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92938f8283
The other one duplicates the bits twice and requires alignment. Fixes #19351
292 lines
9.7 KiB
C++
292 lines
9.7 KiB
C++
#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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#ifdef _M_SSE
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#include <emmintrin.h>
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#include <smmintrin.h>
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#endif
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#if PPSSPP_ARCH(ARM_NEON)
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#if defined(_MSC_VER) && PPSSPP_ARCH(ARM64)
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#include <arm64_neon.h>
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#else
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#include <arm_neon.h>
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#endif
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#endif
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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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// Tekken 6:
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// (found using the vertex counter that's active in _DEBUG)
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// [04000111] P: s16 C: 565 T: u8 (10b) (736949) // Also in Midnight Club
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// Wipeout Pure:
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// [0400013f] P: s16 N: s8 C: 8888 T: f (24b) (1495430)
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// Flatout:
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// [04000122] P: s16 N: s8 T: u16 (14b) (3901754)
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// [04000116] P: s16 C: 5551 T: u16 (12b) (2225841)
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// Test drive:
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// [05000100] P: s16 (6b) (2827872)
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// [050011ff] P: f N: f C: 8888 T: f I: u16 (36b) (3812112)
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// Burnout Dominator:
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// [04000122] P: s16 N: s8 T: u16 (14b) (1710813)
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// [04000116] P: s16 C: 5551 T: u16 (12b) (7688298)
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// This is the first GoW one.
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void VtxDec_Tu16_C8888_Pfloat(const u8 *srcp, u8 *dstp, int count, const UVScale *uvScaleOffset) {
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struct GOWVTX {
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union {
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struct {
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u16 u;
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u16 v;
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};
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u32 packed_uv;
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};
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u32 packed_normal;
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u32 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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// NOTE: This might be different for different vertex formats.
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struct OutVTX {
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float u;
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float v;
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u32 packed_normal;
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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 GOWVTX *src = (const GOWVTX *)srcp;
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OutVTX *dst = (OutVTX *)dstp;
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float uscale = uvScaleOffset->uScale * (1.0f / 32768.0f);
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float vscale = uvScaleOffset->vScale * (1.0f / 32768);
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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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__m128i alphaMask = _mm_set1_epi32(0xFFFFFFFF);
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for (int i = 0; i < count; i++) {
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__m128i uv = _mm_set1_epi32(src[i].packed_uv);
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__m128 fuv = _mm_cvtepi32_ps(_mm_unpacklo_epi16(uv, _mm_setzero_si128()));
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__m128 finalUV = _mm_add_ps(_mm_mul_ps(fuv, uvScale), uvOff);
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u32 normal = src[i].packed_normal;
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__m128i colpos = _mm_loadu_si128((const __m128i *)&src[i].col);
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_mm_store_sd((double *)&dst[i].u, _mm_castps_pd(finalUV));
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dst[i].packed_normal = normal;
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_mm_storeu_si128((__m128i *)&dst[i].col, colpos);
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alphaMask = _mm_and_si128(alphaMask, colpos);
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}
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alpha = _mm_cvtsi128_si32(alphaMask);
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#elif PPSSPP_ARCH(ARM_NEON)
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float32x2_t uvScale = vmul_f32(vld1_f32(&uvScaleOffset->uScale), vdup_n_f32(1.0f / 32768.0f));
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float32x2_t uvOff = vld1_f32(&uvScaleOffset->uOff);
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uint32x4_t alphaMask = vdupq_n_u32(0xFFFFFFFF);
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for (int i = 0; i < count; i++) {
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uint16x4_t uv = vld1_u16(&src[i].u); // TODO: We only need the first two lanes, maybe there's a better way?
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uint32x2_t fuv = vget_low_u32(vmovl_u16(uv)); // Only using the first two lanes
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float32x2_t finalUV = vadd_f32(vmul_f32(vcvt_f32_u32(fuv), uvScale), uvOff);
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u32 normal = src[i].packed_normal;
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uint32x4_t colpos = vld1q_u32((const u32 *)&src[i].col);
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alphaMask = vandq_u32(alphaMask, colpos);
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vst1_f32(&dst[i].u, finalUV);
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dst[i].packed_normal = normal;
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vst1q_u32(&dst[i].col, colpos);
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}
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alpha = vgetq_lane_u32(alphaMask, 0);
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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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uint32_t color = src[i].col;
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alpha &= color;
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float x = src[i].x;
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float y = src[i].y;
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float z = src[i].z;
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dst[i].col = color;
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dst[i].packed_normal = src[i].packed_normal;
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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 >> 24) == 0xFF;
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}
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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 formats.
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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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uint64_t alpha = 0xFFFFFFFFFFFFFFFFULL;
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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 >> 32);
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#elif PPSSPP_ARCH(ARM_NEON)
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float32x4_t uvScaleOff = vld1q_f32(&uvScaleOffset->uScale);
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float32x4_t uvScale = vmulq_f32(vcombine_f32(vget_low_f32(uvScaleOff), vget_low_f32(uvScaleOff)), vdupq_n_f32(1.0f / 128.0f));
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float32x4_t uvOffset = vcombine_f32(vget_high_f32(uvScaleOff), vget_high_f32(uvScaleOff));
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float32x4_t posScale = vdupq_n_f32(1.0f / 32768.0f);
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uint32x2_t rmask = vdup_n_u32(0x001F);
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uint32x2_t gmask = vdup_n_u32(0x03E0);
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uint32x2_t bmask = vdup_n_u32(0x7c00);
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uint32x2_t amask = vdup_n_u32(0x8000);
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uint32x2_t lowbits = vdup_n_u32(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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// Doing four vertices at a time might be even better, can share more of the pesky color format conversion.
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for (int i = 0; i < count; i += 2) {
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int16x4_t pos0 = vld1_s16(&src[i].x);
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int16x4_t pos1 = vld1_s16(&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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int32x4_t pos0_32 = vmovl_s16(pos0);
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int32x4_t pos1_32 = vmovl_s16(pos1);
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float32x4_t pos0_ext = vmulq_f32(vcvtq_f32_s32(pos0_32), posScale);
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float32x4_t pos1_ext = vmulq_f32(vcvtq_f32_s32(pos1_32), posScale);
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uint64x1_t uv8_one = vdup_n_u64(uv0);
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uint8x8_t uv8 = vreinterpret_u8_u64(uv8_one);
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uint16x4_t uv16 = vget_low_u16(vmovl_u8(uv8));
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uint32x4_t uv32 = vmovl_u16(uv16);
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float32x4_t uvf = vaddq_f32(vmulq_f32(vcvtq_f32_u32(uv32), uvScale), uvOffset);
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alpha &= col0;
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// Combined RGBA
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uint32x2_t col = vreinterpret_u32_u64(vdup_n_u64(col0));
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uint32x2_t r = vshl_n_u32(vand_u32(col, rmask), 8 - 5);
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uint32x2_t g = vshl_n_u32(vand_u32(col, gmask), 16 - 10);
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uint32x2_t b = vshl_n_u32(vand_u32(col, bmask), 24 - 15);
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int32x2_t a_shifted = vshr_n_s32(vreinterpret_s32_u32(vshl_n_u32(vand_u32(col, amask), 16)), 7);
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uint32x2_t a = vreinterpret_u32_s32(a_shifted);
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col = vorr_u32(vorr_u32(r, g), b);
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col = vorr_u32(col, vand_u32(vshl_n_u32(col, 5), lowbits));
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col = vorr_u32(col, a);
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// TODO: Mix into fewer stores.
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vst1q_f32(&dst[i].x, pos0_ext);
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vst1q_f32(&dst[i + 1].x, pos1_ext);
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vst1_f32(&dst[i].u, vget_low_f32(uvf));
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vst1_f32(&dst[i + 1].u, vget_high_f32(uvf));
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dst[i].col = vget_lane_u32(col, 0);
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dst[i + 1].col = vget_lane_u32(col, 1);
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}
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alpha = alpha & (alpha >> 32);
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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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