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Jit64: fix ForceSinglePrecisionS/P
This bug never broke anything because of how these functions are used. Fixing it should avoid some false dependencies though.
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@ -645,8 +645,8 @@ void EmuCodeBlock::ForceSinglePrecisionS(X64Reg output, X64Reg input)
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// Most games don't need these. Zelda requires it though - some platforms get stuck without them.
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// Most games don't need these. Zelda requires it though - some platforms get stuck without them.
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if (jit->jo.accurateSinglePrecision)
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if (jit->jo.accurateSinglePrecision)
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{
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{
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CVTSD2SS(input, R(input));
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CVTSD2SS(output, R(input));
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CVTSS2SD(output, R(input));
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CVTSS2SD(output, R(output));
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}
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}
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else if (output != input)
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else if (output != input)
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{
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{
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@ -659,8 +659,8 @@ void EmuCodeBlock::ForceSinglePrecisionP(X64Reg output, X64Reg input)
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// Most games don't need these. Zelda requires it though - some platforms get stuck without them.
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// Most games don't need these. Zelda requires it though - some platforms get stuck without them.
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if (jit->jo.accurateSinglePrecision)
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if (jit->jo.accurateSinglePrecision)
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{
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{
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CVTPD2PS(input, R(input));
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CVTPD2PS(output, R(input));
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CVTPS2PD(output, R(input));
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CVTPS2PD(output, R(output));
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}
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}
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else if (output != input)
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else if (output != input)
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{
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{
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