mirror of https://github.com/PCSX2/pcsx2.git
Fix Linux compiling (with newVif disabled).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2389 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -518,7 +518,7 @@
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<Unit filename="../x86/VpuUnpackSSE.cpp" />
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<Unit filename="../x86/VpuUnpackSSE.h" />
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<Unit filename="../x86/VpuUnpackSSE_Dynarec.cpp" />
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<Unit filename="../x86/newVof_Unpack.cpp" />
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<Unit filename="../x86/newVif_Unpack.cpp" />
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<Unit filename="../x86/microVU.cpp" />
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<Unit filename="../x86/microVU.h" />
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<Unit filename="../x86/microVU_Alloc.inl" />
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@ -20,6 +20,7 @@
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#include "VifDma_internal.h"
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#include "VUmicro.h"
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#include "newVif.h"
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__aligned16 u32 g_vif0Masks[64];
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u32 g_vif0HasMask3[4] = {0};
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@ -22,6 +22,7 @@
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#include "GS.h"
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#include "Gif.h"
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#include "VUmicro.h"
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#include "newVif.h"
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__aligned16 u32 g_vif1Masks[64];
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u32 g_vif1HasMask3[4] = {0};
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@ -12,7 +12,8 @@
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "xmmintrin.h"
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#pragma once
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template< typename T >
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@ -53,7 +54,7 @@ public:
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for (int i=bucket.Size; i; --i) {
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// This inline version seems about 1-2% faster in tests of games that average 1
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// program per bucket. Games that average more should see a bigger improvement --air
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int result = _mm_movemask_ps( (__m128&)_mm_cmpeq_epi32( _mm_load_si128((__m128i*)&bucket.Chain[i]), _mm_load_si128((__m128i*)dataPtr) ) ) & 0x7;
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int result = _mm_movemask_ps( (__m128&) _mm_cmpeq_epi32( _mm_load_si128((__m128i*)&bucket.Chain[i]), _mm_load_si128((__m128i*)dataPtr) ) ) & 0x7;
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if( result == 0x7 ) return &bucket.Chain[i];
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// Dynamically generated function version, can't be inlined. :(
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