JIT: revert accuracy improvement to mftb
Fixes a few games (e.g. Karaoke Revolution Party) for reasons explained in the comments.
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@ -232,9 +232,13 @@ void Jit64::mfspr(UGeckoInstruction inst)
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// cost of calling out to C for this is actually significant.
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// cost of calling out to C for this is actually significant.
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MOV(64, R(RAX), M(&CoreTiming::globalTimer));
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MOV(64, R(RAX), M(&CoreTiming::globalTimer));
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SUB(64, R(RAX), M(&CoreTiming::fakeTBStartTicks));
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SUB(64, R(RAX), M(&CoreTiming::fakeTBStartTicks));
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// The timer can change within a long block, so add in any difference
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// It might seem convenient to correct the timer for the block position here for even more accurate
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if (js.downcountAmount)
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// timing, but as of currently, this can break games. If we end up reading a time *after* the time
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ADD(64, R(RAX), Imm32(js.downcountAmount));
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// at which an interrupt was supposed to occur, e.g. because we're 100 cycles into a block with only
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// 50 downcount remaining, some games don't function correctly, such as Karaoke Party Revolution,
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// which won't get past the loading screen.
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//if (js.downcountAmount)
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// ADD(64, R(RAX), Imm32(js.downcountAmount));
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// a / 12 = (a * 0xAAAAAAAAAAAAAAAB) >> 67
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// a / 12 = (a * 0xAAAAAAAAAAAAAAAB) >> 67
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MOV(64, R(RDX), Imm64(0xAAAAAAAAAAAAAAABULL));
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MOV(64, R(RDX), Imm64(0xAAAAAAAAAAAAAAABULL));
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MUL(64, R(RDX));
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MUL(64, R(RDX));
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