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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@@ -187,11 +187,15 @@ inline u64 PPCCRToInternal(u8 value)
return cr_val;
}
// convert flags into 64-bit CR values with a lookup table
extern const u64 m_crTable[16];
// Warning: these CR operations are fairly slow since they need to convert from
// PowerPC format (4 bit) to our internal 64 bit format. See the definition of
// ppcState.cr_val for more explanations.
inline void SetCRField(int cr_field, int value) {
PowerPC::ppcState.cr_val[cr_field] = PPCCRToInternal(value);
inline void SetCRField(int cr_field, int value)
{
PowerPC::ppcState.cr_val[cr_field] = m_crTable[value];
}
inline u32 GetCRField(int cr_field) {