// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "ppsspp_config.h" #if PPSSPP_ARCH(ARM) // This allows highlighting to work. Yay. #ifdef __INTELLISENSE__ #define ARM #endif #include #include "Common/CPUDetect.h" #include "Core/Config.h" #include "Core/Reporting.h" #include "GPU/GPUState.h" #include "GPU/Common/VertexDecoderCommon.h" extern void DisassembleArm(const u8 *data, int size); alignas(16) static float bones[16 * 8]; // First two are kept in registers alignas(16) static float boneMask[4] = {1.0f, 1.0f, 1.0f, 0.0f}; // NEON register allocation: // Q0: Texture scaling parameters // Q1: Temp storage // Q2: Vector-by-matrix accumulator // Q3: Unused (multiplier temp when morphing) // // When skinning, we'll use Q4-Q7 as the "matrix accumulator". // First two matrices will be preloaded into Q8-Q11 and Q12-Q15 to reduce // memory bandwidth requirements. // The rest will be dumped to bones as on x86. // // When morphing, we never skin. So we're free to use Q4+. // Q4 is for color shift values, and Q5 is a secondary multipler inside the morph. // TODO: Maybe load all morph weights to Q6+ to avoid memory access? static const float by128 = 1.0f / 128.0f; static const float by16384 = 1.0f / 16384.0f; static const float by32768 = 1.0f / 32768.0f; using namespace ArmGen; // NOTE: Avoid R9, it's dangerous on iOS. // // r0-r3: parameters // r4-r11: local vars. save, except R9. // r12: interprocedure scratch // r13: stack8 static const ARMReg tempReg1 = R3; static const ARMReg tempReg2 = R4; static const ARMReg tempReg3 = R5; static const ARMReg scratchReg = R6; static const ARMReg scratchReg2 = R7; static const ARMReg scratchReg3 = R8; static const ARMReg fullAlphaReg = R12; static const ARMReg srcReg = R0; static const ARMReg dstReg = R1; static const ARMReg counterReg = R2; static const ARMReg fpScratchReg = S4; static const ARMReg fpScratchReg2 = S5; static const ARMReg fpScratchReg3 = S6; static const ARMReg fpScratchReg4 = S7; static const ARMReg fpUscaleReg = S0; static const ARMReg fpVscaleReg = S1; static const ARMReg fpUoffsetReg = S2; static const ARMReg fpVoffsetReg = S3; // Simpler aliases for NEON. Overlaps with corresponding VFP regs. static const ARMReg neonUVScaleReg = D0; static const ARMReg neonUVOffsetReg = D1; static const ARMReg neonScratchReg = D2; static const ARMReg neonScratchReg2 = D3; static const ARMReg neonScratchRegQ = Q1; // Overlaps with all the scratch regs // Everything above S6 is fair game for skinning // S8-S15 are used during matrix generation // These only live through the matrix multiplication static const ARMReg src[3] = {S8, S9, S10}; // skin source static const ARMReg acc[3] = {S11, S12, S13}; // skin accumulator static const ARMReg srcNEON = Q2; static const ARMReg accNEON = Q3; static const JitLookup jitLookup[] = { {&VertexDecoder::Step_WeightsU8, &VertexDecoderJitCache::Jit_WeightsU8}, {&VertexDecoder::Step_WeightsU16, &VertexDecoderJitCache::Jit_WeightsU16}, {&VertexDecoder::Step_WeightsFloat, &VertexDecoderJitCache::Jit_WeightsFloat}, {&VertexDecoder::Step_WeightsU8Skin, &VertexDecoderJitCache::Jit_WeightsU8Skin}, {&VertexDecoder::Step_WeightsU16Skin, &VertexDecoderJitCache::Jit_WeightsU16Skin}, {&VertexDecoder::Step_WeightsFloatSkin, &VertexDecoderJitCache::Jit_WeightsFloatSkin}, {&VertexDecoder::Step_TcFloat, &VertexDecoderJitCache::Jit_TcFloat}, {&VertexDecoder::Step_TcU8ToFloat, &VertexDecoderJitCache::Jit_TcU8ToFloat}, {&VertexDecoder::Step_TcU16ToFloat, &VertexDecoderJitCache::Jit_TcU16ToFloat}, {&VertexDecoder::Step_TcU8Prescale, &VertexDecoderJitCache::Jit_TcU8Prescale}, {&VertexDecoder::Step_TcU16Prescale, &VertexDecoderJitCache::Jit_TcU16Prescale}, {&VertexDecoder::Step_TcFloatPrescale, &VertexDecoderJitCache::Jit_TcFloatPrescale}, {&VertexDecoder::Step_TcFloatThrough, &VertexDecoderJitCache::Jit_TcFloatThrough}, {&VertexDecoder::Step_TcU16ThroughToFloat, &VertexDecoderJitCache::Jit_TcU16ThroughToFloat}, {&VertexDecoder::Step_NormalS8, &VertexDecoderJitCache::Jit_NormalS8}, {&VertexDecoder::Step_NormalS16, &VertexDecoderJitCache::Jit_NormalS16}, {&VertexDecoder::Step_NormalFloat, &VertexDecoderJitCache::Jit_NormalFloat}, {&VertexDecoder::Step_NormalS8Skin, &VertexDecoderJitCache::Jit_NormalS8Skin}, {&VertexDecoder::Step_NormalS16Skin, &VertexDecoderJitCache::Jit_NormalS16Skin}, {&VertexDecoder::Step_NormalFloatSkin, &VertexDecoderJitCache::Jit_NormalFloatSkin}, {&VertexDecoder::Step_Color8888, &VertexDecoderJitCache::Jit_Color8888}, {&VertexDecoder::Step_Color4444, &VertexDecoderJitCache::Jit_Color4444}, {&VertexDecoder::Step_Color565, &VertexDecoderJitCache::Jit_Color565}, {&VertexDecoder::Step_Color5551, &VertexDecoderJitCache::Jit_Color5551}, {&VertexDecoder::Step_PosS8Through, &VertexDecoderJitCache::Jit_PosS8Through}, {&VertexDecoder::Step_PosS16Through, &VertexDecoderJitCache::Jit_PosS16Through}, {&VertexDecoder::Step_PosFloatThrough, &VertexDecoderJitCache::Jit_PosFloat}, {&VertexDecoder::Step_PosS8, &VertexDecoderJitCache::Jit_PosS8}, {&VertexDecoder::Step_PosS16, &VertexDecoderJitCache::Jit_PosS16}, {&VertexDecoder::Step_PosFloat, &VertexDecoderJitCache::Jit_PosFloat}, {&VertexDecoder::Step_PosS8Skin, &VertexDecoderJitCache::Jit_PosS8Skin}, {&VertexDecoder::Step_PosS16Skin, &VertexDecoderJitCache::Jit_PosS16Skin}, {&VertexDecoder::Step_PosFloatSkin, &VertexDecoderJitCache::Jit_PosFloatSkin}, {&VertexDecoder::Step_NormalS8Morph, &VertexDecoderJitCache::Jit_NormalS8Morph}, {&VertexDecoder::Step_NormalS16Morph, &VertexDecoderJitCache::Jit_NormalS16Morph}, {&VertexDecoder::Step_NormalFloatMorph, &VertexDecoderJitCache::Jit_NormalFloatMorph}, {&VertexDecoder::Step_PosS8Morph, &VertexDecoderJitCache::Jit_PosS8Morph}, {&VertexDecoder::Step_PosS16Morph, &VertexDecoderJitCache::Jit_PosS16Morph}, {&VertexDecoder::Step_PosFloatMorph, &VertexDecoderJitCache::Jit_PosFloatMorph}, {&VertexDecoder::Step_Color8888Morph, &VertexDecoderJitCache::Jit_Color8888Morph}, {&VertexDecoder::Step_Color4444Morph, &VertexDecoderJitCache::Jit_Color4444Morph}, {&VertexDecoder::Step_Color565Morph, &VertexDecoderJitCache::Jit_Color565Morph}, {&VertexDecoder::Step_Color5551Morph, &VertexDecoderJitCache::Jit_Color5551Morph}, }; JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec, int32_t *jittedSize) { dec_ = &dec; BeginWrite(); const u8 *start = AlignCode16(); bool prescaleStep = false; bool skinning = false; // Look for prescaled texcoord steps for (int i = 0; i < dec.numSteps_; i++) { if (dec.steps_[i] == &VertexDecoder::Step_TcU8Prescale || dec.steps_[i] == &VertexDecoder::Step_TcU16Prescale || dec.steps_[i] == &VertexDecoder::Step_TcFloatPrescale) { prescaleStep = true; } if (dec.steps_[i] == &VertexDecoder::Step_WeightsU8Skin || dec.steps_[i] == &VertexDecoder::Step_WeightsU16Skin || dec.steps_[i] == &VertexDecoder::Step_WeightsFloatSkin) { skinning = true; } } // Not used below, but useful for logging. (void)skinning; SetCC(CC_AL); PUSH(8, R4, R5, R6, R7, R8, R10, R11, R_LR); VPUSH(D8, 8); // Keep the scale/offset in a few fp registers if we need it. if (prescaleStep) { MOVP2R(R3, &gstate_c.uv); VLD1(F_32, neonUVScaleReg, R3, 2, ALIGN_NONE); if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_8BIT) { VMOV_neon(F_32, neonScratchReg, by128); VMUL(F_32, neonUVScaleReg, neonUVScaleReg, neonScratchReg); } else if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_16BIT) { VMOV_neon(F_32, neonScratchReg, by32768); VMUL(F_32, neonUVScaleReg, neonUVScaleReg, neonScratchReg); } } // Add code to convert matrices to 4x4. // Later we might want to do this when the matrices are loaded instead. if (dec.weighttype && g_Config.bSoftwareSkinning) { // Copying from R3 to R4 MOVP2R(R3, gstate.boneMatrix); MOVP2R(R4, bones); MOVP2R(R5, boneMask); VLD1(F_32, Q3, R5, 2, ALIGN_128); for (int i = 0; i < dec.nweights; i++) { VLD1(F_32, Q4, R3, 2); // Load 128 bits even though we just want 96 VMUL(F_32, Q4, Q4, Q3); ADD(R3, R3, 12); VLD1(F_32, Q5, R3, 2); VMUL(F_32, Q5, Q5, Q3); ADD(R3, R3, 12); VLD1(F_32, Q6, R3, 2); VMUL(F_32, Q6, Q6, Q3); ADD(R3, R3, 12); VLD1(F_32, Q7, R3, 2); VMUL(F_32, Q7, Q7, Q3); ADD(R3, R3, 12); // First two matrices are in registers. if (i == 0) { VMOV(Q8, Q4); VMOV(Q9, Q5); VMOV(Q10, Q6); VMOV(Q11, Q7); ADD(R4, R4, 16 * 4); } else if (i == 1) { VMOV(Q12, Q4); VMOV(Q13, Q5); VMOV(Q14, Q6); VMOV(Q15, Q7); ADD(R4, R4, 16 * 4); } else { VST1(F_32, Q4, R4, 2, ALIGN_128, REG_UPDATE); VST1(F_32, Q5, R4, 2, ALIGN_128, REG_UPDATE); VST1(F_32, Q6, R4, 2, ALIGN_128, REG_UPDATE); VST1(F_32, Q7, R4, 2, ALIGN_128, REG_UPDATE); } } } if (dec.col) { // Or LDB and skip the conditional? This is probably cheaper. MOV(fullAlphaReg, 0xFF); } JumpTarget loopStart = GetCodePtr(); // Preload data cache ahead of reading. This offset seems pretty good. PLD(srcReg, 64); for (int i = 0; i < dec.numSteps_; i++) { if (!CompileStep(dec, i)) { EndWrite(); // Reset the code ptr and return zero to indicate that we failed. ResetCodePtr(GetOffset(start)); char temp[1024] = {0}; dec.ToString(temp); INFO_LOG(G3D, "Could not compile vertex decoder: %s", temp); return 0; } } ADDI2R(srcReg, srcReg, dec.VertexSize(), scratchReg); ADDI2R(dstReg, dstReg, dec.decFmt.stride, scratchReg); SUBS(counterReg, counterReg, 1); B_CC(CC_NEQ, loopStart); if (dec.col) { MOVP2R(tempReg1, &gstate_c.vertexFullAlpha); CMP(fullAlphaReg, 0); SetCC(CC_EQ); STRB(fullAlphaReg, tempReg1, 0); SetCC(CC_AL); } VPOP(D8, 8); POP(8, R4, R5, R6, R7, R8, R10, R11, R_PC); FlushLitPool(); FlushIcache(); /* DisassembleArm(start, GetCodePtr() - start); char temp[1024] = {0}; dec.ToString(temp); INFO_LOG(G3D, "%s", temp); */ *jittedSize = GetCodePtr() - start; EndWrite(); return (JittedVertexDecoder)start; } void VertexDecoderJitCache::Jit_WeightsU8() { // Basic implementation - a byte at a time. TODO: Optimize int j; for (j = 0; j < dec_->nweights; j++) { LDRB(tempReg1, srcReg, dec_->weightoff + j); STRB(tempReg1, dstReg, dec_->decFmt.w0off + j); } if (j & 3) { // Create a zero register. Might want to make a fixed one. EOR(scratchReg, scratchReg, scratchReg); } while (j & 3) { STRB(scratchReg, dstReg, dec_->decFmt.w0off + j); j++; } } void VertexDecoderJitCache::Jit_WeightsU16() { // Basic implementation - a short at a time. TODO: Optimize int j; for (j = 0; j < dec_->nweights; j++) { LDRH(tempReg1, srcReg, dec_->weightoff + j * 2); STRH(tempReg1, dstReg, dec_->decFmt.w0off + j * 2); } if (j & 3) { // Create a zero register. Might want to make a fixed one. EOR(scratchReg, scratchReg, scratchReg); } while (j & 3) { STRH(scratchReg, dstReg, dec_->decFmt.w0off + j * 2); j++; } } void VertexDecoderJitCache::Jit_WeightsFloat() { int j; for (j = 0; j < dec_->nweights; j++) { LDR(tempReg1, srcReg, dec_->weightoff + j * 4); STR(tempReg1, dstReg, dec_->decFmt.w0off + j * 4); } if (j & 3) { EOR(tempReg1, tempReg1, tempReg1); } while (j & 3) { // Zero additional weights rounding up to 4. STR(tempReg1, dstReg, dec_->decFmt.w0off + j * 4); j++; } } static const ARMReg weightRegs[8] = { S8, S9, S10, S11, S12, S13, S14, S15 }; static const ARMReg neonWeightRegsD[4] = { D4, D5, D6, D7 }; static const ARMReg neonWeightRegsQ[2] = { Q2, Q3 }; void VertexDecoderJitCache::Jit_ApplyWeights() { // We construct a matrix in Q4-Q7 // We can use Q1 as temp. if (dec_->nweights >= 2) { MOVP2R(scratchReg, bones + 16 * 2); } for (int i = 0; i < dec_->nweights; i++) { switch (i) { case 0: VMUL_scalar(F_32, Q4, Q8, QScalar(neonWeightRegsQ[0], 0)); VMUL_scalar(F_32, Q5, Q9, QScalar(neonWeightRegsQ[0], 0)); VMUL_scalar(F_32, Q6, Q10, QScalar(neonWeightRegsQ[0], 0)); VMUL_scalar(F_32, Q7, Q11, QScalar(neonWeightRegsQ[0], 0)); break; case 1: // Krait likes VDUP + VFMA better than VMLA, and it's easy to do here. if (cpu_info.bVFPv4) { VDUP(F_32, Q1, neonWeightRegsQ[i >> 2], i & 1); VFMA(F_32, Q4, Q12, Q1); VFMA(F_32, Q5, Q13, Q1); VFMA(F_32, Q6, Q14, Q1); VFMA(F_32, Q7, Q15, Q1); } else { VMLA_scalar(F_32, Q4, Q12, QScalar(neonWeightRegsQ[0], 1)); VMLA_scalar(F_32, Q5, Q13, QScalar(neonWeightRegsQ[0], 1)); VMLA_scalar(F_32, Q6, Q14, QScalar(neonWeightRegsQ[0], 1)); VMLA_scalar(F_32, Q7, Q15, QScalar(neonWeightRegsQ[0], 1)); } break; default: // Matrices 2+ need to be loaded from memory. // Wonder if we can free up one more register so we could get some parallelism. // Actually Q3 is free if there are fewer than 5 weights... if (dec_->nweights <= 4) { VLD1(F_32, Q1, scratchReg, 2, ALIGN_128, REG_UPDATE); VLD1(F_32, Q3, scratchReg, 2, ALIGN_128, REG_UPDATE); VMLA_scalar(F_32, Q4, Q1, QScalar(neonWeightRegsQ[i >> 2], i & 3)); VMLA_scalar(F_32, Q5, Q3, QScalar(neonWeightRegsQ[i >> 2], i & 3)); VLD1(F_32, Q1, scratchReg, 2, ALIGN_128, REG_UPDATE); VLD1(F_32, Q3, scratchReg, 2, ALIGN_128, REG_UPDATE); VMLA_scalar(F_32, Q6, Q1, QScalar(neonWeightRegsQ[i >> 2], i & 3)); VMLA_scalar(F_32, Q7, Q3, QScalar(neonWeightRegsQ[i >> 2], i & 3)); } else { VLD1(F_32, Q1, scratchReg, 2, ALIGN_128, REG_UPDATE); VMLA_scalar(F_32, Q4, Q1, QScalar(neonWeightRegsQ[i >> 2], i & 3)); VLD1(F_32, Q1, scratchReg, 2, ALIGN_128, REG_UPDATE); VMLA_scalar(F_32, Q5, Q1, QScalar(neonWeightRegsQ[i >> 2], i & 3)); VLD1(F_32, Q1, scratchReg, 2, ALIGN_128, REG_UPDATE); VMLA_scalar(F_32, Q6, Q1, QScalar(neonWeightRegsQ[i >> 2], i & 3)); VLD1(F_32, Q1, scratchReg, 2, ALIGN_128, REG_UPDATE); VMLA_scalar(F_32, Q7, Q1, QScalar(neonWeightRegsQ[i >> 2], i & 3)); } break; } } } void VertexDecoderJitCache::Jit_WeightsU8Skin() { // Weight is first so srcReg is correct. switch (dec_->nweights) { case 1: VLD1_lane(I_8, neonScratchReg, srcReg, 0, false); break; case 2: VLD1_lane(I_16, neonScratchReg, srcReg, 0, false); break; default: // For 3, we over read, for over 4, we read more later. VLD1_lane(I_32, neonScratchReg, srcReg, 0, false); break; } // This can be represented as a constant. VMOV_neon(F_32, Q3, by128); VMOVL(I_8 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, neonWeightRegsQ[0], neonScratchRegQ, Q3); if (dec_->nweights > 4) { ADD(tempReg1, srcReg, 4 * sizeof(u8)); switch (dec_->nweights) { case 5: VLD1_lane(I_8, neonScratchReg, tempReg1, 0, false); break; case 6: VLD1_lane(I_16, neonScratchReg, tempReg1, 0, false); break; case 7: case 8: VLD1_lane(I_32, neonScratchReg, tempReg1, 0, false); break; } VMOVL(I_8 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, neonWeightRegsQ[1], neonScratchRegQ, Q3); } Jit_ApplyWeights(); } void VertexDecoderJitCache::Jit_WeightsU16Skin() { switch (dec_->nweights) { case 1: VLD1_lane(I_16, neonScratchReg, srcReg, 0, true); break; case 2: VLD1_lane(I_32, neonScratchReg, srcReg, 0, false); break; default: // For 3, we over read, for over 4, we read more later. VLD1(I_32, neonScratchReg, srcReg, 1, ALIGN_NONE); break; } // This can be represented as a constant. VMOV_neon(F_32, Q3, by32768); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, neonWeightRegsQ[0], neonScratchRegQ, Q3); if (dec_->nweights > 4) { ADD(tempReg1, srcReg, 4 * sizeof(u16)); switch (dec_->nweights) { case 5: VLD1_lane(I_16, neonScratchReg, tempReg1, 0, true); break; case 6: VLD1_lane(I_32, neonScratchReg, tempReg1, 0, false); break; case 7: case 8: VLD1(I_32, neonScratchReg, tempReg1, 1, ALIGN_NONE); break; } VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, neonWeightRegsQ[1], neonScratchRegQ, Q3); } Jit_ApplyWeights(); } void VertexDecoderJitCache::Jit_WeightsFloatSkin() { for (int i = 1; i < dec_->nweights; ++i) { _dbg_assert_msg_(weightRegs[i - 1] + 1 == weightRegs[i], "VertexDecoder weightRegs must be in order."); } // Weights are always first, so we can use srcReg directly. if (dec_->nweights == 1) { VLD1_lane(F_32, neonWeightRegsD[0], srcReg, 0, true); } else { // We may over-read by one float but this is not a tragedy. VLD1(F_32, neonWeightRegsD[0], srcReg, (dec_->nweights + 1) / 2); } Jit_ApplyWeights(); } void VertexDecoderJitCache::Jit_TcFloat() { LDR(tempReg1, srcReg, dec_->tcoff); LDR(tempReg2, srcReg, dec_->tcoff + 4); STR(tempReg1, dstReg, dec_->decFmt.uvoff); STR(tempReg2, dstReg, dec_->decFmt.uvoff + 4); } void VertexDecoderJitCache::Jit_TcU16ThroughToFloat() { LDRH(tempReg1, srcReg, dec_->tcoff); LDRH(tempReg2, srcReg, dec_->tcoff + 2); MOVP2R(scratchReg, &gstate_c.vertBounds.minU); auto updateSide = [&](ARMReg r, CCFlags cc, u32 off) { LDRH(tempReg3, scratchReg, off); CMP(r, tempReg3); SetCC(cc); STRH(r, scratchReg, off); SetCC(CC_AL); }; // TODO: Can this actually be fast? Hmm, floats aren't better. updateSide(tempReg1, CC_LT, offsetof(KnownVertexBounds, minU)); updateSide(tempReg1, CC_GT, offsetof(KnownVertexBounds, maxU)); updateSide(tempReg2, CC_LT, offsetof(KnownVertexBounds, minV)); updateSide(tempReg2, CC_GT, offsetof(KnownVertexBounds, maxV)); ADD(scratchReg, srcReg, dec_->tcoff); VLD1_lane(I_32, neonScratchReg, scratchReg, 0, false); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); ADD(scratchReg2, dstReg, dec_->decFmt.uvoff); VST1(F_32, neonScratchReg, scratchReg2, 1, ALIGN_NONE); } void VertexDecoderJitCache::Jit_TcFloatThrough() { LDR(tempReg1, srcReg, dec_->tcoff); LDR(tempReg2, srcReg, dec_->tcoff + 4); STR(tempReg1, dstReg, dec_->decFmt.uvoff); STR(tempReg2, dstReg, dec_->decFmt.uvoff + 4); } void VertexDecoderJitCache::Jit_TcU8Prescale() { ADD(scratchReg, srcReg, dec_->tcoff); VLD1_lane(I_16, neonScratchReg, scratchReg, 0, false); VMOVL(I_8 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 16-bit VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); ADD(scratchReg2, dstReg, dec_->decFmt.uvoff); VMUL(F_32, neonScratchReg, neonScratchReg, neonUVScaleReg); VADD(F_32, neonScratchReg, neonScratchReg, neonUVOffsetReg); VST1(F_32, neonScratchReg, scratchReg2, 1, ALIGN_NONE); } void VertexDecoderJitCache::Jit_TcU8ToFloat() { ADD(scratchReg, srcReg, dec_->tcoff); VLD1_lane(I_16, neonScratchReg, scratchReg, 0, false); VMOVL(I_8 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 16-bit VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMOV_neon(F_32, neonScratchReg2, by128); VMUL(F_32, neonScratchReg, neonScratchReg, neonScratchReg2); ADD(scratchReg2, dstReg, dec_->decFmt.uvoff); VST1(F_32, neonScratchReg, scratchReg2, 1, ALIGN_NONE); } void VertexDecoderJitCache::Jit_TcU16Prescale() { ADD(scratchReg, srcReg, dec_->tcoff); VLD1_lane(I_32, neonScratchReg, scratchReg, 0, false); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); ADD(scratchReg2, dstReg, dec_->decFmt.uvoff); VMUL(F_32, neonScratchReg, neonScratchReg, neonUVScaleReg); VADD(F_32, neonScratchReg, neonScratchReg, neonUVOffsetReg); VST1(F_32, neonScratchReg, scratchReg2, 1, ALIGN_NONE); } void VertexDecoderJitCache::Jit_TcU16ToFloat() { ADD(scratchReg, srcReg, dec_->tcoff); VLD1_lane(I_32, neonScratchReg, scratchReg, 0, false); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); ADD(scratchReg2, dstReg, dec_->decFmt.uvoff); VMOV_neon(F_32, neonScratchReg2, by32768); VMUL(F_32, neonScratchReg, neonScratchReg, neonScratchReg2); VST1(F_32, neonScratchReg, scratchReg2, 1, ALIGN_NONE); } void VertexDecoderJitCache::Jit_TcFloatPrescale() { ADD(scratchReg, srcReg, dec_->tcoff); VLD1(F_32, neonScratchReg, scratchReg, 1, ALIGN_NONE); ADD(scratchReg2, dstReg, dec_->decFmt.uvoff); VMUL(F_32, neonScratchReg, neonScratchReg, neonUVScaleReg); VADD(F_32, neonScratchReg, neonScratchReg, neonUVOffsetReg); VST1(F_32, neonScratchReg, scratchReg2, 1, ALIGN_NONE); } void VertexDecoderJitCache::Jit_Color8888() { LDR(tempReg1, srcReg, dec_->coloff); // Set flags to determine if alpha != 0xFF. MVNS(tempReg2, Operand2(tempReg1, ST_ASR, 24)); STR(tempReg1, dstReg, dec_->decFmt.c0off); SetCC(CC_NEQ); MOV(fullAlphaReg, 0); SetCC(CC_AL); } void VertexDecoderJitCache::Jit_Color4444() { LDRH(tempReg1, srcReg, dec_->coloff); // Spread out the components. ANDI2R(tempReg2, tempReg1, 0x000F, scratchReg); ANDI2R(tempReg3, tempReg1, 0x00F0, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 4)); ANDI2R(tempReg3, tempReg1, 0x0F00, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 8)); ANDI2R(tempReg3, tempReg1, 0xF000, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 12)); // And expand to 8 bits. ORR(tempReg1, tempReg2, Operand2(tempReg2, ST_LSL, 4)); STR(tempReg1, dstReg, dec_->decFmt.c0off); // Set flags to determine if alpha != 0xFF. MVNS(tempReg2, Operand2(tempReg1, ST_ASR, 24)); SetCC(CC_NEQ); MOV(fullAlphaReg, 0); SetCC(CC_AL); } void VertexDecoderJitCache::Jit_Color565() { LDRH(tempReg1, srcReg, dec_->coloff); // Spread out R and B first. This puts them in 0x001F001F. ANDI2R(tempReg2, tempReg1, 0x001F, scratchReg); ANDI2R(tempReg3, tempReg1, 0xF800, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 5)); // Expand 5 -> 8. LSL(tempReg3, tempReg2, 3); ORR(tempReg2, tempReg3, Operand2(tempReg2, ST_LSR, 2)); ANDI2R(tempReg2, tempReg2, 0xFFFF00FF, scratchReg); // Now finally G. We start by shoving it into a wall. LSR(tempReg1, tempReg1, 5); ANDI2R(tempReg1, tempReg1, 0x003F, scratchReg); LSL(tempReg3, tempReg1, 2); // Don't worry, shifts into a wall. ORR(tempReg3, tempReg3, Operand2(tempReg1, ST_LSR, 4)); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 8)); // Add in full alpha. No need to update fullAlphaReg. ORI2R(tempReg1, tempReg2, 0xFF000000, scratchReg); STR(tempReg1, dstReg, dec_->decFmt.c0off); } void VertexDecoderJitCache::Jit_Color5551() { LDRSH(tempReg1, srcReg, dec_->coloff); ANDI2R(tempReg2, tempReg1, 0x001F, scratchReg); ANDI2R(tempReg3, tempReg1, 0x03E0, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 3)); ANDI2R(tempReg3, tempReg1, 0x7C00, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 6)); // Expand 5 -> 8. LSR(tempReg3, tempReg2, 2); // Clean up the bits that were shifted right. BIC(tempReg3, tempReg3, AssumeMakeOperand2(0x000000F8)); BIC(tempReg3, tempReg3, AssumeMakeOperand2(0x0000F800)); ORR(tempReg2, tempReg3, Operand2(tempReg2, ST_LSL, 3)); // Now we just need alpha. Since we loaded as signed, it'll be extended. ANDI2R(tempReg1, tempReg1, 0xFF000000, scratchReg); ORR(tempReg2, tempReg2, tempReg1); // Set flags to determine if alpha != 0xFF. MVNS(tempReg3, Operand2(tempReg1, ST_ASR, 24)); STR(tempReg2, dstReg, dec_->decFmt.c0off); SetCC(CC_NEQ); MOV(fullAlphaReg, 0); SetCC(CC_AL); } void VertexDecoderJitCache::Jit_Color8888Morph() { ADDI2R(tempReg1, srcReg, dec_->coloff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { VLD1_lane(I_32, neonScratchReg, tempReg1, 0, true); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); VMOVL(I_8 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } Jit_WriteMorphColor(dec_->decFmt.c0off); } // First is the left shift, second is the right shift (against walls, to get the RGBA values.) alignas(16) static const s16 color4444Shift[2][4] = {{12, 8, 4, 0}, {-12, -12, -12, -12}}; void VertexDecoderJitCache::Jit_Color4444Morph() { ADDI2R(tempReg1, srcReg, dec_->coloff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); MOVP2R(scratchReg, color4444Shift); MOVI2FR(scratchReg2, 255.0f / 15.0f); VDUP(I_32, Q5, scratchReg2); VLD1(I_16, D8, scratchReg, 2, ALIGN_128); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { VLD1_all_lanes(I_16, neonScratchReg, tempReg1, true); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); // Shift against walls and then back to get R, G, B, A in each 16-bit lane. VSHL(I_16 | I_UNSIGNED, neonScratchReg, neonScratchReg, D8); VSHL(I_16 | I_UNSIGNED, neonScratchReg, neonScratchReg, D9); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, Q3, Q3, Q5); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } Jit_WriteMorphColor(dec_->decFmt.c0off); } // First is the left shift, second is the right shift (against walls, to get the RGBA values.) alignas(16) static const s16 color565Shift[2][4] = {{11, 5, 0, 0}, {-11, -10, -11, 0}}; alignas(16) static const float byColor565[4] = {255.0f / 31.0f, 255.0f / 63.0f, 255.0f / 31.0f, 0.0f}; void VertexDecoderJitCache::Jit_Color565Morph() { ADDI2R(tempReg1, srcReg, dec_->coloff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); MOVI2FR(tempReg3, 255.0f); MOVP2R(scratchReg, color565Shift); MOVP2R(scratchReg2, byColor565); VLD1(I_16, D8, scratchReg, 2, ALIGN_128); VLD1(F_32, D10, scratchReg2, 2, ALIGN_128); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { VLD1_all_lanes(I_16, neonScratchReg, tempReg1, true); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); VSHL(I_16 | I_UNSIGNED, neonScratchReg, neonScratchReg, D8); VSHL(I_16 | I_UNSIGNED, neonScratchReg, neonScratchReg, D9); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, Q3, Q3, Q5); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } // Overwrite A with 255.0f. VMOV_neon(F_32, D5, tempReg3, 1); Jit_WriteMorphColor(dec_->decFmt.c0off, false); } // First is the left shift, second is the right shift (against walls, to get the RGBA values.) alignas(16) static const s16 color5551Shift[2][4] = {{11, 6, 1, 0}, {-11, -11, -11, -15}}; alignas(16) static const float byColor5551[4] = {255.0f / 31.0f, 255.0f / 31.0f, 255.0f / 31.0f, 255.0f / 1.0f}; void VertexDecoderJitCache::Jit_Color5551Morph() { ADDI2R(tempReg1, srcReg, dec_->coloff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); MOVP2R(scratchReg, color5551Shift); MOVP2R(scratchReg2, byColor5551); VLD1(I_16, D8, scratchReg, 2, ALIGN_128); VLD1(F_32, D10, scratchReg2, 2, ALIGN_128); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { VLD1_all_lanes(I_16, neonScratchReg, tempReg1, true); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); VSHL(I_16 | I_UNSIGNED, neonScratchReg, neonScratchReg, D8); VSHL(I_16 | I_UNSIGNED, neonScratchReg, neonScratchReg, D9); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); VMOVL(I_16 | I_UNSIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_UNSIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, Q3, Q3, Q5); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } Jit_WriteMorphColor(dec_->decFmt.c0off); } // Expects RGBA color in S8 - S11, which is Q2. void VertexDecoderJitCache::Jit_WriteMorphColor(int outOff, bool checkAlpha) { ADDI2R(tempReg1, dstReg, outOff, scratchReg); VCVT(I_32 | I_UNSIGNED, Q2, Q2); VQMOVN(I_32 | I_UNSIGNED, D4, Q2); VQMOVN(I_16 | I_UNSIGNED, D4, Q2); VST1_lane(I_32, D4, tempReg1, 0, true); if (checkAlpha) { VMOV_neon(I_32, scratchReg, D4, 0); } // Set flags to determine if alpha != 0xFF. if (checkAlpha) { MVNS(tempReg2, Operand2(scratchReg, ST_ASR, 24)); SetCC(CC_NEQ); MOV(fullAlphaReg, 0); SetCC(CC_AL); } } void VertexDecoderJitCache::Jit_NormalS8() { LDRB(tempReg1, srcReg, dec_->nrmoff); LDRB(tempReg2, srcReg, dec_->nrmoff + 1); LDRB(tempReg3, srcReg, dec_->nrmoff + 2); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 8)); ORR(tempReg1, tempReg1, Operand2(tempReg3, ST_LSL, 16)); STR(tempReg1, dstReg, dec_->decFmt.nrmoff); // Copy 3 bytes and then a zero. Might as well copy four. // LDR(tempReg1, srcReg, dec_->nrmoff); // ANDI2R(tempReg1, tempReg1, 0x00FFFFFF, scratchReg); // STR(tempReg1, dstReg, dec_->decFmt.nrmoff); } // Copy 6 bytes and then 2 zeroes. void VertexDecoderJitCache::Jit_NormalS16() { LDRH(tempReg1, srcReg, dec_->nrmoff); LDRH(tempReg2, srcReg, dec_->nrmoff + 2); LDRH(tempReg3, srcReg, dec_->nrmoff + 4); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 16)); STR(tempReg1, dstReg, dec_->decFmt.nrmoff); STR(tempReg3, dstReg, dec_->decFmt.nrmoff + 4); } void VertexDecoderJitCache::Jit_NormalFloat() { ADD(scratchReg, srcReg, dec_->nrmoff); LDMIA(scratchReg, false, 3, tempReg1, tempReg2, tempReg3); ADD(scratchReg, dstReg, dec_->decFmt.nrmoff); STMIA(scratchReg, false, 3, tempReg1, tempReg2, tempReg3); } // Through expands into floats, always. Might want to look at changing this. void VertexDecoderJitCache::Jit_PosS8Through() { DEBUG_LOG_REPORT_ONCE(vertexS8Through, G3D, "Using S8 positions in throughmode"); _dbg_assert_msg_(fpScratchReg + 1 == fpScratchReg2, "VertexDecoder fpScratchRegs must be in order."); _dbg_assert_msg_(fpScratchReg2 + 1 == fpScratchReg3, "VertexDecoder fpScratchRegs must be in order."); // TODO: SIMD LDRSB(tempReg1, srcReg, dec_->posoff); LDRSB(tempReg2, srcReg, dec_->posoff + 1); LDRSB(tempReg3, srcReg, dec_->posoff + 2); // signed? static const ARMReg tr[3] = { tempReg1, tempReg2, tempReg3 }; static const ARMReg fr[3] = { fpScratchReg, fpScratchReg2, fpScratchReg3 }; ADD(scratchReg, dstReg, dec_->decFmt.posoff); VMOV(neonScratchReg, tempReg1, tempReg2); VMOV(neonScratchReg2, tempReg3, tempReg3); VCVT(F_32 | I_SIGNED, neonScratchRegQ, neonScratchRegQ); VST1(F_32, neonScratchReg, scratchReg, 2, ALIGN_NONE); } // Through expands into floats, always. Might want to look at changing this. void VertexDecoderJitCache::Jit_PosS16Through() { _dbg_assert_msg_(fpScratchReg + 1 == fpScratchReg2, "VertexDecoder fpScratchRegs must be in order."); _dbg_assert_msg_(fpScratchReg2 + 1 == fpScratchReg3, "VertexDecoder fpScratchRegs must be in order."); LDRSH(tempReg1, srcReg, dec_->posoff); LDRSH(tempReg2, srcReg, dec_->posoff + 2); LDRH(tempReg3, srcReg, dec_->posoff + 4); static const ARMReg tr[3] = { tempReg1, tempReg2, tempReg3 }; static const ARMReg fr[3] = { fpScratchReg, fpScratchReg2, fpScratchReg3 }; ADD(scratchReg, dstReg, dec_->decFmt.posoff); VMOV(neonScratchReg, tempReg1, tempReg2); VMOV(neonScratchReg2, tempReg3, tempReg3); VCVT(F_32 | I_SIGNED, neonScratchRegQ, neonScratchRegQ); VST1(F_32, neonScratchReg, scratchReg, 2, ALIGN_NONE); } void VertexDecoderJitCache::Jit_PosS8() { Jit_AnyS8ToFloat(dec_->posoff); ADD(scratchReg, dstReg, dec_->decFmt.posoff); VST1(F_32, srcNEON, scratchReg, 2); } void VertexDecoderJitCache::Jit_PosS16() { Jit_AnyS16ToFloat(dec_->posoff); ADD(scratchReg, dstReg, dec_->decFmt.posoff); VST1(F_32, srcNEON, scratchReg, 2); } // Just copy 12 bytes. void VertexDecoderJitCache::Jit_PosFloat() { ADD(scratchReg, srcReg, dec_->posoff); LDMIA(scratchReg, false, 3, tempReg1, tempReg2, tempReg3); ADD(scratchReg, dstReg, dec_->decFmt.posoff); STMIA(scratchReg, false, 3, tempReg1, tempReg2, tempReg3); } void VertexDecoderJitCache::Jit_NormalS8Skin() { Jit_AnyS8ToFloat(dec_->nrmoff); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_NormalS16Skin() { Jit_AnyS16ToFloat(dec_->nrmoff); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_NormalFloatSkin() { for (int i = 1; i < 3; ++i) { _dbg_assert_msg_(src[i - 1] + 1 == src[i], "VertexDecoder src regs must be in order."); } ADD(tempReg1, srcReg, dec_->nrmoff); VLD1(F_32, srcNEON, tempReg1, 2, ALIGN_NONE); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_WriteMatrixMul(int outOff, bool pos) { // Multiply with the matrix sitting in Q4-Q7. ADD(scratchReg, dstReg, outOff); VMUL_scalar(F_32, accNEON, Q4, QScalar(srcNEON, 0)); VMLA_scalar(F_32, accNEON, Q5, QScalar(srcNEON, 1)); VMLA_scalar(F_32, accNEON, Q6, QScalar(srcNEON, 2)); if (pos) { VADD(F_32, accNEON, accNEON, Q7); } VST1(F_32, accNEON, scratchReg, 2); } void VertexDecoderJitCache::Jit_PosS8Skin() { Jit_AnyS8ToFloat(dec_->posoff); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } void VertexDecoderJitCache::Jit_PosS16Skin() { Jit_AnyS16ToFloat(dec_->posoff); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } void VertexDecoderJitCache::Jit_PosFloatSkin() { for (int i = 1; i < 3; ++i) { _dbg_assert_msg_(src[i - 1] + 1 == src[i], "VertexDecoder src regs must be in order."); } ADD(tempReg1, srcReg, dec_->posoff); VLD1(F_32, srcNEON, tempReg1, 2, ALIGN_NONE); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } void VertexDecoderJitCache::Jit_AnyS8ToFloat(int srcoff) { ADD(scratchReg, srcReg, srcoff); VMOV_neon(F_32, Q3, by128); VLD1_lane(I_32, neonScratchReg, scratchReg, 0, false); VMOVL(I_8 | I_SIGNED, neonScratchRegQ, neonScratchReg); // Widen to 16-bit VMOVL(I_16 | I_SIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_SIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, srcNEON, neonScratchReg, Q3); } void VertexDecoderJitCache::Jit_AnyS16ToFloat(int srcoff) { ADD(scratchReg, srcReg, srcoff); VMOV_neon(F_32, Q3, by32768); VLD1(I_32, neonScratchReg, scratchReg, 1, ALIGN_NONE); VMOVL(I_16 | I_SIGNED, neonScratchRegQ, neonScratchReg); // Widen to 32-bit VCVT(F_32 | I_SIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, srcNEON, neonScratchReg, Q3); } void VertexDecoderJitCache::Jit_AnyS8Morph(int srcoff, int dstoff) { ADDI2R(tempReg1, srcReg, srcoff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); MOVI2FR(scratchReg2, by128); VDUP(I_32, Q5, scratchReg2); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { VLD1_lane(I_32, neonScratchReg, tempReg1, 0, false); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); VMOVL(I_8 | I_SIGNED, neonScratchRegQ, neonScratchReg); VMOVL(I_16 | I_SIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_SIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, Q3, Q3, Q5); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } ADDI2R(tempReg1, dstReg, dstoff, scratchReg); // TODO: Is it okay that we're over-writing by 4 bytes? Probably... VSTMIA(tempReg1, false, D4, 2); } void VertexDecoderJitCache::Jit_AnyS16Morph(int srcoff, int dstoff) { ADDI2R(tempReg1, srcReg, srcoff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); MOVI2FR(scratchReg, by32768); VDUP(I_32, Q5, scratchReg); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { VLD1(I_32, neonScratchReg, tempReg1, 1, ALIGN_NONE); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); VMOVL(I_16 | I_SIGNED, neonScratchRegQ, neonScratchReg); VCVT(F_32 | I_SIGNED, neonScratchRegQ, neonScratchRegQ); VMUL(F_32, Q3, Q3, Q5); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } ADDI2R(tempReg1, dstReg, dstoff, scratchReg); // TODO: Is it okay that we're over-writing by 4 bytes? Probably... VSTMIA(tempReg1, false, D4, 2); } void VertexDecoderJitCache::Jit_AnyFloatMorph(int srcoff, int dstoff) { ADDI2R(tempReg1, srcReg, srcoff, scratchReg); MOVP2R(tempReg2, &gstate_c.morphWeights[0]); bool first = true; for (int n = 0; n < dec_->morphcount; ++n) { // Load an extra float to stay in NEON mode. VLD1(F_32, neonScratchRegQ, tempReg1, 2, ALIGN_NONE); VLD1_all_lanes(F_32, Q3, tempReg2, true, REG_UPDATE); ADDI2R(tempReg1, tempReg1, dec_->onesize_, scratchReg); if (first) { first = false; VMUL(F_32, Q2, neonScratchRegQ, Q3); } else if (cpu_info.bVFPv4) { VFMA(F_32, Q2, neonScratchRegQ, Q3); } else { VMLA(F_32, Q2, neonScratchRegQ, Q3); } } ADDI2R(tempReg1, dstReg, dstoff, scratchReg); // TODO: Is it okay that we're over-writing by 4 bytes? Probably... VSTMIA(tempReg1, false, D4, 2); } void VertexDecoderJitCache::Jit_PosS8Morph() { Jit_AnyS8Morph(dec_->posoff, dec_->decFmt.posoff); } void VertexDecoderJitCache::Jit_PosS16Morph() { Jit_AnyS16Morph(dec_->posoff, dec_->decFmt.posoff); } void VertexDecoderJitCache::Jit_PosFloatMorph() { Jit_AnyFloatMorph(dec_->posoff, dec_->decFmt.posoff); } void VertexDecoderJitCache::Jit_NormalS8Morph() { Jit_AnyS8Morph(dec_->nrmoff, dec_->decFmt.nrmoff); } void VertexDecoderJitCache::Jit_NormalS16Morph() { Jit_AnyS16Morph(dec_->nrmoff, dec_->decFmt.nrmoff); } void VertexDecoderJitCache::Jit_NormalFloatMorph() { Jit_AnyFloatMorph(dec_->nrmoff, dec_->decFmt.nrmoff); } bool VertexDecoderJitCache::CompileStep(const VertexDecoder &dec, int step) { // See if we find a matching JIT function for (size_t i = 0; i < ARRAY_SIZE(jitLookup); i++) { if (dec.steps_[step] == jitLookup[i].func) { ((*this).*jitLookup[i].jitFunc)(); return true; } } return false; } #endif // PPSSPP_ARCH(ARM)