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https://github.com/Lime3DS/Lime3DS
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Merge pull request #1062 from aroulin/shader-rcp-rsq
Shader: RCP and RSQ computes only the 1st component
This commit is contained in:
commit
83c214f6d8
4 changed files with 12 additions and 10 deletions
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@ -1535,6 +1535,7 @@ void XEmitter::MAXSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseMAX,
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void XEmitter::MAXSD(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF2, sseMAX, regOp, arg);}
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void XEmitter::SQRTSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseSQRT, regOp, arg);}
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void XEmitter::SQRTSD(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF2, sseSQRT, regOp, arg);}
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void XEmitter::RCPSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseRCP, regOp, arg);}
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void XEmitter::RSQRTSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseRSQRT, regOp, arg);}
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void XEmitter::ADDPS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0x00, sseADD, regOp, arg);}
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@ -586,6 +586,7 @@ public:
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void MAXSD(X64Reg regOp, const OpArg& arg);
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void SQRTSS(X64Reg regOp, const OpArg& arg);
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void SQRTSD(X64Reg regOp, const OpArg& arg);
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void RCPSS(X64Reg regOp, const OpArg& arg);
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void RSQRTSS(X64Reg regOp, const OpArg& arg);
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// SSE/SSE2: Floating point bitwise (yes)
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@ -228,13 +228,12 @@ void RunInterpreter(UnitState<Debug>& state) {
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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float24 rcp_res = float24::FromFloat32(1.0f / src1[0].ToFloat32());
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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// TODO: Be stable against division by zero!
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
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dest[i] = rcp_res;
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}
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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break;
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@ -245,13 +244,12 @@ void RunInterpreter(UnitState<Debug>& state) {
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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float24 rsq_res = float24::FromFloat32(1.0f / std::sqrt(src1[0].ToFloat32()));
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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// TODO: Be stable against division by zero!
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
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dest[i] = rsq_res;
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}
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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break;
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@ -529,9 +529,10 @@ void JitCompiler::Compile_MOV(Instruction instr) {
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void JitCompiler::Compile_RCP(Instruction instr) {
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Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
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// TODO(bunnei): RCPPS is a pretty rough approximation, this might cause problems if Pica
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// TODO(bunnei): RCPSS is a pretty rough approximation, this might cause problems if Pica
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// performs this operation more accurately. This should be checked on hardware.
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RCPPS(SRC1, R(SRC1));
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RCPSS(SRC1, R(SRC1));
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SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
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Compile_DestEnable(instr, SRC1);
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}
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@ -539,9 +540,10 @@ void JitCompiler::Compile_RCP(Instruction instr) {
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void JitCompiler::Compile_RSQ(Instruction instr) {
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Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
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// TODO(bunnei): RSQRTPS is a pretty rough approximation, this might cause problems if Pica
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// TODO(bunnei): RSQRTSS is a pretty rough approximation, this might cause problems if Pica
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// performs this operation more accurately. This should be checked on hardware.
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RSQRTPS(SRC1, R(SRC1));
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RSQRTSS(SRC1, R(SRC1));
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SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
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Compile_DestEnable(instr, SRC1);
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}
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