ppc: remove an assert and update some comments. Fixes games that would keep complaining about dcbtst not implemented (i've seen one, crash bandicoot for wii)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5752 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -292,25 +292,24 @@ void dcbf(UGeckoInstruction _inst)
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void dcbi(UGeckoInstruction _inst)
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{
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//Used during initialization
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//_assert_msg_(POWERPC,0,"dcbi - Not implemented");
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// Removes a block from data cache. Since we don't emulate the data cache, we don't need to do anything.
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// Seen used during initialization.
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}
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void dcbst(UGeckoInstruction _inst)
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{
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//_assert_msg_(POWERPC,0,"dcbst - Not implemented");
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// Cache line flush. Since we don't emulate the data cache, we don't need to do anything.
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}
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void dcbt(UGeckoInstruction _inst)
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{
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//This should tell GFX plugin to throw out any cached data here
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//Used by Ikaruga
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//_assert_msg_(POWERPC,0,"dcbt - Not implemented");
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// Prefetch. Since we don't emulate the data cache, we don't need to do anything.
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}
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void dcbtst(UGeckoInstruction _inst)
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{
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_assert_msg_(POWERPC,0,"dcbtst - Not implemented");
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// This is just some sort of store "prefetching".
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// Since we don't emulate the data cache, we don't need to do anything.
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}
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void dcbz(UGeckoInstruction _inst)
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@ -367,7 +366,6 @@ void eieio(UGeckoInstruction _inst)
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// have completed (in order) before executing the next op.
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// Prevents real ppc from "smartly" reordering loads/stores
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// But (at least in interpreter) we do everything realtime anyways.
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//_assert_msg_(POWERPC,0,"eieio - Not implemented");
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}
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void icbi(UGeckoInstruction _inst)
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