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gsdx sw: wrap GS memory
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer I think PixelAddressN functions are mostly call in the init.
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@@ -611,6 +611,7 @@ void GSDrawScanlineCodeGenerator::TestZ(const Xmm& temp1, const Xmm& temp2)
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mov(ebp, ptr[esi + 4]);
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add(ebp, ptr[edi + 4]);
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and(ebp, HALF_VM_SIZE - 1);
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// GSVector4i zs = zi;
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@@ -2360,6 +2361,7 @@ void GSDrawScanlineCodeGenerator::ReadFrame()
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mov(ebx, ptr[esi]);
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add(ebx, ptr[edi]);
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and(ebx, HALF_VM_SIZE - 1);
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if(!m_sel.rfb)
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{
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