Add a new JIT compiler for CPU code (#693)
* Start of the ARMeilleure project * Refactoring around the old IRAdapter, now renamed to PreAllocator * Optimize the LowestBitSet method * Add CLZ support and fix CLS implementation * Add missing Equals and GetHashCode overrides on some structs, misc small tweaks * Implement the ByteSwap IR instruction, and some refactoring on the assembler * Implement the DivideUI IR instruction and fix 64-bits IDIV * Correct constant operand type on CSINC * Move division instructions implementation to InstEmitDiv * Fix destination type for the ConditionalSelect IR instruction * Implement UMULH and SMULH, with new IR instructions * Fix some issues with shift instructions * Fix constant types for BFM instructions * Fix up new tests using the new V128 struct * Update tests * Move DIV tests to a separate file * Add support for calls, and some instructions that depends on them * Start adding support for SIMD & FP types, along with some of the related ARM instructions * Fix some typos and the divide instruction with FP operands * Fix wrong method call on Clz_V * Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes * Implement SIMD logical instructions and more misc. fixes * Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations * Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes * Implement SIMD shift instruction and fix Dup_V * Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table * Fix check with tolerance on tester * Implement FP & SIMD comparison instructions, and some fixes * Update FCVT (Scalar) encoding on the table to support the Half-float variants * Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes * Use old memory access methods, made a start on SIMD memory insts support, some fixes * Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes * Fix arguments count with struct return values, other fixes * More instructions * Misc. fixes and integrate LDj3SNuD fixes * Update tests * Add a faster linear scan allocator, unwinding support on windows, and other changes * Update Ryujinx.HLE * Update Ryujinx.Graphics * Fix V128 return pointer passing, RCX is clobbered * Update Ryujinx.Tests * Update ITimeZoneService * Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks * Use generic GetFunctionPointerForDelegate method and other tweaks * Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics * Remove some unused code on the assembler * Fix REX.W prefix regression on float conversion instructions, add some sort of profiler * Add hardware capability detection * Fix regression on Sha1h and revert Fcm** changes * Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator * Fix silly mistake introduced on last commit on CpuId * Generate inline stack probes when the stack allocation is too large * Initial support for the System-V ABI * Support multiple destination operands * Fix SSE2 VectorInsert8 path, and other fixes * Change placement of XMM callee save and restore code to match other compilers * Rename Dest to Destination and Inst to Instruction * Fix a regression related to calls and the V128 type * Add an extra space on comments to match code style * Some refactoring * Fix vector insert FP32 SSE2 path * Port over the ARM32 instructions * Avoid memory protection races on JIT Cache * Another fix on VectorInsert FP32 (thanks to LDj3SNuD * Float operands don't need to use the same register when VEX is supported * Add a new register allocator, higher quality code for hot code (tier up), and other tweaks * Some nits, small improvements on the pre allocator * CpuThreadState is gone * Allow changing CPU emulators with a config entry * Add runtime identifiers on the ARMeilleure project * Allow switching between CPUs through a config entry (pt. 2) * Change win10-x64 to win-x64 on projects * Update the Ryujinx project to use ARMeilleure * Ensure that the selected register is valid on the hybrid allocator * Allow exiting on returns to 0 (should fix test regression) * Remove register assignments for most used variables on the hybrid allocator * Do not use fixed registers as spill temp * Add missing namespace and remove unneeded using * Address PR feedback * Fix types, etc * Enable AssumeStrictAbiCompliance by default * Ensure that Spill and Fill don't load or store any more than necessary
This commit is contained in:
parent
1ba58e9942
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310 changed files with 37389 additions and 2086 deletions
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#define SimdIns
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using NUnit.Framework;
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using ARMeilleure.State;
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using System.Runtime.Intrinsics;
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using NUnit.Framework;
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namespace Ryujinx.Tests.Cpu
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{
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@ -86,7 +86,7 @@ namespace Ryujinx.Tests.Cpu
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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ulong z = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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V128 v0 = MakeVectorE0E1(z, z);
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SingleOpcode(opcode, x1: wn, x31: w31, v0: v0);
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@ -103,7 +103,7 @@ namespace Ryujinx.Tests.Cpu
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ulong x31 = TestContext.CurrentContext.Random.NextULong();
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ulong z = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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V128 v0 = MakeVectorE0E1(z, z);
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SingleOpcode(opcode, x1: xn, x31: x31, v0: v0);
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@ -122,8 +122,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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ulong z = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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@ -142,8 +142,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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ulong z = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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@ -162,8 +162,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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ulong z = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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@ -182,8 +182,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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ulong z = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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@ -207,8 +207,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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opcode |= ((q & 1) << 30);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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@ -232,8 +232,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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opcode |= ((q & 1) << 30);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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opcode |= (imm5 << 16);
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opcode |= ((q & 1) << 30);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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@ -282,8 +282,8 @@ namespace Ryujinx.Tests.Cpu
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opcode |= (imm5 << 16);
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opcode |= ((q & 1) << 30);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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opcode |= (imm5 << 16);
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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V128 v0 = MakeVectorE0E1(z, z);
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SingleOpcode(opcode, x1: wn, x31: w31, v0: v0);
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opcode |= (imm5 << 16);
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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V128 v0 = MakeVectorE0E1(z, z);
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SingleOpcode(opcode, x1: wn, x31: w31, v0: v0);
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opcode |= (imm5 << 16);
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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V128 v0 = MakeVectorE0E1(z, z);
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SingleOpcode(opcode, x1: wn, x31: w31, v0: v0);
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opcode |= (imm5 << 16);
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ulong x31 = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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V128 v0 = MakeVectorE0E1(z, z);
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SingleOpcode(opcode, x1: xn, x31: x31, v0: v0);
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opcode |= (imm5 << 16);
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opcode |= (imm4 << 11);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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opcode |= (imm5 << 16);
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opcode |= (imm4 << 11);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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opcode |= (imm5 << 16);
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opcode |= (imm4 << 11);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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opcode |= (imm5 << 16);
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opcode |= (imm4 << 11);
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Vector128<float> v0 = MakeVectorE0E1(z, z);
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v0 = MakeVectorE0E1(z, z);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, v0: v0, v1: v1);
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ulong x0 = (ulong)TestContext.CurrentContext.Random.NextUInt() << 32;
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x0: x0, x31: w31, v1: v1);
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ulong x0 = (ulong)TestContext.CurrentContext.Random.NextUInt() << 32;
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x0: x0, x31: w31, v1: v1);
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opcode |= (imm5 << 16);
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ulong x31 = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x31: x31, v1: v1);
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opcode |= (imm5 << 16);
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ulong x31 = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x31: x31, v1: v1);
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opcode |= (imm5 << 16);
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ulong x31 = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x31: x31, v1: v1);
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ulong x0 = (ulong)TestContext.CurrentContext.Random.NextUInt() << 32;
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x0: x0, x31: w31, v1: v1);
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ulong x0 = (ulong)TestContext.CurrentContext.Random.NextUInt() << 32;
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x0: x0, x31: w31, v1: v1);
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ulong x0 = (ulong)TestContext.CurrentContext.Random.NextUInt() << 32;
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uint w31 = TestContext.CurrentContext.Random.NextUInt();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x0: x0, x31: w31, v1: v1);
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opcode |= (imm5 << 16);
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ulong x31 = TestContext.CurrentContext.Random.NextULong();
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Vector128<float> v1 = MakeVectorE0E1(a, a);
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V128 v1 = MakeVectorE0E1(a, a);
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SingleOpcode(opcode, x31: x31, v1: v1);
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