Rather than using a `mov` and vector-`dup` for vector-splats, just use the `movi` instruction where applicable(8-bit element-splats).
Eventually we might want to detect opportunities to use `FMOV` and the 64-bit form of `MOVI` over in `LoadV128Const`.
Track PPC scalar FP state in the backend context and restore it at
host/guest boundaries so translated FP code has a stable rounding mode.
Convert remaining VMX sequences to scoped EmitWithVmxFpcr. Remove
unnecessary ChangeFpcrMode from sequences that only call native helpers.
Co-Authored-By: Reality <reality@xenios.jp>
Save and restore FPCR around each VMX FP operation so vector code
doesn't leak FPCR state into scalar paths. Drop the DN bit so NaN
propagation fixup can inspect original payloads.
The A64 sequence table is populated by registration statics spread across
multiple translation units. Keeping the backing map as a global object makes
registration depend on cross-TU initialization order and can hit the table
before it has been constructed.
Move the sequence table behind a function-local static so sequence
registration is safe regardless of which unit initializes first.
Based entirely off existing xbyak x86 implementation and available
tests. Still needs a lot of optimization and testing on non-Windows
platforms.
So far passes all tests and boots at least some games on Windows.