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softgpu: Clarify internal matrix multiply usage.
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parent
ce8a49b1c1
commit
43f71884ee
1 changed files with 21 additions and 18 deletions
39
GPU/Math3D.h
39
GPU/Math3D.h
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@ -883,7 +883,8 @@ float vectorGetByIndex(__m128 v) {
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#endif
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#if defined(_M_SSE)
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inline __m128 MATH3D_CALL Vec3ByMatrix43(__m128 x, __m128 y, __m128 z, const float m[12]) {
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// x, y, and z should be broadcast. Should only be used through Vec3f version.
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inline __m128 MATH3D_CALL Vec3ByMatrix43Internal(__m128 x, __m128 y, __m128 z, const float m[12]) {
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__m128 col0 = _mm_loadu_ps(m);
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__m128 col1 = _mm_loadu_ps(m + 3);
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__m128 col2 = _mm_loadu_ps(m + 6);
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@ -894,7 +895,7 @@ inline __m128 MATH3D_CALL Vec3ByMatrix43(__m128 x, __m128 y, __m128 z, const flo
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return sum;
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}
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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inline float32x4_t Vec3ByMatrix43(float32x4_t vec, const float m[16]) {
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inline float32x4_t Vec3ByMatrix43Internal(float32x4_t vec, const float m[16]) {
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float32x4_t col0 = vld1q_f32(m);
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float32x4_t col1 = vld1q_f32(m + 3);
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float32x4_t col2 = vld1q_f32(m + 6);
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@ -912,14 +913,14 @@ inline void Vec3ByMatrix43(float vecOut[3], const float v[3], const float m[12])
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__m128 x = _mm_set1_ps(v[0]);
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__m128 y = _mm_set1_ps(v[1]);
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__m128 z = _mm_set1_ps(v[2]);
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__m128 sum = Vec3ByMatrix43(x, y, z, m);
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__m128 sum = Vec3ByMatrix43Internal(x, y, z, m);
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// Not sure what the best way to store 3 elements is. Ideally, we should
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// probably store all four.
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vecOut[0] = _mm_cvtss_f32(sum);
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vecOut[1] = vectorGetByIndex<1>(sum);
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vecOut[2] = vectorGetByIndex<2>(sum);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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float32x4_t sum = Vec3ByMatrix43(vld1q_f32(v), m);
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float32x4_t sum = Vec3ByMatrix43Internal(vld1q_f32(v), m);
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vecOut[0] = vgetq_lane_f32(sum, 0);
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vecOut[1] = vgetq_lane_f32(sum, 1);
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vecOut[2] = vgetq_lane_f32(sum, 2);
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@ -935,9 +936,9 @@ inline Vec3f MATH3D_CALL Vec3ByMatrix43(const Vec3f v, const float m[12]) {
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__m128 x = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(0, 0, 0, 0));
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__m128 y = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(1, 1, 1, 1));
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__m128 z = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(2, 2, 2, 2));
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return Vec3ByMatrix43(x, y, z, m);
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return Vec3ByMatrix43Internal(x, y, z, m);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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return Vec3ByMatrix43(v.vec, m);
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return Vec3ByMatrix43Internal(v.vec, m);
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#else
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Vec3f vecOut;
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Vec3ByMatrix43(vecOut.AsArray(), v.AsArray(), m);
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@ -946,7 +947,8 @@ inline Vec3f MATH3D_CALL Vec3ByMatrix43(const Vec3f v, const float m[12]) {
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}
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#if defined(_M_SSE)
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inline __m128 MATH3D_CALL Vec3ByMatrix44(__m128 x, __m128 y, __m128 z, const float m[16]) {
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// x, y, and z should be broadcast. Should only be used through Vec3f version.
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inline __m128 MATH3D_CALL Vec3ByMatrix44Internal(__m128 x, __m128 y, __m128 z, const float m[16]) {
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__m128 col0 = _mm_loadu_ps(m);
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__m128 col1 = _mm_loadu_ps(m + 4);
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__m128 col2 = _mm_loadu_ps(m + 8);
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@ -957,7 +959,7 @@ inline __m128 MATH3D_CALL Vec3ByMatrix44(__m128 x, __m128 y, __m128 z, const flo
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return sum;
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}
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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inline float32x4_t Vec3ByMatrix44(float32x4_t vec, const float m[16]) {
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inline float32x4_t Vec3ByMatrix44Internal(float32x4_t vec, const float m[16]) {
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float32x4_t col0 = vld1q_f32(m);
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float32x4_t col1 = vld1q_f32(m + 4);
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float32x4_t col2 = vld1q_f32(m + 8);
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@ -974,10 +976,10 @@ inline void Vec3ByMatrix44(float vecOut[4], const float v[3], const float m[16])
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__m128 x = _mm_set1_ps(v[0]);
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__m128 y = _mm_set1_ps(v[1]);
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__m128 z = _mm_set1_ps(v[2]);
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__m128 sum = Vec3ByMatrix44(x, y, z, m);
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__m128 sum = Vec3ByMatrix44Internal(x, y, z, m);
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_mm_storeu_ps(vecOut, sum);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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float32x4_t sum = Vec3ByMatrix44(vld1q_f32(v), m);
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float32x4_t sum = Vec3ByMatrix44Internal(vld1q_f32(v), m);
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vst1q_f32(vecOut, sum);
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#else
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vecOut[0] = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + m[12];
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@ -992,9 +994,9 @@ inline Vec4f MATH3D_CALL Vec3ByMatrix44(const Vec3f v, const float m[16]) {
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__m128 x = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(0, 0, 0, 0));
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__m128 y = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(1, 1, 1, 1));
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__m128 z = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(2, 2, 2, 2));
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return Vec3ByMatrix44(x, y, z, m);
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return Vec3ByMatrix44Internal(x, y, z, m);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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return Vec3ByMatrix44(v.vec, m);
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return Vec3ByMatrix44Internal(v.vec, m);
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#else
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Vec4f vecOut;
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Vec3ByMatrix44(vecOut.AsArray(), v.AsArray(), m);
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@ -1003,7 +1005,8 @@ inline Vec4f MATH3D_CALL Vec3ByMatrix44(const Vec3f v, const float m[16]) {
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}
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#if defined(_M_SSE)
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inline __m128 MATH3D_CALL Norm3ByMatrix43(__m128 x, __m128 y, __m128 z, const float m[12]) {
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// x, y, and z should be broadcast. Should only be used through Vec3f version.
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inline __m128 MATH3D_CALL Norm3ByMatrix43Internal(__m128 x, __m128 y, __m128 z, const float m[12]) {
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__m128 col0 = _mm_loadu_ps(m);
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__m128 col1 = _mm_loadu_ps(m + 3);
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__m128 col2 = _mm_loadu_ps(m + 6);
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@ -1013,7 +1016,7 @@ inline __m128 MATH3D_CALL Norm3ByMatrix43(__m128 x, __m128 y, __m128 z, const fl
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return sum;
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}
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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inline float32x4_t Norm3ByMatrix43(float32x4_t vec, const float m[16]) {
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inline float32x4_t Norm3ByMatrix43Internal(float32x4_t vec, const float m[16]) {
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float32x4_t col0 = vld1q_f32(m);
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float32x4_t col1 = vld1q_f32(m + 3);
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float32x4_t col2 = vld1q_f32(m + 6);
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@ -1029,12 +1032,12 @@ inline void Norm3ByMatrix43(float vecOut[3], const float v[3], const float m[12]
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__m128 x = _mm_set1_ps(v[0]);
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__m128 y = _mm_set1_ps(v[1]);
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__m128 z = _mm_set1_ps(v[2]);
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__m128 sum = Norm3ByMatrix43(x, y, z, m);
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__m128 sum = Norm3ByMatrix43Internal(x, y, z, m);
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vecOut[0] = _mm_cvtss_f32(sum);
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vecOut[1] = vectorGetByIndex<1>(sum);
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vecOut[2] = vectorGetByIndex<2>(sum);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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float32x4_t sum = Norm3ByMatrix43(vld1q_f32(v), m);
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float32x4_t sum = Norm3ByMatrix43Internal(vld1q_f32(v), m);
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vecOut[0] = vgetq_lane_f32(sum, 0);
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vecOut[1] = vgetq_lane_f32(sum, 1);
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vecOut[2] = vgetq_lane_f32(sum, 2);
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@ -1050,9 +1053,9 @@ inline Vec3f MATH3D_CALL Norm3ByMatrix43(const Vec3f v, const float m[12]) {
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__m128 x = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(0, 0, 0, 0));
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__m128 y = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(1, 1, 1, 1));
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__m128 z = _mm_shuffle_ps(v.vec, v.vec, _MM_SHUFFLE(2, 2, 2, 2));
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return Norm3ByMatrix43(x, y, z, m);
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return Norm3ByMatrix43Internal(x, y, z, m);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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return Norm3ByMatrix43(v.vec, m);
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return Norm3ByMatrix43Internal(v.vec, m);
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#else
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Vec3f vecOut;
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Norm3ByMatrix43(vecOut.AsArray(), v.AsArray(), m);
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