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Ge: Keep jump/call optim when fast memory on.
This gives a way to validate with fast memory off, and get less crashes.
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@ -420,6 +420,14 @@ void GPUCommon::UpdateCmdInfo() {
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cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexType;
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}
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if (g_Config.bFastMemory) {
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cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_JumpFast;
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cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_CallFast;
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} else {
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cmdInfo_[GE_CMD_JUMP].func = &GPUCommon::Execute_Jump;
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cmdInfo_[GE_CMD_CALL].func = &GPUCommon::Execute_Call;
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}
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}
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void GPUCommon::BeginHostFrame() {
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@ -1176,6 +1184,12 @@ void GPUCommon::Execute_Jump(u32 op, u32 diff) {
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currentList->pc = target - 4; // pc will be increased after we return, counteract that
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}
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void GPUCommon::Execute_JumpFast(u32 op, u32 diff) {
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const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
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UpdatePC(currentList->pc, target - 4);
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currentList->pc = target - 4; // pc will be increased after we return, counteract that
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}
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void GPUCommon::Execute_BJump(u32 op, u32 diff) {
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if (!currentList->bboxResult) {
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// bounding box jump.
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@ -1193,14 +1207,25 @@ void GPUCommon::Execute_BJump(u32 op, u32 diff) {
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void GPUCommon::Execute_Call(u32 op, u32 diff) {
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PROFILE_THIS_SCOPE("gpu_call");
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// Saint Seiya needs correct support for relative calls.
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const u32 retval = currentList->pc + 4;
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const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
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if (!Memory::IsValidAddress(target)) {
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ERROR_LOG_REPORT(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF);
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UpdateState(GPUSTATE_ERROR);
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return;
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}
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DoExecuteCall(target);
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}
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void GPUCommon::Execute_CallFast(u32 op, u32 diff) {
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PROFILE_THIS_SCOPE("gpu_call");
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const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
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DoExecuteCall(target);
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}
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void GPUCommon::DoExecuteCall(u32 target) {
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// Saint Seiya needs correct support for relative calls.
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const u32 retval = currentList->pc + 4;
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// Bone matrix optimization - many games will CALL a bone matrix (!).
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// We don't optimize during recording - so the matrix data gets recorded.
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@ -125,8 +125,10 @@ public:
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void Execute_Iaddr(u32 op, u32 diff);
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void Execute_Origin(u32 op, u32 diff);
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void Execute_Jump(u32 op, u32 diff);
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void Execute_JumpFast(u32 op, u32 diff);
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void Execute_BJump(u32 op, u32 diff);
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void Execute_Call(u32 op, u32 diff);
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void Execute_CallFast(u32 op, u32 diff);
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void Execute_Ret(u32 op, u32 diff);
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void Execute_End(u32 op, u32 diff);
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@ -287,6 +289,7 @@ protected:
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virtual void FinishDeferred() {}
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void DoBlockTransfer(u32 skipDrawReason);
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void DoExecuteCall(u32 target);
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void AdvanceVerts(u32 vertType, int count, int bytesRead) {
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if ((vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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