Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GPU: Remove JumpFast/CallFast #17414

Merged
merged 2 commits into from
May 6, 2023
Merged

GPU: Remove JumpFast/CallFast #17414

merged 2 commits into from
May 6, 2023

Conversation

hrydgard
Copy link
Owner

@hrydgard hrydgard commented May 5, 2023

Not worth the absolutely miniscule performance difference, I think, since they turn a GPU emulation error into an emulator crash.

I think this should be OK for 1.15.3 ... Hm.

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label May 5, 2023
@hrydgard hrydgard added this to the v1.15.3 milestone May 5, 2023
@hrydgard
Copy link
Owner Author

hrydgard commented May 6, 2023

I'm gonna go for it.

@hrydgard hrydgard merged commit bf79e4b into master May 6, 2023
@hrydgard hrydgard deleted the gpu-remove-jumpfast branch May 6, 2023 08:45
@@ -1013,6 +1000,7 @@ void GPUCommon::DoExecuteCall(u32 target) {

if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) {
ERROR_LOG(G3D, "CALL: Stack full!");
// TODO: UpdateState(GPUSTATE_ERROR) ?
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think I tested these cases and the PSP GE just ignores a RET with an empty stack or a CALL with a full one. Been a bit, though.

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
GE emulation Backend-independent GPU issues
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants