Compile with /fp:precise instead of /fp:fast in release mode on Windows
/fp:fast was introducing FP precision problems, and mixing it with some /fp:precise code caused strange game behaviors, DSI exceptions and freezes. This commit should fix most of the issues introduced by 3.0-73 (r95517a97). Thanks to hatarumoroboshi@hotmail.com for tracking a lot of these Win32 bugs. Fixes issue 4906. Fixes issue 5138. Probably fixes (not tested) issue 5067.
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@ -42,10 +42,6 @@ using namespace MathUtil;
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void UpdateSSEState();
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#ifdef _MSC_VER
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#pragma float_control(precise, on, push)
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#endif
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// Extremely rare - actually, never seen.
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// Star Wars : Rogue Leader spams that at some point :|
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void Interpreter::Helper_UpdateCR1(double _fValue)
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@ -519,7 +515,3 @@ void Interpreter::fsqrtx(UGeckoInstruction _inst)
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UpdateFPRF(rPS0(_inst.FD));
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if (_inst.Rc) Helper_UpdateCR1(rPS0(_inst.FD));
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}
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#ifdef _MSC_VER
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#pragma float_control(pop)
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#endif
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@ -19,7 +19,7 @@
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<FunctionLevelLinking>false</FunctionLevelLinking>
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<PreprocessorDefinitions>_SECURE_SCL=0;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
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<FloatingPointModel>Fast</FloatingPointModel>
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<FloatingPointModel>Precise</FloatingPointModel>
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</ClCompile>
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<Link>
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<OptimizeReferences>true</OptimizeReferences>
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