Gekko: Centralize bitmasking of the FPSCR within UReg_FPSCR
Rather than introduce this handling in every system instruction that modifies the FPSCR directly, we can instead just handle it within the data structure instead, which avoids duplicating mask handling across instructions. This also allows handling proper masking from the debugger register windows themselves without duplicating masking behavior there either.
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@@ -290,7 +290,7 @@ void RegisterWidget::PopulateTable()
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// FPSCR
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AddRegister(22, 5, RegisterType::fpscr, "FPSCR", [] { return PowerPC::ppcState.fpscr.Hex; },
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[](u64 value) { PowerPC::ppcState.fpscr.Hex = value; });
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[](u64 value) { PowerPC::ppcState.fpscr = static_cast<u32>(value); });
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// MSR
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AddRegister(23, 5, RegisterType::msr, "MSR", [] { return PowerPC::ppcState.msr.Hex; },
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