atomic cas use prefetchw if available
remove useless memorybarrier remove double membarrier in wait pm4 cmd add int64 cvar use int64 cvar for x64 feature mask Rework some functions that were frontend bound according to vtune placing some of their code in different noinline functions, profiling after indicating l1 cache misses decreased and perf of func increased remove long vpinsrd dep chain code for conversion.h, instead do normal load+bswap or movbe if avail Much faster entry table via split_map, code size could be improved though GetResolveInfo was very large and had impact on icache, mark callees as noinline + msvc pragma optimize small use log2 shifts instead of integer divides in memory minor optimizations in PhysicalHeap::EnableAccessCallbacks, the majority of time in the function is spent looping, NOT calling Protect! Someone should optimize this function and rework the algo completely remove wonky scheduling log message, it was spammy and unhelpful lock count was unnecessary for criticalsection mutex, criticalsection is already a recursive mutex brief notes i gotta run
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@@ -125,8 +125,8 @@ float Float7e3To32(uint32_t f10) {
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// Based on CFloat24 from d3dref9.dll and the 6e4 code from:
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// https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp
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// 6e4 has a different exponent bias allowing [0,512) values, 20e4 allows [0,2).
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uint32_t Float32To20e4(float f32, bool round_to_nearest_even) {
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XE_NOALIAS
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uint32_t Float32To20e4(float f32, bool round_to_nearest_even) noexcept {
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if (!(f32 > 0.0f)) {
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// Positive only, and not -0 or NaN.
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return 0;
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@@ -150,8 +150,8 @@ uint32_t Float32To20e4(float f32, bool round_to_nearest_even) {
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}
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return (f32u32 >> 3) & 0xFFFFFF;
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}
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float Float20e4To32(uint32_t f24) {
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XE_NOALIAS
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float Float20e4To32(uint32_t f24) noexcept {
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f24 &= 0xFFFFFF;
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if (!f24) {
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return 0.0f;
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