Merge branch 'master' into d3d12
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commit
547345b12d
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@ -1452,17 +1452,27 @@ void Value::VectorAverage(Value* other, TypeName type, bool is_unsigned,
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bool saturate) {
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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 INT16_TYPE: {
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// TODO(gibbed): is this correct?
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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_epu16(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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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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} 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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} 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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