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https://github.com/wheremyfoodat/Panda3DS.git
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[Shader JIT] Mix in AVX-128 in some places, fix cmp
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parent
18df6f9531
commit
48b2af6a17
2 changed files with 29 additions and 10 deletions
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@ -32,6 +32,7 @@ class ShaderEmitter : public Xbyak::CodeGenerator {
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u32 recompilerPC = 0; // PC the recompiler is currently recompiling @
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bool haveSSE4_1 = false; // Shows if the CPU supports SSE4.1
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bool haveAVX = false; // Shows if the CPU supports AVX (NOT AVX2, NOT AVX512. Regular AVX)
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// Compile all instructions from [current recompiler PC, end)
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void compileUntil(const PICAShader& shaderUnit, u32 endPC);
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@ -101,6 +102,8 @@ public:
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const auto cpu = Xbyak::util::Cpu();
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haveSSE4_1 = cpu.has(Xbyak::util::Cpu::tSSE41);
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haveAVX = cpu.has(Xbyak::util::Cpu::tAVX);
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if (!cpu.has(Xbyak::util::Cpu::tSSE3)) {
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Helpers::panic("This CPU does not support SSE3. Please use the shader interpreter instead");
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}
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@ -269,8 +269,12 @@ void ShaderEmitter::storeRegister(Xmm source, const PICAShader& shader, u32 dest
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if (index == 0) { // Bottom lane, no need to shift
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movss(dword[statePointer + lane_offset], source);
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} else { // Shift right by 32 * index, then write bottom lane
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movaps(scratch1, source);
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psrldq(scratch1, index * sizeof(float));
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if (haveAVX) {
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vpsrldq(scratch1, source, index * sizeof(float));
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} else {
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movaps(scratch1, source);
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psrldq(scratch1, index * sizeof(float));
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}
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movss(dword[statePointer + lane_offset], scratch1);
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}
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} else if (haveSSE4_1) {
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@ -505,9 +509,16 @@ void ShaderEmitter::recMAD(const PICAShader& shader, u32 instruction) {
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loadRegister<2>(src2_xmm, shader, src2, idx, operandDescriptor);
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loadRegister<3>(src3_xmm, shader, src3, 0, operandDescriptor);
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movaps(scratch1, src1_xmm);
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// TODO: Implement safe PICA mul
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mulps(scratch1, src2_xmm);
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// Multiply src1 * src2
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if (haveAVX) {
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vmulps(scratch1, src1_xmm, src2_xmm);
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} else {
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movaps(scratch1, src1_xmm);
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mulps(scratch1, src2_xmm);
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}
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// Add src3
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addps(scratch1, src3_xmm);
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storeRegister(scratch1, shader, dest, operandDescriptor);
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}
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@ -564,18 +575,23 @@ void ShaderEmitter::recCMP(const PICAShader& shader, u32 instruction) {
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shr(rax, 32); // Check top 32 bits (shr will set the zero flag properly)
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setne(byte[statePointer + cmpRegYOffset]); // set cmp.y
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} else {
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movaps(scratch1, lhs_x); // Copy the left hand operands to temp registers
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movaps(scratch2, lhs_y);
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if (haveAVX) {
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vcmpps(scratch1, lhs_x, rhs_x, compareFuncX); // Perform comparison for X component and store result in scratch1
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vcmpps(scratch2, lhs_y, rhs_y, compareFuncY); // Perform comparison for Y component and store result in scratch2
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} else {
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movaps(scratch1, lhs_x); // Copy the left hand operands to temp registers
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movaps(scratch2, lhs_y);
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cmpps(scratch1, rhs_x, compareFuncX); // Perform the compares
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cmpps(scratch2, rhs_y, compareFuncY);
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cmpps(scratch1, rhs_x, compareFuncX); // Perform the compares
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cmpps(scratch2, rhs_y, compareFuncY);
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}
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movd(eax, scratch1); // Move results to eax for X and edx for Y
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movd(edx, scratch2);
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movq(rdx, scratch2);
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test(eax, eax); // Write back results with setne
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setne(byte[statePointer + cmpRegXOffset]);
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test(edx, edx);
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shr(rdx, 32); // We want the y component for the second comparison. This shift will set zero flag to 0 if the comparison is true
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setne(byte[statePointer + cmpRegYOffset]);
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}
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}
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