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7ffd3d3aea
I'll put up a wiki soon which covers new compilation features and stuff, like how to re-enable revision tagging, and how you can direct compiled exe/dlls to be copied to any destination of your choice (yay!) -- plus many other compiling tips (if I can remember them all! >_<) git-svn-id: http://pcsx2.googlecode.com/svn/trunk@581 96395faa-99c1-11dd-bbfe-3dabce05a288
351 lines
11 KiB
C++
351 lines
11 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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///
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/// Win32 version of the AMD 3DNow! optimized routines for AMD K6-2/Athlon
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/// processors. All 3DNow! optimized functions have been gathered into this
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/// single source code file, regardless to their class or original source code
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/// file, in order to ease porting the library to other compiler and processor
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/// platforms.
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///
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/// By the way; the performance gain depends heavily on the CPU generation: On
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/// K6-2 these routines provided speed-up of even 2.4 times, while on Athlon the
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/// difference to the original routines stayed at unremarkable 8%! Such a small
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/// improvement on Athlon is due to 3DNow can perform only two operations in
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/// parallel, and obviously also the Athlon FPU is doing a very good job with
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/// the standard C floating point routines! Here these routines are anyway,
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/// although it might not be worth the effort to convert these to GCC platform,
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/// for Athlon CPU at least. The situation is different regarding the SSE
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/// optimizations though, thanks to the four parallel operations of SSE that
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/// already make a difference.
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///
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/// This file is to be compiled in Windows platform with Microsoft Visual C++
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/// Compiler. Please see '3dnow_gcc.cpp' for the gcc compiler version for all
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/// GNU platforms (if file supplied).
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///
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/// NOTICE: If using Visual Studio 6.0, you'll need to install the "Visual C++
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/// 6.0 processor pack" update to support 3DNow! instruction set. The update is
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/// available for download at Microsoft Developers Network, see here:
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/// http://msdn.microsoft.com/vstudio/downloads/tools/ppack/default.aspx
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///
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/// If the above URL is expired or removed, go to "http://msdn.microsoft.com" and
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/// perform a search with keywords "processor pack".
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///
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/// Author : Copyright (c) Olli Parviainen
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/// Author e-mail : oparviai 'at' iki.fi
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/// SoundTouch WWW: http://www.surina.net/soundtouch
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///
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////////////////////////////////////////////////////////////////////////////////
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//
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// Last changed : $Date: 2006/02/05 16:44:06 $
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// File revision : $Revision: 1.10 $
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//
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// $Id: 3dnow_win.cpp,v 1.10 2006/02/05 16:44:06 Olli Exp $
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//
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////////////////////////////////////////////////////////////////////////////////
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//
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// License :
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//
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// SoundTouch audio processing library
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// Copyright (c) Olli Parviainen
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////
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#include "cpu_detect.h"
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#include "STTypes.h"
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#ifndef _WIN32
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#error "wrong platform - this source code file is exclusively for Win32 platform"
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#endif
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using namespace soundtouch;
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#ifdef ALLOW_3DNOW
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// 3DNow! routines available only with float sample type
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//////////////////////////////////////////////////////////////////////////////
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//
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// implementation of 3DNow! optimized functions of class 'TDStretch3DNow'
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "TDStretch.h"
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#include <limits.h>
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// these are declared in 'TDStretch.cpp'
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extern int scanOffsets[4][24];
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// Calculates cross correlation of two buffers
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double TDStretch3DNow::calcCrossCorrStereo(const float *pV1, const float *pV2) const
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{
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uint overlapLengthLocal = overlapLength;
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float corr;
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// Calculates the cross-correlation value between 'pV1' and 'pV2' vectors
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/*
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c-pseudocode:
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corr = 0;
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for (i = 0; i < overlapLength / 4; i ++)
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{
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corr += pV1[0] * pV2[0];
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pV1[1] * pV2[1];
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pV1[2] * pV2[2];
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pV1[3] * pV2[3];
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pV1[4] * pV2[4];
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pV1[5] * pV2[5];
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pV1[6] * pV2[6];
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pV1[7] * pV2[7];
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pV1 += 8;
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pV2 += 8;
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}
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*/
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_asm
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{
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// give prefetch hints to CPU of what data are to be needed soonish.
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// give more aggressive hints on pV1 as that changes more between different calls
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// while pV2 stays the same.
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prefetch [pV1]
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prefetch [pV2]
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prefetch [pV1 + 32]
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mov eax, dword ptr pV2
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mov ebx, dword ptr pV1
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pxor mm0, mm0
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mov ecx, overlapLengthLocal
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shr ecx, 2 // div by four
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loop1:
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movq mm1, [eax]
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prefetch [eax + 32] // give a prefetch hint to CPU what data are to be needed soonish
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pfmul mm1, [ebx]
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prefetch [ebx + 64] // give a prefetch hint to CPU what data are to be needed soonish
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movq mm2, [eax + 8]
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pfadd mm0, mm1
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pfmul mm2, [ebx + 8]
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movq mm3, [eax + 16]
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pfadd mm0, mm2
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pfmul mm3, [ebx + 16]
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movq mm4, [eax + 24]
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pfadd mm0, mm3
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pfmul mm4, [ebx + 24]
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add eax, 32
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pfadd mm0, mm4
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add ebx, 32
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dec ecx
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jnz loop1
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// add halfs of mm0 together and return the result.
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// note: mm1 is used as a dummy parameter only, we actually don't care about it's value
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pfacc mm0, mm1
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movd corr, mm0
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femms
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}
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return corr;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// implementation of 3DNow! optimized functions of class 'FIRFilter'
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "FIRFilter.h"
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FIRFilter3DNow::FIRFilter3DNow() : FIRFilter()
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{
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filterCoeffsUnalign = NULL;
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}
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FIRFilter3DNow::~FIRFilter3DNow()
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{
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delete[] filterCoeffsUnalign;
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}
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// (overloaded) Calculates filter coefficients for 3DNow! routine
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void FIRFilter3DNow::setCoefficients(const float *coeffs, uint newLength, uint uResultDivFactor)
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{
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uint i;
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float fDivider;
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FIRFilter::setCoefficients(coeffs, newLength, uResultDivFactor);
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// Scale the filter coefficients so that it won't be necessary to scale the filtering result
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// also rearrange coefficients suitably for 3DNow!
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// Ensure that filter coeffs array is aligned to 16-byte boundary
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delete[] filterCoeffsUnalign;
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filterCoeffsUnalign = new float[2 * newLength + 4];
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filterCoeffsAlign = (float *)(((uint)filterCoeffsUnalign + 15) & -16);
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fDivider = (float)resultDivider;
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// rearrange the filter coefficients for mmx routines
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for (i = 0; i < newLength; i ++)
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{
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filterCoeffsAlign[2 * i + 0] =
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filterCoeffsAlign[2 * i + 1] = coeffs[i + 0] / fDivider;
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}
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}
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// 3DNow!-optimized version of the filter routine for stereo sound
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uint FIRFilter3DNow::evaluateFilterStereo(float *dest, const float *src, const uint numSamples) const
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{
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float *filterCoeffsLocal = filterCoeffsAlign;
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uint count = (numSamples - length) & -2;
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uint lengthLocal = length / 4;
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assert(length != 0);
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assert(count % 2 == 0);
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/* original code:
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double suml1, suml2;
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double sumr1, sumr2;
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uint i, j;
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for (j = 0; j < count; j += 2)
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{
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const float *ptr;
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suml1 = sumr1 = 0.0;
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suml2 = sumr2 = 0.0;
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ptr = src;
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filterCoeffsLocal = filterCoeffs;
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for (i = 0; i < lengthLocal; i ++)
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{
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// unroll loop for efficiency.
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suml1 += ptr[0] * filterCoeffsLocal[0] +
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ptr[2] * filterCoeffsLocal[2] +
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ptr[4] * filterCoeffsLocal[4] +
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ptr[6] * filterCoeffsLocal[6];
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sumr1 += ptr[1] * filterCoeffsLocal[1] +
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ptr[3] * filterCoeffsLocal[3] +
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ptr[5] * filterCoeffsLocal[5] +
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ptr[7] * filterCoeffsLocal[7];
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suml2 += ptr[8] * filterCoeffsLocal[0] +
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ptr[10] * filterCoeffsLocal[2] +
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ptr[12] * filterCoeffsLocal[4] +
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ptr[14] * filterCoeffsLocal[6];
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sumr2 += ptr[9] * filterCoeffsLocal[1] +
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ptr[11] * filterCoeffsLocal[3] +
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ptr[13] * filterCoeffsLocal[5] +
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ptr[15] * filterCoeffsLocal[7];
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ptr += 16;
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filterCoeffsLocal += 8;
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}
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dest[0] = (float)suml1;
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dest[1] = (float)sumr1;
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dest[2] = (float)suml2;
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dest[3] = (float)sumr2;
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src += 4;
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dest += 4;
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}
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*/
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_asm
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{
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mov eax, dword ptr dest
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mov ebx, dword ptr src
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mov edx, count
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shr edx, 1
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loop1:
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// "outer loop" : during each round 2*2 output samples are calculated
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prefetch [ebx] // give a prefetch hint to CPU what data are to be needed soonish
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prefetch [filterCoeffsLocal] // give a prefetch hint to CPU what data are to be needed soonish
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mov esi, ebx
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mov edi, filterCoeffsLocal
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pxor mm0, mm0
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pxor mm1, mm1
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mov ecx, lengthLocal
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loop2:
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// "inner loop" : during each round four FIR filter taps are evaluated for 2*2 output samples
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movq mm2, [edi]
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movq mm3, mm2
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prefetch [edi + 32] // give a prefetch hint to CPU what data are to be needed soonish
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pfmul mm2, [esi]
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prefetch [esi + 32] // give a prefetch hint to CPU what data are to be needed soonish
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pfmul mm3, [esi + 8]
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movq mm4, [edi + 8]
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movq mm5, mm4
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pfadd mm0, mm2
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pfmul mm4, [esi + 8]
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pfadd mm1, mm3
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pfmul mm5, [esi + 16]
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movq mm2, [edi + 16]
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movq mm6, mm2
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pfadd mm0, mm4
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pfmul mm2, [esi + 16]
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pfadd mm1, mm5
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pfmul mm6, [esi + 24]
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movq mm3, [edi + 24]
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movq mm7, mm3
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pfadd mm0, mm2
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pfmul mm3, [esi + 24]
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pfadd mm1, mm6
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pfmul mm7, [esi + 32]
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add esi, 32
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pfadd mm0, mm3
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add edi, 32
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pfadd mm1, mm7
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dec ecx
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jnz loop2
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movq [eax], mm0
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add ebx, 16
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movq [eax + 8], mm1
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add eax, 16
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dec edx
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jnz loop1
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femms
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}
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return count;
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}
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#endif // ALLOW_3DNOW
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