diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index e3b21070a9..7c47ecc958 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -2728,13 +2728,10 @@ void GPUCommon::DoBlockTransfer(u32 skipDrawReason) { } bool GPUCommon::PerformMemoryCopy(u32 dest, u32 src, int size) { - // Track stray copies of a framebuffer in RAM. MotoGP does this. if (framebufferManager_->MayIntersectFramebuffer(src) || framebufferManager_->MayIntersectFramebuffer(dest)) { if (!framebufferManager_->NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) { - // TODO: What? Why would a game copy between the mirrors? This check seems entirely - // superfluous. - // We use a little hack for Download/Upload using a VRAM mirror. + // We use a little hack for PerformMemoryDownload/PerformMemoryUpload using a VRAM mirror. // Since they're identical we don't need to copy. if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) { Memory::Memcpy(dest, src, size);