In situations where conditional continue isn't supported + if a JIT doesn't implement a instruction that has the FL_ENDBLOCK flag. This would cause an
infinite loop.
In reality all the JITs should implement every FL_ENDBLOCK instruction regardless, but JITIL doesn't implement tw/twi which are FL_ENDBLOCK
instructions.
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.
The issue was that on memory exception we wouldn't call in to PPCAnalyst and our code_block would retain the previous blocks information.
This would cause us to compile the previous blocks instructions in prior to the exception exit.