feat(asm): add the EVEX FP helper tail and gather/scatter with VSIB
Assisted-by: Qwen 3.8 Max Preview
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@@ -178,6 +178,9 @@ var vexTable = map[string]vexSpec{
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// VEX.256.66.0F3A.W0 — lane extract (reg=YMM src, rm=XMM/memory dst, imm8).
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"VEXTRACTI128": {3, 0x39, 0, 1, -1, vexExtract},
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"VEXTRACTF128": {3, 0x19, 0, 1, -1, vexExtract},
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// VEX.128/256.66.0F3A.W0 — half-precision convert back ($imm, src, dst:
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// reg=src, rm=XMM/memory dst, imm8 — the extract layout).
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"VCVTPS2PH": {3, 0x1D, 0, 1, -1, vexExtract},
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// VEX.128.0F.W0 — no operands.
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"VZEROUPPER": {1, 0x77, 0, 0, -1, vexZero},
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@@ -189,6 +192,9 @@ var vexTable = map[string]vexSpec{
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// rm=scalar memory; SD is 256-bit only).
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"VBROADCASTSS": {2, 0x18, 0, 1, -1, vexRM},
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"VBROADCASTSD": {2, 0x19, 0, 1, -1, vexRM},
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// VEX.66.0F38.W0 — half-precision convert (reg=dst, rm=half-width
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// source).
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"VCVTPH2PS": {2, 0x13, 0, 1, -1, vexRM},
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// VEX.F3.0F.WIG — replicate even/odd singles (reg=dst, rm=src).
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"VMOVSLDUP": {1, 0x12, 0, 2, -1, vexRM},
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"VMOVSHDUP": {1, 0x16, 0, 2, -1, vexRM},
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