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Use a VLDM in Vertex Decoder.
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@ -162,10 +162,7 @@ JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec) {
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// This step can be NEON-ized but the savings would be miniscule.
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if (prescaleStep) {
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MOVI2R(R3, (u32)(&gstate_c.uv), scratchReg);
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VLDR(fpUscaleReg, R3, 0);
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VLDR(fpVscaleReg, R3, 4);
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VLDR(fpUoffsetReg, R3, 8);
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VLDR(fpVoffsetReg, R3, 12);
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VLDMIA(R3, false, fpUscaleReg, 4); // fp{Uscale, Yscale, Uoffset, Voffset}Reg = {S0-S4}
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if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_8BIT) {
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MOVI2F(fpScratchReg, by128, scratchReg);
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VMUL(fpUscaleReg, fpUscaleReg, fpScratchReg);
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