mirror of https://github.com/PCSX2/pcsx2.git
Reverting the vufloat speedup
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@42 a6443dda-0b58-4228-96e9-037be469359c
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@ -1153,14 +1153,15 @@ void vuFloat2(int regd, int regTemp, int XYZW) {
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// Clamps infinities to max/min non-infinity number (doesn't use any temp regs)
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void vuFloat( int info, int regd, int XYZW) {
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if( CHECK_OVERFLOW ) {
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if ( !(CHECK_EXTRA_OVERFLOW) && (XYZW != 0) && (XYZW != 8) && (XYZW != 0xF) ) {
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//Faster, doesnt break games, but seems unsafe to enable
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/*if ( !(CHECK_EXTRA_OVERFLOW) && (XYZW != 0) && (XYZW != 8) && (XYZW != 0xF) ) {
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int t1reg = _vuGetTempXMMreg2(info, regd);
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if (t1reg >= 0) {
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vuFloat2( regd, t1reg, XYZW );
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_freeXMMreg( t1reg );
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return;
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}
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}
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}*/
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switch (XYZW) {
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case 0: // Don't do anything if no vectors are being modified.
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break;
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