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Handle branch/jump in branch delay slots more accurately #15957

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merged 4 commits into from
Sep 4, 2022

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unknownbrackets
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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]

@hrydgard hrydgard merged commit 2145a39 into hrydgard:master Sep 4, 2022
@unknownbrackets unknownbrackets deleted the branch-delayslot branch September 4, 2022 21:18
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