Now it should be easier to merge more than 2-instruction-long sequences.
Also correct some minor inconsistencies in behavior between instruction
merging cases.
Optimistically assume used GQRs are 0 in blocks that only use one GQR, and
bail at the start of the block and recompile if that assumption fails.
Many games use almost entirely unquantized stores (e.g. Rebel Strike, Sonic
Colors), so this will likely be a big performance improvement across the board
for games with heavy use of paired singles.
Won't work with all games, but provides a nice way to spend extra CPU to make
a variable framerate game faster (e.g. Spyro or The Last Story), or to make
a game use less CPU at the cost of a lower framerate (e.g. Rogue Leader).
In rare cases, this can result in a violation of the JIT block cache constraint
that blocks must end in the same place. This can cause instability, lockups,
due to blocks not properly being invalidated properly.
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Instead of passing the value around constantly, just store it in the regcache,
note where it is, and restore it on the exception path.
This saves a whole bunch of pushing and popping and gives a ~5% speed boost
in Rebel Strike. It's a bit ugly, but it simplifies a lot of code and is
faster, too.
Should be slightly faster, and also lets us skip the nops on the way back.
Remove the trampoline cache, since it isn't really useful anymore with this.
Instead of jumping over update code and similar, just jump directly to the
handler.
This avoids redundant exception checks in the case where we can't do fastmem
memory operations (e.g. paired loadstore).
Small TLB lookup optimizations: this is the hot path for MMU code, so try to
make it better.
Template the TLB lookup functions based on the lookup type (opcode, data,
no exception).
Clean up the Read/Write functions and make them more consistent.
Add an early-exit path for MMU accesses to ReadFromHardware/WriteToHardware.
I'm not quite sure why the float paired stores were written how they were,
but it should be more consistent now.
Also get rid of the use of a psTemp global that wasn't really needed.
Add some comments.
dcbz: just don't use GetPointer, that can't be right anyways
ppcanalyst: don't print "instruction hex 0" messages in MMU mode, where ISIs
are expected.
Seems to be pretty high in the profile in some geometry-heavy games like The
Last Story, and the compiler-generated assembly is terrifyingly bad, so
SSE-ize it.
If the inputs are both float singles, and the top half is known to be identical
to the bottom half, we can use packed arithmetic instead of scalar to skip
the movddup.
This is slower on a few rather old CPUs, plus the Atom+Silvermont, so detect
Atom and disable it in that case.
Also avoid PPC_FP on stores if we know that the output came from a float op.
This doesn't seem to be necessary anymore now that FPRF is implemented in the
JIT. Technically, this isn't the same as before, since the JIT doesn't
implement the fcmp exception semantics, but as far as testing has shown, this
doesn't seem necessary.
This should make games that use FPRF a few percent faster (e.g. F-Zero GX)
since fcmpx no longer has to be fallbacked.
This caused invalidations that only affected the last portion of a JIT block
to fail, breaking Wii64's block linking. It might affect a bunch of other
games too; I haven't tested.
A very subtle difference in how I calculated the timebase value seems
to have broken Karaoke Revolution; this seems to fix it. Also be a bit more
paranoid in conditions for mftb merging.
No known games, not even Wii MMU games like Cars 2 and Toy Story 3, use custom
BATs. This makes BAT resolution a waste of time. BAT handling could be
optimized significantly, but as long as nothing uses it, it's easier to just
disable it.
Should significantly improve performance in MMU-heavy games.
Should be at least a bit better than the previous LRU approach. Currently
has two basic components: whether a register is dirty (dirty registers need
to be stored, so clobbering them hurts more) and how many other registers will
be used between now and the next time a register gets used.
Also don't pre-load values that don't need to be in registers.
Previously it did the opposite of what it was supposed to; when checked, it'd
turn block linking on, and when unchecked, it'd turn it off.
Also update JITIL's block linking disabling in debug mode to match the behavior
of the regular JIT.
This helps us avoid accidentally clobbering flags between two instructions
when the flags are expected to be maintained. Dolphin will of course crash
immediately, but at least it will crash loudly and alert us of the mistake,
instead of forcing hours of bisecting to find the subtle way in which the JIT
has managed to sneak a flag-modifying instruction where there shouldn't be one.