233 lines
13 KiB
C
233 lines
13 KiB
C
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// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __MATH_SIMD_ALTIVEC_H__
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#define __MATH_SIMD_ALTIVEC_H__
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/*
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===============================================================================
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AltiVec implementation of idSIMDProcessor
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===============================================================================
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*/
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// Defines for enabling parts of the library
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// Turns on/off the simple math routines (add, sub, div, etc)
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#define ENABLE_SIMPLE_MATH
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// Disable dot routines since they introduce artifacts with the shadows. I can't measure
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// a performance improvement with sampling tools with DOT enabled, so disable for now
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// Turns on/off the dot routines
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//#define ENABLE_DOT
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// Turns on/off the compare routines
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#define ENABLE_COMPARES
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// The MinMax routines introduce a couple of bugs. In the bathroom of the alphalabs2 map, the
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// wrong surface appears in the mirror at times. It also introduces a noticable delay when map
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// data is loaded such as going through doors.
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// Turns on/off MinMax routines
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//#define ENABLE_MINMAX
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// Turns on/off Clamp routines
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#define ENABLE_CLAMP
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// Disabling because members of idAFConstraint aren't aligned properly
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// Turns on/off XXX16 routines
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//#define ENABLE_16ROUTINES
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// Turns on/off LowerTriangularSolve, LowerTriangularSolveTranspose, and MatX_LDLTFactor
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#define ENABLE_LOWER_TRIANGULAR
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// Turns on/off TracePointCull, DecalPointCull, and OverlayPoint
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// The Enable_Cull routines breaks the g_decals functionality, DecalPointCull is
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// the likely suspect. Bullet holes do not appear on the walls when this optimization
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// is enabled.
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//#define ENABLE_CULL
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// Turns on/off DeriveTriPlanes, DeriveTangents, DeriveUnsmoothedTangents, NormalizeTangents
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#define ENABLE_DERIVE
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// Turns on/off CreateTextureSpaceLightVectors, CreateShadowCache, CreateVertexProgramShadowCache
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#define ENABLE_CREATE
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// Turns on/off the sound routines
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#define ENABLE_SOUND_ROUTINES
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// Turns on/off the stuff that isn't on elsewhere
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// Currently: BlendJoints, TransformJoints, UntransformJoints, ConvertJointQuatsToJointMats, and
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// ConvertJointMatsToJointQuats
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//#define LIVE_VICARIOUSLY
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// This assumes that the dest array to the sound functions is aligned. If this is not true, we take a large
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// performance hit from having to do unaligned stores
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//#define SOUND_DEST_ALIGNED
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// This assumes that the finalMixBuffer array to the sound functions is aligned. If this is not true, we take a large
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// performance hit from having to do unaligned stores
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//#define SOUND_MIX_ALIGNED
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// This assumes that the vertexCache array to CreateShadowCache and CreateVertexProgramShadowCache is aligned. If it's not,
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// then we take a big performance hit from unaligned stores.
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//#define VERTEXCACHE_ALIGNED
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// This turns on support for PPC intrinsics in the SIMD_AltiVec.cpp file. Right now it's only used for frsqrte. GCC
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// supports these intrinsics but XLC does not.
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#define PPC_INTRINSICS
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// This assumes that the idDrawVert array that is used in DeriveUnsmoothedTangents is aligned. If its not aligned,
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// then we don't get any speedup
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//#define DERIVE_UNSMOOTH_DRAWVERT_ALIGNED
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// The QuakeIV definition of idDrawVert is 64 bytes, so enable this optimization
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#define DRAWVERT_PADDED
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class idSIMD_AltiVec : public idSIMD_Generic {
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#if defined(MACOS_X) && defined(__ppc__)
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public:
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virtual const char * VPCALL GetName( void ) const;
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#ifdef ENABLE_SIMPLE_MATH
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// Basic math, works for both aligned and unaligned data
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virtual void VPCALL Add( float *dst, const float constant, const float *src, const int count );
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virtual void VPCALL Add( float *dst, const float *src0, const float *src1, const int count );
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virtual void VPCALL Sub( float *dst, const float constant, const float *src, const int count );
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virtual void VPCALL Sub( float *dst, const float *src0, const float *src1, const int count );
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virtual void VPCALL Mul( float *dst, const float constant, const float *src, const int count);
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virtual void VPCALL Mul( float *dst, const float *src0, const float *src1, const int count );
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virtual void VPCALL Div( float *dst, const float constant, const float *divisor, const int count );
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virtual void VPCALL Div( float *dst, const float *src0, const float *src1, const int count );
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virtual void VPCALL MulAdd( float *dst, const float constant, const float *src, const int count );
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virtual void VPCALL MulAdd( float *dst, const float *src0, const float *src1, const int count );
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virtual void VPCALL MulSub( float *dst, const float constant, const float *src, const int count );
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virtual void VPCALL MulSub( float *dst, const float *src0, const float *src1, const int count );
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#endif
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#ifdef ENABLE_DOT
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// Dot products, expects data structures in contiguous memory
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virtual void VPCALL Dot( float *dst, const idVec3 &constant, const idVec3 *src, const int count );
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virtual void VPCALL Dot( float *dst, const idVec3 &constant, const idPlane *src, const int count );
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virtual void VPCALL Dot( float *dst, const idVec3 &constant, const idDrawVert *src, const int count );
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virtual void VPCALL Dot( float *dst, const idPlane &constant,const idVec3 *src, const int count );
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virtual void VPCALL Dot( float *dst, const idPlane &constant,const idPlane *src, const int count );
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virtual void VPCALL Dot( float *dst, const idPlane &constant,const idDrawVert *src, const int count );
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virtual void VPCALL Dot( float *dst, const idVec3 *src0, const idVec3 *src1, const int count );
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virtual void VPCALL Dot( float &dot, const float *src1, const float *src2, const int count );
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#endif
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#ifdef ENABLE_COMPARES
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// Comparisons, works for both aligned and unaligned data
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virtual void VPCALL CmpGT( byte *dst, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpGT( byte *dst, const byte bitNum, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpGE( byte *dst, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpGE( byte *dst, const byte bitNum, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpLT( byte *dst, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpLT( byte *dst, const byte bitNum, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpLE( byte *dst, const float *src0, const float constant, const int count );
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virtual void VPCALL CmpLE( byte *dst, const byte bitNum, const float *src0, const float constant, const int count );
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#endif
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#ifdef ENABLE_MINMAX
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// Min/Max. Expects data structures in contiguous memory
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virtual void VPCALL MinMax( float &min, float &max, const float *src, const int count );
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virtual void VPCALL MinMax( idVec2 &min, idVec2 &max, const idVec2 *src, const int count );
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virtual void VPCALL MinMax( idVec3 &min, idVec3 &max, const idVec3 *src, const int count );
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virtual void VPCALL MinMax( idVec3 &min, idVec3 &max, const idDrawVert *src, const int count );
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virtual void VPCALL MinMax( idVec3 &min, idVec3 &max, const idDrawVert *src, const int *indexes, const int count );
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#endif
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#ifdef ENABLE_CLAMP
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// Clamp operations. Works for both aligned and unaligned data
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virtual void VPCALL Clamp( float *dst, const float *src, const float min, const float max, const int count );
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virtual void VPCALL ClampMin( float *dst, const float *src, const float min, const int count );
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virtual void VPCALL ClampMax( float *dst, const float *src, const float max, const int count );
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#endif
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// These are already using memcpy and memset functions. Leaving default implementation
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// virtual void VPCALL Memcpy( void *dst, const void *src, const int count );
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// virtual void VPCALL Memset( void *dst, const int val, const int count );
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#ifdef ENABLE_16ROUTINES
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// Operations that expect 16-byte aligned data and 16-byte padded memory (with zeros), generally faster
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virtual void VPCALL Zero16( float *dst, const int count );
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virtual void VPCALL Negate16( float *dst, const int count );
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virtual void VPCALL Copy16( float *dst, const float *src, const int count );
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virtual void VPCALL Add16( float *dst, const float *src1, const float *src2, const int count );
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virtual void VPCALL Sub16( float *dst, const float *src1, const float *src2, const int count );
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virtual void VPCALL Mul16( float *dst, const float *src1, const float constant, const int count );
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virtual void VPCALL AddAssign16( float *dst, const float *src, const int count );
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virtual void VPCALL SubAssign16( float *dst, const float *src, const int count );
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virtual void VPCALL MulAssign16( float *dst, const float constant, const int count );
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#endif
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// Most of these deal with tiny matrices or vectors, generally not worth altivec'ing since
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// the scalar code is already really fast
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// virtual void VPCALL MatX_MultiplyVecX( idVecX &dst, const idMatX &mat, const idVecX &vec );
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// virtual void VPCALL MatX_MultiplyAddVecX( idVecX &dst, const idMatX &mat, const idVecX &vec );
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// virtual void VPCALL MatX_MultiplySubVecX( idVecX &dst, const idMatX &mat, const idVecX &vec );
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// virtual void VPCALL MatX_TransposeMultiplyVecX( idVecX &dst, const idMatX &mat, const idVecX &vec );
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// virtual void VPCALL MatX_TransposeMultiplyAddVecX( idVecX &dst, const idMatX &mat, const idVecX &vec );
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// virtual void VPCALL MatX_TransposeMultiplySubVecX( idVecX &dst, const idMatX &mat, const idVecX &vec );
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// virtual void VPCALL MatX_MultiplyMatX( idMatX &dst, const idMatX &m1, const idMatX &m2 );
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// virtual void VPCALL MatX_TransposeMultiplyMatX( idMatX &dst, const idMatX &m1, const idMatX &m2 );
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#ifdef ENABLE_LOWER_TRIANGULAR
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virtual void VPCALL MatX_LowerTriangularSolve( const idMatX &L, float *x, const float *b, const int n, int skip = 0 );
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virtual void VPCALL MatX_LowerTriangularSolveTranspose( const idMatX &L, float *x, const float *b, const int n );
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#if __GNUC__ >= 4
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virtual bool VPCALL MatX_LDLTFactor( idMatX &mat, idVecX &invDiag, const int n );
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#else
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virtual unsigned char VPCALL MatX_LDLTFactor( idMatX &mat, idVecX &invDiag, const int n );
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#endif
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#endif
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#ifdef LIVE_VICARIOUSLY
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virtual void VPCALL BlendJoints( idJointQuat *joints, const idJointQuat *blendJoints, const float lerp, const int *index, const int numJoints );
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virtual void VPCALL ConvertJointQuatsToJointMats( idJointMat *jointMats, const idJointQuat *jointQuats, const int numJoints );
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virtual void VPCALL ConvertJointMatsToJointQuats( idJointQuat *jointQuats, const idJointMat *jointMats, const int numJoints );
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#endif
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#ifdef LIVE_VICARIOUSLY
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virtual void VPCALL TransformJoints( idJointMat *jointMats, const int *parents, const int firstJoint, const int lastJoint );
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virtual void VPCALL UntransformJoints( idJointMat *jointMats, const int *parents, const int firstJoint, const int lastJoint );
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#endif
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#ifdef ENABLE_CULL
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virtual void VPCALL TracePointCull( byte *cullBits, byte &totalOr, const float radius, const idPlane *planes, const idDrawVert *verts, const int numVerts );
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virtual void VPCALL DecalPointCull( byte *cullBits, const idPlane *planes, const idDrawVert *verts, const int numVerts );
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virtual void VPCALL OverlayPointCull( byte *cullBits, idVec2 *texCoords, const idPlane *planes, const idDrawVert *verts, const int numVerts );
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#endif
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#ifdef ENABLE_DERIVE
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virtual void VPCALL DeriveTriPlanes( idPlane *planes, const idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes );
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virtual void VPCALL DeriveTangents( idPlane *planes, idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes );
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virtual void VPCALL DeriveUnsmoothedTangents( idDrawVert *verts, const dominantTri_s *dominantTris, const int numVerts );
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virtual void VPCALL NormalizeTangents( idDrawVert *verts, const int numVerts );
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#endif
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#ifdef ENABLE_CREATE
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virtual void VPCALL CreateTextureSpaceLightVectors( idVec3 *lightVectors, const idVec3 &lightOrigin, const idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes );
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virtual void VPCALL CreateSpecularTextureCoords( idVec4 *texCoords, const idVec3 &lightOrigin, const idVec3 &viewOrigin, const idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes );
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virtual int VPCALL CreateShadowCache( idVec4 *vertexCache, int *vertRemap, const idVec3 &lightOrigin, const idDrawVert *verts, const int numVerts );
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virtual int VPCALL CreateVertexProgramShadowCache( idVec4 *vertexCache, const idDrawVert *verts, const int numVerts );
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#endif
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#ifdef ENABLE_SOUND_ROUTINES
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// Sound upsampling and mixing routines, works for aligned and unaligned data
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virtual void VPCALL UpSamplePCMTo44kHz( float *dest, const short *pcm, const int numSamples, const int kHz, const int numChannels );
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virtual void VPCALL UpSampleOGGTo44kHz( float *dest, const float * const *ogg, const int numSamples, const int kHz, const int numChannels );
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virtual void VPCALL MixSoundTwoSpeakerMono( float *mixBuffer, const float *samples, const int numSamples, const float lastV[2], const float currentV[2] );
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virtual void VPCALL MixSoundTwoSpeakerStereo( float *mixBuffer, const float *samples, const int numSamples, const float lastV[2], const float currentV[2] );
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virtual void VPCALL MixSoundSixSpeakerMono( float *mixBuffer, const float *samples, const int numSamples, const float lastV[6], const float currentV[6] );
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virtual void VPCALL MixSoundSixSpeakerStereo( float *mixBuffer, const float *samples, const int numSamples, const float lastV[6], const float currentV[6] );
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virtual void VPCALL MixedSoundToSamples( short *samples, const float *mixBuffer, const int numSamples );
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#endif
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#endif
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};
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#endif /* !__MATH_SIMD_ALTIVEC_H__ */
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