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authorFiora <fioraaeterna@gmail.com>2014-08-20 02:22:07 -0700
committerFiora <fioraaeterna@gmail.com>2014-08-26 10:57:03 -0700
commit7dbc623dc0eb27efc98f001dd6b4e8153c1e413a (patch)
tree9d9a444edb2a934d08a6f3ff537d8642161152e1 /Source/Core/InputCommon/InputConfig.cpp
parentf52888d3ec9a7ca8edf673293c28b28b0fd3516b (diff)
JIT: Initial FPRF support
Doesn't support all the FPSCR flags, just the FPRF ones. Add PPCAnalyzer support to remove unnecessary FPRF calculations. POV-ray benchmark with enableFPRF forced on for an extreme comparison: Before: 1500s After, fmul/fmadd only: 728s After, all float: 753s In real games that use FPRF, like F-Zero GX, FPRF previously cost a few percent of total runtime. Since FPRF is so much faster now, if enableFPRF is set, just do it for every float instruction, not just fmul/fmadd like before. I don't know if this will fix any games, but there's little good reason not to.
Diffstat (limited to 'Source/Core/InputCommon/InputConfig.cpp')
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