fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu.
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2368d88c65
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@ -193,7 +193,7 @@ void Jit64::Init()
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jo.enableFastMem = false;
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#endif
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jo.assumeFPLoadFromMem = Core::g_CoreStartupParameter.bUseFastMem;
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jo.fpAccurateFcmp = true; // Fallback to Interpreter
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jo.fpAccurateFcmp = Core::g_CoreStartupParameter.bEnableFPRF;
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jo.optimizeGatherPipe = true;
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jo.fastInterrupts = false;
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jo.accurateSinglePrecision = true;
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@ -229,8 +229,6 @@ void Jit64::fmrx(UGeckoInstruction inst)
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void Jit64::fcmpx(UGeckoInstruction inst)
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{
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// TODO : This still causes crashes in Nights, and broken graphics
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// in Paper Mario, Super Paper Mario as well as SoulCalibur 2 prolly others too.. :(
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INSTRUCTION_START
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JITDISABLE(FloatingPoint)
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if (jo.fpAccurateFcmp) {
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@ -243,36 +241,59 @@ void Jit64::fcmpx(UGeckoInstruction inst)
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int crf = inst.CRFD;
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fpr.Lock(a,b);
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if (a != b) fpr.BindToRegister(a, true);
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fpr.BindToRegister(b, true);
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// Are we masking sNaN invalid floating point exceptions? If not this could crash if we don't handle the exception?
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UCOMISD(fpr.R(a).GetSimpleReg(), fpr.R(b));
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UCOMISD(fpr.R(b).GetSimpleReg(), fpr.R(a));
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FixupBranch pNaN = J_CC(CC_P);
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FixupBranch pLesser = J_CC(CC_B);
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FixupBranch pGreater = J_CC(CC_A);
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FixupBranch pNaN, pLesser, pGreater;
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FixupBranch continue1, continue2, continue3;
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if (a != b)
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{
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// if B > A, goto Lesser's jump target
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pLesser = J_CC(CC_A);
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}
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// if (B != B) or (A != A), goto NaN's jump target
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pNaN = J_CC(CC_P);
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if (a != b)
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{
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// if B < A, goto Greater's jump target
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// JB can't precede the NaN check because it doesn't test ZF
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pGreater = J_CC(CC_B);
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}
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// Equal
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MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x2));
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FixupBranch continue1 = J();
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// Greater Than
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SetJumpTarget(pGreater);
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MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x4));
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FixupBranch continue2 = J();
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// Less Than
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SetJumpTarget(pLesser);
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MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x8));
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FixupBranch continue3 = J();
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continue1 = J();
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// NAN
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SetJumpTarget(pNaN);
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MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x1));
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if (a != b)
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{
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continue2 = J();
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// Greater Than
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SetJumpTarget(pGreater);
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MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x4));
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continue3 = J();
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// Less Than
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SetJumpTarget(pLesser);
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MOV(8, M(&PowerPC::ppcState.cr_fast[crf]), Imm8(0x8));
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}
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SetJumpTarget(continue1);
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SetJumpTarget(continue2);
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SetJumpTarget(continue3);
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if (a != b)
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{
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SetJumpTarget(continue2);
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SetJumpTarget(continue3);
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}
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fpr.UnlockAll();
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}
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