideoConfig::Load(const char *ini_file)
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iniFile.Get("Hacks", "EFBScaledCopy", &bCopyEFBScaled, true);
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iniFile.Get("Hacks", "FIFOWatermarkTightness", &iFIFOWatermarkTightness, 50);
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iniFile.Get("Hacks", "ProjectionHack", &iPhackvalue, 0);
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iniFile.Get("Hacks", "ZTPSpeedHack", &bZTPSpeedHack, false);
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iniFile.Get("Hardware", "Adapter", &iAdapter, 0);
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if (iAdapter == -1)
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@ -202,7 +201,6 @@ void VideoConfig::Save(const char *ini_file)
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iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToTexture);
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iniFile.Set("Hacks", "EFBScaledCopy", bCopyEFBScaled);
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iniFile.Set("Hacks", "ProjectionHack", iPhackvalue);
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iniFile.Set("Hacks", "ZTPSpeedHack", bZTPSpeedHack);
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iniFile.Set("Hardware", "Adapter", iAdapter);
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@ -125,7 +125,7 @@ struct VideoConfig
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float fhackvalue1, fhackvalue2;
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bool bProjHack1;
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float fAspectRatioHackW, fAspectRatioHackH;
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bool bZTPSpeedHack;
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bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
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int iLog; // CONF_ bits
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int iSaveTargetId;
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