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authorcomex <comexk@gmail.com>2014-09-05 20:17:13 -0400
committercomex <comexk@gmail.com>2014-09-06 13:18:31 -0400
commit6fd0333c14ddf5990ae5540a14d84f71226fc9af (patch)
treeb6ce82344047e6182c83fbb125f10d7df9af4c2d /Source/Core/VideoCommon/TextureDecoder_x64.cpp
parent100a7ac97b090e85eae9c4dfbd6e14c15a89f896 (diff)
Symbolicize explicit uses of x86 registers where possible (GPRs only for now).
Uses are split into three categories: - Arbitrary (except for size savings) - constants like RSCRATCH are used. - ABI (i.e. RAX as return value) - ABI_RETURN is used. - Fixed by architecture (RCX shifts, RDX/RAX for some instructions) - explicit register is kept. In theory this allows the assignments to be modified easily. I verified that I was able to run Melee with all the registers changed, although there may be issues if RSCRATCH[2] and ABI_PARAM{1,2} conflict.
Diffstat (limited to 'Source/Core/VideoCommon/TextureDecoder_x64.cpp')
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