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softgpu: Reuse SSE/NEON matrix code.
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parent
079b67e7ed
commit
e7d66f2029
1 changed files with 84 additions and 77 deletions
161
GPU/Math3D.h
161
GPU/Math3D.h
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@ -882,33 +882,44 @@ float vectorGetByIndex(__m128 v) {
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}
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#endif
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// v and vecOut must point to different memory.
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inline void Vec3ByMatrix43(float vecOut[3], const float v[3], const float m[12]) {
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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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__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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__m128 col3 = _mm_loadu_ps(m + 9);
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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 = _mm_add_ps(
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_mm_add_ps(_mm_mul_ps(col0, x), _mm_mul_ps(col1, y)),
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_mm_add_ps(_mm_mul_ps(col2, z), col3));
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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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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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float32x4_t col3 = vld1q_f32(m + 9);
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float32x4_t sum = vaddq_f32(
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vaddq_f32(vmulq_laneq_f32(col0, vec, 0), vmulq_laneq_f32(col1, vec, 1)),
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vaddq_f32(vmulq_laneq_f32(col2, vec, 2), col3));
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return sum;
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}
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#endif
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// v and vecOut must point to different memory.
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inline void Vec3ByMatrix43(float vecOut[3], const float v[3], const float m[12]) {
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#if defined(_M_SSE)
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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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// 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 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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float32x4_t col3 = vld1q_f32(m + 9);
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float32x4_t vec = vld1q_f32(v);
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float32x4_t sum = vaddq_f32(
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vaddq_f32(vmulq_laneq_f32(col0, vec, 0), vmulq_laneq_f32(col1, vec, 1)),
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vaddq_f32(vmulq_laneq_f32(col2, vec, 2), col3));
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float32x4_t sum = Vec3ByMatrix43(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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@ -921,59 +932,52 @@ inline void Vec3ByMatrix43(float vecOut[3], const float v[3], const float m[12])
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inline Vec3f MATH3D_CALL Vec3ByMatrix43(const Vec3f v, const float m[12]) {
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#if defined(_M_SSE)
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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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__m128 col3 = _mm_loadu_ps(m + 9);
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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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__m128 sum = _mm_add_ps(
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_mm_add_ps(_mm_mul_ps(col0, x), _mm_mul_ps(col1, y)),
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_mm_add_ps(_mm_mul_ps(col2, z), col3));
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return sum;
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return Vec3ByMatrix43(x, y, z, m);
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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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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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float32x4_t col3 = vld1q_f32(m + 9);
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float32x4_t vec = v.vec;
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float32x4_t sum = vaddq_f32(
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vaddq_f32(vmulq_laneq_f32(col0, vec, 0), vmulq_laneq_f32(col1, vec, 1)),
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vaddq_f32(vmulq_laneq_f32(col2, vec, 2), col3));
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return sum;
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return Vec3ByMatrix43(v.vec, m);
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#else
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Vec3f vecOut;
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vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6] + m[9];
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vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7] + m[10];
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vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8] + m[11];
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Vec3ByMatrix43(vecOut.AsArray(), v.AsArray(), m);
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return vecOut;
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#endif
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}
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inline void Vec3ByMatrix44(float vecOut[4], const float v[3], const float m[16])
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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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__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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__m128 col3 = _mm_loadu_ps(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 = _mm_add_ps(
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_mm_add_ps(_mm_mul_ps(col0, x), _mm_mul_ps(col1, y)),
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_mm_add_ps(_mm_mul_ps(col2, z), col3));
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_mm_storeu_ps(vecOut, sum);
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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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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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float32x4_t col3 = vld1q_f32(m + 12);
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float32x4_t vec = vld1q_f32(v);
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float32x4_t sum = vaddq_f32(
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vaddq_f32(vmulq_laneq_f32(col0, vec, 0), vmulq_laneq_f32(col1, vec, 1)),
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vaddq_f32(vmulq_laneq_f32(col2, vec, 2), col3));
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return sum;
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}
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#endif
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inline void Vec3ByMatrix44(float vecOut[4], const float v[3], const float m[16]) {
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#if defined(_M_SSE)
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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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_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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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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@ -985,70 +989,73 @@ inline void Vec3ByMatrix44(float vecOut[4], const float v[3], const float m[16])
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inline Vec4f MATH3D_CALL Vec3ByMatrix44(const Vec3f v, const float m[16]) {
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#if defined(_M_SSE)
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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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__m128 col3 = _mm_loadu_ps(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 = _mm_add_ps(
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_mm_add_ps(_mm_mul_ps(col0, x), _mm_mul_ps(col1, y)),
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_mm_add_ps(_mm_mul_ps(col2, z), col3));
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return sum;
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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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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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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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float32x4_t col3 = vld1q_f32(m + 12);
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float32x4_t vec = v.vec;
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float32x4_t sum = vaddq_f32(
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vaddq_f32(vmulq_laneq_f32(col0, vec, 0), vmulq_laneq_f32(col1, vec, 1)),
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vaddq_f32(vmulq_laneq_f32(col2, vec, 2), col3));
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return sum;
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return Vec3ByMatrix44(v.vec, m);
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#else
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Vec4f vecOut;
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vecOut[0] = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + m[12];
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vecOut[1] = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + m[13];
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vecOut[2] = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + m[14];
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vecOut[3] = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + m[15];
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Vec3ByMatrix44(vecOut.AsArray(), v.AsArray(), m);
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return vecOut;
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#endif
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}
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inline void Norm3ByMatrix43(float vecOut[3], const float v[3], const float m[12])
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{
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vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6];
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vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7];
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vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8];
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}
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inline Vec3f MATH3D_CALL Norm3ByMatrix43(const Vec3f v, const float m[12]) {
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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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__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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__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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__m128 sum = _mm_add_ps(
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_mm_add_ps(_mm_mul_ps(col0, x), _mm_mul_ps(col1, y)),
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_mm_mul_ps(col2, z));
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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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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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float32x4_t vec = v.vec;
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float32x4_t sum = vaddq_f32(
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vaddq_f32(vmulq_laneq_f32(col0, vec, 0), vmulq_laneq_f32(col1, vec, 1)),
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vmulq_laneq_f32(col2, vec, 2));
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return sum;
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}
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#endif
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inline void Norm3ByMatrix43(float vecOut[3], const float v[3], const float m[12]) {
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#if defined(_M_SSE)
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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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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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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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#else
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Vec3f vecOut;
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vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6];
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vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7];
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vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8];
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#endif
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}
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inline Vec3f MATH3D_CALL Norm3ByMatrix43(const Vec3f v, const float m[12]) {
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#if defined(_M_SSE)
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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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#elif PPSSPP_ARCH(ARM_NEON) && PPSSPP_ARCH(ARM64)
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return Norm3ByMatrix43(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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return vecOut;
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#endif
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}
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