add asm version of vec4 divide

This commit is contained in:
h4570
2022-08-17 13:25:51 +02:00
parent 2e41332dca
commit 36098c9b62
5 changed files with 67 additions and 30 deletions
+7 -7
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@@ -78,13 +78,6 @@ void GameState::update() {
auto shootAction = player->getShootAction(); auto shootAction = player->getShootAction();
enemyManager->update(terrain->heightmap, player->getPosition(), shootAction); enemyManager->update(terrain->heightmap, player->getPosition(), shootAction);
// Render other stuff
renderer.add(ship->pair);
renderer.add(player->pair);
renderer.add(enemyManager->getPairs());
renderer.add(terrain->pair);
renderer.render();
// Debug // Debug
auto& utility = engine->renderer.renderer3D.utility; auto& utility = engine->renderer.renderer3D.utility;
utility.drawBox(*player->getCameraInfo().looksAt, 0.3F); utility.drawBox(*player->getCameraInfo().looksAt, 0.3F);
@@ -93,6 +86,13 @@ void GameState::update() {
utility.drawBBox(firstEnemy->getCurrentBoundingBox().getTransformed( utility.drawBBox(firstEnemy->getCurrentBoundingBox().getTransformed(
firstEnemy->getModelMatrix())); firstEnemy->getModelMatrix()));
// Render other stuff
renderer.add(ship->pair);
renderer.add(player->pair);
renderer.add(enemyManager->getPairs());
renderer.add(terrain->pair);
renderer.render();
// End frame // End frame
engine->renderer.endFrame(); engine->renderer.endFrame();
} }
+2
View File
@@ -36,6 +36,8 @@ class Vec4 {
static void copy(Vec4* out, const float* in); static void copy(Vec4* out, const float* in);
static inline void copy(Vec4* out, const Vec4& in) { copy(out, in.xyzw); } static inline void copy(Vec4* out, const Vec4& in) { copy(out, in.xyzw); }
static const Vec4 Identity;
/** Initialize Vec4 without setting default values */ /** Initialize Vec4 without setting default values */
Vec4() {} Vec4() {}
@@ -48,6 +48,8 @@ class Renderer3DUtility {
prim_t prim; prim_t prim;
Vec4 convertVertices(const Vec4& v, const Vec4& scale);
void fillBBoxVertices(std::array<std::array<Vec4, 4>, 6>& v, void fillBBoxVertices(std::array<std::array<Vec4, 4>, 6>& v,
const CoreBBox& bbox); const CoreBBox& bbox);
+26 -4
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@@ -23,6 +23,8 @@ void Vec4::set(const float& t_x, const float& t_y, const float& t_z,
w = t_w; w = t_w;
} }
const Vec4 Vec4::Identity = Vec4(0.0F, 0.0F, 0.0F, 1.0F);
void Vec4::operator=(const Vec4& v) { copy(this, v); } void Vec4::operator=(const Vec4& v) { copy(this, v); }
Vec4 Vec4::operator-(void) const { return Vec4(-x, -y, -z, w); } Vec4 Vec4::operator-(void) const { return Vec4(-x, -y, -z, w); }
@@ -130,13 +132,33 @@ void Vec4::operator*=(const float& v) {
} }
Vec4 Vec4::operator/(const float& v) const { Vec4 Vec4::operator/(const float& v) const {
return Vec4(x / v, y / v, z / v, w); Vec4 res;
asm volatile(
"mfc1 $8, %2 \n\t"
"qmtc2 $8, $vf5 \n\t"
"vdiv $Q, $vf0w, $vf5x \n\t"
"lqc2 $vf4, 0x00(%1) \n\t"
"vwaitq \n\t"
"vmulq.xyz $vf4, $vf4, $Q\n\t"
"sqc2 $vf4, 0x00(%0) \n\t"
:
: "r"(res.xyzw), "r"(this->xyzw), "f"(v)
: "$8");
return res;
} }
void Vec4::operator/=(const float& v) { void Vec4::operator/=(const float& v) {
x /= v; asm volatile(
y /= v; "mfc1 $8, %1 \n\t"
z /= v; "qmtc2 $8, $vf5 \n\t"
"vdiv $Q, $vf0w, $vf5x \n\t"
"lqc2 $vf4, 0x00(%0) \n\t"
"vwaitq \n\t"
"vmulq.xyz $vf4, $vf4, $Q\n\t"
"sqc2 $vf4, 0x00(%0) \n\t"
:
: "r"(this->xyzw), "f"(v)
: "$8");
} }
void Vec4::unit() { void Vec4::unit() {
+30 -19
View File
@@ -255,6 +255,25 @@ color_t Renderer3DUtility::getGSColor(const Color& color) {
return gsColor; return gsColor;
} }
Vec4 Renderer3DUtility::convertVertices(const Vec4& v, const Vec4& scale) {
Vec4 output;
/** Perspective divide + add screen scale */
asm volatile(
"lqc2 $vf4, 0x0(%1) \n\t"
"lqc2 $vf5, 0x0(%2) \n\t"
"vdiv $Q, $vf0w, $vf4w \n\t"
"vwaitq \n\t"
"vmulq.xyz $vf4, $vf4, $Q \n\t"
"vmulaw.xyz $ACC, $vf5, $vf0w \n\t"
"vmadd.xyz $vf4, $vf4, $vf5 \n\t"
"sqc2 $vf4, 0x0(%0) \n\t"
:
: "r"(output.xyzw), "r"(v.xyzw), "r"(scale.xyzw));
return output;
}
bool Renderer3DUtility::calcLineVertices(xyz_t* outputArray, const Vec4& a, bool Renderer3DUtility::calcLineVertices(xyz_t* outputArray, const Vec4& a,
const Vec4& b, const Vec4& b,
const u8& displayOffset) { const u8& displayOffset) {
@@ -273,28 +292,20 @@ bool Renderer3DUtility::calcLineVertices(xyz_t* outputArray, const Vec4& a,
return false; return false;
} }
// Perspective divide
clippedVerts[0].position /= clippedVerts[0].position.w;
clippedVerts[1].position /= clippedVerts[1].position.w;
// To screen space // To screen space
s32 centerX = ftoi4(2048 + displayOffset); const Vec4 scale(2048.0F + displayOffset, 2048.0F + displayOffset,
s32 centerY = ftoi4(2048 + displayOffset); static_cast<float>(0xFFFFFF) / 32.0F, 1.0F);
const u32 maxZ = ftoi4(((float)0xFFFFFF) / 32.0F);
outputArray[0].x = auto converted1 = convertVertices(clippedVerts[0].position, scale);
static_cast<u16>((clippedVerts[0].position.x + 1.0F) * centerX); auto converted2 = convertVertices(clippedVerts[1].position, scale);
outputArray[0].y =
static_cast<u16>((clippedVerts[0].position.y + 1.0F) * centerY);
outputArray[0].z =
static_cast<u32>((clippedVerts[0].position.z + 1.0F) * maxZ);
outputArray[1].x = outputArray[0].x = static_cast<u16>(ftoi4(converted1.x));
static_cast<u16>((clippedVerts[1].position.x + 1.0F) * centerX); outputArray[0].y = static_cast<u16>(ftoi4(converted1.y));
outputArray[1].y = outputArray[0].z = static_cast<u32>(ftoi4(converted1.z));
static_cast<u16>((clippedVerts[1].position.y + 1.0F) * centerY);
outputArray[1].z = outputArray[1].x = static_cast<u16>(ftoi4(converted2.x));
static_cast<u32>((clippedVerts[1].position.z + 1.0F) * maxZ); outputArray[1].y = static_cast<u16>(ftoi4(converted2.y));
outputArray[1].z = static_cast<u32>(ftoi4(converted2.z));
return true; return true;
} }