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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

arm neon: Cleanup InverseTransformVectorNormalize

Add a arm asm multivector function of InverseTransformVectorNormalize which
replaces 2x and 4x functions.
This commit is contained in:
gizmo98 2017-05-01 14:24:43 +02:00 committed by Sergey Lipskiy
parent 37772ca51e
commit 542d083840
4 changed files with 198 additions and 107 deletions

View File

@ -88,16 +88,10 @@ End:
#endif // WIN32_ASM
}
void InverseTransformVectorNormalize2x(float src[2][3], float dst[2][3], float mtx[4][4] )
void InverseTransformVectorNormalizeN(float src[][3], float dst[][3], float mtx[4][4], s32 count)
{
InverseTransformVectorNormalize((float(*))src[0], (float(*))dst[0], mtx);
InverseTransformVectorNormalize((float(*))src[1], (float(*))dst[1], mtx);
}
void InverseTransformVectorNormalize4x(float src[4][3], float dst[4][3], float mtx[4][4] )
{
InverseTransformVectorNormalize((float(*))src[0], (float(*))dst[0], mtx);
InverseTransformVectorNormalize((float(*))src[1], (float(*))dst[1], mtx);
InverseTransformVectorNormalize((float(*))src[2], (float(*))dst[2], mtx);
InverseTransformVectorNormalize((float(*))src[3], (float(*))dst[3], mtx);
for (s32 i = 0; i < count; i++)
{
InverseTransformVectorNormalize((float(*))src[i], (float(*))dst[i], mtx);
}
}

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@ -2,13 +2,13 @@
#define _3DMATH_H
#include <memory.h>
#include <string.h>
#include <Types.h>
void MultMatrix(float m0[4][4], float m1[4][4], float dest[4][4]);
void MultMatrix2(float m0[4][4], float m1[4][4]);
void TransformVectorNormalize(float vec[3], float mtx[4][4]);
void InverseTransformVectorNormalize(float src[3], float dst[3], float mtx[4][4]);
void InverseTransformVectorNormalize2x(float src[2][3], float dst[2][3], float mtx[4][4] );
void InverseTransformVectorNormalize4x(float src[4][3], float dst[4][3], float mtx[4][4] );
void InverseTransformVectorNormalizeN(float src[][3], float dst[][3], float mtx[4][4], s32 count);
void Normalize(float v[3]);
float DotProduct(const float v0[3], const float v1[3]);

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@ -140,98 +140,206 @@ void Normalize(float v[3])
);
}
void InverseTransformVectorNormalize2x(float src[2][3], float dst[2][3], float mtx[4][4] )
void InverseTransformVectorNormalizeN(float src[][3], float dst[][3], float mtx[4][4], int count)
{
void *ptr = (void*)&count;
asm volatile (
// Load src
"vld3.32 {d0,d1,d2}, [%1] \n\t" // load vector 0-1
"ldr r4, [%3] \n\t"
"b 4f \n\t"
"7: \n\t"
// Load four src vectors
" vld3.32 {d0,d2,d4}, [%1]! \n\t" // load vector 0-1
" vld3.32 {d1,d3,d5}, [%1]! \n\t" // load vector 2-3
" vld3.32 {d24,d26,d28}, [%1]! \n\t" // load vector 4-5
" vld3.32 {d25[0],d27[0],d29[0]}, [%1]!\n\t" // load vector 6
// Load mtx
" vld1.32 {d6-d9}, [%0]! \n\t" // load row 0-1
" vld1.32 {d10-d11}, [%0] \n\t" // load row 2
" sub %0, %0, #32 \n\t"
// Multiply and add
" vmul.f32 q6, q0, d6[0] \n\t" //dst[0] = v[0]*mtx[0][0]
" vmul.f32 q7, q0, d8[0] \n\t" //dst[1] = v[0]*mtx[1][0]
" vmul.f32 q8, q0, d10[0] \n\t" //dst[2] = v[0]*mtx[2][0]
" vmul.f32 q9, q12, d6[0] \n\t" //dst[0] = v[0]*mtx[0][0]
" vmul.f32 q10, q12, d8[0] \n\t" //dst[1] = v[0]*mtx[1][0]
" vmul.f32 q11, q12, d10[0] \n\t" //dst[2] = v[0]*mtx[2][0]
" vmla.f32 q6, q1, d6[1] \n\t" //dst[0] += v[1]*mtx[0][1]
" vmla.f32 q7, q1, d8[1] \n\t" //dst[1] += v[1]*mtx[1][1]
" vmla.f32 q8, q1, d10[1] \n\t" //dst[2] += v[1]*mtx[2][1]
" vmla.f32 q9, q13, d6[1] \n\t" //dst[0] += v[1]*mtx[0][1]
" vmla.f32 q10, q13, d8[1] \n\t" //dst[1] += v[1]*mtx[1][1]
" vmla.f32 q11, q13, d10[1] \n\t" //dst[2] += v[1]*mtx[2][1]
" vmla.f32 q6, q2, d7[0] \n\t" //dst[0] += v[0]*mtx[2][1]
" vmla.f32 q7, q2, d9[0] \n\t" //dst[1] += v[2]*mtx[2][1]
" vmla.f32 q8, q2, d11[0] \n\t" //dst[2] += v[2]*mtx[2][2]
" vmla.f32 q9, q14, d7[0] \n\t" //dst[0] += v[0]*mtx[2][1]
" vmla.f32 q10, q14, d9[0] \n\t" //dst[1] += v[2]*mtx[2][1]
" vmla.f32 q11, q14, d11[0] \n\t" //dst[2] += v[2]*mtx[2][2]
// Normalize 4x
" vmul.f32 q0, q6, q6 \n\t" //len = dst[0]*dst[0]
" vmul.f32 q4, q9, q9 \n\t" //len = dst[0]*dst[0]
" vmla.f32 q0, q7, q7 \n\t" //len += dst[1]*dst[1]
" vmla.f32 q4, q10, q10 \n\t" //len += dst[1]*dst[1]
" vmla.f32 q0, q8, q8 \n\t" //len += dst[2]*dst[2]
" vmla.f32 q4, q11, q11 \n\t" //len += dst[2]*dst[2]
" vmov.f32 q1, q0 \n\t" //q1 = len
" vrsqrte.f32 q0, q0 \n\t" //q0 = ~ 1.0 / sqrt(q0)
" vmov.f32 q5, q4 \n\t" //q5 = len
" vrsqrte.f32 q4, q4 \n\t" //q4 = ~ 1.0 / sqrt(q4)
" vmul.f32 q2, q0, q1 \n\t" //q2 = q0 * q1
" vmul.f32 q12, q4, q5 \n\t" //q12 = q4 * q5
" vrsqrts.f32 q3, q2, q0 \n\t" //q3 = (3 - q0 * q2) / 2
" vrsqrts.f32 q13, q12, q4 \n\t" //q13 = (3 - q4 * q12) / 2
" vmul.f32 q0, q0, q3 \n\t" //q0 = q0 * q3
" vmul.f32 q4, q4, q13 \n\t" //q4 = q4 * q13
" vmul.f32 q2, q0, q1 \n\t" //q2 = q0 * q1
" vmul.f32 q12, q4, q5 \n\t" //q12 = q4 * q5
" vrsqrts.f32 q3, q2, q0 \n\t" //q3 = (3 - q0 * q2) / 2
" vrsqrts.f32 q13, q12, q4 \n\t" //q13 = (3 - q4 * q12) / 2
" vmul.f32 q0, q0, q3 \n\t" //q0 = q0 * q3
" vmul.f32 q4, q4, q13 \n\t" //q4 = q4 * q13
" vmul.f32 q6, q6, q0 \n\t" //dst[0] = dst[0]*(1/len)
" vmul.f32 q7, q7, q0 \n\t" //dst[1] = dst[1]*(1/len)
" vmul.f32 q8, q8, q0 \n\t" //dst[2] = dst[2]*(1/len)
" vmul.f32 q9, q9, q4 \n\t" //dst[0] = dst[0]*(1/len)
" vmul.f32 q10, q10, q4 \n\t" //dst[1] = dst[1]*(1/len)
" vmul.f32 q11, q11, q4 \n\t" //dst[2] = dst[2]*(1/len)
// Store four dst vectors
" vst3.32 {d12, d14, d16}, [%2]! \n\t" // store vector 0-1
" vst3.32 {d13, d15, d17}, [%2]! \n\t" // store vector 2-3
" vst3.32 {d18, d20, d22}, [%2]! \n\t" // store vector 4-5
" vst3.32 {d19[0],d21[0],d23[0]}, [%2]!\n\t" // store vector 6
" sub r4, r4, #7 \n\t"
"4: \n\t"
" cmp r4, #6 \n\t"
" bgt 7b \n\t"
" cmp r4, #3 \n\t"
" ble 2f \n\t"
// Load four src vectors
" vld3.32 {d0,d2,d4}, [%1]! \n\t" // load vector 0-1
" vld3.32 {d1,d3,d5}, [%1]! \n\t" // load vector 2-3
// Load mtx
"vld1.32 {d6-d9}, [%0]! \n\t" // load row 0-1
"vld1.32 {d10-d11}, [%0] \n\t" // load row 2
// Load mtx
" vld1.32 {d6-d9}, [%0]! \n\t" // load row 0-1
" vld1.32 {d10-d11}, [%0] \n\t" // load row 2
" sub %0, %0, #32 \n\t"
// Multiply and add
" vmul.f32 q8, q0, d6[0] \n\t" //dst[0] = v[0]*mtx[0][0]
" vmul.f32 q9, q0, d8[0] \n\t" //dst[1] = v[0]*mtx[1][0]
" vmul.f32 q10, q0, d10[0] \n\t" //dst[2] = v[0]*mtx[2][0]
" vmla.f32 q8, q1, d6[1] \n\t" //dst[0] += v[1]*mtx[0][1]
" vmla.f32 q9, q1, d8[1] \n\t" //dst[1] += v[1]*mtx[1][1]
" vmla.f32 q10, q1, d10[1] \n\t" //dst[2] += v[1]*mtx[2][1]
" vmla.f32 q8, q2, d7[0] \n\t" //dst[0] += v[0]*mtx[2][1]
" vmla.f32 q9, q2, d9[0] \n\t" //dst[1] += v[2]*mtx[2][1]
" vmla.f32 q10, q2, d11[0] \n\t" //dst[2] += v[2]*mtx[2][2]
// Normalize 4x
" vmul.f32 q0, q8, q8 \n\t" //len = dst[0]*dst[0]
" vmla.f32 q0, q9, q9 \n\t" //len += dst[1]*dst[1]
" vmla.f32 q0, q10, q10 \n\t" //len += dst[2]*dst[2]
" vmov.f32 q1, q0 \n\t" //d1 = len
" vrsqrte.f32 q0, q0 \n\t" //q0 = ~ 1.0 / sqrt(q0)
" vmul.f32 q7, q0, q1 \n\t" //q7 = q0 * q1
" vrsqrts.f32 q6, q7, q0 \n\t" //q6 = (3 - q0 * q7) / 2
" vmul.f32 q0, q0, q6 \n\t" //d0 = d0 * d15
" vmul.f32 q7, q0, q1 \n\t" //q7 = q0 * q1
" vrsqrts.f32 q6, q7, q0 \n\t" //q6 = (3 - q0 * q7) / 2
" vmul.f32 q0, q0, q6 \n\t" //q0 = q0 * q6
" vmul.f32 q8, q8, q0 \n\t" //dst[0] = dst[0]*(1/len)
" vmul.f32 q9, q9, q0 \n\t" //dst[1] = dst[1]*(1/len)
" vmul.f32 q10, q10, q0 \n\t" //dst[2] = dst[2]*(1/len)
// Store four dst vectors
" vst3.32 {d16, d18, d20}, [%2]! \n\t" // store vector 0-1
" vst3.32 {d17, d19, d21}, [%2]! \n\t" // store vector 2-3
" sub r4, r4, #4 \n\t"
"2: \n\t"
" cmp r4, #1 \n\t"
" ble 1f \n\t"
// Load src
" vld3.32 {d0,d1,d2}, [%1]! \n\t" // load vector 0-1
// Load mtx
" vld1.32 {d6-d9}, [%0]! \n\t" // load row 0-1
" vld1.32 {d10-d11}, [%0] \n\t" // load row 2
" sub %0, %0, #32 \n\t"
// Multiply and add
"vmul.f32 d3, d0, d6[0] \n\t" //dst[0] = v[0]*mtx[0][0]
"vmul.f32 d4, d0, d8[0] \n\t" //dst[1] = v[0]*mtx[1][0]
"vmul.f32 d5, d0, d10[0] \n\t" //dst[2] = v[0]*mtx[2][0]
"vmla.f32 d3, d1, d6[1] \n\t" //dst[0] = v[1]*mtx[0][1]
"vmla.f32 d4, d1, d8[1] \n\t" //dst[1] += v[1]*mtx[1][1]
"vmla.f32 d5, d1, d10[1] \n\t" //dst[2] += v[1]*mtx[2][1]
"vmla.f32 d3, d2, d7[0] \n\t" //dst[0] += v[2]*mtx[0][2]
"vmla.f32 d4, d2, d9[0] \n\t" //dst[1] += v[2]*mtx[1][2]
"vmla.f32 d5, d2, d11[0] \n\t" //dst[2] += v[2]*mtx[2][2]
// Multiply and add
" vmul.f32 d3, d0, d6[0] \n\t" //dst[0] = v[0]*mtx[0][0]
" vmul.f32 d4, d0, d8[0] \n\t" //dst[1] = v[0]*mtx[1][0]
" vmul.f32 d5, d0, d10[0] \n\t" //dst[2] = v[0]*mtx[2][0]
" vmla.f32 d3, d1, d6[1] \n\t" //dst[0] = v[1]*mtx[0][1]
" vmla.f32 d4, d1, d8[1] \n\t" //dst[1] += v[1]*mtx[1][1]
" vmla.f32 d5, d1, d10[1] \n\t" //dst[2] += v[1]*mtx[2][1]
" vmla.f32 d3, d2, d7[0] \n\t" //dst[0] += v[2]*mtx[0][2]
" vmla.f32 d4, d2, d9[0] \n\t" //dst[1] += v[2]*mtx[1][2]
" vmla.f32 d5, d2, d11[0] \n\t" //dst[2] += v[2]*mtx[2][2]
// Normalize 2x
"vmul.f32 d0, d3, d3 \n\t" //len = dst[0]*dst[0]
"vmla.f32 d0, d4, d4 \n\t" //len += dst[1]*dst[1]
"vmla.f32 d0, d5, d5 \n\t" //len += dst[2]*dst[2]
// Normalize 2x
" vmul.f32 d0, d3, d3 \n\t" //len = dst[0]*dst[0]
" vmla.f32 d0, d4, d4 \n\t" //len += dst[1]*dst[1]
" vmla.f32 d0, d5, d5 \n\t" //len += dst[2]*dst[2]
"vmov.f32 d1, d0 \n\t" //d1 = d0
"vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
"vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
"vrsqrts.f32 d6, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
"vmul.f32 d0, d0, d6 \n\t" //d0 = d0 * d3
"vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
"vrsqrts.f32 d6, d2, d0 \n\t" //d3 = (3 - d0 * d3) / 2
"vmul.f32 d0, d0, d6 \n\t" //d0 = d0 * d3
" vmov.f32 d1, d0 \n\t" //d1 = d0
" vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
" vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
" vrsqrts.f32 d6, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
" vmul.f32 d0, d0, d6 \n\t" //d0 = d0 * d3
" vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
" vrsqrts.f32 d6, d2, d0 \n\t" //d3 = (3 - d0 * d3) / 2
" vmul.f32 d0, d0, d6 \n\t" //d0 = d0 * d3
"vmul.f32 d3, d3, d0 \n\t" //dst[0] = dst[0]*(1/len)
"vmul.f32 d4, d4, d0 \n\t" //dst[1] = dst[1]*(1/len)
"vmul.f32 d5, d5, d0 \n\t" //dst[2] = dst[2]*(1/len)
" vmul.f32 d3, d3, d0 \n\t" //dst[0] = dst[0]*(1/len)
" vmul.f32 d4, d4, d0 \n\t" //dst[1] = dst[1]*(1/len)
" vmul.f32 d5, d5, d0 \n\t" //dst[2] = dst[2]*(1/len)
// Store two dst vectors
"vst3.32 {d3, d4, d5}, [%2] \n\t" // store vector 0-1
: "+r"(mtx), "+r"(src), "+r"(dst) :
: "d0","d1","d2","d3","d4","d5","d6","d7","d8","d9","d10","d11", "memory"
);
}
// Store two dst vectors
" vst3.32 {d3, d4, d5}, [%2]! \n\t" // store vector 0-1
" sub r4, r4, #2 \n\t"
"1: \n\t"
" cmp r4, #1 \n\t"
" blt 0f \n\t"
" vld1.32 {d0}, [%1]! \n\t" //d0 = src[0] & src[1]
" vld1.32 {d1[0]}, [%1]! \n\t" //d1[0] = src[2]
void InverseTransformVectorNormalize4x(float src[4][3], float dst[4][3], float mtx[4][4] )
{
asm volatile (
// Load four src vectors
"vld3.32 {d0,d2,d4}, [%1]! \n\t" // load vector 0-1
"vld3.32 {d1,d3,d5}, [%1] \n\t" // load vector 2-3
// Load mtx
"vld1.32 {d6-d9}, [%0]! \n\t" // load row 0-1
"vld1.32 {d10-d11}, [%0] \n\t" // load row 2
// Multiply and add
"vmul.f32 q8, q0, d6[0] \n\t" //dst[0] = v[0]*mtx[0][0]
"vmul.f32 q9, q0, d8[0] \n\t" //dst[1] = v[0]*mtx[1][0]
"vmul.f32 q10, q0, d10[0] \n\t" //dst[2] = v[0]*mtx[2][0]
"vmla.f32 q8, q1, d6[1] \n\t" //dst[0] += v[1]*mtx[0][1]
"vmla.f32 q9, q1, d8[1] \n\t" //dst[1] += v[1]*mtx[1][1]
"vmla.f32 q10, q1, d10[1] \n\t" //dst[2] += v[1]*mtx[2][1]
"vmla.f32 q8, q2, d7[0] \n\t" //dst[0] += v[0]*mtx[2][1]
"vmla.f32 q9, q2, d9[0] \n\t" //dst[1] += v[2]*mtx[2][1]
"vmla.f32 q10, q2, d11[0] \n\t" //dst[2] += v[2]*mtx[2][2]
// Load mtx
" vld4.32 {d18, d20, d22, d24}, [%0]! \n\t"
" vld4.32 {d19, d21, d23, d25}, [%0]! \n\t"
" vmul.f32 q2, q9, d0[0] \n\t" //q2 = q9*d0[0]
" vmla.f32 q2, q10, d0[1] \n\t" //q2 += q1*d0[1]
" vmla.f32 q2, q11, d1[0] \n\t" //q2 += q2*d1[0]*/
// Normalize 4x
"vmul.f32 q0, q8, q8 \n\t" //len = dst[0]*dst[0]
"vmla.f32 q0, q9, q9 \n\t" //len += dst[1]*dst[1]
"vmla.f32 q0, q10, q10 \n\t" //len += dst[2]*dst[2]
" vmul.f32 d0, d4, d4 \n\t" //d0 = d4*d4
" vpadd.f32 d0, d0, d0 \n\t" //d0 = d[0] + d[1]
" vmla.f32 d0, d5, d5 \n\t" //d0 += d5*d5
"vmov.f32 q1, q0 \n\t" //d1 = len
"vrsqrte.f32 q0, q0 \n\t" //q0 = ~ 1.0 / sqrt(q0)
"vmul.f32 q7, q0, q1 \n\t" //q7 = q0 * q1
"vrsqrts.f32 q6, q7, q0 \n\t" //q6 = (3 - q0 * q7) / 2
"vmul.f32 q0, q0, q6 \n\t" //d0 = d0 * d15
"vmul.f32 q7, q0, q1 \n\t" //q7 = q0 * q1
"vrsqrts.f32 q6, q7, q0 \n\t" //q6 = (3 - q0 * q7) / 2
"vmul.f32 q0, q0, q6 \n\t" //q0 = q0 * q6
" vmov.f32 d1, d0 \n\t" //d1 = d0
" vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
" vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
" vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
" vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d3
" vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
" vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d3) / 2
" vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d3
"vmul.f32 q8, q8, q0 \n\t" //dst[0] = dst[0]*(1/len)
"vmul.f32 q9, q9, q0 \n\t" //dst[1] = dst[1]*(1/len)
"vmul.f32 q10, q10, q0 \n\t" //dst[2] = dst[2]*(1/len)
" vmul.f32 q2, q2, d0[0] \n\t" //q2 = q2*d0[0]
// Store four dst vectors
"vst3.32 {d16, d18, d20}, [%2]! \n\t" // store vector 0-1
"vst3.32 {d17, d19, d21}, [%2] \n\t" // store vector 2-3
: "+r"(mtx), "+r"(src), "+r"(dst) :
" vst1.32 {d4}, [%2]! \n\t" //dst = d4
" vst1.32 {d5[0]}, [%2]! \n\t" //dst += d5[0]
"0: \n\t"
: "+r"(mtx), "+r"(src), "+r"(dst), "+r"(ptr) :
: "d0","d1","d2","d3","d4","d5","d6","d7","d8","d9","d10","d11","d12","d13","d14","d15","d16","d17","d18","d19",
"d20","d21", "memory"
"d20","d21", "d22","d23","d24","d25","d26","d27","d28","d29", "r4", "memory"
);
}

View File

@ -926,19 +926,8 @@ void gSPLookAt( u32 _l, u32 _n )
static
void gSPUpdateLightVectors()
{
s32 count = gSP.numLights-1;
while (count >= 3) {
InverseTransformVectorNormalize4x(&gSP.lights.xyz[count-3],&gSP.lights.i_xyz[count-3],
gSP.matrix.modelView[gSP.matrix.modelViewi]);
count -= 4;
}
if (count >= 1){
InverseTransformVectorNormalize2x(&gSP.lights.xyz[count-1], &gSP.lights.i_xyz[count-1],
gSP.matrix.modelView[gSP.matrix.modelViewi]);
count -= 2;
}
if (count == 0)
InverseTransformVectorNormalize(gSP.lights.xyz[0], gSP.lights.i_xyz[0], gSP.matrix.modelView[gSP.matrix.modelViewi]);
InverseTransformVectorNormalizeN(&gSP.lights.xyz[0], &gSP.lights.i_xyz[0],
gSP.matrix.modelView[gSP.matrix.modelViewi], gSP.numLights);
gSP.changed ^= CHANGED_LIGHT;
gSP.changed |= CHANGED_HW_LIGHT;
}
@ -947,8 +936,8 @@ static
void gSPUpdateLookatVectors()
{
if (gSP.lookatEnable) {
InverseTransformVectorNormalize2x(&gSP.lookat.xyz[0], &gSP.lookat.i_xyz[0],
gSP.matrix.modelView[gSP.matrix.modelViewi]);
InverseTransformVectorNormalizeN(&gSP.lookat.xyz[0], &gSP.lookat.i_xyz[0],
gSP.matrix.modelView[gSP.matrix.modelViewi], 2);
}
gSP.changed ^= CHANGED_LOOKAT;
}