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JIT: Initial FPRF support
Doesn't support all the FPSCR flags, just the FPRF ones. Add PPCAnalyzer support to remove unnecessary FPRF calculations. POV-ray benchmark with enableFPRF forced on for an extreme comparison: Before: 1500s After, fmul/fmadd only: 728s After, all float: 753s In real games that use FPRF, like F-Zero GX, FPRF previously cost a few percent of total runtime. Since FPRF is so much faster now, if enableFPRF is set, just do it for every float instruction, not just fmul/fmadd like before. I don't know if this will fix any games, but there's little good reason not to.
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@ -36,6 +36,8 @@ enum
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FL_EVIL = (1<<17),
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FL_USE_FPU = (1<<18),
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FL_LOADSTORE = (1<<19),
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FL_SET_FPRF = (1<<20),
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FL_READ_FPRF = (1<<21),
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};
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enum
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