// 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 "base/basictypes.h" #include "base/logging.h" #include "Core/Config.h" #include "Core/MemMap.h" #include "GPU/ge_constants.h" #include "GPU/Math3D.h" #include "VertexDecoder.h" #include "VertexShaderGenerator.h" #if defined(_M_IX86) || defined(_M_X64) #include #endif 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}; // When software skinning. This array is only used when non-jitted - when jitted, the matrix // is kept in registers. static float MEMORY_ALIGNED16(skinMatrix[12]); // We start out by converting the active matrices into 4x4 which are easier to multiply with // using SSE / NEON and store them here. static float MEMORY_ALIGNED16(bones[16 * 8]); inline int align(int n, int align) { return (n + (align - 1)) & ~(align - 1); } VertexDecoder::VertexDecoder() : coloff(0), nrmoff(0), posoff(0), jitted_(0) { memset(stats_, 0, sizeof(stats_)); } 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_WeightsU8Skin() const { memset(skinMatrix, 0, sizeof(skinMatrix)); u8 *wt = (u8 *)(decoded_ + decFmt.w0off); const u8 *wdata = (const u8*)(ptr_); for (int j = 0; j < nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; if (wdata[j] != 0) { float weight = wdata[j] / 128.0f; for (int i = 0; i < 12; i++) { skinMatrix[i] += weight * bone[i]; } } } } void VertexDecoder::Step_WeightsU16Skin() const { memset(skinMatrix, 0, sizeof(skinMatrix)); u16 *wt = (u16 *)(decoded_ + decFmt.w0off); const u16 *wdata = (const u16*)(ptr_); for (int j = 0; j < nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; if (wdata[j] != 0) { float weight = wdata[j] / 32768.0f; for (int i = 0; i < 12; i++) { skinMatrix[i] += weight * bone[i]; } } } } // 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_WeightsFloatSkin() const { memset(skinMatrix, 0, sizeof(skinMatrix)); float *wt = (float *)(decoded_ + decFmt.w0off); const float *wdata = (const float*)(ptr_); for (int j = 0; j < nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; float weight = wdata[j]; if (weight > 0.0) { for (int i = 0; i < 12; i++) { skinMatrix[i] += weight * bone[i]; } } } } 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_NormalS8Skin() const { float *normal = (float *)(decoded_ + decFmt.nrmoff); const s8 *sv = (const s8*)(ptr_ + nrmoff); const float fn[3] = { sv[0] / 128.0f, sv[1] / 128.0f, sv[2] / 128.0f }; Norm3ByMatrix43(normal, fn, skinMatrix); } void VertexDecoder::Step_NormalS16Skin() const { float *normal = (float *)(decoded_ + decFmt.nrmoff); const s16 *sv = (const s16*)(ptr_ + nrmoff); const float fn[3] = { sv[0] / 32768.0f, sv[1] / 32768.0f, sv[2] / 32768.0f }; Norm3ByMatrix43(normal, fn, skinMatrix); } void VertexDecoder::Step_NormalFloatSkin() const { float *normal = (float *)(decoded_ + decFmt.nrmoff); const float *fn = (const float *)(ptr_ + nrmoff); Norm3ByMatrix43(normal, fn, skinMatrix); } 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_PosS8Skin() const { float *pos = (float *)(decoded_ + decFmt.posoff); const s8 *sv = (const s8*)(ptr_ + posoff); const float fn[3] = { sv[0] / 128.0f, sv[1] / 128.0f, sv[2] / 128.0f }; Vec3ByMatrix43(pos, fn, skinMatrix); } void VertexDecoder::Step_PosS16Skin() const { float *pos = (float *)(decoded_ + decFmt.posoff); const s16 *sv = (const s16*)(ptr_ + posoff); const float fn[3] = { sv[0] / 32768.0f, sv[1] / 32768.0f, sv[2] / 32768.0f }; Vec3ByMatrix43(pos, fn, skinMatrix); } void VertexDecoder::Step_PosFloatSkin() const { float *pos = (float *)(decoded_ + decFmt.posoff); const float *fn = (const float *)(ptr_ + posoff); Vec3ByMatrix43(pos, fn, skinMatrix); } 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 wtstep_skin[4] = { 0, &VertexDecoder::Step_WeightsU8Skin, &VertexDecoder::Step_WeightsU16Skin, &VertexDecoder::Step_WeightsFloatSkin, }; 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_skin[4] = { 0, &VertexDecoder::Step_NormalS8Skin, &VertexDecoder::Step_NormalS16Skin, &VertexDecoder::Step_NormalFloatSkin, }; 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_skin[4] = { 0, &VertexDecoder::Step_PosS8Skin, &VertexDecoder::Step_PosS16Skin, &VertexDecoder::Step_PosFloatSkin, }; 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); } bool skinInDecode = weighttype != 0 && g_Config.bSoftwareSkinning && morphcount == 1; if (weighttype) { // && nweights? weightoff = size; //size = align(size, wtalign[weighttype]); unnecessary size += wtsize[weighttype] * nweights; if (wtalign[weighttype] > biggest) biggest = wtalign[weighttype]; if (skinInDecode) { steps_[numSteps_++] = wtstep_skin[weighttype]; // No visible output } else { 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]; // NOTE: That we check getTextureFunction here means that we must include it in the decoder ID! if (g_Config.bPrescaleUV && !throughmode && (gstate.getTextureFunction() == 0 || gstate.getTextureFunction() == 3)) { 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]; if (skinInDecode) { steps_[numSteps_++] = nrmstep_skin[nrm]; // After skinning, we always have three floats. decFmt.nrmfmt = DEC_FLOAT_3; } else { 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; } } 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 { if (skinInDecode) { steps_[numSteps_++] = posstep_skin[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 && g_Config.bVertexDecoderJit) { 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); } 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() { // 256k should be enough. AllocCodeSpace(1024 * 64 * 4); // 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(); } #else #ifdef ARM BKPT(0); BKPT(0); #endif #endif } typedef void (VertexDecoderJitCache::*JitStepFunction)(); struct JitLookup { StepFunction func; JitStepFunction jitFunc; }; #ifdef ARM static const float by128 = 1.0f / 128.0f; static const float by256 = 1.0f / 256.0f; static const float by32768 = 1.0f / 32768.0f; 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 scratchReg2 = R7; static const ARMReg scratchReg3 = 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 fpUscaleReg = S0; static const ARMReg fpVscaleReg = S1; static const ARMReg fpUoffsetReg = S2; static const ARMReg fpVoffsetReg = S3; // 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 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_TcU8, &VertexDecoderJitCache::Jit_TcU8}, {&VertexDecoder::Step_TcU16, &VertexDecoderJitCache::Jit_TcU16}, {&VertexDecoder::Step_TcFloat, &VertexDecoderJitCache::Jit_TcFloat}, {&VertexDecoder::Step_TcU16Double, &VertexDecoderJitCache::Jit_TcU16Double}, {&VertexDecoder::Step_TcU8Prescale, &VertexDecoderJitCache::Jit_TcU8Prescale}, {&VertexDecoder::Step_TcU16Prescale, &VertexDecoderJitCache::Jit_TcU16Prescale}, {&VertexDecoder::Step_TcFloatPrescale, &VertexDecoderJitCache::Jit_TcFloatPrescale}, {&VertexDecoder::Step_TcU16Through, &VertexDecoderJitCache::Jit_TcU16Through}, {&VertexDecoder::Step_TcFloatThrough, &VertexDecoderJitCache::Jit_TcFloatThrough}, {&VertexDecoder::Step_TcU16ThroughDouble, &VertexDecoderJitCache::Jit_TcU16ThroughDouble}, {&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}, }; JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec) { dec_ = &dec; 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; } } SetCC(CC_AL); PUSH(6, R4, R5, R6, R7, R8, _LR); // Keep the scale/offset in a few fp registers if we need it. if (prescaleStep) { MOVI2R(R3, (u32)(&gstate_c.uv), scratchReg); VLDR(fpUscaleReg, R3, 0); VLDR(fpVscaleReg, R3, 4); VLDR(fpUoffsetReg, R3, 8); VLDR(fpVoffsetReg, R3, 12); if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_8BIT) { MOVI2F(fpScratchReg, by128, scratchReg); VMUL(fpUscaleReg, fpUscaleReg, fpScratchReg); VMUL(fpVscaleReg, fpVscaleReg, fpScratchReg); } else if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_16BIT) { MOVI2F(fpScratchReg, by32768, scratchReg); VMUL(fpUscaleReg, fpUscaleReg, fpScratchReg); VMUL(fpVscaleReg, fpVscaleReg, fpScratchReg); } } // TODO: NEON skinning register mapping // The matrix will be built in Q12-Q15. // The temporary matrix to be added to the built matrix will be in Q8-Q11. if (skinning) { // TODO: Preload scale factors } 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(start)); char temp[1024] = {0}; dec.ToString(temp); INFO_LOG(HLE, "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); POP(6, R4, R5, R6, R7, R8, _PC); FlushLitPool(); FlushIcache(); // DisassembleArm(start, GetCodePtr() - start); // char temp[1024] = {0}; // dec.ToString(temp); // INFO_LOG(HLE, "%s", temp); 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); } } static const ARMReg weightRegs[8] = { S8, S9, S10, S11, S12, S13, S14, S15 }; void VertexDecoderJitCache::Jit_ApplyWeights() { MOVI2R(tempReg2, (u32)skinMatrix, scratchReg); #if 1 // This approach saves a few stores but accesses the matrices in a more // sparse order. const float *bone = &gstate.boneMatrix[0]; MOVI2R(tempReg1, (u32)bone, scratchReg); for (int i = 0; i < 12; i++) { VLDR(fpScratchReg3, tempReg1, i * 4); VMUL(fpScratchReg3, fpScratchReg3, weightRegs[0]); for (int j = 1; j < dec_->nweights; j++) { VLDR(fpScratchReg2, tempReg1, i * 4 + j * 4 * 12); VMLA(fpScratchReg3, fpScratchReg2, weightRegs[j]); } VSTR(fpScratchReg3, tempReg2, i * 4); } #else // This one does accesses in linear order but wastes time storing, loading, storing. for (int j = 0; j < dec_->nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; MOVI2R(tempReg1, (u32)bone, scratchReg); // Okay, we have the weight. if (j == 0) { for (int i = 0; i < 12; i++) { VLDR(fpScratchReg2, tempReg1, i * 4); VMUL(fpScratchReg2, fpScratchReg2, weightRegs[j]); VSTR(fpScratchReg2, tempReg2, i * 4); } } else { for (int i = 0; i < 12; i++) { VLDR(fpScratchReg2, tempReg1, i * 4); VLDR(fpScratchReg3, tempReg2, i * 4); VMLA(fpScratchReg3, fpScratchReg2, weightRegs[j]); VSTR(fpScratchReg3, tempReg2, i * 4); } } } #endif } void VertexDecoderJitCache::Jit_WeightsU8Skin() { // No need to zero skinMatrix, we'll just STR to it in the first lap, // then VLDR/VADD/VSTR in subsequent laps. for (int j = 0; j < dec_->nweights; j++) { LDRB(tempReg1, srcReg, dec_->weightoff + j); VMOV(fpScratchReg, tempReg1); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT); MOVI2F(fpScratchReg2, by128, scratchReg); VMUL(weightRegs[j], fpScratchReg, fpScratchReg2); } Jit_ApplyWeights(); } void VertexDecoderJitCache::Jit_WeightsU16Skin() { // No need to zero skinMatrix, we'll just STR to it in the first lap, // then VLDR/VADD/VSTR in subsequent laps. for (int j = 0; j < dec_->nweights; j++) { LDRH(tempReg1, srcReg, dec_->weightoff + j * 2); VMOV(fpScratchReg, tempReg1); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT); MOVI2F(fpScratchReg2, 1.0f / 32768.0f, scratchReg); VMUL(weightRegs[j], fpScratchReg, fpScratchReg2); } Jit_ApplyWeights(); } void VertexDecoderJitCache::Jit_WeightsFloatSkin() { // No need to zero skinMatrix, we'll just STR to it in the first lap, // then VLDR/VADD/VSTR in subsequent laps. for (int j = 0; j < dec_->nweights; j++) { VLDR(weightRegs[j], srcReg, dec_->weightoff + j * 4); } Jit_ApplyWeights(); } // Fill last two bytes with zeroes to align to 4 bytes. LDRH does it for us, handy. void VertexDecoderJitCache::Jit_TcU8() { LDRB(tempReg1, srcReg, dec_->tcoff); LDRB(tempReg2, srcReg, dec_->tcoff + 1); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 8)); STR(tempReg1, dstReg, dec_->decFmt.uvoff); } void VertexDecoderJitCache::Jit_TcU16() { LDRH(tempReg1, srcReg, dec_->tcoff); LDRH(tempReg2, srcReg, dec_->tcoff + 2); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 16)); 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() { LDRH(tempReg1, srcReg, dec_->tcoff); LDRH(tempReg2, srcReg, dec_->tcoff + 2); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 16)); 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_TcU16Double() { LDRH(tempReg1, srcReg, dec_->tcoff); LDRH(tempReg2, srcReg, dec_->tcoff + 2); LSL(tempReg1, tempReg1, 1); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 17)); STR(tempReg1, dstReg, dec_->decFmt.uvoff); } void VertexDecoderJitCache::Jit_TcU16ThroughDouble() { LDRH(tempReg1, srcReg, dec_->tcoff); LDRH(tempReg2, srcReg, dec_->tcoff + 2); LSL(tempReg1, tempReg1, 1); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 17)); STR(tempReg1, dstReg, dec_->decFmt.uvoff); } void VertexDecoderJitCache::Jit_TcU8Prescale() { // TODO: SIMD LDRB(tempReg1, srcReg, dec_->tcoff); LDRB(tempReg2, srcReg, dec_->tcoff + 1); VMOV(fpScratchReg, tempReg1); VMOV(fpScratchReg2, tempReg2); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT); VCVT(fpScratchReg2, fpScratchReg2, TO_FLOAT); // Could replace VMUL + VADD with VMLA but would require 2 more regs as we don't want to destroy fp*offsetReg. Later. VMUL(fpScratchReg, fpScratchReg, fpUscaleReg); VMUL(fpScratchReg2, fpScratchReg2, fpVscaleReg); VADD(fpScratchReg, fpScratchReg, fpUoffsetReg); VADD(fpScratchReg2, fpScratchReg2, fpVoffsetReg); VSTR(fpScratchReg, dstReg, dec_->decFmt.uvoff); VSTR(fpScratchReg2, dstReg, dec_->decFmt.uvoff + 4); } void VertexDecoderJitCache::Jit_TcU16Prescale() { // TODO: SIMD LDRH(tempReg1, srcReg, dec_->tcoff); LDRH(tempReg2, srcReg, dec_->tcoff + 2); VMOV(fpScratchReg, tempReg1); VMOV(fpScratchReg2, tempReg2); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT); VCVT(fpScratchReg2, fpScratchReg2, TO_FLOAT); VMUL(fpScratchReg, fpScratchReg, fpUscaleReg); VMUL(fpScratchReg2, fpScratchReg2, fpVscaleReg); VADD(fpScratchReg, fpScratchReg, fpUoffsetReg); VADD(fpScratchReg2, fpScratchReg2, fpVoffsetReg); VSTR(fpScratchReg, dstReg, dec_->decFmt.uvoff); VSTR(fpScratchReg2, dstReg, dec_->decFmt.uvoff + 4); } void VertexDecoderJitCache::Jit_TcFloatPrescale() { // TODO: SIMD VLDR(fpScratchReg, srcReg, dec_->tcoff); VLDR(fpScratchReg2, srcReg, dec_->tcoff + 4); VMUL(fpScratchReg, fpScratchReg, fpUscaleReg); VMUL(fpScratchReg2, fpScratchReg2, fpVscaleReg); VADD(fpScratchReg, fpScratchReg, fpUoffsetReg); VADD(fpScratchReg2, fpScratchReg2, fpVoffsetReg); VSTR(fpScratchReg, dstReg, dec_->decFmt.uvoff); VSTR(fpScratchReg2, dstReg, dec_->decFmt.uvoff + 4); } void VertexDecoderJitCache::Jit_Color8888() { LDR(tempReg1, srcReg, dec_->coloff); STR(tempReg1, dstReg, dec_->decFmt.c0off); } 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 saturate. ORR(tempReg1, tempReg2, Operand2(tempReg2, ST_LSL, 4)); STR(tempReg1, dstReg, dec_->decFmt.c0off); } 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. ORI2R(tempReg1, tempReg2, 0xFF000000, scratchReg); STR(tempReg1, dstReg, dec_->decFmt.c0off); } void VertexDecoderJitCache::Jit_Color5551() { LDRH(tempReg1, srcReg, dec_->coloff); ANDI2R(tempReg2, tempReg1, 0x001F, scratchReg); ANDI2R(tempReg3, tempReg1, 0x07E0, scratchReg); ORR(tempReg2, tempReg2, Operand2(tempReg3, ST_LSL, 3)); ANDI2R(tempReg3, tempReg1, 0xF800, 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, tempReg1, AssumeMakeOperand2(0x000000F8)); BIC(tempReg3, tempReg3, AssumeMakeOperand2(0x0000F800)); ORR(tempReg2, tempReg3, Operand2(tempReg2, ST_LSL, 3)); // Now we just need alpha. TSTI2R(tempReg1, 0x8000, scratchReg); SetCC(CC_NEQ); ORI2R(tempReg2, tempReg2, 0xFF000000, scratchReg); SetCC(CC_AL); STR(tempReg2, dstReg, dec_->decFmt.c0off); } 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() { // Might not be aligned to 4, so we can't use LDMIA. // Actually - not true: This will always be aligned. TODO LDR(tempReg1, srcReg, dec_->nrmoff); LDR(tempReg2, srcReg, dec_->nrmoff + 4); LDR(tempReg3, srcReg, dec_->nrmoff + 8); // But this is always aligned to 4 so we're safe. 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() { // TODO: SIMD LDRSB(tempReg1, srcReg, dec_->posoff); LDRSB(tempReg2, srcReg, dec_->posoff + 1); LDRSB(tempReg3, srcReg, dec_->posoff + 2); static const ARMReg tr[3] = { tempReg1, tempReg2, tempReg3 }; for (int i = 0; i < 3; i++) { VMOV(fpScratchReg, tr[i]); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT | IS_SIGNED); VSTR(fpScratchReg, dstReg, dec_->decFmt.posoff + i * 4); } } // Through expands into floats, always. Might want to look at changing this. void VertexDecoderJitCache::Jit_PosS16Through() { // TODO: SIMD LDRSH(tempReg1, srcReg, dec_->posoff); LDRSH(tempReg2, srcReg, dec_->posoff + 2); LDRSH(tempReg3, srcReg, dec_->posoff + 4); static const ARMReg tr[3] = { tempReg1, tempReg2, tempReg3 }; for (int i = 0; i < 3; i++) { VMOV(fpScratchReg, tr[i]); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT | IS_SIGNED); VSTR(fpScratchReg, dstReg, dec_->decFmt.posoff + i * 4); } } // Copy 3 bytes and then a zero. Might as well copy four. void VertexDecoderJitCache::Jit_PosS8() { LDRB(tempReg1, srcReg, dec_->posoff); LDRB(tempReg2, srcReg, dec_->posoff + 1); LDRB(tempReg3, srcReg, dec_->posoff + 2); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 8)); ORR(tempReg1, tempReg1, Operand2(tempReg3, ST_LSL, 16)); STR(tempReg1, dstReg, dec_->decFmt.posoff); } // Copy 6 bytes and then 2 zeroes. void VertexDecoderJitCache::Jit_PosS16() { LDRH(tempReg1, srcReg, dec_->posoff); LDRH(tempReg2, srcReg, dec_->posoff + 2); LDRH(tempReg3, srcReg, dec_->posoff + 4); ORR(tempReg1, tempReg1, Operand2(tempReg2, ST_LSL, 16)); STR(tempReg1, dstReg, dec_->decFmt.posoff); STR(tempReg3, dstReg, dec_->decFmt.posoff + 4); } // Just copy 12 bytes. void VertexDecoderJitCache::Jit_PosFloat() { LDR(tempReg1, srcReg, dec_->posoff); LDR(tempReg2, srcReg, dec_->posoff + 4); LDR(tempReg3, srcReg, dec_->posoff + 8); // But this is always aligned to 4 so we're safe. ADD(scratchReg, dstReg, dec_->decFmt.posoff); STMIA(scratchReg, false, 3, tempReg1, tempReg2, tempReg3); } void VertexDecoderJitCache::Jit_NormalS8Skin() { LDRSB(tempReg1, srcReg, dec_->nrmoff); LDRSB(tempReg2, srcReg, dec_->nrmoff + 1); LDRSB(tempReg3, srcReg, dec_->nrmoff + 2); VMOV(src[0], tempReg1); VMOV(src[1], tempReg2); VMOV(src[2], tempReg3); MOVI2F(S15, 1.0f/128.0f, scratchReg); VCVT(src[0], src[0], TO_FLOAT | IS_SIGNED); VCVT(src[1], src[1], TO_FLOAT | IS_SIGNED); VCVT(src[2], src[2], TO_FLOAT | IS_SIGNED); VMUL(src[0], src[0], S15); VMUL(src[1], src[1], S15); VMUL(src[2], src[2], S15); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_NormalS16Skin() { LDRSH(tempReg1, srcReg, dec_->nrmoff); LDRSH(tempReg2, srcReg, dec_->nrmoff + 2); LDRSH(tempReg3, srcReg, dec_->nrmoff + 4); VMOV(fpScratchReg, tempReg1); VMOV(fpScratchReg2, tempReg2); VMOV(fpScratchReg3, tempReg3); MOVI2F(S15, 1.0f/32768.0f, scratchReg); VCVT(fpScratchReg, fpScratchReg, TO_FLOAT | IS_SIGNED); VCVT(fpScratchReg2, fpScratchReg2, TO_FLOAT | IS_SIGNED); VCVT(fpScratchReg3, fpScratchReg3, TO_FLOAT | IS_SIGNED); VMUL(src[0], fpScratchReg, S15); VMUL(src[1], fpScratchReg2, S15); VMUL(src[2], fpScratchReg3, S15); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_NormalFloatSkin() { VLDR(src[0], srcReg, dec_->nrmoff); VLDR(src[1], srcReg, dec_->nrmoff + 4); VLDR(src[2], srcReg, dec_->nrmoff + 8); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_WriteMatrixMul(int outOff, bool pos) { MOVI2R(tempReg1, (u32)skinMatrix, scratchReg); for (int i = 0; i < 3; i++) { VLDR(fpScratchReg, tempReg1, 4 * i); VMUL(acc[i], fpScratchReg, src[0]); } for (int i = 0; i < 3; i++) { VLDR(fpScratchReg, tempReg1, 12 + 4 * i); VMLA(acc[i], fpScratchReg, src[1]); } for (int i = 0; i < 3; i++) { VLDR(fpScratchReg, tempReg1, 24 + 4 * i); VMLA(acc[i], fpScratchReg, src[2]); } if (pos) { for (int i = 0; i < 3; i++) { VLDR(fpScratchReg, tempReg1, 36 + 4 * i); VADD(acc[i], acc[i], fpScratchReg); } } for (int i = 0; i < 3; i++) { VSTR(acc[i], dstReg, outOff + i * 4); } } void VertexDecoderJitCache::Jit_PosS8Skin() { LDRSB(tempReg1, srcReg, dec_->posoff); LDRSB(tempReg2, srcReg, dec_->posoff + 1); LDRSB(tempReg3, srcReg, dec_->posoff + 2); VMOV(src[0], tempReg1); VMOV(src[1], tempReg2); VMOV(src[2], tempReg3); MOVI2F(S15, 1.0f/128.0f, scratchReg); VCVT(src[0], src[0], TO_FLOAT | IS_SIGNED); VCVT(src[1], src[1], TO_FLOAT | IS_SIGNED); VCVT(src[2], src[2], TO_FLOAT | IS_SIGNED); VMUL(src[0], src[0], S15); VMUL(src[1], src[1], S15); VMUL(src[2], src[2], S15); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } void VertexDecoderJitCache::Jit_PosS16Skin() { LDRSH(tempReg1, srcReg, dec_->posoff); LDRSH(tempReg2, srcReg, dec_->posoff + 2); LDRSH(tempReg3, srcReg, dec_->posoff + 4); VMOV(src[0], tempReg1); VMOV(src[1], tempReg2); VMOV(src[2], tempReg3); MOVI2F(S15, 1.0f/32768.0f, scratchReg); VCVT(src[0], src[0], TO_FLOAT | IS_SIGNED); VCVT(src[1], src[1], TO_FLOAT | IS_SIGNED); VCVT(src[2], src[2], TO_FLOAT | IS_SIGNED); VMUL(src[0], src[0], S15); VMUL(src[1], src[1], S15); VMUL(src[2], src[2], S15); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } void VertexDecoderJitCache::Jit_PosFloatSkin() { VLDR(src[0], srcReg, dec_->posoff); VLDR(src[1], srcReg, dec_->posoff + 4); VLDR(src[2], srcReg, dec_->posoff + 8); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } #elif defined(_M_X64) || defined(_M_IX86) using namespace Gen; static const float MEMORY_ALIGNED16( by128[4] ) = { 1.0f / 128.0f, 1.0f / 128.0f, 1.0f / 128.0f, 1.0f / 128.0f }; static const float MEMORY_ALIGNED16( by256[4] ) = { 1.0f / 256, 1.0f / 256, 1.0f / 256, 1.0f / 256 }; static const float MEMORY_ALIGNED16( by32768[4] ) = { 1.0f / 32768.0f, 1.0f / 32768.0f, 1.0f / 32768.0f, 1.0f / 32768.0f, }; static const u32 MEMORY_ALIGNED16( threeMasks[4] ) = {0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0}; static const u32 MEMORY_ALIGNED16( aOne[4] ) = {0, 0, 0, 0x3F800000}; #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 // XMM0-XMM5 are volatile on Windows X64 // XMM0-XMM7 are arguments (and thus volatile) on System V ABI (other x64 platforms) static const X64Reg fpScaleOffsetReg = XMM0; static const X64Reg fpScratchReg = XMM1; static const X64Reg fpScratchReg2 = XMM2; static const X64Reg fpScratchReg3 = XMM3; // We're gonna keep the current skinning matrix in 4 XMM regs. Fortunately we easily // have space for that now. // 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_WeightsU8Skin, &VertexDecoderJitCache::Jit_WeightsU8Skin}, {&VertexDecoder::Step_WeightsU16Skin, &VertexDecoderJitCache::Jit_WeightsU16Skin}, {&VertexDecoder::Step_WeightsFloatSkin, &VertexDecoderJitCache::Jit_WeightsFloatSkin}, {&VertexDecoder::Step_TcU8, &VertexDecoderJitCache::Jit_TcU8}, {&VertexDecoder::Step_TcU16, &VertexDecoderJitCache::Jit_TcU16}, {&VertexDecoder::Step_TcFloat, &VertexDecoderJitCache::Jit_TcFloat}, {&VertexDecoder::Step_TcU16Double, &VertexDecoderJitCache::Jit_TcU16Double}, {&VertexDecoder::Step_TcU8Prescale, &VertexDecoderJitCache::Jit_TcU8Prescale}, {&VertexDecoder::Step_TcU16Prescale, &VertexDecoderJitCache::Jit_TcU16Prescale}, {&VertexDecoder::Step_TcFloatPrescale, &VertexDecoderJitCache::Jit_TcFloatPrescale}, {&VertexDecoder::Step_TcU16Through, &VertexDecoderJitCache::Jit_TcU16Through}, {&VertexDecoder::Step_TcFloatThrough, &VertexDecoderJitCache::Jit_TcFloatThrough}, {&VertexDecoder::Step_TcU16ThroughDouble, &VertexDecoderJitCache::Jit_TcU16ThroughDouble}, {&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}, }; // TODO: This should probably be global... #ifdef _M_X64 #define PTRBITS 64 #else #define PTRBITS 32 #endif 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 // Save XMM4/XMM5 which apparently can be problematic? // Actually, if they are, it must be a compiler bug because they SHOULD be ok. // So I won't bother. SUB(PTRBITS, R(ESP), Imm8(64)); MOVUPS(MDisp(ESP, 0), XMM4); MOVUPS(MDisp(ESP, 16), XMM5); MOVUPS(MDisp(ESP, 32), XMM6); MOVUPS(MDisp(ESP, 48), XMM7); bool prescaleStep = 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; } } // Add code to convert matrices to 4x4. // Later we might want to do this when the matrices are loaded instead. // This is mostly proof of concept. int boneCount = 0; if (dec.weighttype && g_Config.bSoftwareSkinning) { for (int i = 0; i < 8; i++) { MOVUPS(XMM0, M((void *)(gstate.boneMatrix + 12 * i))); MOVUPS(XMM1, M((void *)(gstate.boneMatrix + 12 * i + 3))); MOVUPS(XMM2, M((void *)(gstate.boneMatrix + 12 * i + 3 * 2))); MOVUPS(XMM3, M((void *)(gstate.boneMatrix + 12 * i + 3 * 3))); ANDPS(XMM0, M((void *)&threeMasks)); ANDPS(XMM1, M((void *)&threeMasks)); ANDPS(XMM2, M((void *)&threeMasks)); ANDPS(XMM3, M((void *)&threeMasks)); ORPS(XMM3, M((void *)&aOne)); MOVAPS(M((void *)(bones + 16 * i)), XMM0); MOVAPS(M((void *)(bones + 16 * i + 4)), XMM1); MOVAPS(M((void *)(bones + 16 * i + 8)), XMM2); MOVAPS(M((void *)(bones + 16 * i + 12)), XMM3); } } // Keep the scale/offset in a few fp registers if we need it. if (prescaleStep) { #ifdef _M_X64 MOV(64, R(tempReg1), Imm64((u64)(&gstate_c.uv))); #else MOV(32, R(tempReg1), Imm32((u32)(&gstate_c.uv))); #endif MOVSS(fpScaleOffsetReg, MDisp(tempReg1, 0)); MOVSS(fpScratchReg, MDisp(tempReg1, 4)); UNPCKLPS(fpScaleOffsetReg, R(fpScratchReg)); if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_8BIT) { MULPS(fpScaleOffsetReg, M((void *)&by128)); } else if ((dec.VertexType() & GE_VTYPE_TC_MASK) == GE_VTYPE_TC_16BIT) { MULPS(fpScaleOffsetReg, M((void *)&by32768)); } MOVSS(fpScratchReg, MDisp(tempReg1, 8)); MOVSS(fpScratchReg2, MDisp(tempReg1, 12)); UNPCKLPS(fpScratchReg, R(fpScratchReg2)); UNPCKLPD(fpScaleOffsetReg, R(fpScratchReg)); } // 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(start)); return 0; } } ADD(PTRBITS, R(srcReg), Imm32(dec.VertexSize())); ADD(PTRBITS, R(dstReg), Imm32(dec.decFmt.stride)); SUB(32, R(counterReg), Imm8(1)); J_CC(CC_NZ, loopStart, true); MOVUPS(XMM4, MDisp(ESP, 0)); MOVUPS(XMM5, MDisp(ESP, 16)); MOVUPS(XMM6, MDisp(ESP, 32)); MOVUPS(XMM7, MDisp(ESP, 48)); ADD(PTRBITS, R(ESP), Imm8(64)); #ifdef _M_IX86 // Restore register values POP(EBP); POP(EBX); POP(EDI); POP(ESI); #endif RET(); return (JittedVertexDecoder)start; } void VertexDecoderJitCache::Jit_WeightsU8() { switch (dec_->nweights) { case 1: MOVZX(32, 8, tempReg1, MDisp(srcReg, dec_->weightoff)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); return; case 2: MOVZX(32, 16, tempReg1, MDisp(srcReg, dec_->weightoff)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); return; case 3: MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff)); AND(32, R(tempReg1), Imm32(0x00FFFFFF)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); return; case 4: MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); return; case 8: MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff)); MOV(32, R(tempReg2), MDisp(srcReg, dec_->weightoff + 4)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); MOV(32, MDisp(dstReg, dec_->decFmt.w1off), R(tempReg2)); return; } // 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() { switch (dec_->nweights) { case 1: MOVZX(32, 16, tempReg1, MDisp(srcReg, dec_->weightoff)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off + 4), Imm32(0)); return; case 2: MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off + 4), Imm32(0)); return; case 3: MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff)); MOVZX(32, 16, tempReg2, MDisp(srcReg, dec_->weightoff + 4)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off + 4), R(tempReg2)); return; case 4: MOV(32, R(tempReg1), MDisp(srcReg, dec_->weightoff)); MOV(32, R(tempReg2), MDisp(srcReg, dec_->weightoff + 4)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off), R(tempReg1)); MOV(32, MDisp(dstReg, dec_->decFmt.w0off + 4), R(tempReg2)); return; } // 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), Imm16(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++; } } void VertexDecoderJitCache::Jit_WeightsU8Skin() { #ifdef _M_X64 MOV(PTRBITS, R(tempReg2), Imm64((uintptr_t)&bones)); #else MOV(PTRBITS, R(tempReg2), Imm32((uintptr_t)&bones)); #endif for (int j = 0; j < dec_->nweights; j++) { MOVZX(32, 8, tempReg1, MDisp(srcReg, dec_->weightoff + j)); CVTSI2SS(XMM1, R(tempReg1)); MULSS(XMM1, M((void *)&by128)); SHUFPS(XMM1, R(XMM1), _MM_SHUFFLE(0, 0, 0, 0)); if (j == 0) { MOVAPS(XMM4, MDisp(tempReg2, 0)); MOVAPS(XMM5, MDisp(tempReg2, 16)); MULPS(XMM4, R(XMM1)); MULPS(XMM5, R(XMM1)); MOVAPS(XMM6, MDisp(tempReg2, 32)); MOVAPS(XMM7, MDisp(tempReg2, 48)); MULPS(XMM6, R(XMM1)); MULPS(XMM7, R(XMM1)); } else { MOVAPS(XMM2, MDisp(tempReg2, 0)); MOVAPS(XMM3, MDisp(tempReg2, 16)); MULPS(XMM2, R(XMM1)); MULPS(XMM3, R(XMM1)); ADDPS(XMM4, R(XMM2)); ADDPS(XMM5, R(XMM3)); MOVAPS(XMM2, MDisp(tempReg2, 32)); MOVAPS(XMM3, MDisp(tempReg2, 48)); MULPS(XMM2, R(XMM1)); MULPS(XMM3, R(XMM1)); ADDPS(XMM6, R(XMM2)); ADDPS(XMM7, R(XMM3)); } ADD(PTRBITS, R(tempReg2), Imm8(4 * 16)); } } void VertexDecoderJitCache::Jit_WeightsU16Skin() { #ifdef _M_X64 MOV(PTRBITS, R(tempReg2), Imm64((uintptr_t)&bones)); #else MOV(PTRBITS, R(tempReg2), Imm32((uintptr_t)&bones)); #endif for (int j = 0; j < dec_->nweights; j++) { MOVZX(32, 16, tempReg1, MDisp(srcReg, dec_->weightoff + j * 2)); CVTSI2SS(XMM1, R(tempReg1)); MULSS(XMM1, M((void *)&by32768)); SHUFPS(XMM1, R(XMM1), _MM_SHUFFLE(0, 0, 0, 0)); if (j == 0) { MOVAPS(XMM4, MDisp(tempReg2, 0)); MOVAPS(XMM5, MDisp(tempReg2, 16)); MULPS(XMM4, R(XMM1)); MULPS(XMM5, R(XMM1)); MOVAPS(XMM6, MDisp(tempReg2, 32)); MOVAPS(XMM7, MDisp(tempReg2, 48)); MULPS(XMM6, R(XMM1)); MULPS(XMM7, R(XMM1)); } else { MOVAPS(XMM2, MDisp(tempReg2, 0)); MOVAPS(XMM3, MDisp(tempReg2, 16)); MULPS(XMM2, R(XMM1)); MULPS(XMM3, R(XMM1)); ADDPS(XMM4, R(XMM2)); ADDPS(XMM5, R(XMM3)); MOVAPS(XMM2, MDisp(tempReg2, 32)); MOVAPS(XMM3, MDisp(tempReg2, 48)); MULPS(XMM2, R(XMM1)); MULPS(XMM3, R(XMM1)); ADDPS(XMM6, R(XMM2)); ADDPS(XMM7, R(XMM3)); } ADD(PTRBITS, R(tempReg2), Imm8(4 * 16)); } } void VertexDecoderJitCache::Jit_WeightsFloatSkin() { #ifdef _M_X64 MOV(PTRBITS, R(tempReg2), Imm64((uintptr_t)&bones)); #else MOV(PTRBITS, R(tempReg2), Imm32((uintptr_t)&bones)); #endif for (int j = 0; j < dec_->nweights; j++) { MOVSS(XMM1, MDisp(srcReg, dec_->weightoff + j * 4)); SHUFPS(XMM1, R(XMM1), _MM_SHUFFLE(0, 0, 0, 0)); if (j == 0) { MOVAPS(XMM4, MDisp(tempReg2, 0)); MOVAPS(XMM5, MDisp(tempReg2, 16)); MULPS(XMM4, R(XMM1)); MULPS(XMM5, R(XMM1)); MOVAPS(XMM6, MDisp(tempReg2, 32)); MOVAPS(XMM7, MDisp(tempReg2, 48)); MULPS(XMM6, R(XMM1)); MULPS(XMM7, R(XMM1)); } else { MOVAPS(XMM2, MDisp(tempReg2, 0)); MOVAPS(XMM3, MDisp(tempReg2, 16)); MULPS(XMM2, R(XMM1)); MULPS(XMM3, R(XMM1)); ADDPS(XMM4, R(XMM2)); ADDPS(XMM5, R(XMM3)); MOVAPS(XMM2, MDisp(tempReg2, 32)); MOVAPS(XMM3, MDisp(tempReg2, 48)); MULPS(XMM2, R(XMM1)); MULPS(XMM3, R(XMM1)); ADDPS(XMM6, R(XMM2)); ADDPS(XMM7, R(XMM3)); } ADD(PTRBITS, R(tempReg2), Imm8(4 * 16)); } } // 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_TcU16Double() { MOVZX(32, 16, tempReg1, MDisp(srcReg, dec_->tcoff)); MOVZX(32, 16, tempReg2, MDisp(srcReg, dec_->tcoff + 2)); SHL(16, R(tempReg1), Imm8(1)); // 16 to get a wall to shift into SHL(32, R(tempReg2), Imm8(17)); OR(32, R(tempReg1), R(tempReg2)); 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_TcU8Prescale() { // TODO: The first five instructions could be done in 1 or 2 in SSE4 MOVZX(32, 8, tempReg1, MDisp(srcReg, dec_->tcoff)); MOVZX(32, 8, tempReg2, MDisp(srcReg, dec_->tcoff + 1)); CVTSI2SS(fpScratchReg, R(tempReg1)); CVTSI2SS(fpScratchReg2, R(tempReg2)); UNPCKLPS(fpScratchReg, R(fpScratchReg2)); MULPS(fpScratchReg, R(fpScaleOffsetReg)); SHUFPS(fpScaleOffsetReg, R(fpScaleOffsetReg), _MM_SHUFFLE(1, 0, 3, 2)); ADDPS(fpScratchReg, R(fpScaleOffsetReg)); SHUFPS(fpScaleOffsetReg, R(fpScaleOffsetReg), _MM_SHUFFLE(1, 0, 3, 2)); MOVQ_xmm(MDisp(dstReg, dec_->decFmt.uvoff), fpScratchReg); } void VertexDecoderJitCache::Jit_TcU16Prescale() { PXOR(fpScratchReg2, R(fpScratchReg2)); MOVD_xmm(fpScratchReg, MDisp(srcReg, dec_->tcoff)); PUNPCKLWD(fpScratchReg, R(fpScratchReg2)); CVTDQ2PS(fpScratchReg, R(fpScratchReg)); MULPS(fpScratchReg, R(fpScaleOffsetReg)); SHUFPS(fpScaleOffsetReg, R(fpScaleOffsetReg), _MM_SHUFFLE(1, 0, 3, 2)); ADDPS(fpScratchReg, R(fpScaleOffsetReg)); SHUFPS(fpScaleOffsetReg, R(fpScaleOffsetReg), _MM_SHUFFLE(1, 0, 3, 2)); MOVQ_xmm(MDisp(dstReg, dec_->decFmt.uvoff), fpScratchReg); } void VertexDecoderJitCache::Jit_TcFloatPrescale() { MOVQ_xmm(fpScratchReg, MDisp(srcReg, dec_->tcoff)); MULPS(fpScratchReg, R(fpScaleOffsetReg)); SHUFPS(fpScaleOffsetReg, R(fpScaleOffsetReg), _MM_SHUFFLE(1, 0, 3, 2)); ADDPS(fpScratchReg, R(fpScaleOffsetReg)); SHUFPS(fpScaleOffsetReg, R(fpScaleOffsetReg), _MM_SHUFFLE(1, 0, 3, 2)); MOVQ_xmm(MDisp(dstReg, dec_->decFmt.uvoff), fpScratchReg); } void VertexDecoderJitCache::Jit_TcU16Through() { MOV(32, R(tempReg1), MDisp(srcReg, dec_->tcoff)); MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1)); } void VertexDecoderJitCache::Jit_TcU16ThroughDouble() { MOVZX(32, 16, tempReg1, MDisp(srcReg, dec_->tcoff)); MOVZX(32, 16, tempReg2, MDisp(srcReg, dec_->tcoff + 2)); SHL(16, R(tempReg1), Imm8(1)); // 16 to get a wall to shift into SHL(32, R(tempReg2), Imm8(17)); OR(32, R(tempReg1), R(tempReg2)); MOV(32, MDisp(dstReg, dec_->decFmt.uvoff), R(tempReg1)); } void VertexDecoderJitCache::Jit_TcFloatThrough() { #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_Color8888() { MOV(32, R(tempReg1), MDisp(srcReg, dec_->coloff)); MOV(32, MDisp(dstReg, dec_->decFmt.c0off), R(tempReg1)); } static const u32 MEMORY_ALIGNED16(nibbles[4]) = { 0x0f0f0f0f, 0x0f0f0f0f, 0x0f0f0f0f, 0x0f0f0f0f, }; void VertexDecoderJitCache::Jit_Color4444() { // Needs benchmarking. A bit wasteful by only using 1 SSE lane. #if 0 // Alternate approach MOVD_xmm(XMM3, MDisp(srcReg, dec_->coloff)); MOVAPS(XMM2, R(XMM3)); MOVAPS(XMM1, M((void *)nibbles)); PSLLD(XMM2, 4); PAND(XMM3, R(XMM1)); PAND(XMM2, R(XMM1)); PSRLD(XMM2, 4); PXOR(XMM1, R(XMM1)); PUNPCKLBW(XMM2, R(XMM1)); PUNPCKLBW(XMM3, R(XMM1)); PSLLD(XMM2, 4); POR(XMM3, R(XMM2)); MOVAPS(XMM2, R(XMM3)); PSLLD(XMM2, 4); POR(XMM3, R(XMM2)); MOVD_xmm(MDisp(dstReg, dec_->decFmt.c0off), XMM3); return; #endif 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(0xF0000000)); 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), Imm32(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)); } // This could be a bit shorter with AVX 3-operand instructions and FMA. void VertexDecoderJitCache::Jit_WriteMatrixMul(int outOff, bool pos) { MOVAPS(XMM1, R(XMM3)); SHUFPS(XMM1, R(XMM1), _MM_SHUFFLE(0, 0, 0, 0)); MULPS(XMM1, R(XMM4)); MOVAPS(XMM2, R(XMM3)); SHUFPS(XMM2, R(XMM2), _MM_SHUFFLE(1, 1, 1, 1)); MULPS(XMM2, R(XMM5)); ADDPS(XMM1, R(XMM2)); MOVAPS(XMM2, R(XMM3)); SHUFPS(XMM2, R(XMM2), _MM_SHUFFLE(2, 2, 2, 2)); MULPS(XMM2, R(XMM6)); ADDPS(XMM1, R(XMM2)); if (pos) { ADDPS(XMM1, R(XMM7)); } MOVUPS(MDisp(dstReg, outOff), XMM1); } void VertexDecoderJitCache::Jit_NormalS8Skin() { XORPS(XMM3, R(XMM3)); MOVD_xmm(XMM1, MDisp(srcReg, dec_->nrmoff)); PUNPCKLBW(XMM1, R(XMM3)); PUNPCKLWD(XMM1, R(XMM3)); PSLLD(XMM1, 24); PSRAD(XMM1, 24); // Ugly sign extension, can be done faster in SSE4 CVTDQ2PS(XMM3, R(XMM1)); MULPS(XMM3, M((void *)&by128)); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } // Copy 6 bytes and then 2 zeroes. void VertexDecoderJitCache::Jit_NormalS16Skin() { XORPS(XMM3, R(XMM3)); MOVQ_xmm(XMM1, MDisp(srcReg, dec_->nrmoff)); PUNPCKLWD(XMM1, R(XMM3)); PSLLD(XMM1, 16); PSRAD(XMM1, 16); // Ugly sign extension, can be done faster in SSE4 CVTDQ2PS(XMM3, R(XMM1)); MULPS(XMM3, M((void *)&by32768)); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, false); } void VertexDecoderJitCache::Jit_NormalFloatSkin() { MOVUPS(XMM3, MDisp(srcReg, dec_->nrmoff)); Jit_WriteMatrixMul(dec_->decFmt.nrmoff, 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++) { MOVSX(32, 8, tempReg1, MDisp(srcReg, dec_->posoff + i)); CVTSI2SS(fpScratchReg, R(tempReg1)); MOVSS(MDisp(dstReg, dec_->decFmt.posoff + i * 4), fpScratchReg); } } // Through expands into floats, always. Might want to look at changing this. void VertexDecoderJitCache::Jit_PosS16Through() { XORPS(XMM3, R(XMM3)); MOVQ_xmm(XMM1, MDisp(srcReg, dec_->posoff)); PUNPCKLWD(XMM1, R(XMM3)); PSLLD(XMM1, 16); PSRAD(XMM1, 16); // Ugly sign extension, can be done faster in SSE4 CVTDQ2PS(XMM3, R(XMM1)); MOVUPS(MDisp(dstReg, dec_->decFmt.posoff), XMM3); } // 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)); } void VertexDecoderJitCache::Jit_PosS8Skin() { XORPS(XMM3, R(XMM3)); MOVD_xmm(XMM1, MDisp(srcReg, dec_->posoff)); PUNPCKLBW(XMM1, R(XMM3)); PUNPCKLWD(XMM1, R(XMM3)); PSLLD(XMM1, 24); PSRAD(XMM1, 24); // Ugly sign extension, can be done faster in SSE4 CVTDQ2PS(XMM3, R(XMM1)); MULPS(XMM3, M((void *)&by128)); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } void VertexDecoderJitCache::Jit_PosS16Skin() { XORPS(XMM3, R(XMM3)); MOVQ_xmm(XMM1, MDisp(srcReg, dec_->posoff)); PUNPCKLWD(XMM1, R(XMM3)); PSLLD(XMM1, 16); PSRAD(XMM1, 16); // Ugly sign extension, can be done faster in SSE4 CVTDQ2PS(XMM3, R(XMM1)); MULPS(XMM3, M((void *)&by32768)); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } // Just copy 12 bytes. void VertexDecoderJitCache::Jit_PosFloatSkin() { MOVUPS(XMM3, MDisp(srcReg, dec_->posoff)); Jit_WriteMatrixMul(dec_->decFmt.posoff, true); } #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 (size_t i = 0; i < ARRAY_SIZE(jitLookup); i++) { if (dec.steps_[step] == jitLookup[i].func) { ((*this).*jitLookup[i].jitFunc)(); return true; } } return false; }