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| author | comex <comexk@gmail.com> | 2014-08-23 14:41:31 -0400 |
|---|---|---|
| committer | comex <comexk@gmail.com> | 2014-08-23 15:46:10 -0400 |
| commit | d19ec3536341240a82d5a4ff2f6c47daa7dfaafa (patch) | |
| tree | c20bb8d68ff3ae368f26d9e9171141ff6ddf6b47 /Source/Core/VideoCommon/CommandProcessor.cpp | |
| parent | 7725737872b0b830acd42cf2e5db9ffbc4ae6b95 (diff) | |
Reduce my idiocy in register saving code.
(1) Rename ABI_ALL_CALLEE_SAVED to ABI_ALL_CALLER_SAVED, because that's
what it was actually defined as (and used as). Derp.
(2) RegistersInUse is always used for the purpose of saving registers
before calling a C++ function in the middle of a JIT block (without
flushing). There is no need to save callee-saved registers in this
case. Change the name to CallerSavedRegistersInUse and mask with
ABI_ALL_CALLER_SAVED.
Nothing obvious broke when starting up a Melee game. (I added a test
for anything actually being masked out; it happens, but in this
particular case seemed to occur at most a few dozen times per second, so
the actual performance benefit is probably negligible.)
Diffstat (limited to 'Source/Core/VideoCommon/CommandProcessor.cpp')
0 files changed, 0 insertions, 0 deletions
