JIT: remove "accurate fcmp" option
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.
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@ -176,7 +176,6 @@ void Jit64::Init()
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jo.optimizeStack = true;
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EnableBlockLink();
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jo.fpAccurateFcmp = SConfig::GetInstance().m_LocalCoreStartupParameter.bFPRF;
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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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@ -369,7 +369,6 @@ void Jit64::fcmpx(UGeckoInstruction inst)
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{
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INSTRUCTION_START
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JITDISABLE(bJITFloatingPointOff);
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FALLBACK_IF(jo.fpAccurateFcmp);
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FloatCompare(inst);
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}
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@ -386,7 +386,6 @@ void Jit64::ps_cmpXX(UGeckoInstruction inst)
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{
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INSTRUCTION_START
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JITDISABLE(bJITFloatingPointOff);
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FALLBACK_IF(jo.fpAccurateFcmp);
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FloatCompare(inst, !!(inst.SUBOP10 & 64));
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}
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@ -246,7 +246,6 @@ void JitIL::Init()
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jo.optimizeStack = true;
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EnableBlockLink();
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jo.fpAccurateFcmp = false;
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jo.optimizeGatherPipe = true;
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jo.fastInterrupts = false;
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jo.accurateSinglePrecision = false;
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@ -62,7 +62,6 @@ protected:
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{
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bool optimizeStack;
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bool enableBlocklink;
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bool fpAccurateFcmp;
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bool optimizeGatherPipe;
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bool fastInterrupts;
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bool accurateSinglePrecision;
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