On 09/16/2012 04:08 PM, Aurelien Jarno wrote: > + tcg_gen_setcondi_i32(TCG_COND_GE, tmp2, tmp1, 32); \ > + tcg_gen_andi_i32(tmp1, tmp1, 0x1f); \ > + tcg_gen_##name##_i32(dest, t0, tmp1); \ > + tcg_temp_free_i32(tmp1); \ > + tcg_gen_subi_i32(tmp2, tmp2, 1); \ > + tcg_gen_and_i32(dest, dest, tmp2); \
Ought I revive my movcond patch? Surely you can agree it's much more natural to write this as a conditional move of zero than playing masking games. r~