Added the memcheck for stXx.
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0fc390b552
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8ff3954069
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@ -405,10 +405,13 @@ void Jit64::stXx(UGeckoInstruction inst)
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gpr.Lock(a, b, s);
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gpr.FlushLockX(ECX, EDX);
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if (inst.SUBOP10 & 32) {
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if (inst.SUBOP10 & 32)
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{
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MEMCHECK_START
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gpr.BindToRegister(a, true, true);
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ADD(32, gpr.R(a), gpr.R(b));
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MOV(32, R(EDX), gpr.R(a));
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MEMCHECK_END
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} else {
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MOV(32, R(EDX), gpr.R(a));
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ADD(32, R(EDX), gpr.R(b));
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@ -425,12 +428,6 @@ void Jit64::stXx(UGeckoInstruction inst)
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MOV(32, R(ECX), gpr.R(s));
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SafeWriteRegToReg(ECX, EDX, accessSize, 0);
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//MEMCHECK_START
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// TODO: Insert rA update code here
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//MEMCHECK_END
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gpr.UnlockAll();
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gpr.UnlockAllX();
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}
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@ -438,6 +435,9 @@ void Jit64::stXx(UGeckoInstruction inst)
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// A few games use these heavily in video codecs.
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void Jit64::lmw(UGeckoInstruction inst)
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{
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INSTRUCTION_START
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JITDISABLE(LoadStore)
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#ifdef _M_X64
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gpr.FlushLockX(ECX);
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MOV(32, R(EAX), Imm32((u32)(s32)inst.SIMM_16));
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@ -458,6 +458,9 @@ void Jit64::lmw(UGeckoInstruction inst)
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void Jit64::stmw(UGeckoInstruction inst)
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{
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INSTRUCTION_START
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JITDISABLE(LoadStore)
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#ifdef _M_X64
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gpr.FlushLockX(ECX);
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MOV(32, R(EAX), Imm32((u32)(s32)inst.SIMM_16));
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