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.
This commit is contained in:
Fiora committed 2014-08-26 10:57:03 -07:00
1 parent f52888d3ec
commit 7dbc623dc0
13 files changed
+222 -91

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@@ -34,9 +34,12 @@ struct CodeOp //16B
bool wantsCR0;
bool wantsCR1;
bool wantsPS1;
bool wantsFPRF;
bool outputCR0;
bool outputCR1;
bool outputPS1;
bool outputFPRF;
bool canEndBlock;
bool skip; // followed BL-s for example
};