mirror of https://github.com/PCSX2/pcsx2.git
Add support for changing FPU/VU roundmodes through database...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3042 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -17,6 +17,8 @@
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-- You can use c++ style 1-line comments (//) or (--)
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-- All comments must be written in this header or they will not be
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-- saved properly by pcsx2's database writer.
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-- For gamefixes/roundmodes/clampmodes, pcsx2 will use the current user
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-- settings if the game database does not explicitly change the values.
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---------------------------------------------
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-- Compatibility Status (Compat = n)
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@ -39,6 +41,17 @@
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-- 2 = Positive Infinity
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-- 3 = Chop (Zero)
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---------------------------------------------
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-- Clamp Modes (eeClampMode = n and vuClampMode = n)
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---------------------------------------------
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-- The clamp modes are numerically based.
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-- eeClampMode refers to the EE's FPU co-processor
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-- vuClampMode refers to the VU's and COP2
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-- 0 = Disables clamping completely
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-- 1 = Clamp Normally (only clamp results)
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-- 2 = Clamp Extra (clamp results as well as operands)
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-- 3 = Full Clamping for FPU / Extra+Preserve Sign Clamping for VU
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---------------------------------------------
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-- Game Fixes (gameFixName = 1)
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---------------------------------------------
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@ -541,6 +541,7 @@ struct Pcsx2Config
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extern const Pcsx2Config EmuConfig;
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Pcsx2Config::GSOptions& SetGSConfig();
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Pcsx2Config::RecompilerOptions& SetRecompilerConfig();
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Pcsx2Config::GamefixOptions& SetGameFixConfig();
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ConsoleLogFilters& SetConsoleConfig();
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TraceLogFilters& SetTraceConfig();
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@ -393,9 +393,23 @@ static void loadGameSettings(DataBase_Loader* gameDB) {
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if (gameDB->keyExists("eeRoundMode")) { eeRM = gameDB->getInt("eeRoundMode"); rm=1; }
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if (gameDB->keyExists("vuRoundMode")) { vuRM = gameDB->getInt("vuRoundMode"); rm=1; }
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if (rm && eeRM<4 && vuRM<4) {
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Console.WriteLn("Game DataBase: Changing roundmodes!");
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Console.WriteLn("Game DataBase: Changing roundmodes! [ee=%d] [vu=%d]", eeRM, vuRM);
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SetCPUState(eeMX.SetRoundMode((SSE_RoundMode)eeRM), vuMX.SetRoundMode((SSE_RoundMode)vuRM));
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}
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if (gameDB->keyExists("eeClampMode")) {
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int clampMode = gameDB->getInt("eeClampMode");
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Console.WriteLn("Game DataBase: Changing EE/FPU clamp mode [mode=%d]", clampMode);
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SetRecompilerConfig().fpuOverflow = clampMode >= 1;
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SetRecompilerConfig().fpuExtraOverflow = clampMode >= 2;
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SetRecompilerConfig().fpuFullMode = clampMode >= 3;
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}
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if (gameDB->keyExists("vuClampMode")) {
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int clampMode = gameDB->getInt("vuClampMode");
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Console.WriteLn("Game DataBase: Changing VU0/VU1 clamp mode [mode=%d]", clampMode);
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SetRecompilerConfig().vuOverflow = clampMode >= 1;
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SetRecompilerConfig().vuExtraOverflow = clampMode >= 2;
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SetRecompilerConfig().vuSignOverflow = clampMode >= 3;
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}
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checkGamefix(VuAddSubHack);
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checkGamefix(VuClipFlagHack);
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checkGamefix(FpuCompareHack);
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@ -68,6 +68,15 @@ Pcsx2Config::GSOptions& SetGSConfig()
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return const_cast<Pcsx2Config::GSOptions&>(EmuConfig.GS);
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}
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// Provides an accessor for quick modification of Recompiler options.
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// Used by loadGameSettings() to set clamp modes via database at game startup.
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Pcsx2Config::RecompilerOptions& SetRecompilerConfig()
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{
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//DbgCon.WriteLn( "Direct modification of EmuConfig.Gamefixes detected" );
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AffinityAssert_AllowFrom_MainUI();
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return const_cast<Pcsx2Config::RecompilerOptions&>(EmuConfig.Cpu.Recompiler);
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}
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// Provides an accessor for quick modification of Gamefix options.
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// Used by loadGameSettings() to set gamefixes via database at game startup.
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Pcsx2Config::GamefixOptions& SetGameFixConfig()
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@ -26,7 +26,6 @@
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// Note: If modXYZW is true, then it adjusts XYZW for Single Scalar operations
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static void mVUupdateFlags(mV, int reg, int regT1 = -1, int regT2 = -1, bool modXYZW = 1) {
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int sReg, mReg = gprT1, regT1b = 0, regT2b = 0;
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//int xyzw = _X_Y_Z_W; // unused local, still needed? -- air
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static const u16 flipMask[16] = {0, 8, 4, 12, 2, 10, 6, 14, 1, 9, 5, 13, 3, 11, 7, 15};
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//SysPrintf("Status = %d; Mac = %d\n", sFLAG.doFlag, mFLAG.doFlag);
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