mirror of https://github.com/PCSX2/pcsx2.git
commented out some code for now. now, i know why leaving "disable underflow speedhack" unchecked sometimes breaks games.
i'll have to fix it later, but for now the speedhack is always on (this is more compatible) git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@167 a6443dda-0b58-4228-96e9-037be469359c
This commit is contained in:
parent
a85045b60f
commit
0875c6ef55
|
@ -1477,10 +1477,13 @@ void recUpdateFlags(VURegs * VU, int reg, int info)
|
|||
|
||||
//-------------------------Optional Code: Denormals Are Zero------------------------------
|
||||
if (CHECK_UNDERFLOW) { // Sets underflow/denormals to zero
|
||||
/*
|
||||
SSE_ANDNPS_XMM_to_XMM(t1reg, reg); // t1reg = !t1reg & reg
|
||||
// Now we have Denormals are Positive Zero in t1reg; the next two lines take Signed Zero into account
|
||||
SSE_ANDPS_M128_to_XMM(reg, (uptr)&VU_Signed_Zero_Mask[ 0 ]);
|
||||
SSE_ORPS_XMM_to_XMM(reg, t1reg);
|
||||
*/
|
||||
// ToDO: Make it so that we only set modified vectors to zero! (the current code sets denormals to zero even if the vector isn't used in the calculation)
|
||||
}
|
||||
|
||||
x86SetJ32(pjmp32); // If we skipped the Underflow Flag Checking (when we had an Overflow), return here
|
||||
|
|
Loading…
Reference in New Issue