Handle branch/jump in branch delay slots more accurately #15957
Merged
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See detail in #15952. Should help the crash (not the rendering) in #7223. I assume there must be other games doing this, if there's one (but probably not many, because I haven't noticed a real case of this before outside VFPU.)
I did test a few cases on a PSP and it seems branches generally work the way the VFPU branches work, and jumps work a bit differently. I didn't check float branches specifically, but figured better to assume they work the same.
There's a bit of repeated code for the linking, although I did at least clean up x86 so it wouldn't be as bad.
-[Unknown]