[CPU] VectorAverage CPU-independent constant propagation

This commit is contained in:
Triang3l 2019-07-21 22:01:24 +03:00
parent ab664e38a0
commit bc2eaf9b64
1 changed files with 41 additions and 17 deletions

View File

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