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