A64: Handle half-precision floating point in FCVTL
Like FCVTN, now that we have half-precision floating point conversion functions available, we can go ahead and use those to eliminate the interpreter fallback.
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1 changed files with 12 additions and 7 deletions
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@ -342,19 +342,24 @@ bool TranslatorVisitor::FCMLT_4(bool Q, bool sz, Vec Vn, Vec Vd) {
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}
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bool TranslatorVisitor::FCVTL(bool Q, bool sz, Vec Vn, Vec Vd) {
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// Half-precision not handled directly.
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if (!sz) {
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return InterpretThisInstruction();
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}
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const size_t esize = sz ? 32 : 16;
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const size_t datasize = 64;
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const size_t num_elements = datasize / esize;
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const IR::U128 part = Vpart(64, Vn, Q);
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const auto rounding_mode = ir.current_location->FPCR().RMode();
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IR::U128 result = ir.ZeroVector();
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for (size_t i = 0; i < 2; i++) {
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const IR::U64 element = ir.FPSingleToDouble(ir.VectorGetElement(32, part, i), rounding_mode);
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for (size_t i = 0; i < num_elements; i++) {
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IR::U16U32U64 element = ir.VectorGetElement(esize, part, i);
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result = ir.VectorSetElement(64, result, i, element);
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if (esize == 16) {
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element = ir.FPHalfToSingle(element, rounding_mode);
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} else if (esize == 32) {
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element = ir.FPSingleToDouble(element, rounding_mode);
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}
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result = ir.VectorSetElement(2 * esize, result, i, element);
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}
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V(128, Vd, result);
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