These functions are called a lot....a lot a lot.
Optimize these in to a couple of ALU operations instead of a whole
table lookup. Confirming with output assembly that this becomes more
optimal.
This now improves the instruction implementation from 17 instructions
down to 5 or 6 depending on if the host supports SVE.
I would say this is now optimal.
The range check and clamping is necessary in the cases of passing x86
shift amounts directly through VUSHL/VSSHR.
Some AVX operations are still using these with range clamping. A future
investigation task should be the check if they can be switched over to
the wide variants that we implemented for the SSE instructions.
When consuming our own controlled data, we don't want the range clamping
to be enabled.
The number of times the implicit size calculation in GPR operations has
bit us is immeasurable and was a mistake from the start of the project.
The vector based operations never had this problem since they were
explicitly sized for a long time now.
This converts the base IR operations to be explicitly sized, but adds
implicit sized helpers for the moment while we work on removing implicit
usage from the OpcodeDispatcher.
Should be NFC at this moment but it is a big enough change that I want
it in before the "real" work starts.
Noticed that we hadn't ever enabled this, which was a concern when our
GPR operations weren't as strict about leaving garbage in the upper bits
when operating as a 32-bit operation.
Now that our ALU operations are more strict about enforcing upper bit
zeroing we can enable this.
This causes Half-Life: Source FPS to get to > 200FPS finally. Causes
significant performance improvements for 32-bit games because we're no
longer redundantly moving registers before and after every operation.
Causing a bunch of 3-4 instruction sequences to convert to 1.