Fix bindless path in d3d12 that i broke in earlier commit (did not affect any users, thats a debug thing)
Fix guest code profiler, it previously only worked with function precomp + all code you were about to execute already discovered Allow AndNot if type is V128
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@ -405,9 +405,10 @@ void X64Emitter::EmitProfilerEpilogue() {
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if (cvars::instrument_call_times) {
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uint64_t* profiler_entry =
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backend()->GetProfilerRecordForFunction(current_guest_function_);
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mov(ecx, 0x7ffe0014);
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mov(rdx, qword[rcx]);
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mov(rbx, (uintptr_t)profiler_entry);
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mov(r10, (uintptr_t)profiler_entry);
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sub(rdx, qword[rsp + StackLayout::GUEST_PROFILER_START]);
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// atomic add our time to the profiler entry
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@ -416,7 +417,8 @@ void X64Emitter::EmitProfilerEpilogue() {
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// this a few cycles less intrusive, but its good enough for now
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// actually... lets just try without atomics lol
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// lock();
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add(qword[rbx], rdx);
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add(qword[r10], rdx);
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}
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#endif
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}
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@ -1872,26 +1872,24 @@ Value* HIRBuilder::AndNot(Value* value1, Value* value2) {
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ASSERT_NON_FLOAT_TYPE(value1);
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ASSERT_NON_FLOAT_TYPE(value2);
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ASSERT_TYPES_EQUAL(value1, value2);
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// e.andn(i.dest.reg().cvt64(), i.src2.reg().cvt64(), temp.cvt64());
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#if 1
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//only other type it can be used with is INT64_TYPE (andc)
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if (value1->type != VEC128_TYPE) {
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return this->And(this->Not(value2), value1);
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} else {
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if (value1 == value2) {
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return LoadZero(value1->type);
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} else if (value1->IsConstantZero()) {
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return value1;
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} else if (value2->IsConstantZero()) {
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return value1;
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}
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return this->And(this->Not(value2), value1);
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#else
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if (value1 == value2) {
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return LoadZero(value1->type);
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} else if (value1->IsConstantZero()) {
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return value1;
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} else if (value2->IsConstantZero()) {
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return value1;
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Instr* i = AppendInstr(OPCODE_AND_NOT_info, 0, AllocValue(value1->type));
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i->set_src1(value1);
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i->set_src2(value2);
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i->src3.value = NULL;
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return i->dest;
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}
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Instr* i = AppendInstr(OPCODE_AND_NOT_info, 0, AllocValue(value1->type));
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i->set_src1(value1);
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i->set_src2(value2);
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i->src3.value = NULL;
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return i->dest;
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#endif
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}
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Value* HIRBuilder::Or(Value* value1, Value* value2) {
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@ -4877,7 +4877,7 @@ bool D3D12CommandProcessor::UpdateBindings_BindfulPath(
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bool& retflag) {
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retflag = true;
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auto& provider = this->GetD3D12Provider();
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size_t texture_count_pixel = textures_pixel->size();
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size_t texture_count_pixel = textures_pixel ? textures_pixel->size() : 0;
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size_t texture_count_vertex = textures_vertex.size();
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//
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// Bindful descriptors path.
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