GPU: Use half width vector types where appropriate

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Stenzek 2024-07-11 18:37:51 +10:00
parent 8909aeab36
commit b4c929898e
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8 changed files with 2614 additions and 220 deletions

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@ -1,45 +1,10 @@
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com> // SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once #pragma once
#include "common/intrin.h" #include "common/intrin.h"
#include <cstring>
template<class T>
class GSVector2T
{
public:
union
{
struct
{
T x, y;
};
struct
{
T r, g;
};
struct
{
T v[2];
};
};
GSVector2T() = default;
ALWAYS_INLINE constexpr GSVector2T(T x) : x(x), y(x) {}
ALWAYS_INLINE constexpr GSVector2T(T x, T y) : x(x), y(y) {}
ALWAYS_INLINE constexpr bool operator==(const GSVector2T& v) const { return std::memcmp(this, &v, sizeof(*this)) == 0; }
ALWAYS_INLINE constexpr bool operator!=(const GSVector2T& v) const { return std::memcmp(this, &v, sizeof(*this)) != 0; }
ALWAYS_INLINE constexpr GSVector2T operator*(const GSVector2T& v) const { return {x * v.x, y * v.y}; }
ALWAYS_INLINE constexpr GSVector2T operator/(const GSVector2T& v) const { return {x / v.x, y / v.y}; }
};
using GSVector2 = GSVector2T<float>;
using GSVector2i = GSVector2T<s32>;
#if defined(CPU_ARCH_SSE) #if defined(CPU_ARCH_SSE)
#include "common/gsvector_sse.h" #include "common/gsvector_sse.h"
#elif defined(CPU_ARCH_NEON) #elif defined(CPU_ARCH_NEON)

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#pragma once #pragma once
#include "common/assert.h"
#include "common/types.h" #include "common/types.h"
#include <algorithm> #include <algorithm>
@ -15,7 +14,820 @@
#define GSVECTOR_HAS_UNSIGNED 1 #define GSVECTOR_HAS_UNSIGNED 1
#define GSVECTOR_HAS_SRLV 1 #define GSVECTOR_HAS_SRLV 1
class GSVector2;
class GSVector2i;
class GSVector4; class GSVector4;
class GSVector4i;
#define SSATURATE8(expr) static_cast<s8>(std::clamp<decltype(expr)>(expr, -128, 127))
#define USATURATE8(expr) static_cast<u8>(std::clamp<decltype(expr)>(expr, 0, 255))
#define SSATURATE16(expr) static_cast<s16>(std::clamp<decltype(expr)>(expr, -32768, 32767))
#define USATURATE16(expr) static_cast<u16>(std::clamp<decltype(expr)>(expr, 0, 65535))
#define ALL_LANES_8(expr) \
GSVector2i ret; \
for (size_t i = 0; i < 8; i++) \
expr; \
return ret;
#define ALL_LANES_16(expr) \
GSVector2i ret; \
for (size_t i = 0; i < 4; i++) \
expr; \
return ret;
#define ALL_LANES_32(expr) \
GSVector2i ret; \
for (size_t i = 0; i < 2; i++) \
expr; \
return ret;
class alignas(16) GSVector2i
{
struct cxpr_init_tag
{
};
static constexpr cxpr_init_tag cxpr_init{};
constexpr GSVector2i(cxpr_init_tag, s32 x, s32 y) : I32{x, y} {}
constexpr GSVector2i(cxpr_init_tag, s16 s0, s16 s1, s16 s2, s16 s3) : I16{s0, s1, s2, s3} {}
constexpr GSVector2i(cxpr_init_tag, s8 b0, s8 b1, s8 b2, s8 b3, s8 b4, s8 b5, s8 b6, s8 b7)
: I8{b0, b1, b2, b3, b4, b5, b6, b7}
{
}
public:
union
{
struct
{
s32 x, y;
};
struct
{
s32 r, g;
};
float F32[2];
s8 I8[8];
s16 I16[4];
s32 I32[2];
s64 I64[1];
u8 U8[8];
u16 U16[4];
u32 U32[2];
u64 U64[1];
};
GSVector2i() = default;
ALWAYS_INLINE constexpr static GSVector2i cxpr(s32 x, s32 y) { return GSVector2i(cxpr_init, x, y); }
ALWAYS_INLINE constexpr static GSVector2i cxpr(s32 x) { return GSVector2i(cxpr_init, x, x); }
ALWAYS_INLINE constexpr static GSVector2i cxpr16(s16 x) { return GSVector2i(cxpr_init, x, x, x, x); }
ALWAYS_INLINE constexpr static GSVector2i cxpr16(s16 s0, s16 s1, s16 s2, s16 s3)
{
return GSVector2i(cxpr_init, s0, s1, s2, s3);
}
ALWAYS_INLINE constexpr static GSVector2i cxpr8(s8 b0, s8 b1, s8 b2, s8 b3, s8 b4, s8 b5, s8 b6, s8 b7)
{
return GSVector2i(cxpr_init, b0, b1, b2, b3, b4, b5, b6, b7);
}
ALWAYS_INLINE GSVector2i(s32 x, s32 y)
{
this->x = x;
this->y = y;
}
ALWAYS_INLINE GSVector2i(s16 s0, s16 s1, s16 s2, s16 s3)
{
I16[0] = s0;
I16[1] = s1;
I16[2] = s2;
I16[3] = s3;
}
ALWAYS_INLINE constexpr GSVector2i(s8 b0, s8 b1, s8 b2, s8 b3, s8 b4, s8 b5, s8 b6, s8 b7)
: I8{b0, b1, b2, b3, b4, b5, b6, b7}
{
}
ALWAYS_INLINE explicit GSVector2i(const GSVector2i& v) { std::memcpy(I32, v.I32, sizeof(I32)); }
// MSVC has bad codegen for the constexpr version when applied to non-constexpr things (https://godbolt.org/z/h8qbn7),
// so leave the non-constexpr version default
ALWAYS_INLINE explicit GSVector2i(s32 i) { *this = i; }
ALWAYS_INLINE explicit GSVector2i(const GSVector2& v, bool truncate = true);
ALWAYS_INLINE static GSVector2i cast(const GSVector2& v);
ALWAYS_INLINE void operator=(const GSVector2i& v) { std::memcpy(I32, v.I32, sizeof(I32)); }
ALWAYS_INLINE void operator=(s32 i)
{
x = i;
y = i;
}
ALWAYS_INLINE GSVector2i sat_i8(const GSVector2i& min, const GSVector2i& max) const
{
return max_i8(min).min_i8(max);
}
ALWAYS_INLINE GSVector2i sat_i16(const GSVector2i& min, const GSVector2i& max) const
{
return max_i16(min).min_i16(max);
}
ALWAYS_INLINE GSVector2i sat_i32(const GSVector2i& min, const GSVector2i& max) const
{
return max_i32(min).min_i32(max);
}
ALWAYS_INLINE GSVector2i sat_u8(const GSVector2i& min, const GSVector2i& max) const
{
return max_u8(min).min_u8(max);
}
ALWAYS_INLINE GSVector2i sat_u16(const GSVector2i& min, const GSVector2i& max) const
{
return max_u16(min).min_u16(max);
}
ALWAYS_INLINE GSVector2i sat_u32(const GSVector2i& min, const GSVector2i& max) const
{
return max_u32(min).min_u32(max);
}
GSVector2i min_i8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = std::min(I8[i], v.I8[i])); }
GSVector2i max_i8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = std::max(I8[i], v.I8[i])); }
GSVector2i min_i16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = std::min(I16[i], v.I16[i])); }
GSVector2i max_i16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = std::max(I16[i], v.I16[i])); }
GSVector2i min_i32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = std::min(I32[i], v.I32[i])); }
GSVector2i max_i32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = std::max(I32[i], v.I32[i])); }
GSVector2i min_u8(const GSVector2i& v) const { ALL_LANES_8(ret.U8[i] = std::min(U8[i], v.U8[i])); }
GSVector2i max_u8(const GSVector2i& v) const { ALL_LANES_8(ret.U8[i] = std::max(U8[i], v.U8[i])); }
GSVector2i min_u16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = std::min(U16[i], v.U16[i])); }
GSVector2i max_u16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = std::max(U16[i], v.U16[i])); }
GSVector2i min_u32(const GSVector2i& v) const { ALL_LANES_32(ret.U32[i] = std::min(U32[i], v.U32[i])); }
GSVector2i max_u32(const GSVector2i& v) const { ALL_LANES_32(ret.U32[i] = std::max(U32[i], v.U32[i])); }
u8 minv_u8() const
{
return std::min(
U8[0],
std::min(U8[1], std::min(U8[2], std::min(U8[3], std::min(U8[4], std::min(U8[5], std::min(U8[6], U8[7])))))));
}
u16 maxv_u8() const
{
return std::max(
U8[0],
std::max(U8[1], std::max(U8[2], std::max(U8[3], std::max(U8[4], std::max(U8[5], std::max(U8[6], U8[7])))))));
}
u16 minv_u16() const { return std::min(U16[0], std::min(U16[1], std::min(U16[2], U16[3]))); }
u16 maxv_u16() const { return std::max(U16[0], std::max(U16[1], std::max(U16[2], U16[3]))); }
s32 minv_s32() const { return std::min(x, y); }
u32 minv_u32() const { return std::min(U32[0], U32[1]); }
s32 maxv_s32() const { return std::max(x, y); }
u32 maxv_u32() const { return std::max(U32[0], U32[1]); }
ALWAYS_INLINE GSVector2i clamp8() const { return pu16().upl8(); }
GSVector2i blend8(const GSVector2i& v, const GSVector2i& mask) const
{
GSVector2i ret;
for (size_t i = 0; i < 8; i++)
ret.U8[i] = (mask.U8[i] & 0x80) ? v.U8[i] : U8[i];
return ret;
}
template<s32 mask>
GSVector2i blend16(const GSVector2i& v) const
{
GSVector2i ret;
for (size_t i = 0; i < 4; i++)
ret.U16[i] = ((mask & (1 << i)) != 0) ? v.U16[i] : U16[i];
return ret;
}
template<s32 mask>
GSVector2i blend32(const GSVector2i& v) const
{
GSVector2i ret;
for (size_t i = 0; i < 2; i++)
ret.U32[i] = ((mask & (1 << i)) != 0) ? v.U32[i] : U32[i];
return ret;
}
GSVector2i blend(const GSVector2i& v, const GSVector2i& mask) const
{
GSVector2i ret;
ret.U64[0] = (v.U64[0] & mask.U64[0]);
return ret;
}
ALWAYS_INLINE GSVector2i mix16(const GSVector2i& v) const { return blend16<0xa>(v); }
GSVector2i shuffle8(const GSVector2i& mask) const
{
ALL_LANES_8(ret.I8[i] = (mask.I8[i] & 0x80) ? 0 : (I8[mask.I8[i] & 0xf]));
}
GSVector2i ps16() const { ALL_LANES_8(ret.I8[i] = SSATURATE8(I16[(i < 4) ? i : (i - 4)])); }
GSVector2i pu16() const { ALL_LANES_8(ret.U8[i] = USATURATE8(U16[(i < 4) ? i : (i - 4)])); }
GSVector2i ps32() const { ALL_LANES_16(ret.I16[i] = SSATURATE16(I32[(i < 2) ? i : (i - 2)])); }
GSVector2i pu32() const { ALL_LANES_16(ret.U16[i] = USATURATE16(U32[(i < 2) ? i : (i - 2)])); }
GSVector2i upl8() const { return GSVector2i(I8[0], 0, I8[1], 0, I8[2], 0, I8[3], 0); }
GSVector2i upl16() const { return GSVector2i(I16[0], 0, I16[1], 0); }
GSVector2i upl32() const { return GSVector2i(I32[0], 0); }
GSVector2i i8to16() const { ALL_LANES_16(ret.I16[i] = I8[i]); }
template<s32 v>
GSVector2i srl() const
{
GSVector2i ret = {};
if constexpr (v < 8)
{
for (s32 i = 0; i < (8 - v); i++)
ret.U8[i] = U8[v + i];
}
return ret;
}
template<s32 v>
GSVector2i sll() const
{
GSVector2i ret = {};
if constexpr (v < 8)
{
for (s32 i = 0; i < (8 - v); i++)
ret.U8[v + i] = U8[i];
}
return ret;
}
template<s32 v>
GSVector2i sll16() const
{
ALL_LANES_16(ret.U16[i] = U16[i] << v);
}
GSVector2i sll16(s32 v) const { ALL_LANES_16(ret.U16[i] = U16[i] << v); }
GSVector2i sllv16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = U16[i] << v.U16[i]); }
template<s32 v>
GSVector2i srl16() const
{
ALL_LANES_16(ret.U16[i] = U16[i] >> v);
}
GSVector2i srl16(s32 v) const { ALL_LANES_16(ret.U16[i] = U16[i] >> v); }
GSVector2i srlv16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = U16[i] >> v.U16[i]); }
template<s32 v>
GSVector2i sra16() const
{
ALL_LANES_16(ret.I16[i] = I16[i] >> v);
}
GSVector2i sra16(s32 v) const { ALL_LANES_16(ret.I16[i] = I16[i] >> v); }
GSVector2i srav16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = I16[i] >> v.I16[i]); }
template<s32 v>
GSVector2i sll32() const
{
ALL_LANES_32(ret.U32[i] = U32[i] << v);
}
GSVector2i sll32(s32 v) const { ALL_LANES_32(ret.U32[i] = U32[i] << v); }
GSVector2i sllv32(const GSVector2i& v) const { ALL_LANES_32(ret.U32[i] = U32[i] << v.U32[i]); }
template<s32 v>
GSVector2i srl32() const
{
ALL_LANES_32(ret.U32[i] = U32[i] >> v);
}
GSVector2i srl32(s32 v) const { ALL_LANES_32(ret.U32[i] = U32[i] >> v); }
GSVector2i srlv32(const GSVector2i& v) const { ALL_LANES_32(ret.U32[i] = U32[i] >> v.U32[i]); }
template<s32 v>
GSVector2i sra32() const
{
ALL_LANES_32(ret.I32[i] = I32[i] >> v);
}
GSVector2i sra32(s32 v) const { ALL_LANES_32(ret.I32[i] = I32[i] >> v); }
GSVector2i srav32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = I32[i] >> v.I32[i]); }
GSVector2i add8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = I8[i] + v.I8[i]); }
GSVector2i add16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = I16[i] + v.I16[i]); }
GSVector2i add32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = I32[i] + v.I32[i]); }
GSVector2i adds8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = SSATURATE8(I8[i] + v.I8[i])); }
GSVector2i adds16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = SSATURATE16(I16[i] + v.I16[i])); }
GSVector2i addus8(const GSVector2i& v) const { ALL_LANES_8(ret.U8[i] = USATURATE8(U8[i] + v.U8[i])); }
GSVector2i addus16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = USATURATE16(U16[i] + v.U16[i])); }
GSVector2i sub8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = I8[i] - v.I8[i]); }
GSVector2i sub16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = I16[i] - v.I16[i]); }
GSVector2i sub32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = I32[i] - v.I32[i]); }
GSVector2i subs8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = SSATURATE8(I8[i] - v.I8[i])); }
GSVector2i subs16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = SSATURATE16(I16[i] - v.I16[i])); }
GSVector2i subus8(const GSVector2i& v) const { ALL_LANES_8(ret.U8[i] = USATURATE8(U8[i] - v.U8[i])); }
GSVector2i subus16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = USATURATE16(U16[i] - v.U16[i])); }
GSVector2i avg8(const GSVector2i& v) const { ALL_LANES_8(ret.U8[i] = (U8[i] + v.U8[i]) >> 1); }
GSVector2i avg16(const GSVector2i& v) const { ALL_LANES_16(ret.U16[i] = (U16[i] + v.U16[i]) >> 1); }
GSVector2i mul16l(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = I16[i] * v.I16[i]); }
GSVector2i mul32l(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = I32[i] * v.I32[i]); }
ALWAYS_INLINE bool eq(const GSVector2i& v) const { return (std::memcmp(I32, v.I32, sizeof(I32))) == 0; }
GSVector2i eq8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = (I8[i] == v.I8[i]) ? -1 : 0); }
GSVector2i eq16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = (I16[i] == v.I16[i]) ? -1 : 0); }
GSVector2i eq32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = (I32[i] == v.I32[i]) ? -1 : 0); }
GSVector2i neq8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = (I8[i] != v.I8[i]) ? -1 : 0); }
GSVector2i neq16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = (I16[i] != v.I16[i]) ? -1 : 0); }
GSVector2i neq32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = (I32[i] != v.I32[i]) ? -1 : 0); }
GSVector2i gt8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = (I8[i] > v.I8[i]) ? -1 : 0); }
GSVector2i gt16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = (I16[i] > v.I16[i]) ? -1 : 0); }
GSVector2i gt32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = (I32[i] > v.I32[i]) ? -1 : 0); }
GSVector2i ge8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = (I8[i] >= v.I8[i]) ? -1 : 0); }
GSVector2i ge16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = (I16[i] >= v.I16[i]) ? -1 : 0); }
GSVector2i ge32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = (I32[i] >= v.I32[i]) ? -1 : 0); }
GSVector2i lt8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = (I8[i] < v.I8[i]) ? -1 : 0); }
GSVector2i lt16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = (I16[i] < v.I16[i]) ? -1 : 0); }
GSVector2i lt32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = (I32[i] < v.I32[i]) ? -1 : 0); }
GSVector2i le8(const GSVector2i& v) const { ALL_LANES_8(ret.I8[i] = (I8[i] <= v.I8[i]) ? -1 : 0); }
GSVector2i le16(const GSVector2i& v) const { ALL_LANES_16(ret.I16[i] = (I16[i] <= v.I16[i]) ? -1 : 0); }
GSVector2i le32(const GSVector2i& v) const { ALL_LANES_32(ret.I32[i] = (I32[i] <= v.I32[i]) ? -1 : 0); }
ALWAYS_INLINE GSVector2i andnot(const GSVector2i& v) const
{
GSVector2i ret;
ret.U64[0] = (~v.U64[0]) & U64[0];
return ret;
}
s32 mask() const
{
return static_cast<s32>((static_cast<u32>(U8[0] >> 7) << 0) | (static_cast<u32>(U8[1] >> 7) << 1) |
(static_cast<u32>(U8[2] >> 7) << 2) | (static_cast<u32>(U8[3] >> 7) << 3) |
(static_cast<u32>(U8[4] >> 7) << 4) | (static_cast<u32>(U8[5] >> 7) << 5) |
(static_cast<u32>(U8[6] >> 7) << 6) | (static_cast<u32>(U8[7] >> 7) << 7));
}
ALWAYS_INLINE bool alltrue() const { return (U64[0] == 0xFFFFFFFFFFFFFFFFULL); }
ALWAYS_INLINE bool allfalse() const { return (U64[0] == 0); }
template<s32 i>
ALWAYS_INLINE GSVector2i insert8(s32 a) const
{
GSVector2i ret = *this;
ret.I8[i] = static_cast<s8>(a);
return ret;
}
template<s32 i>
ALWAYS_INLINE s32 extract8() const
{
return I8[i];
}
template<s32 i>
ALWAYS_INLINE GSVector2i insert16(s32 a) const
{
GSVector2i ret = *this;
ret.I16[i] = static_cast<s16>(a);
return ret;
}
template<s32 i>
ALWAYS_INLINE s32 extract16() const
{
return I16[i];
}
template<s32 i>
ALWAYS_INLINE GSVector2i insert32(s32 a) const
{
GSVector2i ret = *this;
ret.I32[i] = a;
return ret;
}
template<s32 i>
ALWAYS_INLINE s32 extract32() const
{
return I32[i];
}
ALWAYS_INLINE static GSVector2i load32(const void* p)
{
GSVector2i ret;
std::memcpy(&ret.x, p, sizeof(s32));
ret.y = 0;
return ret;
}
ALWAYS_INLINE static GSVector2i load(const void* p)
{
GSVector2i ret;
std::memcpy(ret.I32, p, sizeof(ret.I32));
return ret;
}
ALWAYS_INLINE static GSVector2i load(s32 i)
{
GSVector2i ret;
ret.x = i;
return ret;
}
ALWAYS_INLINE static void store(void* p, const GSVector2i& v) { std::memcpy(p, v.I32, sizeof(I32)); }
ALWAYS_INLINE static void store32(void* p, const GSVector2i& v) { std::memcpy(p, &v.x, sizeof(s32)); }
ALWAYS_INLINE static s32 store(const GSVector2i& v) { return v.x; }
ALWAYS_INLINE void operator&=(const GSVector2i& v) { U64[0] &= v.U64[0]; }
ALWAYS_INLINE void operator|=(const GSVector2i& v) { U64[0] |= v.U64[0]; }
ALWAYS_INLINE void operator^=(const GSVector2i& v) { U64[0] ^= v.U64[0]; }
ALWAYS_INLINE friend GSVector2i operator&(const GSVector2i& v1, const GSVector2i& v2)
{
GSVector2i ret;
ret.U64[0] = v1.U64[0] & v2.U64[0];
return ret;
}
ALWAYS_INLINE friend GSVector2i operator|(const GSVector2i& v1, const GSVector2i& v2)
{
GSVector2i ret;
ret.U64[0] = v1.U64[0] | v2.U64[0];
return ret;
}
ALWAYS_INLINE friend GSVector2i operator^(const GSVector2i& v1, const GSVector2i& v2)
{
GSVector2i ret;
ret.U64[0] = v1.U64[0] ^ v2.U64[0];
return ret;
}
ALWAYS_INLINE friend GSVector2i operator&(const GSVector2i& v, s32 i) { return v & GSVector2i(i); }
ALWAYS_INLINE friend GSVector2i operator|(const GSVector2i& v, s32 i) { return v | GSVector2i(i); }
ALWAYS_INLINE friend GSVector2i operator^(const GSVector2i& v, s32 i) { return v ^ GSVector2i(i); }
ALWAYS_INLINE friend GSVector2i operator~(const GSVector2i& v) { return v ^ v.eq32(v); }
ALWAYS_INLINE static constexpr GSVector2i zero() { return GSVector2i::cxpr(0, 0); }
ALWAYS_INLINE GSVector2i xy() const { return *this; }
ALWAYS_INLINE GSVector2i xx() const { return GSVector2i(x, x); }
ALWAYS_INLINE GSVector2i yx() const { return GSVector2i(y, x); }
ALWAYS_INLINE GSVector2i yy() const { return GSVector2i(y, y); }
};
class alignas(16) GSVector2
{
struct cxpr_init_tag
{
};
static constexpr cxpr_init_tag cxpr_init{};
constexpr GSVector2(cxpr_init_tag, float x, float y) : F32{x, y} {}
constexpr GSVector2(cxpr_init_tag, int x, int y) : I32{x, y} {}
public:
union
{
struct
{
float x, y;
};
struct
{
float r, g;
};
float F32[4];
double F64[2];
s8 I8[16];
s16 I16[8];
s32 I32[4];
s64 I64[2];
u8 U8[16];
u16 U16[8];
u32 U32[4];
u64 U64[2];
};
GSVector2() = default;
constexpr static GSVector2 cxpr(float x, float y) { return GSVector2(cxpr_init, x, y); }
constexpr static GSVector2 cxpr(float x) { return GSVector2(cxpr_init, x, x); }
constexpr static GSVector2 cxpr(int x, int y) { return GSVector2(cxpr_init, x, y); }
constexpr static GSVector2 cxpr(int x) { return GSVector2(cxpr_init, x, x); }
ALWAYS_INLINE GSVector2(float x, float y)
{
this->x = x;
this->y = y;
}
ALWAYS_INLINE GSVector2(int x, int y)
{
this->x = static_cast<float>(x);
this->y = static_cast<float>(y);
}
ALWAYS_INLINE explicit GSVector2(float f) { x = y = f; }
ALWAYS_INLINE explicit GSVector2(int i) { x = y = static_cast<float>(i); }
ALWAYS_INLINE explicit GSVector2(const GSVector2i& v);
ALWAYS_INLINE static GSVector2 cast(const GSVector2i& v);
ALWAYS_INLINE void operator=(float f) { x = y = f; }
GSVector2 abs() const { return GSVector2(std::fabs(x), std::fabs(y)); }
GSVector2 neg() const { return GSVector2(-x, -y); }
GSVector2 rcp() const { return GSVector2(1.0f / x, 1.0f / y); }
GSVector2 rcpnr() const
{
GSVector2 v_ = rcp();
return (v_ + v_) - (v_ * v_) * *this;
}
GSVector2 floor() const { return GSVector2(std::floor(x), std::floor(y)); }
GSVector2 ceil() const { return GSVector2(std::ceil(x), std::ceil(y)); }
GSVector2 sat(const GSVector2& min, const GSVector2& max) const
{
return GSVector2(std::clamp(x, min.x, max.x), std::clamp(y, min.y, max.y));
}
GSVector2 sat(const float scale = 255) const { return sat(zero(), GSVector2(scale)); }
GSVector2 clamp(const float scale = 255) const { return min(GSVector2(scale)); }
GSVector2 min(const GSVector2& v) const { return GSVector2(std::min(x, v.x), std::min(y, v.y)); }
GSVector2 max(const GSVector2& v) const { return GSVector2(std::max(x, v.x), std::max(y, v.y)); }
template<int mask>
GSVector2 blend32(const GSVector2& v) const
{
return GSVector2(v.F32[mask & 1], v.F32[(mask >> 1) & 1]);
}
ALWAYS_INLINE GSVector2 blend32(const GSVector2& v, const GSVector2& mask) const
{
return GSVector2((mask.U32[0] & 0x80000000u) ? v.x : x, (mask.U32[1] & 0x80000000u) ? v.y : y);
}
ALWAYS_INLINE GSVector2 andnot(const GSVector2& v) const
{
GSVector2 ret;
ret.U32[0] = ((~v.U32[0]) & U32[0]);
ret.U32[1] = ((~v.U32[1]) & U32[1]);
return ret;
}
ALWAYS_INLINE int mask() const { return (U32[0] >> 31) | ((U32[1] >> 30) & 2); }
ALWAYS_INLINE bool alltrue() const { return (U64[0] == 0xFFFFFFFFFFFFFFFFULL); }
ALWAYS_INLINE bool allfalse() const { return (U64[0] == 0); }
ALWAYS_INLINE GSVector2 replace_nan(const GSVector2& v) const { return v.blend32(*this, *this == *this); }
template<int src, int dst>
ALWAYS_INLINE GSVector2 insert32(const GSVector2& v) const
{
GSVector2 ret = *this;
ret.F32[dst] = v.F32[src];
return ret;
}
template<int i>
ALWAYS_INLINE int extract32() const
{
return I32[i];
}
ALWAYS_INLINE static constexpr GSVector2 zero() { return GSVector2::cxpr(0.0f, 0.0f); }
ALWAYS_INLINE static constexpr GSVector2 xffffffff()
{
GSVector2 ret = zero();
ret.U64[0] = ~ret.U64[0];
return ret;
}
ALWAYS_INLINE static GSVector2 load(float f) { return GSVector2(f, f); }
ALWAYS_INLINE static GSVector2 load(const void* p)
{
GSVector2 ret;
std::memcpy(ret.F32, p, sizeof(F32));
return ret;
}
ALWAYS_INLINE static void store(void* p, const GSVector2& v) { std::memcpy(p, &v.F32, sizeof(F32)); }
ALWAYS_INLINE GSVector2 operator-() const { return neg(); }
void operator+=(const GSVector2& v_)
{
x = x + v_.x;
y = y + v_.y;
}
void operator-=(const GSVector2& v_)
{
x = x - v_.x;
y = y - v_.y;
}
void operator*=(const GSVector2& v_)
{
x = x * v_.x;
y = y * v_.y;
}
void operator/=(const GSVector2& v_)
{
x = x / v_.x;
y = y / v_.y;
}
void operator+=(const float v_)
{
x = x + v_;
y = y + v_;
}
void operator-=(const float v_)
{
x = x - v_;
y = y - v_;
}
void operator*=(const float v_)
{
x = x * v_;
y = y * v_;
}
void operator/=(const float v_)
{
x = x / v_;
y = y / v_;
}
void operator&=(const GSVector2& v_) { U64[0] &= v_.U64[0]; }
void operator|=(const GSVector2& v_) { U64[0] |= v_.U64[0]; }
void operator^=(const GSVector2& v_) { U64[0] ^= v_.U64[0]; }
friend GSVector2 operator+(const GSVector2& v1, const GSVector2& v2) { return GSVector2(v1.x + v2.x, v1.y + v2.y); }
friend GSVector2 operator-(const GSVector2& v1, const GSVector2& v2) { return GSVector2(v1.x - v2.x, v1.y - v2.y); }
friend GSVector2 operator*(const GSVector2& v1, const GSVector2& v2) { return GSVector2(v1.x * v2.x, v1.y * v2.y); }
friend GSVector2 operator/(const GSVector2& v1, const GSVector2& v2) { return GSVector2(v1.x / v2.x, v1.y / v2.y); }
friend GSVector2 operator+(const GSVector2& v, float f) { return GSVector2(v.x + f, v.y + f); }
friend GSVector2 operator-(const GSVector2& v, float f) { return GSVector2(v.x - f, v.y - f); }
friend GSVector2 operator*(const GSVector2& v, float f) { return GSVector2(v.x * f, v.y * f); }
friend GSVector2 operator/(const GSVector2& v, float f) { return GSVector2(v.x / f, v.y / f); }
friend GSVector2 operator&(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.U64[0] = v1.U64[0] & v2.U64[0];
return ret;
}
ALWAYS_INLINE friend GSVector2 operator|(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.U64[0] = v1.U64[0] | v2.U64[0];
return ret;
}
ALWAYS_INLINE friend GSVector2 operator^(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.U64[0] = v1.U64[0] ^ v2.U64[0];
return ret;
}
ALWAYS_INLINE friend GSVector2 operator==(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.I32[0] = (v1.x == v2.x) ? -1 : 0;
ret.I32[1] = (v1.y == v2.y) ? -1 : 0;
return ret;
}
ALWAYS_INLINE friend GSVector2 operator!=(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.I32[0] = (v1.x != v2.x) ? -1 : 0;
ret.I32[1] = (v1.y != v2.y) ? -1 : 0;
return ret;
}
ALWAYS_INLINE friend GSVector2 operator>(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.I32[0] = (v1.x > v2.x) ? -1 : 0;
ret.I32[1] = (v1.y > v2.y) ? -1 : 0;
return ret;
}
ALWAYS_INLINE friend GSVector2 operator<(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.I32[0] = (v1.x < v2.x) ? -1 : 0;
ret.I32[1] = (v1.y < v2.y) ? -1 : 0;
return ret;
}
ALWAYS_INLINE friend GSVector2 operator>=(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.I32[0] = (v1.x >= v2.x) ? -1 : 0;
ret.I32[1] = (v1.y >= v2.y) ? -1 : 0;
return ret;
}
ALWAYS_INLINE friend GSVector2 operator<=(const GSVector2& v1, const GSVector2& v2)
{
GSVector2 ret;
ret.I32[0] = (v1.x <= v2.x) ? -1 : 0;
ret.I32[1] = (v1.y <= v2.y) ? -1 : 0;
return ret;
}
ALWAYS_INLINE GSVector2 xy() const { return *this; }
ALWAYS_INLINE GSVector2 xx() const { return GSVector2(x, x); }
ALWAYS_INLINE GSVector2 yx() const { return GSVector2(y, x); }
ALWAYS_INLINE GSVector2 yy() const { return GSVector2(y, y); }
};
#undef ALL_LANES_8
#undef ALL_LANES_16
#undef ALL_LANES_32
#define ALL_LANES_8(expr) \ #define ALL_LANES_8(expr) \
GSVector4i ret; \ GSVector4i ret; \
@ -37,10 +849,6 @@ class GSVector4;
for (size_t i = 0; i < 2; i++) \ for (size_t i = 0; i < 2; i++) \
expr; \ expr; \
return ret; return ret;
#define SSATURATE8(expr) static_cast<s8>(std::clamp<decltype(expr)>(expr, -128, 127))
#define USATURATE8(expr) static_cast<u8>(std::clamp<decltype(expr)>(expr, 0, 255))
#define SSATURATE16(expr) static_cast<s8>(std::clamp<decltype(expr)>(expr, -32768, 32767))
#define USATURATE16(expr) static_cast<u8>(std::clamp<decltype(expr)>(expr, 0, 65535))
class alignas(16) GSVector4i class alignas(16) GSVector4i
{ {
@ -139,14 +947,7 @@ public:
} }
ALWAYS_INLINE GSVector4i(const GSVector4i& v) { std::memcpy(I32, v.I32, sizeof(I32)); } ALWAYS_INLINE GSVector4i(const GSVector4i& v) { std::memcpy(I32, v.I32, sizeof(I32)); }
ALWAYS_INLINE explicit GSVector4i(const GSVector2i& v) : I32{v.I32[0], v.I32[1], 0, 0} {}
ALWAYS_INLINE explicit GSVector4i(const GSVector2i& v)
{
x = v.x;
y = v.y;
z = 0;
w = 0;
}
// MSVC has bad codegen for the constexpr version when applied to non-constexpr things (https://godbolt.org/z/h8qbn7), // MSVC has bad codegen for the constexpr version when applied to non-constexpr things (https://godbolt.org/z/h8qbn7),
// so leave the non-constexpr version default // so leave the non-constexpr version default
@ -374,7 +1175,7 @@ public:
{ {
GSVector4i ret; GSVector4i ret;
for (size_t i = 0; i < 2; i++) for (size_t i = 0; i < 2; i++)
ret.U64[0] = (v.U64[i] & mask.U64[i]) | (U64[i] & ~mask.U64[i]); ret.U64[i] = (v.U64[i] & mask.U64[i]) | (U64[i] & ~mask.U64[i]);
return ret; return ret;
} }
@ -385,14 +1186,20 @@ public:
ALL_LANES_8(ret.I8[i] = (mask.I8[i] & 0x80) ? 0 : (I8[mask.I8[i] & 0xf])); ALL_LANES_8(ret.I8[i] = (mask.I8[i] & 0x80) ? 0 : (I8[mask.I8[i] & 0xf]));
} }
GSVector4i ps16(const GSVector4i& v) const { ALL_LANES_8(ret.I8[i] = SSATURATE8((i < 8) ? I16[i] : v.I16[i])); } GSVector4i ps16(const GSVector4i& v) const { ALL_LANES_8(ret.I8[i] = SSATURATE8((i < 8) ? I16[i] : v.I16[i - 8])); }
GSVector4i ps16() const { ALL_LANES_8(ret.I8[i] = SSATURATE8(I16[i])); } GSVector4i ps16() const { ALL_LANES_8(ret.I8[i] = SSATURATE8(I16[(i < 8) ? i : (i - 8)])); }
GSVector4i pu16(const GSVector4i& v) const { ALL_LANES_8(ret.U8[i] = USATURATE16((i < 8) ? U16[i] : v.U16[i])); } GSVector4i pu16(const GSVector4i& v) const { ALL_LANES_8(ret.U8[i] = USATURATE8((i < 8) ? U16[i] : v.U16[i - 8])); }
GSVector4i pu16() const { ALL_LANES_8(ret.U8[i] = USATURATE8(U16[i])); } GSVector4i pu16() const { ALL_LANES_8(ret.U8[i] = USATURATE8(U16[(i < 8) ? i : (i - 8)])); }
GSVector4i ps32(const GSVector4i& v) const { ALL_LANES_16(ret.U16[i] = SSATURATE16((i < 8) ? I32[i] : v.I32[i])); } GSVector4i ps32(const GSVector4i& v) const
GSVector4i ps32() const { ALL_LANES_16(ret.I16[i] = SSATURATE8(I32[i])); } {
GSVector4i pu32(const GSVector4i& v) const { ALL_LANES_16(ret.U16[i] = USATURATE16((i < 8) ? U32[i] : v.U32[i])); } ALL_LANES_16(ret.U16[i] = SSATURATE16((i < 4) ? I32[i] : v.I32[i - 4]));
GSVector4i pu32() const { ALL_LANES_16(ret.U16[i] = USATURATE8(U32[i])); } }
GSVector4i ps32() const { ALL_LANES_16(ret.I16[i] = SSATURATE16(I32[(i < 4) ? i : (i - 4)])); }
GSVector4i pu32(const GSVector4i& v) const
{
ALL_LANES_16(ret.U16[i] = USATURATE16((i < 4) ? U32[i] : v.U32[i - 4]));
}
GSVector4i pu32() const { ALL_LANES_16(ret.U16[i] = USATURATE16(U32[(i < 4) ? i : (i - 4)])); }
GSVector4i upl8(const GSVector4i& v) const GSVector4i upl8(const GSVector4i& v) const
{ {
@ -930,19 +1737,8 @@ public:
ALWAYS_INLINE GSVector4i xyxy(const GSVector4i& v) const { return upl64(v); } ALWAYS_INLINE GSVector4i xyxy(const GSVector4i& v) const { return upl64(v); }
ALWAYS_INLINE GSVector2i xy() const ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(x, y); }
{ ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(z, w); }
GSVector2i ret;
storel(&ret, *this);
return ret;
}
ALWAYS_INLINE GSVector2i zw() const
{
GSVector2i ret;
storeh(&ret, *this);
return ret;
}
// clang-format off // clang-format off
// l/h/lh not implemented until needed // l/h/lh not implemented until needed
@ -1062,26 +1858,11 @@ public:
this->w = 0.0f; this->w = 0.0f;
} }
ALWAYS_INLINE explicit GSVector4(const GSVector2& v)
{
x = v.x;
y = v.y;
z = 0.0f;
w = 0.0f;
}
ALWAYS_INLINE explicit GSVector4(const GSVector2i& v)
{
x = static_cast<float>(v.x);
y = static_cast<float>(v.y);
z = 0.0f;
w = 0.0f;
}
ALWAYS_INLINE explicit GSVector4(float f) { x = y = z = w = f; } ALWAYS_INLINE explicit GSVector4(float f) { x = y = z = w = f; }
ALWAYS_INLINE explicit GSVector4(int i) { x = y = z = w = static_cast<float>(i); } ALWAYS_INLINE explicit GSVector4(int i) { x = y = z = w = static_cast<float>(i); }
ALWAYS_INLINE explicit GSVector4(const GSVector2& v) : x(v.x), y(v.y), z(0.0f), w(0.0f) {}
ALWAYS_INLINE explicit GSVector4(const GSVector4i& v); ALWAYS_INLINE explicit GSVector4(const GSVector4i& v);
ALWAYS_INLINE static GSVector4 cast(const GSVector4i& v); ALWAYS_INLINE static GSVector4 cast(const GSVector4i& v);
@ -1298,7 +2079,7 @@ public:
template<bool aligned> template<bool aligned>
ALWAYS_INLINE static void store(void* p, const GSVector4& v) ALWAYS_INLINE static void store(void* p, const GSVector4& v)
{ {
std::memcpy(p, &v.x, sizeof(float)); std::memcpy(p, v.F32, sizeof(F32));
} }
ALWAYS_INLINE static void store(float* p, const GSVector4& v) { *p = v.x; } ALWAYS_INLINE static void store(float* p, const GSVector4& v) { *p = v.x; }
@ -1589,6 +2370,33 @@ public:
} }
}; };
ALWAYS_INLINE GSVector2i::GSVector2i(const GSVector2& v, bool truncate)
{
// TODO: Truncation vs rounding...
x = static_cast<s32>(v.x);
y = static_cast<s32>(v.y);
}
ALWAYS_INLINE GSVector2::GSVector2(const GSVector2i& v)
{
x = static_cast<float>(v.x);
y = static_cast<float>(v.y);
}
ALWAYS_INLINE GSVector2i GSVector2i::cast(const GSVector2& v)
{
GSVector2i ret;
std::memcpy(&ret, &v, sizeof(ret));
return ret;
}
ALWAYS_INLINE GSVector2 GSVector2::cast(const GSVector2i& v)
{
GSVector2 ret;
std::memcpy(&ret, &v, sizeof(ret));
return ret;
}
ALWAYS_INLINE GSVector4i::GSVector4i(const GSVector4& v, bool truncate) ALWAYS_INLINE GSVector4i::GSVector4i(const GSVector4& v, bool truncate)
{ {
// TODO: Truncation vs rounding... // TODO: Truncation vs rounding...

View File

@ -3,7 +3,6 @@
#pragma once #pragma once
#include "common/assert.h"
#include "common/intrin.h" #include "common/intrin.h"
#include "common/types.h" #include "common/types.h"
@ -14,7 +13,740 @@
#define GSVECTOR_HAS_SRLV 1 #define GSVECTOR_HAS_SRLV 1
#endif #endif
class GSVector2;
class GSVector2i;
class GSVector4; class GSVector4;
class GSVector4i;
class alignas(16) GSVector2i
{
struct cxpr_init_tag
{
};
static constexpr cxpr_init_tag cxpr_init{};
constexpr GSVector2i(cxpr_init_tag, s32 x, s32 y) : I32{x, y, 0, 0} {}
constexpr GSVector2i(cxpr_init_tag, s16 s0, s16 s1, s16 s2, s16 s3) : I16{s0, s1, s2, s3, 0, 0, 0, 0} {}
constexpr GSVector2i(cxpr_init_tag, s8 b0, s8 b1, s8 b2, s8 b3, s8 b4, s8 b5, s8 b6, s8 b7)
: I8{b0, b1, b2, b3, b4, b5, b6, b7, 0, 0, 0, 0, 0, 0, 0, 0}
{
}
public:
union
{
struct
{
s32 x, y;
};
struct
{
s32 r, g;
};
float F32[4];
s8 I8[16];
s16 I16[8];
s32 I32[4];
s64 I64[2];
u8 U8[16];
u16 U16[8];
u32 U32[4];
u64 U64[2];
__m128i m;
};
GSVector2i() = default;
ALWAYS_INLINE constexpr static GSVector2i cxpr(s32 x, s32 y) { return GSVector2i(cxpr_init, x, y); }
ALWAYS_INLINE constexpr static GSVector2i cxpr(s32 x) { return GSVector2i(cxpr_init, x, x); }
ALWAYS_INLINE constexpr static GSVector2i cxpr16(s16 x) { return GSVector2i(cxpr_init, x, x, x, x); }
ALWAYS_INLINE constexpr static GSVector2i cxpr16(s16 s0, s16 s1, s16 s2, s16 s3)
{
return GSVector2i(cxpr_init, s0, s1, s2, s3);
}
ALWAYS_INLINE constexpr static GSVector2i cxpr8(s8 b0, s8 b1, s8 b2, s8 b3, s8 b4, s8 b5, s8 b6, s8 b7)
{
return GSVector2i(cxpr_init, b0, b1, b2, b3, b4, b5, b6, b7);
}
ALWAYS_INLINE GSVector2i(s32 x, s32 y) { m = _mm_set_epi32(0, 0, y, x); }
ALWAYS_INLINE GSVector2i(s16 s0, s16 s1, s16 s2, s16 s3) { m = _mm_set_epi16(0, 0, 0, 0, s3, s2, s1, s0); }
ALWAYS_INLINE constexpr GSVector2i(s8 b0, s8 b1, s8 b2, s8 b3, s8 b4, s8 b5, s8 b6, s8 b7)
: I8{b0, b1, b2, b3, b4, b5, b6, b7, 0, 0, 0, 0, 0, 0, 0, 0}
{
}
// MSVC has bad codegen for the constexpr version when applied to non-constexpr things (https://godbolt.org/z/h8qbn7),
// so leave the non-constexpr version default
ALWAYS_INLINE explicit GSVector2i(s32 i) { *this = i; }
ALWAYS_INLINE explicit GSVector2i(const GSVector2& v, bool truncate = true);
ALWAYS_INLINE static GSVector2i cast(const GSVector2& v);
ALWAYS_INLINE constexpr explicit GSVector2i(__m128i m) : m(m) {}
ALWAYS_INLINE void operator=(s32 i) { m = _mm_set1_epi32(i); }
ALWAYS_INLINE void operator=(__m128i m_) { m = m_; }
ALWAYS_INLINE operator __m128i() const { return m; }
ALWAYS_INLINE GSVector2i sat_i8(const GSVector2i& min, const GSVector2i& max) const
{
return max_i8(min).min_i8(max);
}
ALWAYS_INLINE GSVector2i sat_i16(const GSVector2i& min, const GSVector2i& max) const
{
return max_i16(min).min_i16(max);
}
ALWAYS_INLINE GSVector2i sat_i32(const GSVector2i& min, const GSVector2i& max) const
{
return max_i32(min).min_i32(max);
}
ALWAYS_INLINE GSVector2i sat_u8(const GSVector2i& min, const GSVector2i& max) const
{
return max_u8(min).min_u8(max);
}
ALWAYS_INLINE GSVector2i sat_u16(const GSVector2i& min, const GSVector2i& max) const
{
return max_u16(min).min_u16(max);
}
ALWAYS_INLINE GSVector2i sat_u32(const GSVector2i& min, const GSVector2i& max) const
{
return max_u32(min).min_u32(max);
}
ALWAYS_INLINE GSVector2i min_i8(const GSVector2i& v) const { return GSVector2i(_mm_min_epi8(m, v)); }
ALWAYS_INLINE GSVector2i max_i8(const GSVector2i& v) const { return GSVector2i(_mm_max_epi8(m, v)); }
ALWAYS_INLINE GSVector2i min_i16(const GSVector2i& v) const { return GSVector2i(_mm_min_epi16(m, v)); }
ALWAYS_INLINE GSVector2i max_i16(const GSVector2i& v) const { return GSVector2i(_mm_max_epi16(m, v)); }
ALWAYS_INLINE GSVector2i min_i32(const GSVector2i& v) const { return GSVector2i(_mm_min_epi32(m, v)); }
ALWAYS_INLINE GSVector2i max_i32(const GSVector2i& v) const { return GSVector2i(_mm_max_epi32(m, v)); }
ALWAYS_INLINE GSVector2i min_u8(const GSVector2i& v) const { return GSVector2i(_mm_min_epu8(m, v)); }
ALWAYS_INLINE GSVector2i max_u8(const GSVector2i& v) const { return GSVector2i(_mm_max_epu8(m, v)); }
ALWAYS_INLINE GSVector2i min_u16(const GSVector2i& v) const { return GSVector2i(_mm_min_epu16(m, v)); }
ALWAYS_INLINE GSVector2i max_u16(const GSVector2i& v) const { return GSVector2i(_mm_max_epu16(m, v)); }
ALWAYS_INLINE GSVector2i min_u32(const GSVector2i& v) const { return GSVector2i(_mm_min_epu32(m, v)); }
ALWAYS_INLINE GSVector2i max_u32(const GSVector2i& v) const { return GSVector2i(_mm_max_epu32(m, v)); }
ALWAYS_INLINE u8 minv_u8() const
{
__m128i vmin = _mm_min_epu8(m, _mm_shuffle_epi32(m, _MM_SHUFFLE(1, 1, 1, 1)));
return static_cast<u8>(std::min(
static_cast<u32>(_mm_extract_epi8(vmin, 0)),
std::min(static_cast<u32>(_mm_extract_epi8(vmin, 1)),
std::min(static_cast<u32>(_mm_extract_epi8(vmin, 2)), static_cast<u32>(_mm_extract_epi8(vmin, 3))))));
}
ALWAYS_INLINE u16 maxv_u8() const
{
__m128i vmax = _mm_max_epu8(m, _mm_shuffle_epi32(m, _MM_SHUFFLE(1, 1, 1, 1)));
return static_cast<u8>(std::max(
static_cast<u32>(_mm_extract_epi8(vmax, 0)),
std::max(static_cast<u32>(_mm_extract_epi8(vmax, 1)),
std::max(static_cast<u32>(_mm_extract_epi8(vmax, 2)), static_cast<u32>(_mm_extract_epi8(vmax, 3))))));
}
ALWAYS_INLINE u16 minv_u16() const
{
__m128i vmin = _mm_min_epu16(m, _mm_shuffle_epi32(m, _MM_SHUFFLE(1, 1, 1, 1)));
return static_cast<u16>(
std::min(static_cast<u32>(_mm_extract_epi16(vmin, 0)), static_cast<u32>(_mm_extract_epi16(vmin, 1))));
}
ALWAYS_INLINE u16 maxv_u16() const
{
__m128i vmax = _mm_max_epu16(m, _mm_shuffle_epi32(m, _MM_SHUFFLE(1, 1, 1, 1)));
return static_cast<u16>(
std::max<u32>(static_cast<u32>(_mm_extract_epi16(vmax, 0)), static_cast<u32>(_mm_extract_epi16(vmax, 1))));
}
ALWAYS_INLINE s32 minv_s32() const { return std::min<s32>(_mm_extract_epi32(m, 0), _mm_extract_epi32(m, 1)); }
ALWAYS_INLINE u32 minv_u32() const { return std::min<u32>(_mm_extract_epi32(m, 0), _mm_extract_epi32(m, 1)); }
ALWAYS_INLINE s32 maxv_s32() const { return std::max<s32>(_mm_extract_epi32(m, 0), _mm_extract_epi32(m, 1)); }
ALWAYS_INLINE u32 maxv_u32() const { return std::max<u32>(_mm_extract_epi32(m, 0), _mm_extract_epi32(m, 1)); }
ALWAYS_INLINE GSVector2i clamp8() const { return pu16().upl8(); }
ALWAYS_INLINE GSVector2i blend8(const GSVector2i& v, const GSVector2i& mask) const
{
return GSVector2i(_mm_blendv_epi8(m, v, mask));
}
template<s32 mask>
ALWAYS_INLINE GSVector2i blend16(const GSVector2i& v) const
{
return GSVector2i(_mm_blend_epi16(m, v, mask));
}
template<s32 mask>
ALWAYS_INLINE GSVector2i blend32(const GSVector2i& v) const
{
#if defined(__AVX2__)
return GSVector2i(_mm_blend_epi32(m, v.m, mask));
#else
constexpr s32 bit1 = ((mask & 2) * 3) << 1;
constexpr s32 bit0 = (mask & 1) * 3;
return blend16<bit1 | bit0>(v);
#endif
}
ALWAYS_INLINE GSVector2i blend(const GSVector2i& v, const GSVector2i& mask) const
{
return GSVector2i(_mm_or_si128(_mm_andnot_si128(mask, m), _mm_and_si128(mask, v)));
}
ALWAYS_INLINE GSVector2i mix16(const GSVector2i& v) const { return blend16<0xa>(v); }
ALWAYS_INLINE GSVector2i shuffle8(const GSVector2i& mask) const { return GSVector2i(_mm_shuffle_epi8(m, mask)); }
ALWAYS_INLINE GSVector2i ps16() const { return GSVector2i(_mm_packs_epi16(m, m)); }
ALWAYS_INLINE GSVector2i pu16() const { return GSVector2i(_mm_packus_epi16(m, m)); }
ALWAYS_INLINE GSVector2i ps32() const { return GSVector2i(_mm_packs_epi32(m, m)); }
ALWAYS_INLINE GSVector2i pu32() const { return GSVector2i(_mm_packus_epi32(m, m)); }
ALWAYS_INLINE GSVector2i upl8(const GSVector2i& v) const { return GSVector2i(_mm_unpacklo_epi8(m, v)); }
ALWAYS_INLINE GSVector2i uph8(const GSVector2i& v) const { return GSVector2i(_mm_unpackhi_epi8(m, v)); }
ALWAYS_INLINE GSVector2i upl16(const GSVector2i& v) const { return GSVector2i(_mm_unpacklo_epi16(m, v)); }
ALWAYS_INLINE GSVector2i uph16(const GSVector2i& v) const { return GSVector2i(_mm_unpackhi_epi16(m, v)); }
ALWAYS_INLINE GSVector2i upl32(const GSVector2i& v) const { return GSVector2i(_mm_unpacklo_epi32(m, v)); }
ALWAYS_INLINE GSVector2i uph32(const GSVector2i& v) const { return GSVector2i(_mm_unpackhi_epi32(m, v)); }
ALWAYS_INLINE GSVector2i upl8() const { return GSVector2i(_mm_unpacklo_epi8(m, _mm_setzero_si128())); }
ALWAYS_INLINE GSVector2i uph8() const { return GSVector2i(_mm_unpackhi_epi8(m, _mm_setzero_si128())); }
ALWAYS_INLINE GSVector2i upl16() const { return GSVector2i(_mm_unpacklo_epi16(m, _mm_setzero_si128())); }
ALWAYS_INLINE GSVector2i uph16() const { return GSVector2i(_mm_unpackhi_epi16(m, _mm_setzero_si128())); }
ALWAYS_INLINE GSVector2i upl32() const { return GSVector2i(_mm_unpacklo_epi32(m, _mm_setzero_si128())); }
ALWAYS_INLINE GSVector2i uph32() const { return GSVector2i(_mm_unpackhi_epi32(m, _mm_setzero_si128())); }
ALWAYS_INLINE GSVector2i i8to16() const { return GSVector2i(_mm_cvtepi8_epi16(m)); }
#ifdef CPU_ARCH_SSE41
ALWAYS_INLINE GSVector2i u8to16() const { return GSVector2i(_mm_cvtepu8_epi16(m)); }
#endif
template<s32 i>
ALWAYS_INLINE GSVector2i srl() const
{
return GSVector2i(_mm_srli_si128(m, i));
}
template<s32 i>
ALWAYS_INLINE GSVector2i sll() const
{
return GSVector2i(_mm_slli_si128(m, i));
}
template<s32 i>
ALWAYS_INLINE GSVector2i sll16() const
{
return GSVector2i(_mm_slli_epi16(m, i));
}
ALWAYS_INLINE GSVector2i sll16(s32 i) const { return GSVector2i(_mm_sll_epi16(m, _mm_cvtsi32_si128(i))); }
#ifdef CPU_ARCH_AVX2
ALWAYS_INLINE GSVector2i sllv16(const GSVector2i& v) const { return GSVector2i(_mm_sllv_epi16(m, v.m)); }
#endif
template<s32 i>
ALWAYS_INLINE GSVector2i srl16() const
{
return GSVector2i(_mm_srli_epi16(m, i));
}
ALWAYS_INLINE GSVector2i srl16(s32 i) const { return GSVector2i(_mm_srl_epi16(m, _mm_cvtsi32_si128(i))); }
#ifdef CPU_ARCH_AVX2
ALWAYS_INLINE GSVector2i srlv16(const GSVector2i& v) const { return GSVector2i(_mm_srlv_epi16(m, v.m)); }
#endif
template<s32 i>
ALWAYS_INLINE GSVector2i sra16() const
{
return GSVector2i(_mm_srai_epi16(m, i));
}
ALWAYS_INLINE GSVector2i sra16(s32 i) const { return GSVector2i(_mm_sra_epi16(m, _mm_cvtsi32_si128(i))); }
#ifdef CPU_ARCH_AVX2
ALWAYS_INLINE GSVector2i srav16(const GSVector2i& v) const { return GSVector2i(_mm_srav_epi16(m, v.m)); }
#endif
template<s32 i>
ALWAYS_INLINE GSVector2i sll32() const
{
return GSVector2i(_mm_slli_epi32(m, i));
}
ALWAYS_INLINE GSVector2i sll32(s32 i) const { return GSVector2i(_mm_sll_epi32(m, _mm_cvtsi32_si128(i))); }
#ifdef CPU_ARCH_AVX2
ALWAYS_INLINE GSVector2i sllv32(const GSVector2i& v) const { return GSVector2i(_mm_sllv_epi32(m, v.m)); }
#endif
template<s32 i>
ALWAYS_INLINE GSVector2i srl32() const
{
return GSVector2i(_mm_srli_epi32(m, i));
}
ALWAYS_INLINE GSVector2i srl32(s32 i) const { return GSVector2i(_mm_srl_epi32(m, _mm_cvtsi32_si128(i))); }
#ifdef CPU_ARCH_AVX2
ALWAYS_INLINE GSVector2i srlv32(const GSVector2i& v) const { return GSVector2i(_mm_srlv_epi32(m, v.m)); }
#endif
template<s32 i>
ALWAYS_INLINE GSVector2i sra32() const
{
return GSVector2i(_mm_srai_epi32(m, i));
}
ALWAYS_INLINE GSVector2i sra32(s32 i) const { return GSVector2i(_mm_sra_epi32(m, _mm_cvtsi32_si128(i))); }
#ifdef CPU_ARCH_AVX2
ALWAYS_INLINE GSVector2i srav32(const GSVector2i& v) const { return GSVector2i(_mm_srav_epi32(m, v.m)); }
#endif
ALWAYS_INLINE GSVector2i add8(const GSVector2i& v) const { return GSVector2i(_mm_add_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i add16(const GSVector2i& v) const { return GSVector2i(_mm_add_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i add32(const GSVector2i& v) const { return GSVector2i(_mm_add_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i adds8(const GSVector2i& v) const { return GSVector2i(_mm_adds_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i adds16(const GSVector2i& v) const { return GSVector2i(_mm_adds_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i addus8(const GSVector2i& v) const { return GSVector2i(_mm_adds_epu8(m, v.m)); }
ALWAYS_INLINE GSVector2i addus16(const GSVector2i& v) const { return GSVector2i(_mm_adds_epu16(m, v.m)); }
ALWAYS_INLINE GSVector2i sub8(const GSVector2i& v) const { return GSVector2i(_mm_sub_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i sub16(const GSVector2i& v) const { return GSVector2i(_mm_sub_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i sub32(const GSVector2i& v) const { return GSVector2i(_mm_sub_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i subs8(const GSVector2i& v) const { return GSVector2i(_mm_subs_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i subs16(const GSVector2i& v) const { return GSVector2i(_mm_subs_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i subus8(const GSVector2i& v) const { return GSVector2i(_mm_subs_epu8(m, v.m)); }
ALWAYS_INLINE GSVector2i subus16(const GSVector2i& v) const { return GSVector2i(_mm_subs_epu16(m, v.m)); }
ALWAYS_INLINE GSVector2i avg8(const GSVector2i& v) const { return GSVector2i(_mm_avg_epu8(m, v.m)); }
ALWAYS_INLINE GSVector2i avg16(const GSVector2i& v) const { return GSVector2i(_mm_avg_epu16(m, v.m)); }
ALWAYS_INLINE GSVector2i mul16l(const GSVector2i& v) const { return GSVector2i(_mm_mullo_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i mul32l(const GSVector2i& v) const { return GSVector2i(_mm_mullo_epi32(m, v.m)); }
ALWAYS_INLINE bool eq(const GSVector2i& v) const { return eq8(v).alltrue(); }
ALWAYS_INLINE GSVector2i eq8(const GSVector2i& v) const { return GSVector2i(_mm_cmpeq_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i eq16(const GSVector2i& v) const { return GSVector2i(_mm_cmpeq_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i eq32(const GSVector2i& v) const { return GSVector2i(_mm_cmpeq_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i neq8(const GSVector2i& v) const { return ~eq8(v); }
ALWAYS_INLINE GSVector2i neq16(const GSVector2i& v) const { return ~eq16(v); }
ALWAYS_INLINE GSVector2i neq32(const GSVector2i& v) const { return ~eq32(v); }
ALWAYS_INLINE GSVector2i gt8(const GSVector2i& v) const { return GSVector2i(_mm_cmpgt_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i gt16(const GSVector2i& v) const { return GSVector2i(_mm_cmpgt_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i gt32(const GSVector2i& v) const { return GSVector2i(_mm_cmpgt_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i ge8(const GSVector2i& v) const { return ~GSVector2i(_mm_cmplt_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i ge16(const GSVector2i& v) const { return ~GSVector2i(_mm_cmplt_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i ge32(const GSVector2i& v) const { return ~GSVector2i(_mm_cmplt_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i lt8(const GSVector2i& v) const { return GSVector2i(_mm_cmplt_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i lt16(const GSVector2i& v) const { return GSVector2i(_mm_cmplt_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i lt32(const GSVector2i& v) const { return GSVector2i(_mm_cmplt_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i le8(const GSVector2i& v) const { return ~GSVector2i(_mm_cmpgt_epi8(m, v.m)); }
ALWAYS_INLINE GSVector2i le16(const GSVector2i& v) const { return ~GSVector2i(_mm_cmpgt_epi16(m, v.m)); }
ALWAYS_INLINE GSVector2i le32(const GSVector2i& v) const { return ~GSVector2i(_mm_cmpgt_epi32(m, v.m)); }
ALWAYS_INLINE GSVector2i andnot(const GSVector2i& v) const { return GSVector2i(_mm_andnot_si128(v.m, m)); }
ALWAYS_INLINE s32 mask() const { return (_mm_movemask_epi8(m) & 0xff); }
ALWAYS_INLINE bool alltrue() const { return (mask() == 0xff); }
ALWAYS_INLINE bool allfalse() const { return (mask() == 0x00); }
template<s32 i>
ALWAYS_INLINE GSVector2i insert8(s32 a) const
{
return GSVector2i(_mm_insert_epi8(m, a, i));
}
template<s32 i>
ALWAYS_INLINE s32 extract8() const
{
return _mm_extract_epi8(m, i);
}
template<s32 i>
ALWAYS_INLINE GSVector2i insert16(s32 a) const
{
return GSVector2i(_mm_insert_epi16(m, a, i));
}
template<s32 i>
ALWAYS_INLINE s32 extract16() const
{
return _mm_extract_epi16(m, i);
}
template<s32 i>
ALWAYS_INLINE GSVector2i insert32(s32 a) const
{
return GSVector2i(_mm_insert_epi32(m, a, i));
}
template<s32 i>
ALWAYS_INLINE s32 extract32() const
{
if constexpr (i == 0)
return GSVector2i::store(*this);
return _mm_extract_epi32(m, i);
}
ALWAYS_INLINE static GSVector2i load32(const void* p) { return GSVector2i(_mm_loadu_si32(p)); }
ALWAYS_INLINE static GSVector2i load(const void* p) { return GSVector2i(_mm_loadl_epi64((__m128i*)p)); }
ALWAYS_INLINE static GSVector2i load(s32 i) { return GSVector2i(_mm_cvtsi32_si128(i)); }
ALWAYS_INLINE static GSVector2i loadq(s64 i) { return GSVector2i(_mm_cvtsi64_si128(i)); }
ALWAYS_INLINE static void store(void* p, const GSVector2i& v) { _mm_storel_epi64((__m128i*)p, v.m); }
ALWAYS_INLINE static void store32(void* p, const GSVector2i& v) { _mm_storeu_si32(p, v); }
ALWAYS_INLINE static s32 store(const GSVector2i& v) { return _mm_cvtsi128_si32(v.m); }
ALWAYS_INLINE static s64 storeq(const GSVector2i& v) { return _mm_cvtsi128_si64(v.m); }
ALWAYS_INLINE void operator&=(const GSVector2i& v) { m = _mm_and_si128(m, v); }
ALWAYS_INLINE void operator|=(const GSVector2i& v) { m = _mm_or_si128(m, v); }
ALWAYS_INLINE void operator^=(const GSVector2i& v) { m = _mm_xor_si128(m, v); }
ALWAYS_INLINE friend GSVector2i operator&(const GSVector2i& v1, const GSVector2i& v2)
{
return GSVector2i(_mm_and_si128(v1, v2));
}
ALWAYS_INLINE friend GSVector2i operator|(const GSVector2i& v1, const GSVector2i& v2)
{
return GSVector2i(_mm_or_si128(v1, v2));
}
ALWAYS_INLINE friend GSVector2i operator^(const GSVector2i& v1, const GSVector2i& v2)
{
return GSVector2i(_mm_xor_si128(v1, v2));
}
ALWAYS_INLINE friend GSVector2i operator&(const GSVector2i& v, s32 i) { return v & GSVector2i(i); }
ALWAYS_INLINE friend GSVector2i operator|(const GSVector2i& v, s32 i) { return v | GSVector2i(i); }
ALWAYS_INLINE friend GSVector2i operator^(const GSVector2i& v, s32 i) { return v ^ GSVector2i(i); }
ALWAYS_INLINE friend GSVector2i operator~(const GSVector2i& v) { return v ^ v.eq32(v); }
ALWAYS_INLINE static GSVector2i zero() { return GSVector2i(_mm_setzero_si128()); }
ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(m); }
ALWAYS_INLINE GSVector2i xx() const { return GSVector2i(_mm_shuffle_epi32(m, _MM_SHUFFLE(3, 2, 0, 0))); }
ALWAYS_INLINE GSVector2i yx() const { return GSVector2i(_mm_shuffle_epi32(m, _MM_SHUFFLE(3, 2, 0, 1))); }
ALWAYS_INLINE GSVector2i yy() const { return GSVector2i(_mm_shuffle_epi32(m, _MM_SHUFFLE(3, 2, 1, 1))); }
};
class alignas(16) GSVector2
{
struct cxpr_init_tag
{
};
static constexpr cxpr_init_tag cxpr_init{};
constexpr GSVector2(cxpr_init_tag, float x, float y) : F32{x, y} {}
constexpr GSVector2(cxpr_init_tag, int x, int y) : I32{x, y} {}
public:
union
{
struct
{
float x, y;
};
struct
{
float r, g;
};
float F32[4];
double F64[2];
s8 I8[16];
s16 I16[8];
s32 I32[4];
s64 I64[2];
u8 U8[16];
u16 U16[8];
u32 U32[4];
u64 U64[2];
__m128 m;
};
GSVector2() = default;
constexpr static GSVector2 cxpr(float x, float y) { return GSVector2(cxpr_init, x, y); }
constexpr static GSVector2 cxpr(float x) { return GSVector2(cxpr_init, x, x); }
constexpr static GSVector2 cxpr(int x, int y) { return GSVector2(cxpr_init, x, y); }
constexpr static GSVector2 cxpr(int x) { return GSVector2(cxpr_init, x, x); }
ALWAYS_INLINE GSVector2(float x, float y) { m = _mm_set_ps(0, 0, y, x); }
ALWAYS_INLINE GSVector2(int x, int y)
{
GSVector2i v_(x, y);
m = _mm_cvtepi32_ps(v_.m);
}
ALWAYS_INLINE constexpr explicit GSVector2(__m128 m) : m(m) {}
ALWAYS_INLINE explicit GSVector2(__m128d m) : m(_mm_castpd_ps(m)) {}
ALWAYS_INLINE explicit GSVector2(float f) { *this = f; }
ALWAYS_INLINE explicit GSVector2(int i)
{
#ifdef CPU_ARCH_AVX2
m = _mm_cvtepi32_ps(_mm_broadcastd_epi32(_mm_cvtsi32_si128(i)));
#else
*this = GSVector2(GSVector2i(i));
#endif
}
ALWAYS_INLINE explicit GSVector2(const GSVector2i& v);
ALWAYS_INLINE static GSVector2 cast(const GSVector2i& v);
ALWAYS_INLINE void operator=(float f)
{
#if CPU_ARCH_AVX2
m = _mm_broadcastss_ps(_mm_load_ss(&f));
#else
m = _mm_set1_ps(f);
#endif
}
ALWAYS_INLINE void operator=(__m128 m_) { this->m = m_; }
ALWAYS_INLINE operator __m128() const { return m; }
ALWAYS_INLINE GSVector2 abs() const { return *this & cast(GSVector2i::cxpr(0x7fffffff)); }
ALWAYS_INLINE GSVector2 neg() const { return *this ^ cast(GSVector2i::cxpr(0x80000000)); }
ALWAYS_INLINE GSVector2 rcp() const { return GSVector2(_mm_rcp_ps(m)); }
ALWAYS_INLINE GSVector2 rcpnr() const
{
GSVector2 v_ = rcp();
return (v_ + v_) - (v_ * v_) * *this;
}
ALWAYS_INLINE GSVector2 floor() const
{
return GSVector2(_mm_round_ps(m, _MM_FROUND_TO_NEG_INF | _MM_FROUND_NO_EXC));
}
ALWAYS_INLINE GSVector2 ceil() const { return GSVector2(_mm_round_ps(m, _MM_FROUND_TO_POS_INF | _MM_FROUND_NO_EXC)); }
ALWAYS_INLINE GSVector2 sat(const GSVector2& min, const GSVector2& max) const
{
return GSVector2(_mm_min_ps(_mm_max_ps(m, min), max));
}
ALWAYS_INLINE GSVector2 sat(const float scale = 255) const { return sat(zero(), GSVector2(scale)); }
ALWAYS_INLINE GSVector2 clamp(const float scale = 255) const { return min(GSVector2(scale)); }
ALWAYS_INLINE GSVector2 min(const GSVector2& v) const { return GSVector2(_mm_min_ps(m, v)); }
ALWAYS_INLINE GSVector2 max(const GSVector2& v) const { return GSVector2(_mm_max_ps(m, v)); }
template<int mask>
ALWAYS_INLINE GSVector2 blend32(const GSVector2& v) const
{
return GSVector2(_mm_blend_ps(m, v, mask));
}
ALWAYS_INLINE GSVector2 blend32(const GSVector2& v, const GSVector2& mask) const
{
return GSVector2(_mm_blendv_ps(m, v, mask));
}
ALWAYS_INLINE GSVector2 andnot(const GSVector2& v) const { return GSVector2(_mm_andnot_ps(v.m, m)); }
ALWAYS_INLINE int mask() const { return (_mm_movemask_ps(m) & 0x3); }
ALWAYS_INLINE bool alltrue() const { return (mask() == 0x3); }
ALWAYS_INLINE bool allfalse() const { return (mask() == 0x0); }
ALWAYS_INLINE GSVector2 replace_nan(const GSVector2& v) const { return v.blend32(*this, *this == *this); }
template<int src, int dst>
ALWAYS_INLINE GSVector2 insert32(const GSVector2& v) const
{
if constexpr (src == dst)
return GSVector2(_mm_blend_ps(m, v.m, 1 << src));
else
return GSVector2(_mm_insert_ps(m, v.m, _MM_MK_INSERTPS_NDX(src, dst, 0)));
}
template<int i>
ALWAYS_INLINE int extract32() const
{
return _mm_extract_ps(m, i);
}
ALWAYS_INLINE static GSVector2 zero() { return GSVector2(_mm_setzero_ps()); }
ALWAYS_INLINE static GSVector2 xffffffff() { return zero() == zero(); }
ALWAYS_INLINE static GSVector2 load(const void* p) { return GSVector2(_mm_castpd_ps(_mm_load_sd((double*)p))); }
ALWAYS_INLINE static GSVector2 load(float f) { return GSVector2(_mm_load_ss(&f)); }
ALWAYS_INLINE static void store(void* p, const GSVector2& v) { _mm_store_sd((double*)p, _mm_castps_pd(v.m)); }
ALWAYS_INLINE GSVector2 operator-() const { return neg(); }
ALWAYS_INLINE void operator+=(const GSVector2& v_) { m = _mm_add_ps(m, v_); }
ALWAYS_INLINE void operator-=(const GSVector2& v_) { m = _mm_sub_ps(m, v_); }
ALWAYS_INLINE void operator*=(const GSVector2& v_) { m = _mm_mul_ps(m, v_); }
ALWAYS_INLINE void operator/=(const GSVector2& v_) { m = _mm_div_ps(m, v_); }
ALWAYS_INLINE void operator+=(float f) { *this += GSVector2(f); }
ALWAYS_INLINE void operator-=(float f) { *this -= GSVector2(f); }
ALWAYS_INLINE void operator*=(float f) { *this *= GSVector2(f); }
ALWAYS_INLINE void operator/=(float f) { *this /= GSVector2(f); }
ALWAYS_INLINE void operator&=(const GSVector2& v_) { m = _mm_and_ps(m, v_); }
ALWAYS_INLINE void operator|=(const GSVector2& v_) { m = _mm_or_ps(m, v_); }
ALWAYS_INLINE void operator^=(const GSVector2& v_) { m = _mm_xor_ps(m, v_); }
ALWAYS_INLINE friend GSVector2 operator+(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_add_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator-(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_sub_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator*(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_mul_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator/(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_div_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator+(const GSVector2& v, float f) { return v + GSVector2(f); }
ALWAYS_INLINE friend GSVector2 operator-(const GSVector2& v, float f) { return v - GSVector2(f); }
ALWAYS_INLINE friend GSVector2 operator*(const GSVector2& v, float f) { return v * GSVector2(f); }
ALWAYS_INLINE friend GSVector2 operator/(const GSVector2& v, float f) { return v / GSVector2(f); }
ALWAYS_INLINE friend GSVector2 operator&(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_and_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator|(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_or_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator^(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_xor_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator==(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_cmpeq_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator!=(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_cmpneq_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator>(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_cmpgt_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator<(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_cmplt_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator>=(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_cmpge_ps(v1, v2));
}
ALWAYS_INLINE friend GSVector2 operator<=(const GSVector2& v1, const GSVector2& v2)
{
return GSVector2(_mm_cmple_ps(v1, v2));
}
ALWAYS_INLINE GSVector2 xy() const { return *this; }
ALWAYS_INLINE GSVector2 xx() const { return GSVector2(_mm_shuffle_ps(m, m, _MM_SHUFFLE(3, 2, 0, 0))); }
ALWAYS_INLINE GSVector2 yx() const { return GSVector2(_mm_shuffle_ps(m, m, _MM_SHUFFLE(3, 2, 0, 1))); }
ALWAYS_INLINE GSVector2 yy() const { return GSVector2(_mm_shuffle_ps(m, m, _MM_SHUFFLE(3, 2, 1, 1))); }
};
class alignas(16) GSVector4i class alignas(16) GSVector4i
{ {
@ -100,21 +832,20 @@ public:
{ {
} }
ALWAYS_INLINE GSVector4i(const GSVector4i& v) { m = v.m; } ALWAYS_INLINE explicit GSVector4i(const GSVector2i& v) { m = v.m; }
ALWAYS_INLINE explicit GSVector4i(const GSVector2i& v) { m = _mm_loadl_epi64((__m128i*)&v); }
// MSVC has bad codegen for the constexpr version when applied to non-constexpr things (https://godbolt.org/z/h8qbn7), // MSVC has bad codegen for the constexpr version when applied to non-constexpr things (https://godbolt.org/z/h8qbn7),
// so leave the non-constexpr version default // so leave the non-constexpr version default
ALWAYS_INLINE explicit GSVector4i(s32 i) { *this = i; } ALWAYS_INLINE explicit GSVector4i(s32 i) { *this = i; }
ALWAYS_INLINE explicit GSVector4i(const GSVector2& v, bool truncate = true);
ALWAYS_INLINE explicit GSVector4i(const GSVector4& v, bool truncate = true); ALWAYS_INLINE explicit GSVector4i(const GSVector4& v, bool truncate = true);
ALWAYS_INLINE static GSVector4i cast(const GSVector4& v); ALWAYS_INLINE static GSVector4i cast(const GSVector4& v);
ALWAYS_INLINE constexpr explicit GSVector4i(__m128i m) : m(m) {} ALWAYS_INLINE constexpr explicit GSVector4i(__m128i m) : m(m) {}
ALWAYS_INLINE void operator=(const GSVector4i& v) { m = v.m; }
ALWAYS_INLINE void operator=(s32 i) { m = _mm_set1_epi32(i); } ALWAYS_INLINE void operator=(s32 i) { m = _mm_set1_epi32(i); }
ALWAYS_INLINE void operator=(__m128i m_) { m = m_; } ALWAYS_INLINE void operator=(__m128i m_) { m = m_; }
@ -141,7 +872,6 @@ public:
ALWAYS_INLINE bool rintersects(const GSVector4i& v) const { return !rintersect(v).rempty(); } ALWAYS_INLINE bool rintersects(const GSVector4i& v) const { return !rintersect(v).rempty(); }
ALWAYS_INLINE bool rcontains(const GSVector4i& v) const { return rintersect(v).eq(v); } ALWAYS_INLINE bool rcontains(const GSVector4i& v) const { return rintersect(v).eq(v); }
// //
ALWAYS_INLINE u32 rgba32() const ALWAYS_INLINE u32 rgba32() const
@ -685,7 +1415,10 @@ public:
return GSVector4i(_mm_castps_si128(_mm_loadh_pi(_mm_setzero_ps(), (__m64*)p))); return GSVector4i(_mm_castps_si128(_mm_loadh_pi(_mm_setzero_ps(), (__m64*)p)));
} }
ALWAYS_INLINE static GSVector4i loadh(const GSVector2i& v) { return loadh(&v); } ALWAYS_INLINE static GSVector4i loadh(const GSVector2i& v)
{
return GSVector4i(_mm_unpacklo_epi64(_mm_setzero_si128(), v.m));
}
template<bool aligned> template<bool aligned>
ALWAYS_INLINE static GSVector4i load(const void* p) ALWAYS_INLINE static GSVector4i load(const void* p)
@ -755,19 +1488,9 @@ public:
ALWAYS_INLINE GSVector4i xyxy(const GSVector4i& v) const { return upl64(v); } ALWAYS_INLINE GSVector4i xyxy(const GSVector4i& v) const { return upl64(v); }
ALWAYS_INLINE GSVector2i xy() const ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(m); }
{
GSVector2i ret;
storel(&ret, *this);
return ret;
}
ALWAYS_INLINE GSVector2i zw() const ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(_mm_shuffle_epi32(m, _MM_SHUFFLE(3, 2, 3, 2))); }
{
GSVector2i ret;
storeh(&ret, *this);
return ret;
}
// clang-format off // clang-format off
@ -874,9 +1597,12 @@ public:
m = _mm_cvtepi32_ps(_mm_unpacklo_epi32(_mm_cvtsi32_si128(x), _mm_cvtsi32_si128(y))); m = _mm_cvtepi32_ps(_mm_unpacklo_epi32(_mm_cvtsi32_si128(x), _mm_cvtsi32_si128(y)));
} }
ALWAYS_INLINE explicit GSVector4(const GSVector2& v) { m = _mm_castsi128_ps(_mm_loadl_epi64((__m128i*)&v)); } ALWAYS_INLINE explicit GSVector4(const GSVector2& v) : m(v.m) {}
ALWAYS_INLINE explicit GSVector4(const GSVector2i& v) { m = _mm_cvtepi32_ps(_mm_loadl_epi64((__m128i*)&v)); } ALWAYS_INLINE explicit GSVector4(const GSVector2i& v)
: m(_mm_castpd_ps(_mm_unpacklo_pd(_mm_castps_pd(_mm_cvtepi32_ps(v.m)), _mm_setzero_pd())))
{
}
ALWAYS_INLINE constexpr explicit GSVector4(__m128 m) : m(m) {} ALWAYS_INLINE constexpr explicit GSVector4(__m128 m) : m(m) {}
@ -916,19 +1642,6 @@ public:
ALWAYS_INLINE operator __m128() const { return m; } ALWAYS_INLINE operator __m128() const { return m; }
/// Makes Clang think that the whole vector is needed, preventing it from changing shuffles around because it thinks
/// we don't need the whole vector Useful for e.g. preventing clang from optimizing shuffles that remove
/// possibly-denormal garbage data from vectors before computing with them
ALWAYS_INLINE GSVector4 noopt()
{
// Note: Clang is currently the only compiler that attempts to optimize vector intrinsics, if that changes in the
// future the implementation should be updated
#ifdef __clang__
__asm__("" : "+x"(m)::);
#endif
return *this;
}
u32 rgba32() const { return GSVector4i(*this).rgba32(); } u32 rgba32() const { return GSVector4i(*this).rgba32(); }
ALWAYS_INLINE static GSVector4 rgba32(u32 rgba) { return GSVector4(GSVector4i::load((int)rgba).u8to32()); } ALWAYS_INLINE static GSVector4 rgba32(u32 rgba) { return GSVector4(GSVector4i::load((int)rgba).u8to32()); }
@ -948,7 +1661,10 @@ public:
return (v_ + v_) - (v_ * v_) * *this; return (v_ + v_) - (v_ * v_) * *this;
} }
ALWAYS_INLINE GSVector4 floor() const { return GSVector4(_mm_round_ps(m, _MM_FROUND_TO_NEG_INF | _MM_FROUND_NO_EXC)); } ALWAYS_INLINE GSVector4 floor() const
{
return GSVector4(_mm_round_ps(m, _MM_FROUND_TO_NEG_INF | _MM_FROUND_NO_EXC));
}
ALWAYS_INLINE GSVector4 ceil() const { return GSVector4(_mm_round_ps(m, _MM_FROUND_TO_POS_INF | _MM_FROUND_NO_EXC)); } ALWAYS_INLINE GSVector4 ceil() const { return GSVector4(_mm_round_ps(m, _MM_FROUND_TO_POS_INF | _MM_FROUND_NO_EXC)); }
@ -1289,6 +2005,26 @@ public:
} }
}; };
ALWAYS_INLINE GSVector2i::GSVector2i(const GSVector2& v, bool truncate)
{
m = truncate ? _mm_cvttps_epi32(v) : _mm_cvtps_epi32(v);
}
ALWAYS_INLINE GSVector2::GSVector2(const GSVector2i& v)
{
m = _mm_cvtepi32_ps(v);
}
ALWAYS_INLINE GSVector2i GSVector2i::cast(const GSVector2& v)
{
return GSVector2i(_mm_castps_si128(v.m));
}
ALWAYS_INLINE GSVector2 GSVector2::cast(const GSVector2i& v)
{
return GSVector2(_mm_castsi128_ps(v.m));
}
ALWAYS_INLINE GSVector4i::GSVector4i(const GSVector4& v, bool truncate) ALWAYS_INLINE GSVector4i::GSVector4i(const GSVector4& v, bool truncate)
{ {
m = truncate ? _mm_cvttps_epi32(v) : _mm_cvtps_epi32(v); m = truncate ? _mm_cvttps_epi32(v) : _mm_cvtps_epi32(v);

View File

@ -319,15 +319,15 @@ protected:
virtual void DrawRendererStats(); virtual void DrawRendererStats();
virtual void OnBufferSwapped(); virtual void OnBufferSwapped();
ALWAYS_INLINE_RELEASE void AddDrawTriangleTicks(GSVector4i v1, GSVector4i v2, GSVector4i v3, bool shaded, ALWAYS_INLINE_RELEASE void AddDrawTriangleTicks(GSVector2i v1, GSVector2i v2, GSVector2i v3, bool shaded,
bool textured, bool semitransparent) bool textured, bool semitransparent)
{ {
// This will not produce the correct results for triangles which are partially outside the clip area. // This will not produce the correct results for triangles which are partially outside the clip area.
// However, usually it'll undershoot not overshoot. If we wanted to make this more accurate, we'd need to intersect // However, usually it'll undershoot not overshoot. If we wanted to make this more accurate, we'd need to intersect
// the edges with the clip rectangle. // the edges with the clip rectangle.
// TODO: Coordinates are exclusive, so off by one here... // TODO: Coordinates are exclusive, so off by one here...
const GSVector4i clamp_min = m_clamped_drawing_area; // would be xyxy(), but zw isn't used. const GSVector2i clamp_min = GSVector2i::load(&m_clamped_drawing_area.x);
const GSVector4i clamp_max = m_clamped_drawing_area.zwzw(); const GSVector2i clamp_max = GSVector2i::load(&m_clamped_drawing_area.z);
v1 = v1.sat_i32(clamp_min, clamp_max); v1 = v1.sat_i32(clamp_min, clamp_max);
v2 = v2.sat_i32(clamp_min, clamp_max); v2 = v2.sat_i32(clamp_min, clamp_max);
v3 = v3.sat_i32(clamp_min, clamp_max); v3 = v3.sat_i32(clamp_min, clamp_max);

View File

@ -1962,15 +1962,15 @@ void GPU_HW::ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices)
{ {
DebugAssert(num_vertices == 3 || num_vertices == 4); DebugAssert(num_vertices == 3 || num_vertices == 4);
GSVector4i v0 = GSVector4i::load32(&vertices[0].u); GSVector2i v0 = GSVector2i::load32(&vertices[0].u);
GSVector4i v1 = GSVector4i::load32(&vertices[1].u); GSVector2i v1 = GSVector2i::load32(&vertices[1].u);
GSVector4i v2 = GSVector4i::load32(&vertices[2].u); GSVector2i v2 = GSVector2i::load32(&vertices[2].u);
GSVector4i v3; GSVector2i v3;
GSVector4i min = v0.min_u16(v1).min_u16(v2); GSVector2i min = v0.min_u16(v1).min_u16(v2);
GSVector4i max = v0.max_u16(v1).max_u16(v2); GSVector2i max = v0.max_u16(v1).max_u16(v2);
if (num_vertices == 4) if (num_vertices == 4)
{ {
v3 = GSVector4i::load32(&vertices[3].u); v3 = GSVector2i::load32(&vertices[3].u);
min = min.min_u16(v3); min = min.min_u16(v3);
max = max.max_u16(v3); max = max.max_u16(v3);
} }
@ -1986,7 +1986,7 @@ void GPU_HW::ComputePolygonUVLimits(BatchVertex* vertices, u32 num_vertices)
vertices[i].SetUVLimits(min_u, max_u, min_v, max_v); vertices[i].SetUVLimits(min_u, max_u, min_v, max_v);
if (m_texpage_dirty != 0) if (m_texpage_dirty != 0)
CheckForTexPageOverlap(min.upl32(max).u16to32()); CheckForTexPageOverlap(GSVector4i(min).upl32(GSVector4i(max)).u16to32());
} }
void GPU_HW::SetBatchDepthBuffer(bool enabled) void GPU_HW::SetBatchDepthBuffer(bool enabled)
@ -2157,8 +2157,6 @@ void GPU_HW::LoadVertices()
const bool shaded = rc.shading_enable; const bool shaded = rc.shading_enable;
const bool pgxp = g_settings.gpu_pgxp_enable; const bool pgxp = g_settings.gpu_pgxp_enable;
// TODO: Using 64-bit vectors instead of 32-bit could be advantageous here, particularly for small ARM cores and
// RISC-V.
const u32 first_color = rc.color_for_first_vertex; const u32 first_color = rc.color_for_first_vertex;
u32 num_vertices = rc.quad_polygon ? 4 : 3; u32 num_vertices = rc.quad_polygon ? 4 : 3;
std::array<BatchVertex, 4> vertices; std::array<BatchVertex, 4> vertices;
@ -2240,13 +2238,13 @@ void GPU_HW::LoadVertices()
} }
// Cull polygons which are too large. // Cull polygons which are too large.
const GSVector4 v0f = GSVector4::loadl(&vertices[0].x); const GSVector2 v0f = GSVector2::load(&vertices[0].x);
const GSVector4 v1f = GSVector4::loadl(&vertices[1].x); const GSVector2 v1f = GSVector2::load(&vertices[1].x);
const GSVector4 v2f = GSVector4::loadl(&vertices[2].x); const GSVector2 v2f = GSVector2::load(&vertices[2].x);
const GSVector4 min_pos_12 = v1f.min(v2f); const GSVector2 min_pos_12 = v1f.min(v2f);
const GSVector4 max_pos_12 = v1f.max(v2f); const GSVector2 max_pos_12 = v1f.max(v2f);
const GSVector4i draw_rect_012 = const GSVector4i draw_rect_012 = GSVector4i(GSVector4(min_pos_12.min(v0f)).upld(GSVector4(max_pos_12.max(v0f))))
GSVector4i(min_pos_12.min(v0f).upld(max_pos_12.max(v0f))).add32(GSVector4i::cxpr(0, 0, 1, 1)); .add32(GSVector4i::cxpr(0, 0, 1, 1));
const GSVector4i clamped_draw_rect_012 = draw_rect_012.rintersect(m_clamped_drawing_area); const GSVector4i clamped_draw_rect_012 = draw_rect_012.rintersect(m_clamped_drawing_area);
const bool first_tri_culled = (draw_rect_012.width() > MAX_PRIMITIVE_WIDTH || const bool first_tri_culled = (draw_rect_012.width() > MAX_PRIMITIVE_WIDTH ||
draw_rect_012.height() > MAX_PRIMITIVE_HEIGHT || clamped_draw_rect_012.rempty()); draw_rect_012.height() > MAX_PRIMITIVE_HEIGHT || clamped_draw_rect_012.rempty());
@ -2265,9 +2263,8 @@ void GPU_HW::LoadVertices()
ComputePolygonUVLimits(vertices.data(), num_vertices); ComputePolygonUVLimits(vertices.data(), num_vertices);
AddDrawnRectangle(clamped_draw_rect_012); AddDrawnRectangle(clamped_draw_rect_012);
AddDrawTriangleTicks(GSVector4i(native_vertex_positions[0]), GSVector4i(native_vertex_positions[1]), AddDrawTriangleTicks(native_vertex_positions[0], native_vertex_positions[1], native_vertex_positions[2],
GSVector4i(native_vertex_positions[2]), rc.shading_enable, rc.texture_enable, rc.shading_enable, rc.texture_enable, rc.transparency_enable);
rc.transparency_enable);
// Expand lines to triangles (Doom, Soul Blade, etc.) // Expand lines to triangles (Doom, Soul Blade, etc.)
if (!rc.quad_polygon && m_line_detect_mode >= GPULineDetectMode::BasicTriangles && !is_3d && if (!rc.quad_polygon && m_line_detect_mode >= GPULineDetectMode::BasicTriangles && !is_3d &&
@ -2288,9 +2285,9 @@ void GPU_HW::LoadVertices()
// quads // quads
if (rc.quad_polygon) if (rc.quad_polygon)
{ {
const GSVector4 v3f = GSVector4::loadl(&vertices[3].x); const GSVector2 v3f = GSVector2::load(&vertices[3].x);
const GSVector4i draw_rect_123 = const GSVector4i draw_rect_123 = GSVector4i(GSVector4(min_pos_12.min(v3f)).upld(GSVector4(max_pos_12.max(v3f))))
GSVector4i(min_pos_12.min(v3f).upld(max_pos_12.max(v3f))).add32(GSVector4i::cxpr(0, 0, 1, 1)); .add32(GSVector4i::cxpr(0, 0, 1, 1));
const GSVector4i clamped_draw_rect_123 = draw_rect_123.rintersect(m_clamped_drawing_area); const GSVector4i clamped_draw_rect_123 = draw_rect_123.rintersect(m_clamped_drawing_area);
// Cull polygons which are too large. // Cull polygons which are too large.
@ -2312,9 +2309,8 @@ void GPU_HW::LoadVertices()
ComputePolygonUVLimits(vertices.data(), num_vertices); ComputePolygonUVLimits(vertices.data(), num_vertices);
AddDrawnRectangle(clamped_draw_rect_123); AddDrawnRectangle(clamped_draw_rect_123);
AddDrawTriangleTicks(GSVector4i(native_vertex_positions[2]), GSVector4i(native_vertex_positions[1]), AddDrawTriangleTicks(native_vertex_positions[2], native_vertex_positions[1], native_vertex_positions[3],
GSVector4i(native_vertex_positions[3]), rc.shading_enable, rc.texture_enable, rc.shading_enable, rc.texture_enable, rc.transparency_enable);
rc.transparency_enable);
const u32 start_index = m_batch_vertex_count; const u32 start_index = m_batch_vertex_count;
DebugAssert(m_batch_index_space >= 3); DebugAssert(m_batch_index_space >= 3);
@ -2650,7 +2646,7 @@ ALWAYS_INLINE_RELEASE void GPU_HW::CheckForTexPageOverlap(GSVector4i uv_rect)
const GPUTextureMode tmode = m_draw_mode.mode_reg.texture_mode; const GPUTextureMode tmode = m_draw_mode.mode_reg.texture_mode;
const u32 xshift = (tmode >= GPUTextureMode::Direct16Bit) ? 0 : (2 - static_cast<u8>(tmode)); const u32 xshift = (tmode >= GPUTextureMode::Direct16Bit) ? 0 : (2 - static_cast<u8>(tmode));
const GSVector4i page_offset = GSVector4i(m_current_texture_page_offset).xyxy(); const GSVector4i page_offset = GSVector4i::loadl(m_current_texture_page_offset).xyxy();
uv_rect = uv_rect.blend32<5>(uv_rect.srl32(xshift)); // shift only goes on the x uv_rect = uv_rect.blend32<5>(uv_rect.srl32(xshift)); // shift only goes on the x
uv_rect = uv_rect.add32(page_offset); // page offset uv_rect = uv_rect.add32(page_offset); // page offset
@ -3220,7 +3216,7 @@ void GPU_HW::DispatchRenderCommand()
} }
const GSVector4i page_rect = m_draw_mode.mode_reg.GetTexturePageRectangle(); const GSVector4i page_rect = m_draw_mode.mode_reg.GetTexturePageRectangle();
m_current_texture_page_offset = page_rect.xy(); GSVector4i::storel(m_current_texture_page_offset, page_rect);
u8 new_texpage_dirty = m_vram_dirty_draw_rect.rintersects(page_rect) ? TEXPAGE_DIRTY_DRAWN_RECT : 0; u8 new_texpage_dirty = m_vram_dirty_draw_rect.rintersects(page_rect) ? TEXPAGE_DIRTY_DRAWN_RECT : 0;
new_texpage_dirty |= m_vram_dirty_write_rect.rintersects(page_rect) ? TEXPAGE_DIRTY_WRITTEN_RECT : 0; new_texpage_dirty |= m_vram_dirty_write_rect.rintersects(page_rect) ? TEXPAGE_DIRTY_WRITTEN_RECT : 0;

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@ -294,7 +294,7 @@ private:
GSVector4i m_vram_dirty_draw_rect = INVALID_RECT; GSVector4i m_vram_dirty_draw_rect = INVALID_RECT;
GSVector4i m_vram_dirty_write_rect = INVALID_RECT; GSVector4i m_vram_dirty_write_rect = INVALID_RECT;
GSVector4i m_current_uv_rect = INVALID_RECT; GSVector4i m_current_uv_rect = INVALID_RECT;
GSVector2i m_current_texture_page_offset = {}; s32 m_current_texture_page_offset[2] = {};
std::unique_ptr<GPUPipeline> m_wireframe_pipeline; std::unique_ptr<GPUPipeline> m_wireframe_pipeline;

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@ -515,7 +515,7 @@ void GPU_SW::DispatchRenderCommand()
GPUBackendDrawPolygonCommand* cmd = m_backend.NewDrawPolygonCommand(num_vertices); GPUBackendDrawPolygonCommand* cmd = m_backend.NewDrawPolygonCommand(num_vertices);
FillDrawCommand(cmd, rc); FillDrawCommand(cmd, rc);
std::array<GSVector4i, 4> positions; std::array<GSVector2i, 4> positions;
const u32 first_color = rc.color_for_first_vertex; const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable; const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable; const bool textured = rc.texture_enable;
@ -528,14 +528,15 @@ void GPU_SW::DispatchRenderCommand()
vert->x = m_drawing_offset.x + vp.x; vert->x = m_drawing_offset.x + vp.x;
vert->y = m_drawing_offset.y + vp.y; vert->y = m_drawing_offset.y + vp.y;
vert->texcoord = textured ? Truncate16(FifoPop()) : 0; vert->texcoord = textured ? Truncate16(FifoPop()) : 0;
positions[i] = GSVector4i::loadl(&vert->x); positions[i] = GSVector2i::load(&vert->x);
} }
// Cull polygons which are too large. // Cull polygons which are too large.
const GSVector4i min_pos_12 = positions[1].min_i32(positions[2]); const GSVector2i min_pos_12 = positions[1].min_i32(positions[2]);
const GSVector4i max_pos_12 = positions[1].max_i32(positions[2]); const GSVector2i max_pos_12 = positions[1].max_i32(positions[2]);
const GSVector4i draw_rect_012 = const GSVector4i draw_rect_012 = GSVector4i(min_pos_12.min_i32(positions[0]))
min_pos_12.min_i32(positions[0]).upl64(max_pos_12.max_i32(positions[0])).add32(GSVector4i::cxpr(0, 0, 1, 1)); .upl64(GSVector4i(max_pos_12.max_i32(positions[0])))
.add32(GSVector4i::cxpr(0, 0, 1, 1));
const bool first_tri_culled = const bool first_tri_culled =
(draw_rect_012.width() > MAX_PRIMITIVE_WIDTH || draw_rect_012.height() > MAX_PRIMITIVE_HEIGHT || (draw_rect_012.width() > MAX_PRIMITIVE_WIDTH || draw_rect_012.height() > MAX_PRIMITIVE_HEIGHT ||
!m_clamped_drawing_area.rintersects(draw_rect_012)); !m_clamped_drawing_area.rintersects(draw_rect_012));
@ -556,8 +557,9 @@ void GPU_SW::DispatchRenderCommand()
// quads // quads
if (rc.quad_polygon) if (rc.quad_polygon)
{ {
const GSVector4i draw_rect_123 = const GSVector4i draw_rect_123 = GSVector4i(min_pos_12.min_i32(positions[3]))
min_pos_12.min_i32(positions[3]).upl64(max_pos_12.max_i32(positions[3])).add32(GSVector4i::cxpr(0, 0, 1, 1)); .upl64(GSVector4i(max_pos_12.max_i32(positions[3])))
.add32(GSVector4i::cxpr(0, 0, 1, 1));
// Cull polygons which are too large. // Cull polygons which are too large.
const bool second_tri_culled = const bool second_tri_culled =