Don't set ARM "FastMode". Not worth the compat impact as is, could be made smarter. Should help issue #7234

This commit is contained in:
Henrik Rydgard 2015-07-19 18:22:22 +02:00
parent b6e9a47974
commit e69a14ffff
3 changed files with 1 additions and 12 deletions

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@ -1,6 +1,5 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once

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@ -268,7 +268,6 @@ void UpdateLoadedFile(FileLoader *fileLoader) {
void CPU_RunLoop() {
setCurrentThreadName("CPU");
FPU_SetFastMode();
if (CPU_NextState(CPU_THREAD_PENDING, CPU_THREAD_STARTING)) {
CPU_Init();

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@ -276,13 +276,6 @@ void NativeInit(int argc, const char *argv[],
InitFastMath(cpu_info.bNEON);
SetupAudioFormats();
// Sets both FZ and DefaultNaN on ARM, flipping some ARM implementations into "RunFast" mode for VFP.
// http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0274h/Babffifj.html
// Do we need to do this on all threads?
// Also, the FZ thing may actually be a little bit dangerous, I'm not sure how compliant the MIPS
// CPU is with denormal handling. Needs testing. Default-NAN should be reasonably safe though.
FPU_SetFastMode();
bool skipLogo = false;
setlocale( LC_ALL, "C" );
std::string user_data_path = savegame_directory;
@ -488,8 +481,6 @@ void NativeInit(int argc, const char *argv[],
}
void NativeInitGraphics() {
FPU_SetFastMode();
#ifndef _WIN32
// Force backend to GL
g_Config.iGPUBackend = GPU_BACKEND_OPENGL;