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Optimizations for GDScript VM
* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps. * OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x. I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.
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57267709e6
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5 changed files with 405 additions and 360 deletions
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@ -405,6 +405,7 @@ public:
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ADDR_TYPE_STACK = 0,
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ADDR_TYPE_CONSTANT = 1,
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ADDR_TYPE_MEMBER = 2,
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ADDR_TYPE_MAX = 3,
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};
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enum FixedAddresses {
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@ -416,12 +417,6 @@ public:
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ADDR_NIL = ADDR_STACK_NIL | (ADDR_TYPE_STACK << ADDR_BITS),
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};
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enum Instruction {
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INSTR_BITS = 20,
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INSTR_MASK = ((1 << INSTR_BITS) - 1),
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INSTR_ARGS_MASK = ~INSTR_MASK,
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};
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struct StackDebug {
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int line;
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int pos;
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@ -514,7 +509,6 @@ private:
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Variant _get_default_variant_for_data_type(const GDScriptDataType &p_data_type);
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_FORCE_INLINE_ Variant *_get_variant(int p_address, GDScriptInstance *p_instance, Variant *p_stack, String &r_error) const;
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_FORCE_INLINE_ String _get_call_error(const Callable::CallError &p_err, const String &p_where, const Variant **argptrs) const;
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friend class GDScriptLanguage;
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