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

Handle branch/jump in branch delay slots more accurately #15957

Merged
merged 4 commits into from
Sep 4, 2022

Conversation

unknownbrackets
Copy link
Collaborator

See detail in #15952. Should help the crash (not the rendering) in #7223. I assume there must be other games doing this, if there's one (but probably not many, because I haven't noticed a real case of this before outside VFPU.)

I did test a few cases on a PSP and it seems branches generally work the way the VFPU branches work, and jumps work a bit differently. I didn't check float branches specifically, but figured better to assume they work the same.

There's a bit of repeated code for the linking, although I did at least clean up x86 so it wouldn't be as bad.

-[Unknown]

This seems cleaner, instead of the duplication of lines for each branch
type.
Otherwise it tries to use deprecated ashmem and chokes.
@hrydgard hrydgard merged commit 2145a39 into hrydgard:master Sep 4, 2022
@unknownbrackets unknownbrackets deleted the branch-delayslot branch September 4, 2022 21:18
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants