JIT: Remove dead code.

This commit is contained in:
magumagu 2014-05-30 21:42:49 -07:00
parent 06864e9fee
commit 85724dd78a
4 changed files with 0 additions and 45 deletions

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@ -314,38 +314,6 @@ void Jit64::stX(UGeckoInstruction inst)
} }
} }
// Optimized stack access?
if (accessSize == 32 && !gpr.R(a).IsImm() && a == 1 && js.st.isFirstBlockOfFunction && jo.optimizeStack)
{
gpr.FlushLockX(ABI_PARAM1);
MOV(32, R(ABI_PARAM1), gpr.R(a));
MOV(32, R(EAX), gpr.R(s));
SwapAndStore(accessSize, MComplex(RBX, ABI_PARAM1, SCALE_1, (u32)offset), EAX);
if (update && offset)
{
gpr.Lock(a);
gpr.KillImmediate(a, true, true);
ADD(32, gpr.R(a), Imm32(offset));
gpr.UnlockAll();
}
gpr.UnlockAllX();
return;
}
/* // TODO - figure out why Beyond Good and Evil hates this
#if defined(_WIN32) && _M_X86_64
if (accessSize == 32 && !update)
{
// Fast and daring - requires 64-bit
MOV(32, R(EAX), gpr.R(s));
gpr.BindToRegister(a, true, false);
SwapAndStore(32, MComplex(RBX, gpr.RX(a), SCALE_1, (u32)offset), EAX);
return;
}
#endif*/
//Still here? Do regular path.
gpr.FlushLockX(ECX, EDX); gpr.FlushLockX(ECX, EDX);
gpr.Lock(s, a); gpr.Lock(s, a);
MOV(32, R(EDX), gpr.R(a)); MOV(32, R(EDX), gpr.R(a));

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@ -93,8 +93,6 @@ public:
void WriteCallInterpreter(UGeckoInstruction _inst); void WriteCallInterpreter(UGeckoInstruction _inst);
void Cleanup(); void Cleanup();
void WriteToConstRamAddress(int accessSize, const Gen::OpArg& arg, u32 address);
void WriteFloatToConstRamAddress(const Gen::X64Reg& xmm_reg, u32 address);
void GenerateCarry(Gen::X64Reg temp_reg); void GenerateCarry(Gen::X64Reg temp_reg);
void tri_op(int d, int a, int b, bool reversible, void (Gen::XEmitter::*op)(Gen::X64Reg, Gen::OpArg)); void tri_op(int d, int a, int b, bool reversible, void (Gen::XEmitter::*op)(Gen::X64Reg, Gen::OpArg));

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@ -533,16 +533,6 @@ void EmuCodeBlock::WriteToConstRamAddress(int accessSize, Gen::X64Reg arg, u32 a
#endif #endif
} }
void EmuCodeBlock::WriteFloatToConstRamAddress(const Gen::X64Reg& xmm_reg, u32 address)
{
#if _M_X86_64
MOV(32, R(RAX), Imm32(address));
MOVSS(MComplex(RBX, RAX, 1, 0), xmm_reg);
#else
MOVSS(M((void*)((u32)Memory::base + (address & Memory::MEMVIEW32_MASK))), xmm_reg);
#endif
}
void EmuCodeBlock::ForceSinglePrecisionS(X64Reg xmm) { void EmuCodeBlock::ForceSinglePrecisionS(X64Reg xmm) {
// Most games don't need these. Zelda requires it though - some platforms get stuck without them. // Most games don't need these. Zelda requires it though - some platforms get stuck without them.
if (jit->jo.accurateSinglePrecision) if (jit->jo.accurateSinglePrecision)

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@ -50,7 +50,6 @@ public:
void SafeWriteF32ToReg(Gen::X64Reg xmm_value, Gen::X64Reg reg_addr, s32 offset, u32 registersInUse, int flags = 0); void SafeWriteF32ToReg(Gen::X64Reg xmm_value, Gen::X64Reg reg_addr, s32 offset, u32 registersInUse, int flags = 0);
void WriteToConstRamAddress(int accessSize, Gen::X64Reg arg, u32 address, bool swap = false); void WriteToConstRamAddress(int accessSize, Gen::X64Reg arg, u32 address, bool swap = false);
void WriteFloatToConstRamAddress(const Gen::X64Reg& xmm_reg, u32 address);
void JitClearCA(); void JitClearCA();
void JitSetCA(); void JitSetCA();
void JitClearCAOV(bool oe); void JitClearCAOV(bool oe);