Merge branch 'master' into d3d12
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commit
211f59740c
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@ -1453,26 +1453,50 @@ void Value::VectorAverage(Value* other, TypeName type, bool is_unsigned,
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assert_true(this->type == VEC128_TYPE && other->type == VEC128_TYPE);
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switch (type) {
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case INT8_TYPE: {
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alignas(16) int8_t result[16];
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__m128i src1 =
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_mm_load_si128(reinterpret_cast<const __m128i*>(constant.v128.i8));
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__m128i src2 = _mm_load_si128(
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reinterpret_cast<const __m128i*>(other->constant.v128.i8));
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__m128i dest = _mm_avg_epu8(src1, src2);
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_mm_store_si128(reinterpret_cast<__m128i*>(result), dest);
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std::memcpy(constant.v128.i8, result, sizeof(result));
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for (int i = 0; i < 16; i++) {
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if (is_unsigned) {
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constant.v128.u8[i] =
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uint8_t((uint16_t(constant.v128.u8[i]) +
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uint16_t(other->constant.v128.u8[i]) + 1) >>
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1);
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} else {
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constant.v128.i8[i] =
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int8_t((int16_t(constant.v128.i8[i]) +
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int16_t(other->constant.v128.i8[i]) + 1) >>
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1);
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}
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}
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} break;
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case INT16_TYPE: {
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alignas(16) int16_t result[8];
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__m128i src1 =
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_mm_load_si128(reinterpret_cast<const __m128i*>(constant.v128.i16));
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__m128i src2 = _mm_load_si128(
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reinterpret_cast<const __m128i*>(other->constant.v128.i16));
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__m128i dest = _mm_avg_epu16(src1, src2);
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_mm_store_si128(reinterpret_cast<__m128i*>(result), dest);
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std::memcpy(constant.v128.i16, result, sizeof(result));
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for (int i = 0; i < 8; i++) {
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if (is_unsigned) {
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constant.v128.u16[i] =
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uint16_t((uint32_t(constant.v128.u16[i]) +
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uint32_t(other->constant.v128.u16[i]) + 1) >>
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1);
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} else {
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constant.v128.i16[i] =
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int16_t((int32_t(constant.v128.i16[i]) +
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int32_t(other->constant.v128.i16[i]) + 1) >>
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1);
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}
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}
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} break;
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case INT32_TYPE: {
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for (int i = 0; i < 4; i++) {
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if (is_unsigned) {
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constant.v128.u32[i] =
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uint32_t((uint64_t(constant.v128.u32[i]) +
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uint64_t(other->constant.v128.u32[i]) + 1) >>
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1);
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} else {
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constant.v128.i32[i] =
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int32_t((int64_t(constant.v128.i32[i]) +
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int64_t(other->constant.v128.i32[i]) + 1) >>
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1);
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}
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}
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} break;
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// There is no _mm_avg_epu32. if there is a game that uses INT32_TYPE then it should be implemented?
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default:
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assert_unhandled_case(type);
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break;
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