}
}
- /* In some cases we can implement this with deposit, which can be more
- efficient on some hosts. */
- if (~mask == imask && i3 <= i4) {
- if (s->fields->op2 == 0x5d) {
- i3 += 32, i4 += 32;
- }
+ len = i4 - i3 + 1;
+ pos = 63 - i4;
+ rot = i5 & 63;
+ if (s->fields->op2 == 0x5d) {
+ pos += 32;
+ }
+
+ /* In some cases we can implement this with extract. */
+ if (imask == 0 && pos == 0 && len > 0 && rot + len <= 64) {
+ tcg_gen_extract_i64(o->out, o->in2, rot, len);
+ return NO_EXIT;
+ }
+
+ /* In some cases we can implement this with deposit. */
+ if (len > 0 && (imask == 0 || ~mask == imask)) {
/* Note that we rotate the bits to be inserted to the lsb, not to
the position as described in the PoO. */
- len = i4 - i3 + 1;
- pos = 63 - i4;
- rot = (i5 - pos) & 63;
+ rot = (rot - pos) & 63;
} else {
- pos = len = -1;
- rot = i5 & 63;
+ pos = -1;
}
/* Rotate the input as necessary. */
/* Insert the selected bits into the output. */
if (pos >= 0) {
- tcg_gen_deposit_i64(o->out, o->out, o->in2, pos, len);
+ if (imask == 0) {
+ tcg_gen_deposit_z_i64(o->out, o->in2, pos, len);
+ } else {
+ tcg_gen_deposit_i64(o->out, o->out, o->in2, pos, len);
+ }
} else if (imask == 0) {
tcg_gen_andi_i64(o->out, o->in2, mask);
} else {