mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-22 20:11:40 +00:00
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Moved all the code using Altivec intrinsics to separate files. This means we can optionally use GCC's -maltivec on just these files, which are chosen at runtime if the CPU supports Altivec, and compile the rest without it, making a single binary that has Altivec optimizations but can still work on G3. Unlike SSE and similar extensions on x86, there does not seem to be a way to enable conditional, targeted use of Altivec based on runtime detection (which is what ioquake3 wants to do) without also giving the compiler permission to use Altivec in code generation; so to not crash on CPUs that do not implement Altivec, we'll have to turn it off altogether, except in translation units that are only entered when runtime Altivec detection is successful. This has been tested on Linux PPC (on an Altivec-enabled CPU), but we may need further work after testing trickles out to other PowerPC devices and ancient Mac OS X builds. I did a little work on this patch, but the majority of the effort belongs to Simon McVittie (thanks!).
This commit is contained in:
parent
2326a060b9
commit
5909b9a1cf
12 changed files with 686 additions and 607 deletions
28
Makefile
28
Makefile
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@ -348,11 +348,11 @@ ifneq (,$(findstring "$(PLATFORM)", "linux" "gnu_kfreebsd" "kfreebsd-gnu" "gnu")
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HAVE_VM_COMPILED=true
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else
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ifeq ($(ARCH),ppc)
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BASE_CFLAGS += -maltivec
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ALTIVEC_CFLAGS = -maltivec
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HAVE_VM_COMPILED=true
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endif
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ifeq ($(ARCH),ppc64)
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BASE_CFLAGS += -maltivec
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ALTIVEC_CFLAGS = -maltivec
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HAVE_VM_COMPILED=true
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endif
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ifeq ($(ARCH),sparc)
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@ -440,10 +440,12 @@ ifeq ($(PLATFORM),darwin)
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-DMAC_OS_X_VERSION_MIN_REQUIRED=$(MAC_OS_X_VERSION_MIN_REQUIRED)
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ifeq ($(ARCH),ppc)
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BASE_CFLAGS += -arch ppc -faltivec
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BASE_CFLAGS += -arch ppc
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ALTIVEC_CFLAGS = -faltivec
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endif
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ifeq ($(ARCH),ppc64)
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BASE_CFLAGS += -arch ppc64 -faltivec
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BASE_CFLAGS += -arch ppc64
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ALTIVEC_CFLAGS = -faltivec
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endif
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ifeq ($(ARCH),x86)
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OPTIMIZEVM += -march=prescott -mfpmath=sse
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@ -1189,11 +1191,21 @@ $(echo_cmd) "CC $<"
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$(Q)$(CC) $(NOTSHLIBCFLAGS) $(CFLAGS) $(CLIENT_CFLAGS) $(OPTIMIZE) -o $@ -c $<
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endef
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define DO_CC_ALTIVEC
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$(echo_cmd) "CC $<"
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$(Q)$(CC) $(NOTSHLIBCFLAGS) $(CFLAGS) $(CLIENT_CFLAGS) $(OPTIMIZE) $(ALTIVEC_CFLAGS) -o $@ -c $<
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endef
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define DO_REF_CC
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$(echo_cmd) "REF_CC $<"
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$(Q)$(CC) $(SHLIBCFLAGS) $(CFLAGS) $(CLIENT_CFLAGS) $(OPTIMIZE) -o $@ -c $<
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endef
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define DO_REF_CC_ALTIVEC
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$(echo_cmd) "REF_CC $<"
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$(Q)$(CC) $(SHLIBCFLAGS) $(CFLAGS) $(CLIENT_CFLAGS) $(OPTIMIZE) $(ALTIVEC_CFLAGS) -o $@ -c $<
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endef
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define DO_REF_STR
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$(echo_cmd) "REF_STR $<"
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$(Q)rm -f $@
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@ -1664,6 +1676,7 @@ Q3OBJ = \
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$(B)/client/net_ip.o \
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$(B)/client/huffman.o \
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\
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$(B)/client/snd_altivec.o \
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$(B)/client/snd_adpcm.o \
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$(B)/client/snd_dma.o \
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$(B)/client/snd_mem.o \
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@ -1817,6 +1830,7 @@ Q3R2STRINGOBJ = \
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$(B)/renderergl2/glsl/tonemap_vp.o
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Q3ROBJ = \
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$(B)/renderergl1/tr_altivec.o \
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$(B)/renderergl1/tr_animation.o \
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$(B)/renderergl1/tr_backend.o \
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$(B)/renderergl1/tr_bsp.o \
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@ -2627,6 +2641,9 @@ $(B)/client/%.o: $(ASMDIR)/%.s
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$(B)/client/%.o: $(ASMDIR)/%.c
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$(DO_CC) -march=k8
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$(B)/client/snd_altivec.o: $(CDIR)/snd_altivec.c
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$(DO_CC_ALTIVEC)
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$(B)/client/%.o: $(CDIR)/%.c
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$(DO_CC)
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@ -2691,6 +2708,9 @@ $(B)/renderergl1/%.o: $(RCOMMONDIR)/%.c
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$(B)/renderergl1/%.o: $(RGL1DIR)/%.c
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$(DO_REF_CC)
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$(B)/renderergl1/tr_altivec.o: $(RGL1DIR)/tr_altivec.c
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$(DO_REF_CC_ALTIVEC)
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$(B)/renderergl2/glsl/%.c: $(RGL2DIR)/glsl/%.glsl
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$(DO_REF_STR)
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229
code/client/snd_altivec.c
Normal file
229
code/client/snd_altivec.c
Normal file
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@ -0,0 +1,229 @@
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/* This file is only compiled for PowerPC builds with Altivec support.
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Altivec intrinsics need to be in a separate file, so GCC's -maltivec
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command line can enable them, but give us the option to _not_ use that
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on other files, where the compiler might then generate Altivec
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instructions for normal floating point, crashing on G3 (etc) processors. */
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#include "client.h"
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#include "snd_local.h"
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#if idppc_altivec
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#if !defined(__APPLE__)
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#include <altivec.h>
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#endif
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void S_PaintChannelFrom16_altivec( portable_samplepair_t paintbuffer[PAINTBUFFER_SIZE], int snd_vol, channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
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int data, aoff, boff;
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int leftvol, rightvol;
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int i, j;
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portable_samplepair_t *samp;
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sndBuffer *chunk;
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short *samples;
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float ooff, fdata[2], fdiv, fleftvol, frightvol;
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if (sc->soundChannels <= 0) {
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return;
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}
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samp = &paintbuffer[ bufferOffset ];
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if (ch->doppler) {
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sampleOffset = sampleOffset*ch->oldDopplerScale;
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}
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if ( sc->soundChannels == 2 ) {
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sampleOffset *= sc->soundChannels;
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if ( sampleOffset & 1 ) {
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sampleOffset &= ~1;
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}
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}
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chunk = sc->soundData;
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while (sampleOffset>=SND_CHUNK_SIZE) {
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chunk = chunk->next;
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sampleOffset -= SND_CHUNK_SIZE;
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if (!chunk) {
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chunk = sc->soundData;
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}
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}
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if (!ch->doppler || ch->dopplerScale==1.0f) {
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vector signed short volume_vec;
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vector unsigned int volume_shift;
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int vectorCount, samplesLeft, chunkSamplesLeft;
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leftvol = ch->leftvol*snd_vol;
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rightvol = ch->rightvol*snd_vol;
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samples = chunk->sndChunk;
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((short *)&volume_vec)[0] = leftvol;
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((short *)&volume_vec)[1] = leftvol;
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((short *)&volume_vec)[4] = leftvol;
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((short *)&volume_vec)[5] = leftvol;
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((short *)&volume_vec)[2] = rightvol;
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((short *)&volume_vec)[3] = rightvol;
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((short *)&volume_vec)[6] = rightvol;
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((short *)&volume_vec)[7] = rightvol;
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volume_shift = vec_splat_u32(8);
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i = 0;
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while(i < count) {
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/* Try to align destination to 16-byte boundary */
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while(i < count && (((unsigned long)&samp[i] & 0x1f) || ((count-i) < 8) || ((SND_CHUNK_SIZE - sampleOffset) < 8))) {
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data = samples[sampleOffset++];
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samp[i].left += (data * leftvol)>>8;
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if ( sc->soundChannels == 2 ) {
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data = samples[sampleOffset++];
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}
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samp[i].right += (data * rightvol)>>8;
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if (sampleOffset == SND_CHUNK_SIZE) {
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chunk = chunk->next;
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samples = chunk->sndChunk;
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sampleOffset = 0;
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}
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i++;
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}
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/* Destination is now aligned. Process as many 8-sample
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chunks as we can before we run out of room from the current
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sound chunk. We do 8 per loop to avoid extra source data reads. */
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samplesLeft = count - i;
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chunkSamplesLeft = SND_CHUNK_SIZE - sampleOffset;
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if(samplesLeft > chunkSamplesLeft)
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samplesLeft = chunkSamplesLeft;
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vectorCount = samplesLeft / 8;
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if(vectorCount)
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{
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vector unsigned char tmp;
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vector short s0, s1, sampleData0, sampleData1;
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vector signed int merge0, merge1;
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vector signed int d0, d1, d2, d3;
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vector unsigned char samplePermute0 =
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VECCONST_UINT8(0, 1, 4, 5, 0, 1, 4, 5, 2, 3, 6, 7, 2, 3, 6, 7);
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vector unsigned char samplePermute1 =
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VECCONST_UINT8(8, 9, 12, 13, 8, 9, 12, 13, 10, 11, 14, 15, 10, 11, 14, 15);
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vector unsigned char loadPermute0, loadPermute1;
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// Rather than permute the vectors after we load them to do the sample
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// replication and rearrangement, we permute the alignment vector so
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// we do everything in one step below and avoid data shuffling.
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tmp = vec_lvsl(0,&samples[sampleOffset]);
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loadPermute0 = vec_perm(tmp,tmp,samplePermute0);
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loadPermute1 = vec_perm(tmp,tmp,samplePermute1);
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s0 = *(vector short *)&samples[sampleOffset];
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while(vectorCount)
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{
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/* Load up source (16-bit) sample data */
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s1 = *(vector short *)&samples[sampleOffset+7];
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/* Load up destination sample data */
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d0 = *(vector signed int *)&samp[i];
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d1 = *(vector signed int *)&samp[i+2];
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d2 = *(vector signed int *)&samp[i+4];
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d3 = *(vector signed int *)&samp[i+6];
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sampleData0 = vec_perm(s0,s1,loadPermute0);
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sampleData1 = vec_perm(s0,s1,loadPermute1);
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merge0 = vec_mule(sampleData0,volume_vec);
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merge0 = vec_sra(merge0,volume_shift); /* Shift down to proper range */
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merge1 = vec_mulo(sampleData0,volume_vec);
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merge1 = vec_sra(merge1,volume_shift);
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d0 = vec_add(merge0,d0);
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d1 = vec_add(merge1,d1);
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merge0 = vec_mule(sampleData1,volume_vec);
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merge0 = vec_sra(merge0,volume_shift); /* Shift down to proper range */
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merge1 = vec_mulo(sampleData1,volume_vec);
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merge1 = vec_sra(merge1,volume_shift);
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d2 = vec_add(merge0,d2);
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d3 = vec_add(merge1,d3);
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/* Store destination sample data */
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*(vector signed int *)&samp[i] = d0;
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*(vector signed int *)&samp[i+2] = d1;
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*(vector signed int *)&samp[i+4] = d2;
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*(vector signed int *)&samp[i+6] = d3;
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i += 8;
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vectorCount--;
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s0 = s1;
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sampleOffset += 8;
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}
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if (sampleOffset == SND_CHUNK_SIZE) {
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chunk = chunk->next;
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samples = chunk->sndChunk;
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sampleOffset = 0;
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}
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}
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}
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} else {
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fleftvol = ch->leftvol*snd_vol;
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frightvol = ch->rightvol*snd_vol;
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ooff = sampleOffset;
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samples = chunk->sndChunk;
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for ( i=0 ; i<count ; i++ ) {
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aoff = ooff;
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ooff = ooff + ch->dopplerScale * sc->soundChannels;
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boff = ooff;
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fdata[0] = fdata[1] = 0;
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for (j=aoff; j<boff; j += sc->soundChannels) {
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if (j == SND_CHUNK_SIZE) {
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chunk = chunk->next;
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if (!chunk) {
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chunk = sc->soundData;
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}
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samples = chunk->sndChunk;
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ooff -= SND_CHUNK_SIZE;
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}
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if ( sc->soundChannels == 2 ) {
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fdata[0] += samples[j&(SND_CHUNK_SIZE-1)];
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fdata[1] += samples[(j+1)&(SND_CHUNK_SIZE-1)];
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} else {
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fdata[0] += samples[j&(SND_CHUNK_SIZE-1)];
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fdata[1] += samples[j&(SND_CHUNK_SIZE-1)];
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}
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}
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fdiv = 256 * (boff-aoff) / sc->soundChannels;
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samp[i].left += (fdata[0] * fleftvol)/fdiv;
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samp[i].right += (fdata[1] * frightvol)/fdiv;
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}
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}
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}
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#endif
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@ -264,3 +264,7 @@ typedef enum
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typedef int srcHandle_t;
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qboolean S_AL_Init( soundInterface_t *si );
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#ifdef idppc_altivec
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void S_PaintChannelFrom16_altivec( portable_samplepair_t paintbuffer[PAINTBUFFER_SIZE], int snd_vol, channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset );
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#endif
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@ -23,9 +23,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "client.h"
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#include "snd_local.h"
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#if idppc_altivec && !defined(__APPLE__)
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#include <altivec.h>
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#endif
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static portable_samplepair_t paintbuffer[PAINTBUFFER_SIZE];
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static int snd_vol;
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@ -241,197 +238,6 @@ CHANNEL MIXING
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===============================================================================
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*/
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#if idppc_altivec
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static void S_PaintChannelFrom16_altivec( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
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int data, aoff, boff;
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int leftvol, rightvol;
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int i, j;
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portable_samplepair_t *samp;
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sndBuffer *chunk;
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short *samples;
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float ooff, fdata[2], fdiv, fleftvol, frightvol;
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if (sc->soundChannels <= 0) {
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return;
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}
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samp = &paintbuffer[ bufferOffset ];
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if (ch->doppler) {
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sampleOffset = sampleOffset*ch->oldDopplerScale;
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}
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if ( sc->soundChannels == 2 ) {
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sampleOffset *= sc->soundChannels;
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if ( sampleOffset & 1 ) {
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sampleOffset &= ~1;
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}
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}
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chunk = sc->soundData;
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while (sampleOffset>=SND_CHUNK_SIZE) {
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chunk = chunk->next;
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sampleOffset -= SND_CHUNK_SIZE;
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if (!chunk) {
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chunk = sc->soundData;
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}
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}
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if (!ch->doppler || ch->dopplerScale==1.0f) {
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vector signed short volume_vec;
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vector unsigned int volume_shift;
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int vectorCount, samplesLeft, chunkSamplesLeft;
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leftvol = ch->leftvol*snd_vol;
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rightvol = ch->rightvol*snd_vol;
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samples = chunk->sndChunk;
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((short *)&volume_vec)[0] = leftvol;
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((short *)&volume_vec)[1] = leftvol;
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((short *)&volume_vec)[4] = leftvol;
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((short *)&volume_vec)[5] = leftvol;
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((short *)&volume_vec)[2] = rightvol;
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((short *)&volume_vec)[3] = rightvol;
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((short *)&volume_vec)[6] = rightvol;
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((short *)&volume_vec)[7] = rightvol;
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volume_shift = vec_splat_u32(8);
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i = 0;
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|
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while(i < count) {
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/* Try to align destination to 16-byte boundary */
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while(i < count && (((unsigned long)&samp[i] & 0x1f) || ((count-i) < 8) || ((SND_CHUNK_SIZE - sampleOffset) < 8))) {
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data = samples[sampleOffset++];
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samp[i].left += (data * leftvol)>>8;
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if ( sc->soundChannels == 2 ) {
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data = samples[sampleOffset++];
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}
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samp[i].right += (data * rightvol)>>8;
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if (sampleOffset == SND_CHUNK_SIZE) {
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chunk = chunk->next;
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samples = chunk->sndChunk;
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sampleOffset = 0;
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}
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i++;
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}
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/* Destination is now aligned. Process as many 8-sample
|
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chunks as we can before we run out of room from the current
|
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sound chunk. We do 8 per loop to avoid extra source data reads. */
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samplesLeft = count - i;
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chunkSamplesLeft = SND_CHUNK_SIZE - sampleOffset;
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if(samplesLeft > chunkSamplesLeft)
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samplesLeft = chunkSamplesLeft;
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vectorCount = samplesLeft / 8;
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if(vectorCount)
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{
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vector unsigned char tmp;
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vector short s0, s1, sampleData0, sampleData1;
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||||
vector signed int merge0, merge1;
|
||||
vector signed int d0, d1, d2, d3;
|
||||
vector unsigned char samplePermute0 =
|
||||
VECCONST_UINT8(0, 1, 4, 5, 0, 1, 4, 5, 2, 3, 6, 7, 2, 3, 6, 7);
|
||||
vector unsigned char samplePermute1 =
|
||||
VECCONST_UINT8(8, 9, 12, 13, 8, 9, 12, 13, 10, 11, 14, 15, 10, 11, 14, 15);
|
||||
vector unsigned char loadPermute0, loadPermute1;
|
||||
|
||||
// Rather than permute the vectors after we load them to do the sample
|
||||
// replication and rearrangement, we permute the alignment vector so
|
||||
// we do everything in one step below and avoid data shuffling.
|
||||
tmp = vec_lvsl(0,&samples[sampleOffset]);
|
||||
loadPermute0 = vec_perm(tmp,tmp,samplePermute0);
|
||||
loadPermute1 = vec_perm(tmp,tmp,samplePermute1);
|
||||
|
||||
s0 = *(vector short *)&samples[sampleOffset];
|
||||
while(vectorCount)
|
||||
{
|
||||
/* Load up source (16-bit) sample data */
|
||||
s1 = *(vector short *)&samples[sampleOffset+7];
|
||||
|
||||
/* Load up destination sample data */
|
||||
d0 = *(vector signed int *)&samp[i];
|
||||
d1 = *(vector signed int *)&samp[i+2];
|
||||
d2 = *(vector signed int *)&samp[i+4];
|
||||
d3 = *(vector signed int *)&samp[i+6];
|
||||
|
||||
sampleData0 = vec_perm(s0,s1,loadPermute0);
|
||||
sampleData1 = vec_perm(s0,s1,loadPermute1);
|
||||
|
||||
merge0 = vec_mule(sampleData0,volume_vec);
|
||||
merge0 = vec_sra(merge0,volume_shift); /* Shift down to proper range */
|
||||
|
||||
merge1 = vec_mulo(sampleData0,volume_vec);
|
||||
merge1 = vec_sra(merge1,volume_shift);
|
||||
|
||||
d0 = vec_add(merge0,d0);
|
||||
d1 = vec_add(merge1,d1);
|
||||
|
||||
merge0 = vec_mule(sampleData1,volume_vec);
|
||||
merge0 = vec_sra(merge0,volume_shift); /* Shift down to proper range */
|
||||
|
||||
merge1 = vec_mulo(sampleData1,volume_vec);
|
||||
merge1 = vec_sra(merge1,volume_shift);
|
||||
|
||||
d2 = vec_add(merge0,d2);
|
||||
d3 = vec_add(merge1,d3);
|
||||
|
||||
/* Store destination sample data */
|
||||
*(vector signed int *)&samp[i] = d0;
|
||||
*(vector signed int *)&samp[i+2] = d1;
|
||||
*(vector signed int *)&samp[i+4] = d2;
|
||||
*(vector signed int *)&samp[i+6] = d3;
|
||||
|
||||
i += 8;
|
||||
vectorCount--;
|
||||
s0 = s1;
|
||||
sampleOffset += 8;
|
||||
}
|
||||
if (sampleOffset == SND_CHUNK_SIZE) {
|
||||
chunk = chunk->next;
|
||||
samples = chunk->sndChunk;
|
||||
sampleOffset = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fleftvol = ch->leftvol*snd_vol;
|
||||
frightvol = ch->rightvol*snd_vol;
|
||||
|
||||
ooff = sampleOffset;
|
||||
samples = chunk->sndChunk;
|
||||
|
||||
for ( i=0 ; i<count ; i++ ) {
|
||||
|
||||
aoff = ooff;
|
||||
ooff = ooff + ch->dopplerScale * sc->soundChannels;
|
||||
boff = ooff;
|
||||
fdata[0] = fdata[1] = 0;
|
||||
for (j=aoff; j<boff; j += sc->soundChannels) {
|
||||
if (j == SND_CHUNK_SIZE) {
|
||||
chunk = chunk->next;
|
||||
if (!chunk) {
|
||||
chunk = sc->soundData;
|
||||
}
|
||||
samples = chunk->sndChunk;
|
||||
ooff -= SND_CHUNK_SIZE;
|
||||
}
|
||||
if ( sc->soundChannels == 2 ) {
|
||||
fdata[0] += samples[j&(SND_CHUNK_SIZE-1)];
|
||||
fdata[1] += samples[(j+1)&(SND_CHUNK_SIZE-1)];
|
||||
} else {
|
||||
fdata[0] += samples[j&(SND_CHUNK_SIZE-1)];
|
||||
fdata[1] += samples[j&(SND_CHUNK_SIZE-1)];
|
||||
}
|
||||
}
|
||||
fdiv = 256 * (boff-aoff) / sc->soundChannels;
|
||||
samp[i].left += (fdata[0] * fleftvol)/fdiv;
|
||||
samp[i].right += (fdata[1] * frightvol)/fdiv;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
static void S_PaintChannelFrom16_scalar( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
|
||||
int data, aoff, boff;
|
||||
int leftvol, rightvol;
|
||||
|
@ -530,8 +336,8 @@ static void S_PaintChannelFrom16_scalar( channel_t *ch, const sfx_t *sc, int cou
|
|||
static void S_PaintChannelFrom16( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
|
||||
#if idppc_altivec
|
||||
if (com_altivec->integer) {
|
||||
// must be in a separate function or G3 systems will crash.
|
||||
S_PaintChannelFrom16_altivec( ch, sc, count, sampleOffset, bufferOffset );
|
||||
// must be in a separate translation unit or G3 systems will crash.
|
||||
S_PaintChannelFrom16_altivec( paintbuffer, snd_vol, ch, sc, count, sampleOffset, bufferOffset );
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
|
414
code/renderergl1/tr_altivec.c
Normal file
414
code/renderergl1/tr_altivec.c
Normal file
|
@ -0,0 +1,414 @@
|
|||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 1999-2005 Id Software, Inc.
|
||||
|
||||
This file is part of Quake III Arena source code.
|
||||
|
||||
Quake III Arena source code 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; either version 2 of the License,
|
||||
or (at your option) any later version.
|
||||
|
||||
Quake III Arena source code 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 for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with Quake III Arena source code; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
/* This file is only compiled for PowerPC builds with Altivec support.
|
||||
Altivec intrinsics need to be in a separate file, so GCC's -maltivec
|
||||
command line can enable them, but give us the option to _not_ use that
|
||||
on other files, where the compiler might then generate Altivec
|
||||
instructions for normal floating point, crashing on G3 (etc) processors. */
|
||||
|
||||
#include "tr_local.h"
|
||||
|
||||
#if idppc_altivec
|
||||
|
||||
#if !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
void ProjectDlightTexture_altivec( void ) {
|
||||
int i, l;
|
||||
vec_t origin0, origin1, origin2;
|
||||
float texCoords0, texCoords1;
|
||||
vector float floatColorVec0, floatColorVec1;
|
||||
vector float modulateVec, colorVec, zero;
|
||||
vector short colorShort;
|
||||
vector signed int colorInt;
|
||||
vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
|
||||
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff);
|
||||
float *texCoords;
|
||||
byte *colors;
|
||||
byte clipBits[SHADER_MAX_VERTEXES];
|
||||
float texCoordsArray[SHADER_MAX_VERTEXES][2];
|
||||
byte colorArray[SHADER_MAX_VERTEXES][4];
|
||||
glIndex_t hitIndexes[SHADER_MAX_INDEXES];
|
||||
int numIndexes;
|
||||
float scale;
|
||||
float radius;
|
||||
vec3_t floatColor;
|
||||
float modulate = 0.0f;
|
||||
|
||||
if ( !backEnd.refdef.num_dlights ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// There has to be a better way to do this so that floatColor
|
||||
// and/or modulate are already 16-byte aligned.
|
||||
floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
|
||||
modulatePerm = vec_lvsl(0,(float *)&modulate);
|
||||
modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
|
||||
for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
|
||||
dlight_t *dl;
|
||||
|
||||
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
|
||||
continue; // this surface definitely doesn't have any of this light
|
||||
}
|
||||
texCoords = texCoordsArray[0];
|
||||
colors = colorArray[0];
|
||||
|
||||
dl = &backEnd.refdef.dlights[l];
|
||||
origin0 = dl->transformed[0];
|
||||
origin1 = dl->transformed[1];
|
||||
origin2 = dl->transformed[2];
|
||||
radius = dl->radius;
|
||||
scale = 1.0f / radius;
|
||||
|
||||
if(r_greyscale->integer)
|
||||
{
|
||||
float luminance;
|
||||
|
||||
luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
|
||||
floatColor[0] = floatColor[1] = floatColor[2] = luminance;
|
||||
}
|
||||
else if(r_greyscale->value)
|
||||
{
|
||||
float luminance;
|
||||
|
||||
luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
|
||||
floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
|
||||
floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
|
||||
floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
|
||||
}
|
||||
else
|
||||
{
|
||||
floatColor[0] = dl->color[0] * 255.0f;
|
||||
floatColor[1] = dl->color[1] * 255.0f;
|
||||
floatColor[2] = dl->color[2] * 255.0f;
|
||||
}
|
||||
floatColorVec0 = vec_ld(0, floatColor);
|
||||
floatColorVec1 = vec_ld(11, floatColor);
|
||||
floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
|
||||
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
|
||||
int clip = 0;
|
||||
vec_t dist0, dist1, dist2;
|
||||
|
||||
dist0 = origin0 - tess.xyz[i][0];
|
||||
dist1 = origin1 - tess.xyz[i][1];
|
||||
dist2 = origin2 - tess.xyz[i][2];
|
||||
|
||||
backEnd.pc.c_dlightVertexes++;
|
||||
|
||||
texCoords0 = 0.5f + dist0 * scale;
|
||||
texCoords1 = 0.5f + dist1 * scale;
|
||||
|
||||
if( !r_dlightBacks->integer &&
|
||||
// dist . tess.normal[i]
|
||||
( dist0 * tess.normal[i][0] +
|
||||
dist1 * tess.normal[i][1] +
|
||||
dist2 * tess.normal[i][2] ) < 0.0f ) {
|
||||
clip = 63;
|
||||
} else {
|
||||
if ( texCoords0 < 0.0f ) {
|
||||
clip |= 1;
|
||||
} else if ( texCoords0 > 1.0f ) {
|
||||
clip |= 2;
|
||||
}
|
||||
if ( texCoords1 < 0.0f ) {
|
||||
clip |= 4;
|
||||
} else if ( texCoords1 > 1.0f ) {
|
||||
clip |= 8;
|
||||
}
|
||||
texCoords[0] = texCoords0;
|
||||
texCoords[1] = texCoords1;
|
||||
|
||||
// modulate the strength based on the height and color
|
||||
if ( dist2 > radius ) {
|
||||
clip |= 16;
|
||||
modulate = 0.0f;
|
||||
} else if ( dist2 < -radius ) {
|
||||
clip |= 32;
|
||||
modulate = 0.0f;
|
||||
} else {
|
||||
dist2 = Q_fabs(dist2);
|
||||
if ( dist2 < radius * 0.5f ) {
|
||||
modulate = 1.0f;
|
||||
} else {
|
||||
modulate = 2.0f * (radius - dist2) * scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
clipBits[i] = clip;
|
||||
|
||||
modulateVec = vec_ld(0,(float *)&modulate);
|
||||
modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
|
||||
colorVec = vec_madd(floatColorVec0,modulateVec,zero);
|
||||
colorInt = vec_cts(colorVec,0); // RGBx
|
||||
colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx
|
||||
colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx
|
||||
colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
|
||||
vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color
|
||||
}
|
||||
|
||||
// build a list of triangles that need light
|
||||
numIndexes = 0;
|
||||
for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
|
||||
int a, b, c;
|
||||
|
||||
a = tess.indexes[i];
|
||||
b = tess.indexes[i+1];
|
||||
c = tess.indexes[i+2];
|
||||
if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
|
||||
continue; // not lighted
|
||||
}
|
||||
hitIndexes[numIndexes] = a;
|
||||
hitIndexes[numIndexes+1] = b;
|
||||
hitIndexes[numIndexes+2] = c;
|
||||
numIndexes += 3;
|
||||
}
|
||||
|
||||
if ( !numIndexes ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
|
||||
|
||||
qglEnableClientState( GL_COLOR_ARRAY );
|
||||
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
||||
|
||||
GL_Bind( tr.dlightImage );
|
||||
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
||||
// where they aren't rendered
|
||||
if ( dl->additive ) {
|
||||
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
||||
}
|
||||
else {
|
||||
GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
||||
}
|
||||
R_DrawElements( numIndexes, hitIndexes );
|
||||
backEnd.pc.c_totalIndexes += numIndexes;
|
||||
backEnd.pc.c_dlightIndexes += numIndexes;
|
||||
}
|
||||
}
|
||||
|
||||
void RB_CalcDiffuseColor_altivec( unsigned char *colors )
|
||||
{
|
||||
int i;
|
||||
float *v, *normal;
|
||||
trRefEntity_t *ent;
|
||||
int ambientLightInt;
|
||||
vec3_t lightDir;
|
||||
int numVertexes;
|
||||
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff);
|
||||
vector float ambientLightVec;
|
||||
vector float directedLightVec;
|
||||
vector float lightDirVec;
|
||||
vector float normalVec0, normalVec1;
|
||||
vector float incomingVec0, incomingVec1, incomingVec2;
|
||||
vector float zero, jVec;
|
||||
vector signed int jVecInt;
|
||||
vector signed short jVecShort;
|
||||
vector unsigned char jVecChar, normalPerm;
|
||||
ent = backEnd.currentEntity;
|
||||
ambientLightInt = ent->ambientLightInt;
|
||||
// A lot of this could be simplified if we made sure
|
||||
// entities light info was 16-byte aligned.
|
||||
jVecChar = vec_lvsl(0, ent->ambientLight);
|
||||
ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
|
||||
jVec = vec_ld(11, (vector float *)ent->ambientLight);
|
||||
ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
|
||||
|
||||
jVecChar = vec_lvsl(0, ent->directedLight);
|
||||
directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
|
||||
jVec = vec_ld(11,(vector float *)ent->directedLight);
|
||||
directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
|
||||
|
||||
jVecChar = vec_lvsl(0, ent->lightDir);
|
||||
lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
|
||||
jVec = vec_ld(11,(vector float *)ent->lightDir);
|
||||
lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
|
||||
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
VectorCopy( ent->lightDir, lightDir );
|
||||
|
||||
v = tess.xyz[0];
|
||||
normal = tess.normal[0];
|
||||
|
||||
normalPerm = vec_lvsl(0,normal);
|
||||
numVertexes = tess.numVertexes;
|
||||
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
|
||||
normalVec0 = vec_ld(0,(vector float *)normal);
|
||||
normalVec1 = vec_ld(11,(vector float *)normal);
|
||||
normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
|
||||
incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
|
||||
incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
|
||||
incomingVec2 = vec_add(incomingVec0,incomingVec1);
|
||||
incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
|
||||
incomingVec2 = vec_add(incomingVec2,incomingVec1);
|
||||
incomingVec0 = vec_splat(incomingVec2,0);
|
||||
incomingVec0 = vec_max(incomingVec0,zero);
|
||||
normalPerm = vec_lvsl(12,normal);
|
||||
jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
|
||||
jVecInt = vec_cts(jVec,0); // RGBx
|
||||
jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
|
||||
jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
|
||||
jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
|
||||
vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
|
||||
}
|
||||
}
|
||||
|
||||
void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
|
||||
{
|
||||
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
||||
float *outXyz, *outNormal;
|
||||
float oldXyzScale QALIGN(16);
|
||||
float newXyzScale QALIGN(16);
|
||||
float oldNormalScale QALIGN(16);
|
||||
float newNormalScale QALIGN(16);
|
||||
int vertNum;
|
||||
unsigned lat, lng;
|
||||
int numVerts;
|
||||
|
||||
outXyz = tess.xyz[tess.numVertexes];
|
||||
outNormal = tess.normal[tess.numVertexes];
|
||||
|
||||
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
||||
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
||||
newNormals = newXyz + 3;
|
||||
|
||||
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
||||
newNormalScale = 1.0 - backlerp;
|
||||
|
||||
numVerts = surf->numVerts;
|
||||
|
||||
if ( backlerp == 0 ) {
|
||||
vector signed short newNormalsVec0;
|
||||
vector signed short newNormalsVec1;
|
||||
vector signed int newNormalsIntVec;
|
||||
vector float newNormalsFloatVec;
|
||||
vector float newXyzScaleVec;
|
||||
vector unsigned char newNormalsLoadPermute;
|
||||
vector unsigned char newNormalsStorePermute;
|
||||
vector float zero;
|
||||
|
||||
newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
|
||||
newXyzScaleVec = *(vector float *)&newXyzScale;
|
||||
newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
|
||||
newXyzScaleVec = vec_splat(newXyzScaleVec,0);
|
||||
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
||||
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
//
|
||||
// just copy the vertexes
|
||||
//
|
||||
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
||||
newXyz += 4, newNormals += 4,
|
||||
outXyz += 4, outNormal += 4)
|
||||
{
|
||||
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
||||
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
||||
newNormalsVec0 = vec_ld(0,newXyz);
|
||||
newNormalsVec1 = vec_ld(16,newXyz);
|
||||
newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
|
||||
newNormalsIntVec = vec_unpackh(newNormalsVec0);
|
||||
newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
|
||||
newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
|
||||
newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
|
||||
//outXyz[0] = newXyz[0] * newXyzScale;
|
||||
//outXyz[1] = newXyz[1] * newXyzScale;
|
||||
//outXyz[2] = newXyz[2] * newXyzScale;
|
||||
|
||||
lat = ( newNormals[0] >> 8 ) & 0xff;
|
||||
lng = ( newNormals[0] & 0xff );
|
||||
lat *= (FUNCTABLE_SIZE/256);
|
||||
lng *= (FUNCTABLE_SIZE/256);
|
||||
|
||||
// decode X as cos( lat ) * sin( long )
|
||||
// decode Y as sin( lat ) * sin( long )
|
||||
// decode Z as cos( long )
|
||||
|
||||
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
||||
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
||||
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
||||
|
||||
vec_ste(newNormalsFloatVec,0,outXyz);
|
||||
vec_ste(newNormalsFloatVec,4,outXyz);
|
||||
vec_ste(newNormalsFloatVec,8,outXyz);
|
||||
}
|
||||
} else {
|
||||
//
|
||||
// interpolate and copy the vertex and normal
|
||||
//
|
||||
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
||||
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
|
||||
oldNormals = oldXyz + 3;
|
||||
|
||||
oldXyzScale = MD3_XYZ_SCALE * backlerp;
|
||||
oldNormalScale = backlerp;
|
||||
|
||||
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
||||
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
|
||||
outXyz += 4, outNormal += 4)
|
||||
{
|
||||
vec3_t uncompressedOldNormal, uncompressedNewNormal;
|
||||
|
||||
// interpolate the xyz
|
||||
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
|
||||
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
|
||||
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
|
||||
|
||||
// FIXME: interpolate lat/long instead?
|
||||
lat = ( newNormals[0] >> 8 ) & 0xff;
|
||||
lng = ( newNormals[0] & 0xff );
|
||||
lat *= 4;
|
||||
lng *= 4;
|
||||
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
||||
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
||||
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
||||
|
||||
lat = ( oldNormals[0] >> 8 ) & 0xff;
|
||||
lng = ( oldNormals[0] & 0xff );
|
||||
lat *= 4;
|
||||
lng *= 4;
|
||||
|
||||
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
||||
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
||||
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
||||
|
||||
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
|
||||
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
|
||||
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
|
||||
|
||||
// VectorNormalize (outNormal);
|
||||
}
|
||||
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1583,5 +1583,13 @@ size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
|
|||
void RE_TakeVideoFrame( int width, int height,
|
||||
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
|
||||
|
||||
void R_DrawElements( int numIndexes, const glIndex_t *indexes );
|
||||
void VectorArrayNormalize( vec4_t *normals, unsigned int count );
|
||||
|
||||
#ifdef idppc_altivec
|
||||
void LerpMeshVertexes_altivec( md3Surface_t *surf, float backlerp );
|
||||
void ProjectDlightTexture_altivec( void );
|
||||
void RB_CalcDiffuseColor_altivec( unsigned char *colors );
|
||||
#endif
|
||||
|
||||
#endif //TR_LOCAL_H
|
||||
|
|
|
@ -22,9 +22,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
// tr_shade.c
|
||||
|
||||
#include "tr_local.h"
|
||||
#if idppc_altivec && !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
|
@ -163,7 +160,7 @@ instead of using the single glDrawElements call that may be inefficient
|
|||
without compiled vertex arrays.
|
||||
==================
|
||||
*/
|
||||
static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
|
||||
void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
|
||||
int primitives;
|
||||
|
||||
primitives = r_primitives->integer;
|
||||
|
@ -407,189 +404,6 @@ ProjectDlightTexture
|
|||
Perform dynamic lighting with another rendering pass
|
||||
===================
|
||||
*/
|
||||
#if idppc_altivec
|
||||
static void ProjectDlightTexture_altivec( void ) {
|
||||
int i, l;
|
||||
vec_t origin0, origin1, origin2;
|
||||
float texCoords0, texCoords1;
|
||||
vector float floatColorVec0, floatColorVec1;
|
||||
vector float modulateVec, colorVec, zero;
|
||||
vector short colorShort;
|
||||
vector signed int colorInt;
|
||||
vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
|
||||
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff);
|
||||
float *texCoords;
|
||||
byte *colors;
|
||||
byte clipBits[SHADER_MAX_VERTEXES];
|
||||
float texCoordsArray[SHADER_MAX_VERTEXES][2];
|
||||
byte colorArray[SHADER_MAX_VERTEXES][4];
|
||||
glIndex_t hitIndexes[SHADER_MAX_INDEXES];
|
||||
int numIndexes;
|
||||
float scale;
|
||||
float radius;
|
||||
vec3_t floatColor;
|
||||
float modulate = 0.0f;
|
||||
|
||||
if ( !backEnd.refdef.num_dlights ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// There has to be a better way to do this so that floatColor
|
||||
// and/or modulate are already 16-byte aligned.
|
||||
floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
|
||||
modulatePerm = vec_lvsl(0,(float *)&modulate);
|
||||
modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
|
||||
for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
|
||||
dlight_t *dl;
|
||||
|
||||
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
|
||||
continue; // this surface definitely doesn't have any of this light
|
||||
}
|
||||
texCoords = texCoordsArray[0];
|
||||
colors = colorArray[0];
|
||||
|
||||
dl = &backEnd.refdef.dlights[l];
|
||||
origin0 = dl->transformed[0];
|
||||
origin1 = dl->transformed[1];
|
||||
origin2 = dl->transformed[2];
|
||||
radius = dl->radius;
|
||||
scale = 1.0f / radius;
|
||||
|
||||
if(r_greyscale->integer)
|
||||
{
|
||||
float luminance;
|
||||
|
||||
luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
|
||||
floatColor[0] = floatColor[1] = floatColor[2] = luminance;
|
||||
}
|
||||
else if(r_greyscale->value)
|
||||
{
|
||||
float luminance;
|
||||
|
||||
luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
|
||||
floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
|
||||
floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
|
||||
floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
|
||||
}
|
||||
else
|
||||
{
|
||||
floatColor[0] = dl->color[0] * 255.0f;
|
||||
floatColor[1] = dl->color[1] * 255.0f;
|
||||
floatColor[2] = dl->color[2] * 255.0f;
|
||||
}
|
||||
floatColorVec0 = vec_ld(0, floatColor);
|
||||
floatColorVec1 = vec_ld(11, floatColor);
|
||||
floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
|
||||
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
|
||||
int clip = 0;
|
||||
vec_t dist0, dist1, dist2;
|
||||
|
||||
dist0 = origin0 - tess.xyz[i][0];
|
||||
dist1 = origin1 - tess.xyz[i][1];
|
||||
dist2 = origin2 - tess.xyz[i][2];
|
||||
|
||||
backEnd.pc.c_dlightVertexes++;
|
||||
|
||||
texCoords0 = 0.5f + dist0 * scale;
|
||||
texCoords1 = 0.5f + dist1 * scale;
|
||||
|
||||
if( !r_dlightBacks->integer &&
|
||||
// dist . tess.normal[i]
|
||||
( dist0 * tess.normal[i][0] +
|
||||
dist1 * tess.normal[i][1] +
|
||||
dist2 * tess.normal[i][2] ) < 0.0f ) {
|
||||
clip = 63;
|
||||
} else {
|
||||
if ( texCoords0 < 0.0f ) {
|
||||
clip |= 1;
|
||||
} else if ( texCoords0 > 1.0f ) {
|
||||
clip |= 2;
|
||||
}
|
||||
if ( texCoords1 < 0.0f ) {
|
||||
clip |= 4;
|
||||
} else if ( texCoords1 > 1.0f ) {
|
||||
clip |= 8;
|
||||
}
|
||||
texCoords[0] = texCoords0;
|
||||
texCoords[1] = texCoords1;
|
||||
|
||||
// modulate the strength based on the height and color
|
||||
if ( dist2 > radius ) {
|
||||
clip |= 16;
|
||||
modulate = 0.0f;
|
||||
} else if ( dist2 < -radius ) {
|
||||
clip |= 32;
|
||||
modulate = 0.0f;
|
||||
} else {
|
||||
dist2 = Q_fabs(dist2);
|
||||
if ( dist2 < radius * 0.5f ) {
|
||||
modulate = 1.0f;
|
||||
} else {
|
||||
modulate = 2.0f * (radius - dist2) * scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
clipBits[i] = clip;
|
||||
|
||||
modulateVec = vec_ld(0,(float *)&modulate);
|
||||
modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
|
||||
colorVec = vec_madd(floatColorVec0,modulateVec,zero);
|
||||
colorInt = vec_cts(colorVec,0); // RGBx
|
||||
colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx
|
||||
colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx
|
||||
colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
|
||||
vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color
|
||||
}
|
||||
|
||||
// build a list of triangles that need light
|
||||
numIndexes = 0;
|
||||
for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
|
||||
int a, b, c;
|
||||
|
||||
a = tess.indexes[i];
|
||||
b = tess.indexes[i+1];
|
||||
c = tess.indexes[i+2];
|
||||
if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
|
||||
continue; // not lighted
|
||||
}
|
||||
hitIndexes[numIndexes] = a;
|
||||
hitIndexes[numIndexes+1] = b;
|
||||
hitIndexes[numIndexes+2] = c;
|
||||
numIndexes += 3;
|
||||
}
|
||||
|
||||
if ( !numIndexes ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
|
||||
|
||||
qglEnableClientState( GL_COLOR_ARRAY );
|
||||
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
||||
|
||||
GL_Bind( tr.dlightImage );
|
||||
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
||||
// where they aren't rendered
|
||||
if ( dl->additive ) {
|
||||
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
||||
}
|
||||
else {
|
||||
GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
||||
}
|
||||
R_DrawElements( numIndexes, hitIndexes );
|
||||
backEnd.pc.c_totalIndexes += numIndexes;
|
||||
backEnd.pc.c_dlightIndexes += numIndexes;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
static void ProjectDlightTexture_scalar( void ) {
|
||||
int i, l;
|
||||
vec3_t origin;
|
||||
|
@ -745,7 +559,7 @@ static void ProjectDlightTexture_scalar( void ) {
|
|||
static void ProjectDlightTexture( void ) {
|
||||
#if idppc_altivec
|
||||
if (com_altivec->integer) {
|
||||
// must be in a separate function or G3 systems will crash.
|
||||
// must be in a separate translation unit or G3 systems will crash.
|
||||
ProjectDlightTexture_altivec();
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -22,9 +22,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
// tr_shade_calc.c
|
||||
|
||||
#include "tr_local.h"
|
||||
#if idppc_altivec && !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
|
||||
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
|
||||
|
@ -1082,77 +1079,6 @@ void RB_CalcSpecularAlpha( unsigned char *alphas ) {
|
|||
**
|
||||
** The basic vertex lighting calc
|
||||
*/
|
||||
#if idppc_altivec
|
||||
static void RB_CalcDiffuseColor_altivec( unsigned char *colors )
|
||||
{
|
||||
int i;
|
||||
float *v, *normal;
|
||||
trRefEntity_t *ent;
|
||||
int ambientLightInt;
|
||||
vec3_t lightDir;
|
||||
int numVertexes;
|
||||
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff);
|
||||
vector float ambientLightVec;
|
||||
vector float directedLightVec;
|
||||
vector float lightDirVec;
|
||||
vector float normalVec0, normalVec1;
|
||||
vector float incomingVec0, incomingVec1, incomingVec2;
|
||||
vector float zero, jVec;
|
||||
vector signed int jVecInt;
|
||||
vector signed short jVecShort;
|
||||
vector unsigned char jVecChar, normalPerm;
|
||||
ent = backEnd.currentEntity;
|
||||
ambientLightInt = ent->ambientLightInt;
|
||||
// A lot of this could be simplified if we made sure
|
||||
// entities light info was 16-byte aligned.
|
||||
jVecChar = vec_lvsl(0, ent->ambientLight);
|
||||
ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
|
||||
jVec = vec_ld(11, (vector float *)ent->ambientLight);
|
||||
ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
|
||||
|
||||
jVecChar = vec_lvsl(0, ent->directedLight);
|
||||
directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
|
||||
jVec = vec_ld(11,(vector float *)ent->directedLight);
|
||||
directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
|
||||
|
||||
jVecChar = vec_lvsl(0, ent->lightDir);
|
||||
lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
|
||||
jVec = vec_ld(11,(vector float *)ent->lightDir);
|
||||
lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
|
||||
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
VectorCopy( ent->lightDir, lightDir );
|
||||
|
||||
v = tess.xyz[0];
|
||||
normal = tess.normal[0];
|
||||
|
||||
normalPerm = vec_lvsl(0,normal);
|
||||
numVertexes = tess.numVertexes;
|
||||
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
|
||||
normalVec0 = vec_ld(0,(vector float *)normal);
|
||||
normalVec1 = vec_ld(11,(vector float *)normal);
|
||||
normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
|
||||
incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
|
||||
incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
|
||||
incomingVec2 = vec_add(incomingVec0,incomingVec1);
|
||||
incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
|
||||
incomingVec2 = vec_add(incomingVec2,incomingVec1);
|
||||
incomingVec0 = vec_splat(incomingVec2,0);
|
||||
incomingVec0 = vec_max(incomingVec0,zero);
|
||||
normalPerm = vec_lvsl(12,normal);
|
||||
jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
|
||||
jVecInt = vec_cts(jVec,0); // RGBx
|
||||
jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
|
||||
jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
|
||||
jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
|
||||
vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
static void RB_CalcDiffuseColor_scalar( unsigned char *colors )
|
||||
{
|
||||
int i, j;
|
||||
|
@ -1206,7 +1132,7 @@ void RB_CalcDiffuseColor( unsigned char *colors )
|
|||
{
|
||||
#if idppc_altivec
|
||||
if (com_altivec->integer) {
|
||||
// must be in a separate function or G3 systems will crash.
|
||||
// must be in a separate translation unit or G3 systems will crash.
|
||||
RB_CalcDiffuseColor_altivec( colors );
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -21,9 +21,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
*/
|
||||
// tr_surf.c
|
||||
#include "tr_local.h"
|
||||
#if idppc_altivec && !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
|
@ -557,7 +554,7 @@ static void RB_SurfaceLightningBolt( void ) {
|
|||
* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
|
||||
* This means that we don't have to worry about zero length or enormously long vectors.
|
||||
*/
|
||||
static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
||||
void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
||||
{
|
||||
// assert(count);
|
||||
|
||||
|
@ -612,136 +609,6 @@ static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
|||
/*
|
||||
** LerpMeshVertexes
|
||||
*/
|
||||
#if idppc_altivec
|
||||
static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
|
||||
{
|
||||
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
||||
float *outXyz, *outNormal;
|
||||
float oldXyzScale QALIGN(16);
|
||||
float newXyzScale QALIGN(16);
|
||||
float oldNormalScale QALIGN(16);
|
||||
float newNormalScale QALIGN(16);
|
||||
int vertNum;
|
||||
unsigned lat, lng;
|
||||
int numVerts;
|
||||
|
||||
outXyz = tess.xyz[tess.numVertexes];
|
||||
outNormal = tess.normal[tess.numVertexes];
|
||||
|
||||
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
||||
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
||||
newNormals = newXyz + 3;
|
||||
|
||||
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
||||
newNormalScale = 1.0 - backlerp;
|
||||
|
||||
numVerts = surf->numVerts;
|
||||
|
||||
if ( backlerp == 0 ) {
|
||||
vector signed short newNormalsVec0;
|
||||
vector signed short newNormalsVec1;
|
||||
vector signed int newNormalsIntVec;
|
||||
vector float newNormalsFloatVec;
|
||||
vector float newXyzScaleVec;
|
||||
vector unsigned char newNormalsLoadPermute;
|
||||
vector unsigned char newNormalsStorePermute;
|
||||
vector float zero;
|
||||
|
||||
newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
|
||||
newXyzScaleVec = *(vector float *)&newXyzScale;
|
||||
newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
|
||||
newXyzScaleVec = vec_splat(newXyzScaleVec,0);
|
||||
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
||||
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
//
|
||||
// just copy the vertexes
|
||||
//
|
||||
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
||||
newXyz += 4, newNormals += 4,
|
||||
outXyz += 4, outNormal += 4)
|
||||
{
|
||||
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
||||
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
||||
newNormalsVec0 = vec_ld(0,newXyz);
|
||||
newNormalsVec1 = vec_ld(16,newXyz);
|
||||
newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
|
||||
newNormalsIntVec = vec_unpackh(newNormalsVec0);
|
||||
newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
|
||||
newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
|
||||
newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
|
||||
//outXyz[0] = newXyz[0] * newXyzScale;
|
||||
//outXyz[1] = newXyz[1] * newXyzScale;
|
||||
//outXyz[2] = newXyz[2] * newXyzScale;
|
||||
|
||||
lat = ( newNormals[0] >> 8 ) & 0xff;
|
||||
lng = ( newNormals[0] & 0xff );
|
||||
lat *= (FUNCTABLE_SIZE/256);
|
||||
lng *= (FUNCTABLE_SIZE/256);
|
||||
|
||||
// decode X as cos( lat ) * sin( long )
|
||||
// decode Y as sin( lat ) * sin( long )
|
||||
// decode Z as cos( long )
|
||||
|
||||
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
||||
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
||||
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
||||
|
||||
vec_ste(newNormalsFloatVec,0,outXyz);
|
||||
vec_ste(newNormalsFloatVec,4,outXyz);
|
||||
vec_ste(newNormalsFloatVec,8,outXyz);
|
||||
}
|
||||
} else {
|
||||
//
|
||||
// interpolate and copy the vertex and normal
|
||||
//
|
||||
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
||||
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
|
||||
oldNormals = oldXyz + 3;
|
||||
|
||||
oldXyzScale = MD3_XYZ_SCALE * backlerp;
|
||||
oldNormalScale = backlerp;
|
||||
|
||||
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
||||
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
|
||||
outXyz += 4, outNormal += 4)
|
||||
{
|
||||
vec3_t uncompressedOldNormal, uncompressedNewNormal;
|
||||
|
||||
// interpolate the xyz
|
||||
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
|
||||
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
|
||||
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
|
||||
|
||||
// FIXME: interpolate lat/long instead?
|
||||
lat = ( newNormals[0] >> 8 ) & 0xff;
|
||||
lng = ( newNormals[0] & 0xff );
|
||||
lat *= 4;
|
||||
lng *= 4;
|
||||
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
||||
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
||||
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
||||
|
||||
lat = ( oldNormals[0] >> 8 ) & 0xff;
|
||||
lng = ( oldNormals[0] & 0xff );
|
||||
lat *= 4;
|
||||
lng *= 4;
|
||||
|
||||
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
||||
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
||||
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
||||
|
||||
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
|
||||
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
|
||||
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
|
||||
|
||||
// VectorNormalize (outNormal);
|
||||
}
|
||||
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
static void LerpMeshVertexes_scalar(md3Surface_t *surf, float backlerp)
|
||||
{
|
||||
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
||||
|
@ -844,7 +711,7 @@ static void LerpMeshVertexes(md3Surface_t *surf, float backlerp)
|
|||
{
|
||||
#if idppc_altivec
|
||||
if (com_altivec->integer) {
|
||||
// must be in a separate function or G3 systems will crash.
|
||||
// must be in a separate translation unit or G3 systems will crash.
|
||||
LerpMeshVertexes_altivec( surf, backlerp );
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -22,9 +22,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
// tr_shade.c
|
||||
|
||||
#include "tr_local.h"
|
||||
#if idppc_altivec && !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
|
|
|
@ -22,9 +22,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
// tr_shade_calc.c
|
||||
|
||||
#include "tr_local.h"
|
||||
#if idppc_altivec && !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
|
||||
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
|
||||
|
|
|
@ -21,9 +21,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
*/
|
||||
// tr_surf.c
|
||||
#include "tr_local.h"
|
||||
#if idppc_altivec && !defined(__APPLE__)
|
||||
#include <altivec.h>
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
|
|
Loading…
Reference in a new issue