ppsspp/GPU/GLES/VertexDecoder.cpp
Unknown W. Brackets d5337edf1f Force 5 byte jumps to avoid jump target issues.
Some with 16-bit colors were too far.
2013-11-03 17:17:04 -08:00

1416 lines
41 KiB
C++

// Copyright (c) 2012- 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 "math/lin/matrix4x4.h"
#include "Core/Config.h"
#include "Core/MemMap.h"
#include "GPU/ge_constants.h"
#include "VertexDecoder.h"
#include "VertexShaderGenerator.h"
extern void DisassembleArm(const u8 *data, int size);
static const u8 tcsize[4] = {0,2,4,8}, tcalign[4] = {0,1,2,4};
static const u8 colsize[8] = {0,0,0,0,2,2,2,4}, colalign[8] = {0,0,0,0,2,2,2,4};
static const u8 nrmsize[4] = {0,3,6,12}, nrmalign[4] = {0,1,2,4};
static const u8 possize[4] = {0,3,6,12}, posalign[4] = {0,1,2,4};
static const u8 wtsize[4] = {0,1,2,4}, wtalign[4] = {0,1,2,4};
inline int align(int n, int align) {
return (n + (align - 1)) & ~(align - 1);
}
#if 0
// This is what the software transform spits out, and thus w
DecVtxFormat GetTransformedVtxFormat(const DecVtxFormat &fmt) {
DecVtxFormat tfm = {0};
int size = 0;
int offset = 0;
// Weights disappear during transform.
if (fmt.uvfmt) {
// UV always becomes float2.
tfm.uvfmt = DEC_FLOAT_2;
tfm.uvoff = offset;
offset += DecFmtSize(tfm.uvfmt);
}
// We always (?) get two colors out, they're floats (although we'd probably be fine with less precision).
tfm.c0fmt = DEC_FLOAT_4;
tfm.c0off = offset;
offset += DecFmtSize(tfm.c0fmt);
tfm.c1fmt = DEC_FLOAT_3; // color1 (specular) doesn't have alpha.
tfm.c1off = offset;
offset += DecFmtSize(tfm.c1fmt);
// We never get a normal, it's gone.
// But we do get a position, and it's always float3.
tfm.posfmt = DEC_FLOAT_3;
tfm.posoff = offset;
offset += DecFmtSize(tfm.posfmt);
// Update stride.
tfm.stride = offset;
return tfm;
}
#endif
VertexDecoder::VertexDecoder() : coloff(0), nrmoff(0), posoff(0), jitted_(0) {}
void VertexDecoder::Step_WeightsU8() const
{
u8 *wt = (u8 *)(decoded_ + decFmt.w0off);
const u8 *wdata = (const u8*)(ptr_);
int j;
for (j = 0; j < nweights; j++)
wt[j] = wdata[j];
while (j & 3) // Zero additional weights rounding up to 4.
wt[j++] = 0;
}
void VertexDecoder::Step_WeightsU16() const
{
u16 *wt = (u16 *)(decoded_ + decFmt.w0off);
const u16 *wdata = (const u16*)(ptr_);
int j;
for (j = 0; j < nweights; j++)
wt[j] = wdata[j];
while (j & 3) // Zero additional weights rounding up to 4.
wt[j++] = 0;
}
// Float weights should be uncommon, we can live with having to multiply these by 2.0
// to avoid special checks in the vertex shader generator.
// (PSP uses 0.0-2.0 fixed point numbers for weights)
void VertexDecoder::Step_WeightsFloat() const
{
float *wt = (float *)(decoded_ + decFmt.w0off);
const float *wdata = (const float*)(ptr_);
int j;
for (j = 0; j < nweights; j++) {
wt[j] = wdata[j];
}
while (j & 3) // Zero additional weights rounding up to 4.
wt[j++] = 0.0f;
}
void VertexDecoder::Step_TcU8() const
{
// u32 to write two bytes of zeroes for free.
u32 *uv = (u32*)(decoded_ + decFmt.uvoff);
const u16 *uvdata = (const u16*)(ptr_ + tcoff);
*uv = *uvdata;
}
void VertexDecoder::Step_TcU16() const
{
u32 *uv = (u32 *)(decoded_ + decFmt.uvoff);
const u32 *uvdata = (const u32*)(ptr_ + tcoff);
*uv = *uvdata;
}
void VertexDecoder::Step_TcU16Double() const
{
u16 *uv = (u16*)(decoded_ + decFmt.uvoff);
const u16 *uvdata = (const u16*)(ptr_ + tcoff);
*uv = *uvdata;
uv[0] = uvdata[0] * 2;
uv[1] = uvdata[1] * 2;
}
void VertexDecoder::Step_TcU16Through() const
{
u16 *uv = (u16 *)(decoded_ + decFmt.uvoff);
const u16 *uvdata = (const u16*)(ptr_ + tcoff);
uv[0] = uvdata[0];
uv[1] = uvdata[1];
}
void VertexDecoder::Step_TcU16ThroughDouble() const
{
u16 *uv = (u16 *)(decoded_ + decFmt.uvoff);
const u16 *uvdata = (const u16*)(ptr_ + tcoff);
uv[0] = uvdata[0] * 2;
uv[1] = uvdata[1] * 2;
}
void VertexDecoder::Step_TcFloat() const
{
float *uv = (float *)(decoded_ + decFmt.uvoff);
const float *uvdata = (const float*)(ptr_ + tcoff);
uv[0] = uvdata[0];
uv[1] = uvdata[1];
}
void VertexDecoder::Step_TcFloatThrough() const
{
float *uv = (float *)(decoded_ + decFmt.uvoff);
const float *uvdata = (const float*)(ptr_ + tcoff);
uv[0] = uvdata[0];
uv[1] = uvdata[1];
}
void VertexDecoder::Step_TcU8Prescale() const {
float *uv = (float *)(decoded_ + decFmt.uvoff);
const u8 *uvdata = (const u8 *)(ptr_ + tcoff);
uv[0] = (float)uvdata[0] * (1.f / 128.f) * gstate_c.uv.uScale + gstate_c.uv.uOff;
uv[1] = (float)uvdata[1] * (1.f / 128.f) * gstate_c.uv.vScale + gstate_c.uv.vOff;
}
void VertexDecoder::Step_TcU16Prescale() const {
float *uv = (float *)(decoded_ + decFmt.uvoff);
const u16 *uvdata = (const u16 *)(ptr_ + tcoff);
uv[0] = (float)uvdata[0] * (1.f / 32768.f) * gstate_c.uv.uScale + gstate_c.uv.uOff;
uv[1] = (float)uvdata[1] * (1.f / 32768.f) * gstate_c.uv.vScale + gstate_c.uv.vOff;
}
void VertexDecoder::Step_TcFloatPrescale() const {
float *uv = (float *)(decoded_ + decFmt.uvoff);
const float *uvdata = (const float*)(ptr_ + tcoff);
uv[0] = uvdata[0] * gstate_c.uv.uScale + gstate_c.uv.uOff;
uv[1] = uvdata[1] * gstate_c.uv.vScale + gstate_c.uv.vOff;
}
void VertexDecoder::Step_Color565() const
{
u8 *c = decoded_ + decFmt.c0off;
u16 cdata = *(u16*)(ptr_ + coloff);
c[0] = Convert5To8(cdata & 0x1f);
c[1] = Convert6To8((cdata>>5) & 0x3f);
c[2] = Convert5To8((cdata>>11) & 0x1f);
c[3] = 255;
}
void VertexDecoder::Step_Color5551() const
{
u8 *c = decoded_ + decFmt.c0off;
u16 cdata = *(u16*)(ptr_ + coloff);
c[0] = Convert5To8(cdata & 0x1f);
c[1] = Convert5To8((cdata>>5) & 0x1f);
c[2] = Convert5To8((cdata>>10) & 0x1f);
c[3] = (cdata >> 15) ? 255 : 0;
}
void VertexDecoder::Step_Color4444() const
{
u8 *c = decoded_ + decFmt.c0off;
u16 cdata = *(u16*)(ptr_ + coloff);
for (int j = 0; j < 4; j++)
c[j] = Convert4To8((cdata >> (j * 4)) & 0xF);
}
void VertexDecoder::Step_Color8888() const
{
u8 *c = decoded_ + decFmt.c0off;
const u8 *cdata = (const u8*)(ptr_ + coloff);
memcpy(c, cdata, sizeof(u8) * 4);
}
void VertexDecoder::Step_Color565Morph() const
{
float col[3] = {0};
for (int n = 0; n < morphcount; n++)
{
float w = gstate_c.morphWeights[n];
u16 cdata = *(u16*)(ptr_ + onesize_*n + coloff);
col[0] += w * (cdata & 0x1f) * (255.0f / 31.0f);
col[1] += w * ((cdata>>5) & 0x3f) * (255.0f / 63.0f);
col[2] += w * ((cdata>>11) & 0x1f) * (255.0f / 31.0f);
}
u8 *c = decoded_ + decFmt.c0off;
for (int i = 0; i < 3; i++) {
c[i] = (u8)col[i];
}
c[3] = 255;
}
void VertexDecoder::Step_Color5551Morph() const
{
float col[4] = {0};
for (int n = 0; n < morphcount; n++)
{
float w = gstate_c.morphWeights[n];
u16 cdata = *(u16*)(ptr_ + onesize_*n + coloff);
col[0] += w * (cdata & 0x1f) * (255.0f / 31.0f);
col[1] += w * ((cdata>>5) & 0x1f) * (255.0f / 31.0f);
col[2] += w * ((cdata>>10) & 0x1f) * (255.0f / 31.0f);
col[3] += w * ((cdata>>15) ? 255.0f : 0.0f);
}
u8 *c = decoded_ + decFmt.c0off;
for (int i = 0; i < 4; i++) {
c[i] = (u8)col[i];
}
}
void VertexDecoder::Step_Color4444Morph() const
{
float col[4] = {0};
for (int n = 0; n < morphcount; n++)
{
float w = gstate_c.morphWeights[n];
u16 cdata = *(u16*)(ptr_ + onesize_*n + coloff);
for (int j = 0; j < 4; j++)
col[j] += w * ((cdata >> (j * 4)) & 0xF) * (255.0f / 15.0f);
}
u8 *c = decoded_ + decFmt.c0off;
for (int i = 0; i < 4; i++) {
c[i] = (u8)col[i];
}
}
void VertexDecoder::Step_Color8888Morph() const
{
float col[4] = {0};
for (int n = 0; n < morphcount; n++)
{
float w = gstate_c.morphWeights[n];
const u8 *cdata = (const u8*)(ptr_ + onesize_*n + coloff);
for (int j = 0; j < 4; j++)
col[j] += w * cdata[j];
}
u8 *c = decoded_ + decFmt.c0off;
for (int i = 0; i < 4; i++) {
c[i] = (u8)(col[i]);
}
}
void VertexDecoder::Step_NormalS8() const
{
s8 *normal = (s8 *)(decoded_ + decFmt.nrmoff);
const s8 *sv = (const s8*)(ptr_ + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] = sv[j];
normal[3] = 0;
}
void VertexDecoder::Step_NormalS16() const
{
s16 *normal = (s16 *)(decoded_ + decFmt.nrmoff);
const s16 *sv = (const s16*)(ptr_ + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] = sv[j];
normal[3] = 0;
}
void VertexDecoder::Step_NormalFloat() const
{
u32 *normal = (u32 *)(decoded_ + decFmt.nrmoff);
const u32 *fv = (const u32*)(ptr_ + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] = fv[j];
}
void VertexDecoder::Step_NormalS8Morph() const
{
float *normal = (float *)(decoded_ + decFmt.nrmoff);
memset(normal, 0, sizeof(float)*3);
for (int n = 0; n < morphcount; n++)
{
const s8 *bv = (const s8*)(ptr_ + onesize_*n + nrmoff);
float multiplier = gstate_c.morphWeights[n] * (1.0f/127.0f);
for (int j = 0; j < 3; j++)
normal[j] += bv[j] * multiplier;
}
}
void VertexDecoder::Step_NormalS16Morph() const
{
float *normal = (float *)(decoded_ + decFmt.nrmoff);
memset(normal, 0, sizeof(float)*3);
for (int n = 0; n < morphcount; n++)
{
float multiplier = gstate_c.morphWeights[n] * (1.0f/32767.0f);
const s16 *sv = (const s16 *)(ptr_ + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += sv[j] * multiplier;
}
}
void VertexDecoder::Step_NormalFloatMorph() const
{
float *normal = (float *)(decoded_ + decFmt.nrmoff);
memset(normal, 0, sizeof(float)*3);
for (int n = 0; n < morphcount; n++)
{
float multiplier = gstate_c.morphWeights[n];
const float *fv = (const float*)(ptr_ + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += fv[j] * multiplier;
}
}
void VertexDecoder::Step_PosS8() const
{
s8 *v = (s8 *)(decoded_ + decFmt.posoff);
const s8 *sv = (const s8*)(ptr_ + posoff);
for (int j = 0; j < 3; j++)
v[j] = sv[j];
v[3] = 0;
}
void VertexDecoder::Step_PosS16() const
{
s16 *v = (s16 *)(decoded_ + decFmt.posoff);
const s16 *sv = (const s16*)(ptr_ + posoff);
for (int j = 0; j < 3; j++)
v[j] = sv[j];
v[3] = 0;
}
void VertexDecoder::Step_PosFloat() const
{
u8 *v = (u8 *)(decoded_ + decFmt.posoff);
const u8 *fv = (const u8*)(ptr_ + posoff);
memcpy(v, fv, 12);
}
void VertexDecoder::Step_PosS8Through() const
{
float *v = (float *)(decoded_ + decFmt.posoff);
const s8 *sv = (const s8*)(ptr_ + posoff);
v[0] = sv[0];
v[1] = sv[1];
v[2] = sv[2];
}
void VertexDecoder::Step_PosS16Through() const
{
float *v = (float *)(decoded_ + decFmt.posoff);
const s16 *sv = (const s16*)(ptr_ + posoff);
v[0] = sv[0];
v[1] = sv[1];
v[2] = sv[2];
}
void VertexDecoder::Step_PosFloatThrough() const
{
u8 *v = (u8 *)(decoded_ + decFmt.posoff);
const u8 *fv = (const u8*)(ptr_ + posoff);
memcpy(v, fv, 12);
}
void VertexDecoder::Step_PosS8Morph() const
{
float *v = (float *)(decoded_ + decFmt.posoff);
memset(v, 0, sizeof(float) * 3);
for (int n = 0; n < morphcount; n++) {
float multiplier = 1.0f / 127.0f;
const s8 *sv = (const s8*)(ptr_ + onesize_*n + posoff);
for (int j = 0; j < 3; j++)
v[j] += (float)sv[j] * (multiplier * gstate_c.morphWeights[n]);
}
}
void VertexDecoder::Step_PosS16Morph() const
{
float *v = (float *)(decoded_ + decFmt.posoff);
memset(v, 0, sizeof(float) * 3);
for (int n = 0; n < morphcount; n++) {
float multiplier = 1.0f / 32767.0f;
const s16 *sv = (const s16*)(ptr_ + onesize_*n + posoff);
for (int j = 0; j < 3; j++)
v[j] += (float)sv[j] * (multiplier * gstate_c.morphWeights[n]);
}
}
void VertexDecoder::Step_PosFloatMorph() const
{
float *v = (float *)(decoded_ + decFmt.posoff);
memset(v, 0, sizeof(float) * 3);
for (int n = 0; n < morphcount; n++) {
const float *fv = (const float*)(ptr_ + onesize_*n + posoff);
for (int j = 0; j < 3; j++)
v[j] += fv[j] * gstate_c.morphWeights[n];
}
}
static const StepFunction wtstep[4] = {
0,
&VertexDecoder::Step_WeightsU8,
&VertexDecoder::Step_WeightsU16,
&VertexDecoder::Step_WeightsFloat,
};
static const StepFunction tcstep[4] = {
0,
&VertexDecoder::Step_TcU8,
&VertexDecoder::Step_TcU16,
&VertexDecoder::Step_TcFloat,
};
static const StepFunction tcstep_prescale[4] = {
0,
&VertexDecoder::Step_TcU8Prescale,
&VertexDecoder::Step_TcU16Prescale,
&VertexDecoder::Step_TcFloatPrescale,
};
static const StepFunction tcstep_through[4] = {
0,
&VertexDecoder::Step_TcU8,
&VertexDecoder::Step_TcU16Through,
&VertexDecoder::Step_TcFloatThrough,
};
// Some HD Remaster games double the u16 texture coordinates.
static const StepFunction tcstep_Remaster[4] = {
0,
&VertexDecoder::Step_TcU8,
&VertexDecoder::Step_TcU16Double,
&VertexDecoder::Step_TcFloat,
};
static const StepFunction tcstep_through_Remaster[4] = {
0,
&VertexDecoder::Step_TcU8,
&VertexDecoder::Step_TcU16ThroughDouble,
&VertexDecoder::Step_TcFloatThrough,
};
// TODO: Tc Morph
static const StepFunction colstep[8] = {
0, 0, 0, 0,
&VertexDecoder::Step_Color565,
&VertexDecoder::Step_Color5551,
&VertexDecoder::Step_Color4444,
&VertexDecoder::Step_Color8888,
};
static const StepFunction colstep_morph[8] = {
0, 0, 0, 0,
&VertexDecoder::Step_Color565Morph,
&VertexDecoder::Step_Color5551Morph,
&VertexDecoder::Step_Color4444Morph,
&VertexDecoder::Step_Color8888Morph,
};
static const StepFunction nrmstep[4] = {
0,
&VertexDecoder::Step_NormalS8,
&VertexDecoder::Step_NormalS16,
&VertexDecoder::Step_NormalFloat,
};
static const StepFunction nrmstep_morph[4] = {
0,
&VertexDecoder::Step_NormalS8Morph,
&VertexDecoder::Step_NormalS16Morph,
&VertexDecoder::Step_NormalFloatMorph,
};
static const StepFunction posstep[4] = {
0,
&VertexDecoder::Step_PosS8,
&VertexDecoder::Step_PosS16,
&VertexDecoder::Step_PosFloat,
};
static const StepFunction posstep_morph[4] = {
0,
&VertexDecoder::Step_PosS8Morph,
&VertexDecoder::Step_PosS16Morph,
&VertexDecoder::Step_PosFloatMorph,
};
static const StepFunction posstep_through[4] = {
0,
&VertexDecoder::Step_PosS8Through,
&VertexDecoder::Step_PosS16Through,
&VertexDecoder::Step_PosFloatThrough,
};
void VertexDecoder::SetVertexType(u32 fmt, VertexDecoderJitCache *jitCache) {
fmt_ = fmt;
throughmode = (fmt & GE_VTYPE_THROUGH) != 0;
numSteps_ = 0;
int biggest = 0;
size = 0;
tc = fmt & 0x3;
col = (fmt >> 2) & 0x7;
nrm = (fmt >> 5) & 0x3;
pos = (fmt >> 7) & 0x3;
weighttype = (fmt >> 9) & 0x3;
idx = (fmt >> 11) & 0x3;
morphcount = ((fmt >> 18) & 0x7)+1;
nweights = ((fmt >> 14) & 0x7)+1;
int decOff = 0;
memset(&decFmt, 0, sizeof(decFmt));
if (morphcount > 1) {
DEBUG_LOG_REPORT_ONCE(m, G3D,"VTYPE with morph used: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc,col,pos,nrm,weighttype,nweights,idx,morphcount);
} else {
DEBUG_LOG(G3D,"VTYPE: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc,col,pos,nrm,weighttype,nweights,idx,morphcount);
}
if (weighttype) { // && nweights?
weightoff = size;
//size = align(size, wtalign[weighttype]); unnecessary
size += wtsize[weighttype] * nweights;
if (wtalign[weighttype] > biggest)
biggest = wtalign[weighttype];
steps_[numSteps_++] = wtstep[weighttype];
int fmtBase = DEC_FLOAT_1;
if (weighttype == GE_VTYPE_WEIGHT_8BIT >> GE_VTYPE_WEIGHT_SHIFT) {
fmtBase = DEC_U8_1;
} else if (weighttype == GE_VTYPE_WEIGHT_16BIT >> GE_VTYPE_WEIGHT_SHIFT) {
fmtBase = DEC_U16_1;
} else if (weighttype == GE_VTYPE_WEIGHT_FLOAT >> GE_VTYPE_WEIGHT_SHIFT) {
fmtBase = DEC_FLOAT_1;
}
int numWeights = TranslateNumBones(nweights);
if (numWeights <= 4) {
decFmt.w0off = decOff;
decFmt.w0fmt = fmtBase + numWeights - 1;
decOff += DecFmtSize(decFmt.w0fmt);
} else {
decFmt.w0off = decOff;
decFmt.w0fmt = fmtBase + 3;
decOff += DecFmtSize(decFmt.w0fmt);
decFmt.w1off = decOff;
decFmt.w1fmt = fmtBase + numWeights - 5;
decOff += DecFmtSize(decFmt.w1fmt);
}
}
if (tc) {
size = align(size, tcalign[tc]);
tcoff = size;
size += tcsize[tc];
if (tcalign[tc] > biggest)
biggest = tcalign[tc];
if (g_Config.bPrescaleUV && !throughmode && gstate.getTextureFunction() == 0) {
steps_[numSteps_++] = tcstep_prescale[tc];
decFmt.uvfmt = DEC_FLOAT_2;
} else {
if (g_DoubleTextureCoordinates)
steps_[numSteps_++] = throughmode ? tcstep_through_Remaster[tc] : tcstep_Remaster[tc];
else
steps_[numSteps_++] = throughmode ? tcstep_through[tc] : tcstep[tc];
switch (tc) {
case GE_VTYPE_TC_8BIT >> GE_VTYPE_TC_SHIFT:
decFmt.uvfmt = throughmode ? DEC_U8A_2 : DEC_U8_2;
break;
case GE_VTYPE_TC_16BIT >> GE_VTYPE_TC_SHIFT:
decFmt.uvfmt = throughmode ? DEC_U16A_2 : DEC_U16_2;
break;
case GE_VTYPE_TC_FLOAT >> GE_VTYPE_TC_SHIFT:
decFmt.uvfmt = DEC_FLOAT_2;
break;
}
}
decFmt.uvoff = decOff;
decOff += DecFmtSize(decFmt.uvfmt);
}
if (col) {
size = align(size, colalign[col]);
coloff = size;
size += colsize[col];
if (colalign[col] > biggest)
biggest = colalign[col];
steps_[numSteps_++] = morphcount == 1 ? colstep[col] : colstep_morph[col];
// All color formats decode to DEC_U8_4 currently.
// They can become floats later during transform though.
decFmt.c0fmt = DEC_U8_4;
decFmt.c0off = decOff;
decOff += DecFmtSize(decFmt.c0fmt);
} else {
coloff = 0;
}
if (nrm) {
size = align(size, nrmalign[nrm]);
nrmoff = size;
size += nrmsize[nrm];
if (nrmalign[nrm] > biggest)
biggest = nrmalign[nrm];
steps_[numSteps_++] = morphcount == 1 ? nrmstep[nrm] : nrmstep_morph[nrm];
if (morphcount == 1) {
// The normal formats match the gl formats perfectly, let's use 'em.
switch (nrm) {
case GE_VTYPE_NRM_8BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S8_3; break;
case GE_VTYPE_NRM_16BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S16_3; break;
case GE_VTYPE_NRM_FLOAT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_FLOAT_3; break;
}
} else {
decFmt.nrmfmt = DEC_FLOAT_3;
}
// Actually, temporarily let's not.
decFmt.nrmoff = decOff;
decOff += DecFmtSize(decFmt.nrmfmt);
}
if (pos) // there's always a position
{
size = align(size, posalign[pos]);
posoff = size;
size += possize[pos];
if (posalign[pos] > biggest)
biggest = posalign[pos];
if (throughmode) {
steps_[numSteps_++] = posstep_through[pos];
decFmt.posfmt = DEC_FLOAT_3;
} else {
steps_[numSteps_++] = morphcount == 1 ? posstep[pos] : posstep_morph[pos];
if (morphcount == 1) {
// The non-through-mode position formats match the gl formats perfectly, let's use 'em.
switch (pos) {
case GE_VTYPE_POS_8BIT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_S8_3; break;
case GE_VTYPE_POS_16BIT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_S16_3; break;
case GE_VTYPE_POS_FLOAT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_FLOAT_3; break;
}
} else {
// Actually, temporarily let's not.
decFmt.posfmt = DEC_FLOAT_3;
}
}
decFmt.posoff = decOff;
decOff += DecFmtSize(decFmt.posfmt);
} else
ERROR_LOG_REPORT(G3D, "Vertices without position found")
decFmt.stride = decOff;
size = align(size, biggest);
onesize_ = size;
size *= morphcount;
DEBUG_LOG(G3D,"SVT : size = %i, aligned to biggest %i", size, biggest);
// Attempt to JIT as well
if (jitCache) {
jitted_ = jitCache->Compile(*this);
}
}
void VertexDecoder::DecodeVerts(u8 *decodedptr, const void *verts, int indexLowerBound, int indexUpperBound) const {
// Decode the vertices within the found bounds, once each
// decoded_ and ptr_ are used in the steps, so can't be turned into locals for speed.
decoded_ = decodedptr;
ptr_ = (const u8*)verts + indexLowerBound * size;
int count = indexUpperBound - indexLowerBound + 1;
int stride = decFmt.stride;
if (jitted_) {
// We've compiled the steps into optimized machine code, so just jump!
jitted_(ptr_, decoded_, count);
// Do we need to update the pointers?
ptr_ += size * count;
decoded_ += stride * count;
} else {
// Interpret the decode steps
for (; count; count--) {
for (int i = 0; i < numSteps_; i++) {
((*this).*steps_[i])();
}
ptr_ += size;
decoded_ += stride;
}
}
}
int VertexDecoder::ToString(char *output) const {
char * start = output;
output += sprintf(output, "P: %i ", pos);
if (nrm)
output += sprintf(output, "N: %i ", nrm);
if (col)
output += sprintf(output, "C: %i ", col);
if (tc)
output += sprintf(output, "T: %i ", tc);
if (weighttype)
output += sprintf(output, "W: %i ", weighttype);
if (idx)
output += sprintf(output, "I: %i ", idx);
if (morphcount > 1)
output += sprintf(output, "Morph: %i ", morphcount);
output += sprintf(output, "Verts: %i ", stats_[STAT_VERTSSUBMITTED]);
if (throughmode)
output += sprintf(output, " (through)");
output += sprintf(output, " (size: %i)", VertexSize());
return output - start;
}
VertexDecoderJitCache::VertexDecoderJitCache() {
// 32k should be enough.
AllocCodeSpace(1024 * 32);
// Add some random code to "help" MSVC's buggy disassembler :(
#if defined(_WIN32)
using namespace Gen;
for (int i = 0; i < 100; i++) {
MOV(32, R(EAX), R(EBX));
RET();
}
#endif
}
typedef void (VertexDecoderJitCache::*JitStepFunction)();
struct JitLookup {
StepFunction func;
JitStepFunction jitFunc;
};
#ifdef ARM
using namespace ArmGen;
static const ARMReg tempReg1 = R3;
static const ARMReg tempReg2 = R4;
static const ARMReg tempReg3 = R5;
static const ARMReg scratchReg = R6;
static const ARMReg srcReg = R0;
static const ARMReg dstReg = R1;
static const ARMReg counterReg = R2;
static const JitLookup jitLookup[] = {
{&VertexDecoder::Step_WeightsU8, &VertexDecoderJitCache::Jit_WeightsU8},
{&VertexDecoder::Step_WeightsU16, &VertexDecoderJitCache::Jit_WeightsU16},
{&VertexDecoder::Step_WeightsFloat, &VertexDecoderJitCache::Jit_WeightsFloat},
{&VertexDecoder::Step_TcU8, &VertexDecoderJitCache::Jit_TcU8},
{&VertexDecoder::Step_TcU16, &VertexDecoderJitCache::Jit_TcU16},
{&VertexDecoder::Step_TcFloat, &VertexDecoderJitCache::Jit_TcFloat},
{&VertexDecoder::Step_TcU16Through, &VertexDecoderJitCache::Jit_TcU16Through},
{&VertexDecoder::Step_TcFloatThrough, &VertexDecoderJitCache::Jit_TcFloatThrough},
{&VertexDecoder::Step_NormalS8, &VertexDecoderJitCache::Jit_NormalS8},
{&VertexDecoder::Step_NormalS16, &VertexDecoderJitCache::Jit_NormalS16},
{&VertexDecoder::Step_NormalFloat, &VertexDecoderJitCache::Jit_NormalFloat},
{&VertexDecoder::Step_Color8888, &VertexDecoderJitCache::Jit_Color8888},
// Todo: The compressed color formats
{&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},
};
JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec) {
// return 0;
dec_ = &dec;
const u8 *start = this->GetCodePtr();
// TODO: Test and make work
SetCC(CC_AL);
// TODO: Overkill
PUSH(8, R4, R5, R6, R7, R8, R9, R10, _LR);
JumpTarget loopStart = GetCodePtr();
for (int i = 0; i < dec.numSteps_; i++) {
if (!CompileStep(dec, i)) {
// Reset the code ptr and return zero to indicate that we failed.
SetCodePtr(const_cast<u8 *>(start));
return 0;
}
}
ADDI2R(srcReg, srcReg, dec.VertexSize(), scratchReg);
ADDI2R(dstReg, dstReg, dec.decFmt.stride, scratchReg);
SUBS(counterReg, counterReg, 1);
B_CC(CC_NEQ, loopStart);
POP(8, R4, R5, R6, R7, R8, R9, R10, _PC);
// DisassembleArm(start, GetCodePtr() - start);
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) {
// Create a zero register. Might want to make a fixed one.
EOR(scratchReg, scratchReg, scratchReg);
}
while (j & 3) { // Zero additional weights rounding up to 4.
STR(scratchReg, dstReg, dec_->decFmt.w0off + j * 4);
j++;
}
}
// Fill last two bytes with zeroes to align to 4 bytes. MOVZX does it for us, handy.
void VertexDecoderJitCache::Jit_TcU8() {
LDRH(tempReg1, srcReg, dec_->tcoff);
STR(tempReg1, dstReg, dec_->decFmt.uvoff);
}
void VertexDecoderJitCache::Jit_TcU16() {
LDR(tempReg1, srcReg, dec_->tcoff);
STR(tempReg1, dstReg, dec_->decFmt.uvoff);
}
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_TcU16Through() {
LDR(tempReg1, srcReg, dec_->tcoff);
STR(tempReg1, dstReg, dec_->decFmt.uvoff);
}
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_Color8888() {
LDR(tempReg1, srcReg, dec_->coloff);
STR(tempReg1, dstReg, dec_->decFmt.c0off);
}
void VertexDecoderJitCache::Jit_Color4444() {
// TODO
}
void VertexDecoderJitCache::Jit_Color565() {
// TODO
}
void VertexDecoderJitCache::Jit_Color5551() {
// TODO
}
// Copy 3 bytes and then a zero. Might as well copy four.
void VertexDecoderJitCache::Jit_NormalS8() {
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() {
LDR(tempReg1, srcReg, dec_->nrmoff, false);
LDRH(tempReg2, srcReg, dec_->nrmoff + 4, false);
STR(tempReg1, dstReg, dec_->decFmt.nrmoff, false);
STR(tempReg2, dstReg, dec_->decFmt.nrmoff + 4, false);
}
void VertexDecoderJitCache::Jit_NormalFloat() {
// ldmia?
LDR(tempReg1, srcReg, dec_->nrmoff, false);
LDR(tempReg2, srcReg, dec_->nrmoff + 4, false);
LDR(tempReg3, srcReg, dec_->nrmoff + 8, false);
STR(tempReg1, dstReg, dec_->decFmt.nrmoff, false);
STR(tempReg2, dstReg, dec_->decFmt.nrmoff + 4, false);
STR(tempReg3, dstReg, dec_->decFmt.nrmoff + 8, false);
}
// Through expands into floats, always. Might want to look at changing this.
void VertexDecoderJitCache::Jit_PosS8Through() {
// TODO: SIMD
for (int i = 0; i < 3; i++) {
LDRSB(tempReg1, srcReg, dec_->posoff + i);
VMOV(S0, tempReg1);
VCVT(S0, S0, TO_FLOAT);
VSTR(S0, dstReg, dec_->decFmt.posoff + i * 4);
}
}
// Through expands into floats, always. Might want to look at changing this.
void VertexDecoderJitCache::Jit_PosS16Through() {
// TODO: SIMD
for (int i = 0; i < 3; i++) {
LDRSH(tempReg1, srcReg, dec_->posoff + i * 2);
VMOV(S0, tempReg1);
VCVT(S0, S0, TO_FLOAT);
VSTR(S0, dstReg, dec_->decFmt.posoff + i * 4);
}
}
// Copy 3 bytes and then a zero. Might as well copy four.
void VertexDecoderJitCache::Jit_PosS8() {
LDR(tempReg1, srcReg, dec_->posoff);
ANDI2R(tempReg1, tempReg1, 0x00FFFFFF, scratchReg);
STR(tempReg1, dstReg, dec_->decFmt.posoff);
}
// Copy 6 bytes and then 2 zeroes.
void VertexDecoderJitCache::Jit_PosS16() {
LDR(tempReg1, srcReg, dec_->posoff);
LDR(tempReg2, srcReg, dec_->posoff + 4); // WARNING: This SHOULD be an LDRH but things break! why?
STR(tempReg1, dstReg, dec_->decFmt.posoff);
STR(tempReg2, dstReg, dec_->decFmt.posoff + 4);
}
// Just copy 12 bytes.
void VertexDecoderJitCache::Jit_PosFloat() {
// ldmia?
LDR(tempReg1, srcReg, dec_->posoff);
LDR(tempReg2, srcReg, dec_->posoff + 4);
LDR(tempReg3, srcReg, dec_->posoff + 8);
STR(tempReg1, dstReg, dec_->decFmt.posoff);
STR(tempReg2, dstReg, dec_->decFmt.posoff + 4);
STR(tempReg3, dstReg, dec_->decFmt.posoff + 8);
}
#elif defined(_M_X64) || defined(_M_IX86)
using namespace Gen;
#ifdef _M_X64
#ifdef _WIN32
static const X64Reg tempReg1 = RAX;
static const X64Reg tempReg2 = R9;
static const X64Reg tempReg3 = R10;
static const X64Reg srcReg = RCX;
static const X64Reg dstReg = RDX;
static const X64Reg counterReg = R8;
#else
static const X64Reg tempReg1 = RAX;
static const X64Reg tempReg2 = R9;
static const X64Reg tempReg3 = R10;
static const X64Reg srcReg = RDI;
static const X64Reg dstReg = RSI;
static const X64Reg counterReg = RDX;
#endif
#else
static const X64Reg tempReg1 = EAX;
static const X64Reg tempReg2 = EBX;
static const X64Reg tempReg3 = EDX;
static const X64Reg srcReg = ESI;
static const X64Reg dstReg = EDI;
static const X64Reg counterReg = ECX;
#endif
// To debug, just comment them out one at a time until it works. We fall back
// on the interpreter if the compiler fails.
static const JitLookup jitLookup[] = {
{&VertexDecoder::Step_WeightsU8, &VertexDecoderJitCache::Jit_WeightsU8},
{&VertexDecoder::Step_WeightsU16, &VertexDecoderJitCache::Jit_WeightsU16},
{&VertexDecoder::Step_WeightsFloat, &VertexDecoderJitCache::Jit_WeightsFloat},
{&VertexDecoder::Step_TcU8, &VertexDecoderJitCache::Jit_TcU8},
{&VertexDecoder::Step_TcU16, &VertexDecoderJitCache::Jit_TcU16},
{&VertexDecoder::Step_TcFloat, &VertexDecoderJitCache::Jit_TcFloat},
{&VertexDecoder::Step_TcU16Through, &VertexDecoderJitCache::Jit_TcU16Through},
{&VertexDecoder::Step_TcFloatThrough, &VertexDecoderJitCache::Jit_TcFloatThrough},
{&VertexDecoder::Step_NormalS8, &VertexDecoderJitCache::Jit_NormalS8},
{&VertexDecoder::Step_NormalS16, &VertexDecoderJitCache::Jit_NormalS16},
{&VertexDecoder::Step_NormalFloat, &VertexDecoderJitCache::Jit_NormalFloat},
{&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},
};
JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec) {
dec_ = &dec;
const u8 *start = this->GetCodePtr();
#ifdef _M_IX86
// Store register values
PUSH(ESI);
PUSH(EDI);
PUSH(EBX);
PUSH(EBP);
// Read parameters
int offset = 4;
MOV(32, R(srcReg), MDisp(ESP, 16 + offset + 0));
MOV(32, R(dstReg), MDisp(ESP, 16 + offset + 4));
MOV(32, R(counterReg), MDisp(ESP, 16 + offset + 8));
#endif
// Let's not bother with a proper stack frame. We just grab the arguments and go.
JumpTarget loopStart = GetCodePtr();
for (int i = 0; i < dec.numSteps_; i++) {
if (!CompileStep(dec, i)) {
// Reset the code ptr and return zero to indicate that we failed.
SetCodePtr(const_cast<u8 *>(start));
return 0;
}
}
#ifdef _M_X64
ADD(64, R(srcReg), Imm32(dec.VertexSize()));
ADD(64, R(dstReg), Imm32(dec.decFmt.stride));
#else
ADD(32, R(srcReg), Imm32(dec.VertexSize()));
ADD(32, R(dstReg), Imm32(dec.decFmt.stride));
#endif
SUB(32, R(counterReg), Imm8(1));
J_CC(CC_NZ, loopStart, true);
#ifdef _M_IX86
// Restore register values
POP(EBP);
POP(EBX);
POP(EDI);
POP(ESI);
#endif
RET();
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++) {
MOV(8, R(tempReg1), MDisp(srcReg, dec_->weightoff + j));
MOV(8, MDisp(dstReg, dec_->decFmt.w0off + j), R(tempReg1));
}
while (j & 3) {
MOV(8, MDisp(dstReg, dec_->decFmt.w0off + j), Imm8(0));
j++;
}
}
void VertexDecoderJitCache::Jit_WeightsU16() {
// Basic implementation - a short at a time. TODO: Optimize
int j;
for (j = 0; j < dec_->nweights; j++) {
MOV(16, R(tempReg1), MDisp(srcReg, dec_->weightoff + j * 2));
MOV(16, MDisp(dstReg, dec_->decFmt.w0off + j * 2), R(tempReg1));
}
while (j & 3) {
MOV(16, MDisp(dstReg, dec_->decFmt.w0off + j * 2), Imm8(0));
j++;
}
}
void VertexDecoderJitCache::Jit_WeightsFloat() {
int j;
for (j = 0; j < dec_->nweights; j++) {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff + j * 4));
MOV(32, MDisp(dstReg, dec_->decFmt.w0off + j * 4), R(tempReg1));
}
while (j & 3) { // Zero additional weights rounding up to 4.
MOV(32, MDisp(dstReg, dec_->decFmt.w0off + j * 4), Imm32(0));
j++;
}
}
// Fill last two bytes with zeroes to align to 4 bytes. MOVZX does it for us, handy.
void VertexDecoderJitCache::Jit_TcU8() {
MOVZX(32, 16, tempReg1, MDisp(srcReg, dec_->tcoff));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1));
}
void VertexDecoderJitCache::Jit_TcU16() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->tcoff));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1));
}
void VertexDecoderJitCache::Jit_TcFloat() {
#ifdef _M_X64
MOV(64, R(tempReg1), MDisp(srcReg, dec_->tcoff));
MOV(64, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1));
#else
MOV(32, R(tempReg1), MDisp(srcReg, dec_->tcoff));
MOV(32, R(tempReg2), MDisp(srcReg, dec_->tcoff + 4));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff + 4), R(tempReg2));
#endif
}
void VertexDecoderJitCache::Jit_TcU16Through() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->tcoff));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1));
}
void VertexDecoderJitCache::Jit_TcFloatThrough() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->tcoff));
MOV(32, R(tempReg2), MDisp(srcReg, dec_->tcoff + 4));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.uvoff + 4), R(tempReg2));
}
void VertexDecoderJitCache::Jit_Color8888() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->coloff));
MOV(32, MDisp(dstReg, dec_->decFmt.c0off), R(tempReg1));
}
void VertexDecoderJitCache::Jit_Color4444() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->coloff));
// 0000ABGR, copy R and double forwards.
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0x0000000F));
MOV(32, R(tempReg2), R(tempReg3));
SHL(32, R(tempReg3), Imm8(4));
OR(32, R(tempReg2), R(tempReg3));
// tempReg1 -> 00ABGR00, then double G backwards.
SHL(32, R(tempReg1), Imm8(8));
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0x0000F000));
OR(32, R(tempReg2), R(tempReg3));
SHR(32, R(tempReg3), Imm8(4));
OR(32, R(tempReg2), R(tempReg3));
// Now do B forwards again (still 00ABGR00.)
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0x000F0000));
OR(32, R(tempReg2), R(tempReg3));
SHL(32, R(tempReg3), Imm8(4));
OR(32, R(tempReg2), R(tempReg3));
// tempReg1 -> ABGR0000, then double A backwards.
SHL(32, R(tempReg1), Imm8(8));
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0xF000000));
OR(32, R(tempReg2), R(tempReg3));
SHR(32, R(tempReg3), Imm8(4));
OR(32, R(tempReg2), R(tempReg3));
MOV(32, MDisp(dstReg, dec_->decFmt.c0off), R(tempReg2));
}
void VertexDecoderJitCache::Jit_Color565() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->coloff));
MOV(32, R(tempReg2), R(tempReg1));
AND(32, R(tempReg2), Imm32(0x0000001F));
// B (we do R and B at the same time, they're both 5.)
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0x0000F800));
SHL(32, R(tempReg3), Imm8(5));
OR(32, R(tempReg2), R(tempReg3));
// Expand 5 -> 8. At this point we have 00BB00RR.
MOV(32, R(tempReg3), R(tempReg2));
SHL(32, R(tempReg2), Imm8(3));
SHR(32, R(tempReg3), Imm8(2));
OR(32, R(tempReg2), R(tempReg3));
AND(32, R(tempReg2), Imm32(0x00FF00FF));
// Now's as good a time to put in A as any.
OR(32, R(tempReg2), Imm8(0xFF000000));
// Last, we need to align, extract, and expand G.
// 3 to align to G, and then 2 to expand to 8.
SHL(32, R(tempReg1), Imm8(3 + 2));
AND(32, R(tempReg1), Imm32(0x0000FC00));
MOV(32, R(tempReg3), R(tempReg1));
// 2 to account for tempReg1 being preshifted, 4 for expansion.
SHR(32, R(tempReg3), Imm8(2 + 4));
OR(32, R(tempReg1), R(tempReg3));
AND(32, R(tempReg1), Imm32(0x0000FF00));
OR(32, R(tempReg2), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.c0off), R(tempReg2));
}
void VertexDecoderJitCache::Jit_Color5551() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->coloff));
MOV(32, R(tempReg2), R(tempReg1));
AND(32, R(tempReg2), Imm32(0x0000001F));
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0x000003E0));
SHL(32, R(tempReg3), Imm8(3));
OR(32, R(tempReg2), R(tempReg3));
MOV(32, R(tempReg3), R(tempReg1));
AND(32, R(tempReg3), Imm32(0x00007C00));
SHL(32, R(tempReg3), Imm8(6));
OR(32, R(tempReg2), R(tempReg3));
// Expand 5 -> 8. After this is just A.
MOV(32, R(tempReg3), R(tempReg2));
SHL(32, R(tempReg2), Imm8(3));
SHR(32, R(tempReg3), Imm8(2));
// Chop off the bits that were shifted out.
AND(32, R(tempReg3), Imm32(0x00070707));
OR(32, R(tempReg2), R(tempReg3));
// For A, we shift it to a single bit, and then subtract and XOR.
// That's probably the simplest way to expand it...
SHR(32, R(tempReg1), Imm8(15));
// If it was 0, it's now -1, otherwise it's 0. Easy.
SUB(32, R(tempReg1), Imm8(1));
XOR(32, R(tempReg1), Imm32(0xFF000000));
AND(32, R(tempReg1), Imm32(0xFF000000));
OR(32, R(tempReg2), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.c0off), R(tempReg2));
}
// Copy 3 bytes and then a zero. Might as well copy four.
void VertexDecoderJitCache::Jit_NormalS8() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->nrmoff));
AND(32, R(tempReg1), Imm32(0x00FFFFFF));
MOV(32, MDisp(dstReg, dec_->decFmt.nrmoff), R(tempReg1));
}
// Copy 6 bytes and then 2 zeroes.
void VertexDecoderJitCache::Jit_NormalS16() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->nrmoff));
MOVZX(32, 16, tempReg2, MDisp(srcReg, dec_->nrmoff + 4));
MOV(32, MDisp(dstReg, dec_->decFmt.nrmoff), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.nrmoff + 4), R(tempReg2));
}
void VertexDecoderJitCache::Jit_NormalFloat() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->nrmoff));
MOV(32, R(tempReg2), MDisp(srcReg, dec_->nrmoff + 4));
MOV(32, R(tempReg3), MDisp(srcReg, dec_->nrmoff + 8));
MOV(32, MDisp(dstReg, dec_->decFmt.nrmoff), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.nrmoff + 4), R(tempReg2));
MOV(32, MDisp(dstReg, dec_->decFmt.nrmoff + 8), R(tempReg3));
}
// Through expands into floats, always. Might want to look at changing this.
void VertexDecoderJitCache::Jit_PosS8Through() {
// TODO: SIMD
for (int i = 0; i < 3; i++) {
MOVSX(32, 8, tempReg1, MDisp(srcReg, dec_->posoff + i));
CVTSI2SS(XMM0, R(tempReg1));
MOVSS(MDisp(dstReg, dec_->decFmt.posoff + i * 4), XMM0);
}
}
// Through expands into floats, always. Might want to look at changing this.
void VertexDecoderJitCache::Jit_PosS16Through() {
// TODO: SIMD
for (int i = 0; i < 3; i++) {
MOVSX(32, 16, tempReg1, MDisp(srcReg, dec_->posoff + i * 2));
CVTSI2SS(XMM0, R(tempReg1));
MOVSS(MDisp(dstReg, dec_->decFmt.posoff + i * 4), XMM0);
}
}
// Copy 3 bytes and then a zero. Might as well copy four.
void VertexDecoderJitCache::Jit_PosS8() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->posoff));
AND(32, R(tempReg1), Imm32(0x00FFFFFF));
MOV(32, MDisp(dstReg, dec_->decFmt.posoff), R(tempReg1));
}
// Copy 6 bytes and then 2 zeroes.
void VertexDecoderJitCache::Jit_PosS16() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->posoff));
MOVZX(32, 16, tempReg2, MDisp(srcReg, dec_->posoff + 4));
MOV(32, MDisp(dstReg, dec_->decFmt.posoff), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.posoff + 4), R(tempReg2));
}
// Just copy 12 bytes.
void VertexDecoderJitCache::Jit_PosFloat() {
MOV(32, R(tempReg1), MDisp(srcReg, dec_->posoff));
MOV(32, R(tempReg2), MDisp(srcReg, dec_->posoff + 4));
MOV(32, R(tempReg3), MDisp(srcReg, dec_->posoff + 8));
MOV(32, MDisp(dstReg, dec_->decFmt.posoff), R(tempReg1));
MOV(32, MDisp(dstReg, dec_->decFmt.posoff + 4), R(tempReg2));
MOV(32, MDisp(dstReg, dec_->decFmt.posoff + 8), R(tempReg3));
}
#elif defined(PPC)
#error This should not be built for PowerPC, at least not yet.
#endif
bool VertexDecoderJitCache::CompileStep(const VertexDecoder &dec, int step) {
// See if we find a matching JIT function
for (int i = 0; i < ARRAY_SIZE(jitLookup); i++) {
if (dec.steps_[step] == jitLookup[i].func) {
((*this).*jitLookup[i].jitFunc)();
return true;
}
}
return false;
}