mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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
This commit is contained in:
@ -43,9 +43,9 @@ void BPInit()
|
||||
memset(&bpmem, 0, sizeof(bpmem));
|
||||
bpmem.bpMask = 0xFFFFFF;
|
||||
|
||||
mapTexAddress = 0;
|
||||
numWrites = 0;
|
||||
mapTexFound = false;
|
||||
mapTexAddress = 0;
|
||||
numWrites = 0;
|
||||
mapTexFound = false;
|
||||
}
|
||||
|
||||
void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight)
|
||||
@ -91,39 +91,34 @@ void BPWritten(const BPCmd& bp)
|
||||
// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
|
||||
//s_bpCritical.Enter();
|
||||
|
||||
//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 (!mapTexFound)
|
||||
{
|
||||
if (bp.address == BPMEM_TEV_COLOR_ENV || bp.address == BPMEM_TEV_ALPHA_ENV)
|
||||
{
|
||||
numWrites++;
|
||||
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);
|
||||
}
|
||||
}
|
||||
else
|
||||
numWrites = 0;
|
||||
FlushPipeline();
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( ((bpmem.tex[0].texImage3[0].hex << 5) != mapTexAddress) || !(bpmem.tevorders[0].getEnable(0)) || bp.address == BPMEM_TREF )
|
||||
FlushPipeline();
|
||||
}
|
||||
}
|
||||
else
|
||||
FlushPipeline();
|
||||
//END ZTP SPEEDUP HACK CHANGES
|
||||
// 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 (!mapTexFound)
|
||||
{
|
||||
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();
|
||||
}
|
||||
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 FlushPipeline();
|
||||
|
||||
((u32*)&bpmem)[bp.address] = bp.newvalue;
|
||||
|
||||
|
Reference in New Issue
Block a user