Use a VLDM in Vertex Decoder.

This commit is contained in:
Sacha 2014-03-07 14:25:05 +10:00
parent 5b20761c45
commit 05571df8ec

View File

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