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softgpu: Use NEON for lighting.
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@ -29,6 +29,10 @@ static inline Vec3f GetLightVec(const u32 lparams[12], int light) {
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__m128i values = _mm_loadu_si128((__m128i *)&lparams[3 * light]);
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__m128i from24 = _mm_slli_epi32(values, 8);
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return _mm_castsi128_ps(from24);
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#elif PPSSPP_ARCH(ARM64_NEON)
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uint32x4_t values = vld1q_u32((uint32_t *)&lparams[3 * light]);
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uint32x4_t from24 = vshlq_n_u32(values, 8);
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return vreinterpretq_f32_u32(from24);
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#else
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return Vec3<float>(getFloat24(lparams[3 * light]), getFloat24(lparams[3 * light + 1]), getFloat24(lparams[3 * light + 2]));
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#endif
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@ -48,6 +52,8 @@ static inline float pspLightPow(float v, float e) {
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static inline Vec4<int> LightColorFactor(const Vec4<int> &expanded, const Vec4<int> &ones) {
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#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
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return _mm_add_epi32(_mm_slli_epi32(expanded.ivec, 1), ones.ivec);
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#elif PPSSPP_ARCH(ARM64_NEON)
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return vaddq_s32(vshlq_n_s32(expanded.ivec, 1), ones.ivec);
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#else
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return expanded * 2 + ones;
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#endif
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@ -62,6 +68,10 @@ static inline bool IsLargerThanHalf(const Vec4<int> &v) {
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__m128i add23 = _mm_add_epi32(v.ivec, _mm_shuffle_epi32(v.ivec, _MM_SHUFFLE(3, 2, 3, 2)));
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__m128i add1 = _mm_add_epi32(add23, _mm_shuffle_epi32(add23, _MM_SHUFFLE(1, 1, 1, 1)));
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return _mm_cvtsi128_si32(add1) > 4;
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#elif PPSSPP_ARCH(ARM64_NEON)
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int32x2_t add02 = vpmax_s32(vget_low_s32(v.ivec), vget_high_s32(v.ivec));
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int32x2_t add1 = vpmax_s32(add02, add02);
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return vget_lane_s32(add1, 0) > 4;
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#else
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bool larger = false;
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for (int i = 0; i < 3; ++i)
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