VertexLoaderX64: revert 9da86092ae
I can't reproduce that it's actually faster and it will definitely be slower with position caching for zfreeze.
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cf8f049c4d
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9e2f4dd7da
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@ -77,7 +77,7 @@ OpArg VertexLoaderX64::GetVertexAddr(int array, u64 attribute)
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int VertexLoaderX64::ReadVertex(OpArg data, u64 attribute, int format, int count_in, int count_out, bool dequantize, u8 scaling_exponent, AttributeFormat* native_format)
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{
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static const __m128i shuffle_lut[4][3] = {
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static const __m128i shuffle_lut[5][3] = {
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{_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFFFFL, 0xFFFFFFFFL, 0xFFFFFF00L), // 1x u8
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_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFFFFL, 0xFFFFFF01L, 0xFFFFFF00L), // 2x u8
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_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFF02L, 0xFFFFFF01L, 0xFFFFFF00L)}, // 3x u8
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@ -90,6 +90,9 @@ int VertexLoaderX64::ReadVertex(OpArg data, u64 attribute, int format, int count
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{_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFFFFL, 0xFFFFFFFFL, 0x0001FFFFL), // 1x s16
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_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFFFFL, 0x0203FFFFL, 0x0001FFFFL), // 2x s16
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_mm_set_epi32(0xFFFFFFFFL, 0x0405FFFFL, 0x0203FFFFL, 0x0001FFFFL)}, // 3x s16
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{_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFFFFL, 0xFFFFFFFFL, 0x00010203L), // 1x float
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_mm_set_epi32(0xFFFFFFFFL, 0xFFFFFFFFL, 0x04050607L, 0x00010203L), // 2x float
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_mm_set_epi32(0xFFFFFFFFL, 0x08090A0BL, 0x04050607L, 0x00010203L)}, // 3x float
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};
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static const __m128 scale_factors[32] = {
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_mm_set_ps1(1./(1u<< 0)), _mm_set_ps1(1./(1u<< 1)), _mm_set_ps1(1./(1u<< 2)), _mm_set_ps1(1./(1u<< 3)),
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@ -119,21 +122,6 @@ int VertexLoaderX64::ReadVertex(OpArg data, u64 attribute, int format, int count
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if (attribute == DIRECT)
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m_src_ofs += load_bytes;
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if (format == FORMAT_FLOAT)
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{
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// Floats don't need to be scaled or converted,
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// so we can just load/swap/store them directly
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// and return early.
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for (int i = 0; i < count_in; i++)
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{
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LoadAndSwap(32, scratch3, data);
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MOV(32, dest, R(scratch3));
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data.AddMemOffset(sizeof(float));
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dest.AddMemOffset(sizeof(float));
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}
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return load_bytes;
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}
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if (cpu_info.bSSSE3)
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{
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if (load_bytes > 8)
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@ -194,13 +182,29 @@ int VertexLoaderX64::ReadVertex(OpArg data, u64 attribute, int format, int count
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else
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PSRLD(coords, 16);
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break;
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case FORMAT_FLOAT:
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// Floats don't need to be scaled or converted,
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// so we can just load/swap/store them directly
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// and return early.
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// (In SSSE3 we still need to store them.)
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for (int i = 0; i < count_in; i++)
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{
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LoadAndSwap(32, scratch3, data);
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MOV(32, dest, R(scratch3));
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data.AddMemOffset(sizeof(float));
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dest.AddMemOffset(sizeof(float));
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}
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return load_bytes;
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}
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}
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CVTDQ2PS(coords, R(coords));
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if (format != FORMAT_FLOAT)
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{
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CVTDQ2PS(coords, R(coords));
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if (dequantize && scaling_exponent)
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MULPS(coords, MPIC(&scale_factors[scaling_exponent]));
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if (dequantize && scaling_exponent)
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MULPS(coords, MPIC(&scale_factors[scaling_exponent]));
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}
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switch (count_out)
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{
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