[ARM] lmw implementation.
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30cd436e86
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@ -179,6 +179,7 @@ public:
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// LoadStore
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// LoadStore
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void stX(UGeckoInstruction _inst);
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void stX(UGeckoInstruction _inst);
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void lXX(UGeckoInstruction _inst);
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void lXX(UGeckoInstruction _inst);
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void lmw(UGeckoInstruction _inst);
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void icbi(UGeckoInstruction _inst);
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void icbi(UGeckoInstruction _inst);
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void dcbst(UGeckoInstruction _inst);
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void dcbst(UGeckoInstruction _inst);
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@ -436,6 +436,30 @@ void JitArm::LoadToReg(ARMReg dest, ARMReg addr, int accessSize, s32 offset)
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gpr.Unlock(rA);
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gpr.Unlock(rA);
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}
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}
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// Some games use this heavily in video codecs
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// We make the assumption that this pulls from main RAM at /all/ times
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void JitArm::lmw(UGeckoInstruction inst)
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{
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u32 a = inst.RA;
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ARMReg rA = gpr.GetReg();
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ARMReg rB = gpr.GetReg();
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MOVI2R(rA, inst.SIMM_16);
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if (a)
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ADD(rA, rA, gpr.R(a));
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MOVI2R(rB, Memory::MEMVIEW32_MASK, false); // 1-2
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AND(rA, rA, rB); // 3
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MOVI2R(rB, (u32)Memory::base, false); // 4-5
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ADD(rA, rA, rB); // 6
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for (int i = inst.RD; i < 32; i++)
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{
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ARMReg RX = gpr.R(i);
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LDR(RX, rA, (i - inst.RD) * 4);
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REV(RX, RX);
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}
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gpr.Unlock(rA, rB);
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}
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void JitArm::dcbst(UGeckoInstruction inst)
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void JitArm::dcbst(UGeckoInstruction inst)
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{
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{
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INSTRUCTION_START
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INSTRUCTION_START
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@ -94,7 +94,7 @@ static GekkoOPTemplate primarytable[] =
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{38, &JitArm::stX}, //"stb", OPTYPE_STORE, FL_IN_A | FL_IN_S}},
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{38, &JitArm::stX}, //"stb", OPTYPE_STORE, FL_IN_A | FL_IN_S}},
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{39, &JitArm::stX}, //"stbu", OPTYPE_STORE, FL_OUT_A | FL_IN_A | FL_IN_S}},
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{39, &JitArm::stX}, //"stbu", OPTYPE_STORE, FL_OUT_A | FL_IN_A | FL_IN_S}},
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{46, &JitArm::Default}, //"lmw", OPTYPE_SYSTEM, FL_EVIL, 10}},
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{46, &JitArm::lmw}, //"lmw", OPTYPE_SYSTEM, FL_EVIL, 10}},
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{47, &JitArm::Default}, //"stmw", OPTYPE_SYSTEM, FL_EVIL, 10}},
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{47, &JitArm::Default}, //"stmw", OPTYPE_SYSTEM, FL_EVIL, 10}},
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{48, &JitArm::lfs}, //"lfs", OPTYPE_LOADFP, FL_IN_A}},
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{48, &JitArm::lfs}, //"lfs", OPTYPE_LOADFP, FL_IN_A}},
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