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Make handwritten vertex decoders work with non-compiled vertex decoding
This commit is contained in:
parent
afca3717ba
commit
81f1b3fd95
@ -1858,6 +1858,8 @@ set(GPU_SOURCES
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GPU/Common/SoftwareTransformCommon.h
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GPU/Common/VertexDecoderCommon.cpp
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GPU/Common/VertexDecoderCommon.h
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GPU/Common/VertexDecoderHandwritten.cpp
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GPU/Common/VertexDecoderHandwritten.h
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GPU/Common/TransformCommon.cpp
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GPU/Common/TransformCommon.h
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GPU/Common/IndexGenerator.cpp
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@ -36,6 +36,7 @@
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#include "GPU/ge_constants.h"
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#include "GPU/Math3D.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/VertexDecoderHandwritten.h"
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static const u8 tcsize[4] = { 0, 2, 4, 8 }, tcalign[4] = { 0, 1, 2, 4 };
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static const u8 colsize[8] = { 0, 0, 0, 0, 2, 2, 2, 4 }, colalign[8] = { 0, 0, 0, 0, 2, 2, 2, 4 };
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@ -1282,6 +1283,14 @@ void VertexDecoder::SetVertexType(u32 fmt, const VertexDecoderOptions &options,
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_assert_msg_(decFmt.uvfmt == DEC_FLOAT_2 || decFmt.uvfmt == DEC_NONE, "Reader only supports float UV");
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// See GetVertTypeID
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uint32_t fmtWithoutSkinFlag = (fmt_ & ~0x04000000);
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if (fmtWithoutSkinFlag == (GE_VTYPE_TC_8BIT | GE_VTYPE_COL_5551 | GE_VTYPE_POS_16BIT)) {
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// Can skip looking up in the JIT.
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jitted_ = &VtxDec_Tu8_C5551_Ps16;
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return;
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}
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// Attempt to JIT as well. But only do that if the main CPU JIT is enabled, in order to aid
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// debugging attempts - if the main JIT doesn't work, this one won't do any better, probably.
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if (jitCache) {
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115
GPU/Common/VertexDecoderHandwritten.cpp
Normal file
115
GPU/Common/VertexDecoderHandwritten.cpp
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@ -0,0 +1,115 @@
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#include "Common/CommonTypes.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/GPUState.h"
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// Candidates for hand-writing
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// (found using our custom Very Sleepy).
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// GPU::P:_f_N:_s8_C:_8888_T:_u16__(24b)_040001BE (5%+ of God of War execution)
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// GPU::P:_f_N:_s8_C:_8888_T:_u16_W:_f_(1x)__(28b)_040007BE (1%+ of God of War execution)
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void VtxDec_Tu8_C5551_Ps16(const u8 *srcp, u8 *dstp, int count, const UVScale *uvScaleOffset) {
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struct GTAVTX {
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union {
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struct {
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u8 u;
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u8 v;
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};
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u16 uv;
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};
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u16 col;
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s16 x;
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s16 y;
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s16 z;
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};
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// NOTE: This might be different for different vertex format.
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struct OutVTX {
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float u;
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float v;
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uint32_t col;
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float x;
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float y;
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float z;
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};
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const GTAVTX *src = (const GTAVTX *)srcp;
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OutVTX *dst = (OutVTX *)dstp;
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float uscale = uvScaleOffset->uScale * (1.0f / 128.0f);
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float vscale = uvScaleOffset->vScale * (1.0f / 128.0f);
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float uoff = uvScaleOffset->uOff;
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float voff = uvScaleOffset->vOff;
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u32 alpha = 0xFFFFFFFF;
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#if PPSSPP_ARCH(SSE2)
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__m128 uvOff = _mm_setr_ps(uoff, voff, uoff, voff);
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__m128 uvScale = _mm_setr_ps(uscale, vscale, uscale, vscale);
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__m128 posScale = _mm_set1_ps(1.0f / 32768.0f);
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__m128i rmask = _mm_set1_epi32(0x001F);
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__m128i gmask = _mm_set1_epi32(0x03E0);
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__m128i bmask = _mm_set1_epi32(0x7c00);
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__m128i amask = _mm_set1_epi32(0x8000);
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__m128i lowbits = _mm_set1_epi32(0x00070707);
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// Two vertices at a time, we can share some calculations.
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// It's OK to accidentally decode an extra vertex.
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for (int i = 0; i < count; i += 2) {
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__m128i pos0 = _mm_loadl_epi64((const __m128i *) & src[i].x);
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__m128i pos1 = _mm_loadl_epi64((const __m128i *) & src[i + 1].x);
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// Translate UV, combined. TODO: Can possibly shuffle UV and col together here
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uint32_t uv0 = (uint32_t)src[i].uv | ((uint32_t)src[i + 1].uv << 16);
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uint64_t col0 = (uint64_t)src[i].col | ((uint64_t)src[i + 1].col << 32);
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__m128i pos0_32 = _mm_srai_epi32(_mm_unpacklo_epi16(pos0, pos0), 16);
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__m128i pos1_32 = _mm_srai_epi32(_mm_unpacklo_epi16(pos1, pos1), 16);
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__m128 pos0_ext = _mm_mul_ps(_mm_cvtepi32_ps(pos0_32), posScale);
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__m128 pos1_ext = _mm_mul_ps(_mm_cvtepi32_ps(pos1_32), posScale);
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__m128i uv8 = _mm_set1_epi32(uv0);
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__m128i uv16 = _mm_unpacklo_epi8(uv8, uv8);
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__m128i uv32 = _mm_srli_epi32(_mm_unpacklo_epi16(uv16, uv16), 24);
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__m128d uvf = _mm_castps_pd(_mm_add_ps(_mm_mul_ps(_mm_cvtepi32_ps(uv32), uvScale), uvOff));
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alpha &= col0;
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// Combined RGBA
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__m128i col = _mm_set1_epi64x(col0);
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__m128i r = _mm_slli_epi32(_mm_and_si128(col, rmask), 8 - 5);
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__m128i g = _mm_slli_epi32(_mm_and_si128(col, gmask), 16 - 10);
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__m128i b = _mm_slli_epi32(_mm_and_si128(col, bmask), 24 - 15);
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__m128i a = _mm_srai_epi32(_mm_slli_epi32(_mm_and_si128(col, amask), 16), 7);
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col = _mm_or_si128(_mm_or_si128(r, g), b);
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col = _mm_or_si128(col, _mm_and_si128(_mm_srli_epi32(col, 5), lowbits));
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col = _mm_or_si128(col, a);
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// TODO: Mix into fewer stores.
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_mm_storeu_ps(&dst[i].x, pos0_ext);
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_mm_storeu_ps(&dst[i + 1].x, pos1_ext);
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_mm_storel_pd((double *)&dst[i].u, uvf);
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_mm_storeh_pd((double *)&dst[i + 1].u, uvf);
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dst[i].col = _mm_cvtsi128_si32(col);
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dst[i + 1].col = _mm_cvtsi128_si32(_mm_shuffle_epi32(col, _MM_SHUFFLE(1, 1, 1, 1)));
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}
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alpha = alpha & (alpha >> 16);
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#else
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for (int i = 0; i < count; i++) {
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float u = src[i].u * uscale + uoff;
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float v = src[i].v * vscale + voff;
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alpha &= src[i].col;
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uint32_t color = RGBA5551ToRGBA8888(src[i].col);
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float x = src[i].x * (1.0f / 32768.0f);
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float y = src[i].y * (1.0f / 32768.0f);
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float z = src[i].z * (1.0f / 32768.0f);
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dst[i].col = color;
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dst[i].u = u;
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dst[i].v = v;
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dst[i].x = x;
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dst[i].y = y;
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dst[i].z = z;
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}
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#endif
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gstate_c.vertexFullAlpha = (alpha >> 15) & 1;
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}
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6
GPU/Common/VertexDecoderHandwritten.h
Normal file
6
GPU/Common/VertexDecoderHandwritten.h
Normal file
@ -0,0 +1,6 @@
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#pragma once
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// These are useful on JIT-less platforms - they don't beat the jitted vertex decoders by much, but they
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// will beat the function-call-stitched ones by a lot.
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void VtxDec_Tu8_C5551_Ps16(const u8 *srcp, u8 *dstp, int count, const UVScale *uvScaleOffset);
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#include "Core/Config.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/VertexDecoderHandwritten.h"
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// We start out by converting the active matrices into 4x4 which are easier to multiply with
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// using SSE / NEON and store them here.
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@ -167,114 +168,7 @@ static const JitLookup jitLookup[] = {
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{&VertexDecoder::Step_Color5551Morph, &VertexDecoderJitCache::Jit_Color5551Morph},
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};
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void GTA_Tu8_C5551_Ps16(const u8 *srcp, u8 *dstp, int count, const UVScale *uvScaleOffset) {
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struct GTAVTX {
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union {
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struct {
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u8 u;
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u8 v;
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};
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u16 uv;
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};
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u16 col;
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s16 x;
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s16 y;
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s16 z;
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};
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// NOTE: This might be different for different vertex format.
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struct OutVTX {
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float u;
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float v;
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uint32_t col;
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float x;
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float y;
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float z;
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};
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const GTAVTX *src = (const GTAVTX *)srcp;
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OutVTX *dst = (OutVTX *)dstp;
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float uscale = uvScaleOffset->uScale * (1.0f / 128.0f);
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float vscale = uvScaleOffset->vScale * (1.0f / 128.0f);
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float uoff = uvScaleOffset->uOff;
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float voff = uvScaleOffset->vOff;
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u32 alpha = 0xFFFFFFFF;
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#if PPSSPP_ARCH(SSE2)
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__m128 uvOff = _mm_setr_ps(uoff, voff, uoff, voff);
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__m128 uvScale = _mm_setr_ps(uscale, vscale, uscale, vscale);
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__m128 posScale = _mm_set1_ps(1.0f / 32768.0f);
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__m128i rmask = _mm_set1_epi32(0x001F);
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__m128i gmask = _mm_set1_epi32(0x03E0);
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__m128i bmask = _mm_set1_epi32(0x7c00);
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__m128i amask = _mm_set1_epi32(0x8000);
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__m128i lowbits = _mm_set1_epi32(0x00070707);
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// Two vertices at a time, we can share some calculations.
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for (int i = 0; i < count; i += 2) {
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__m128i pos0 = _mm_loadl_epi64((const __m128i *) & src[i].x);
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__m128i pos1 = _mm_loadl_epi64((const __m128i *) & src[i + 1].x);
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// Translate UV, combined. TODO: Can possibly shuffle UV and col together here
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uint32_t uv0 = (uint32_t)src[i].uv | ((uint32_t)src[i + 1].uv << 16);
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uint64_t col0 = (uint64_t)src[i].col | ((uint64_t)src[i + 1].col << 32);
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__m128i pos0_32 = _mm_srai_epi32(_mm_unpacklo_epi16(pos0, pos0), 16);
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__m128i pos1_32 = _mm_srai_epi32(_mm_unpacklo_epi16(pos1, pos1), 16);
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__m128 pos0_ext = _mm_mul_ps(_mm_cvtepi32_ps(pos0_32), posScale);
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__m128 pos1_ext = _mm_mul_ps(_mm_cvtepi32_ps(pos1_32), posScale);
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__m128i uv8 = _mm_set1_epi32(uv0);
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__m128i uv16 = _mm_unpacklo_epi8(uv8, uv8);
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__m128i uv32 = _mm_srli_epi32(_mm_unpacklo_epi16(uv16, uv16), 24);
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__m128d uvf = _mm_castps_pd(_mm_add_ps(_mm_mul_ps(_mm_cvtepi32_ps(uv32), uvScale), uvOff));
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alpha &= col0;
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// Combined RGBA
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__m128i col = _mm_set1_epi64x(col0);
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__m128i r = _mm_slli_epi32(_mm_and_si128(col, rmask), 8 - 5);
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__m128i g = _mm_slli_epi32(_mm_and_si128(col, gmask), 16 - 10);
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__m128i b = _mm_slli_epi32(_mm_and_si128(col, bmask), 24 - 15);
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__m128i a = _mm_srai_epi32(_mm_slli_epi32(_mm_and_si128(col, amask), 16), 7);
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col = _mm_or_si128(_mm_or_si128(r, g), b);
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col = _mm_or_si128(col, _mm_and_si128(_mm_srli_epi32(col, 5), lowbits));
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col = _mm_or_si128(col, a);
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// TODO: Mix into fewer stores.
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_mm_storeu_ps(&dst[i].x, pos0_ext);
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_mm_storeu_ps(&dst[i + 1].x, pos1_ext);
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_mm_storel_pd((double *)&dst[i].u, uvf);
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_mm_storeh_pd((double *)&dst[i + 1].u, uvf);
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dst[i].col = _mm_cvtsi128_si32(col);
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dst[i + 1].col = _mm_cvtsi128_si32(_mm_shuffle_epi32(col, _MM_SHUFFLE(1, 1, 1, 1)));
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}
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alpha = alpha & (alpha >> 16);
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#else
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for (int i = 0; i < count; i++) {
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float u = src[i].u * uscale + uoff;
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float v = src[i].v * vscale + voff;
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alpha &= src[i].col;
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uint32_t color = RGBA5551ToRGBA8888(src[i].col);
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float x = src[i].x * (1.0f / 32768.0f);
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float y = src[i].y * (1.0f / 32768.0f);
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float z = src[i].z * (1.0f / 32768.0f);
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dst[i].col = color;
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dst[i].u = u;
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dst[i].v = v;
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dst[i].x = x;
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dst[i].y = y;
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dst[i].z = z;
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}
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#endif
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gstate_c.vertexFullAlpha = (alpha >> 15) & 1;
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}
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JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec, int32_t *jittedSize) {
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if ((dec.fmt_ & ~0x04000000) == (GE_VTYPE_TC_8BIT | GE_VTYPE_COL_5551 | GE_VTYPE_POS_16BIT)) {
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return >A_Tu8_C5551_Ps16;
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}
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dec_ = &dec;
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BeginWrite(4096);
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const u8 *start = this->AlignCode16();
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@ -371,6 +371,7 @@
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<ClInclude Include="Common\TextureScalerCommon.h" />
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<ClInclude Include="Common\TransformCommon.h" />
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<ClInclude Include="Common\VertexDecoderCommon.h" />
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<ClInclude Include="Common\VertexDecoderHandwritten.h" />
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<ClInclude Include="Common\VertexShaderGenerator.h" />
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<ClInclude Include="D3D11\D3D11Util.h" />
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<ClInclude Include="D3D11\DrawEngineD3D11.h" />
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@ -511,6 +512,7 @@
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="Common\VertexDecoderCommon.cpp" />
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<ClCompile Include="Common\VertexDecoderHandwritten.cpp" />
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<ClCompile Include="Common\VertexDecoderRiscV.cpp" />
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<ClCompile Include="Common\VertexDecoderX86.cpp">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
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@ -273,6 +273,9 @@
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<ClInclude Include="Common\TextureReplacer.h">
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<Filter>Common</Filter>
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</ClInclude>
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<ClInclude Include="Common\VertexDecoderHandwritten.h">
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<Filter>Common</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Math3D.cpp">
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@ -542,6 +545,9 @@
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<ClCompile Include="Common\TextureReplacer.cpp">
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<Filter>Common</Filter>
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</ClCompile>
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<ClCompile Include="Common\VertexDecoderHandwritten.cpp">
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<Filter>Common</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\assets\shaders\tex_4xbrz.csh">
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@ -136,6 +136,7 @@
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<ClInclude Include="..\..\GPU\Common\TextureScalerCommon.h" />
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<ClInclude Include="..\..\GPU\Common\TransformCommon.h" />
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<ClInclude Include="..\..\GPU\Common\VertexDecoderCommon.h" />
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<ClInclude Include="..\..\GPU\Common\VertexDecoderHandwritten.h" />
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<ClInclude Include="..\..\GPU\Common\VertexShaderGenerator.h" />
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<ClInclude Include="..\..\GPU\D3D11\D3D11Util.h" />
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<ClInclude Include="..\..\GPU\D3D11\DrawEngineD3D11.h" />
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@ -203,6 +204,7 @@
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<ClCompile Include="..\..\GPU\Common\VertexDecoderArm.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderArm64.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderHandwritten.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderX86.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexShaderGenerator.cpp" />
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<ClCompile Include="..\..\GPU\D3D11\D3D11Util.cpp" />
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@ -257,4 +259,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -22,6 +22,7 @@
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<ClCompile Include="..\..\GPU\Common\VertexDecoderArm.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderArm64.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderCommon.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderHandwritten.cpp" />
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<ClCompile Include="..\..\GPU\Common\VertexDecoderX86.cpp" />
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<ClCompile Include="..\..\GPU\D3D11\D3D11Util.cpp" />
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<ClCompile Include="..\..\GPU\D3D11\DrawEngineD3D11.cpp" />
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@ -86,6 +87,7 @@
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<ClInclude Include="..\..\GPU\Common\TextureScalerCommon.h" />
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<ClInclude Include="..\..\GPU\Common\TransformCommon.h" />
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<ClInclude Include="..\..\GPU\Common\VertexDecoderCommon.h" />
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<ClInclude Include="..\..\GPU\Common\VertexDecoderHandwritten.h" />
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<ClInclude Include="..\..\GPU\D3D11\D3D11Util.h" />
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<ClInclude Include="..\..\GPU\D3D11\DrawEngineD3D11.h" />
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<ClInclude Include="..\..\GPU\D3D11\FramebufferManagerD3D11.h" />
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@ -130,4 +132,4 @@
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<ClInclude Include="..\..\GPU\Common\ReplacedTexture.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\TextureReplacer.h" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -481,6 +481,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/Common/ReinterpretFramebuffer.cpp \
|
||||
$(SRC)/GPU/Common/DepthBufferCommon.cpp \
|
||||
$(SRC)/GPU/Common/VertexDecoderCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/VertexDecoderHandwritten.cpp.arm \
|
||||
$(SRC)/GPU/Common/TextureCacheCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/TextureScalerCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/ShaderCommon.cpp \
|
||||
|
@ -463,6 +463,7 @@ SOURCES_C +=\
|
||||
SOURCES_CXX += \
|
||||
$(GPUCOMMONDIR)/Draw2D.cpp \
|
||||
$(GPUCOMMONDIR)/VertexDecoderCommon.cpp \
|
||||
$(GPUCOMMONDIR)/VertexDecoderHandwritten.cpp \
|
||||
$(GPUCOMMONDIR)/GPUStateUtils.cpp \
|
||||
$(GPUCOMMONDIR)/DrawEngineCommon.cpp \
|
||||
$(GPUCOMMONDIR)/SplineCommon.cpp \
|
||||
|
Loading…
Reference in New Issue
Block a user