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authorcomex <comexk@gmail.com>2014-08-23 14:41:31 -0400
committercomex <comexk@gmail.com>2014-08-23 15:46:10 -0400
commitd19ec3536341240a82d5a4ff2f6c47daa7dfaafa (patch)
treec20bb8d68ff3ae368f26d9e9171141ff6ddf6b47 /Source/Core/VideoCommon/CommandProcessor.cpp
parent7725737872b0b830acd42cf2e5db9ffbc4ae6b95 (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.)
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