Force inline aligned vector functions
This commit is contained in:
parent
ea25251944
commit
5a9b7bb37e
|
@ -25,7 +25,7 @@ if(NOT PLATFORM_DREAMCAST)
|
|||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -m32")
|
||||
endif()
|
||||
|
||||
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -Ofast --fast-math")
|
||||
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3 --fast-math")
|
||||
|
||||
set(
|
||||
SOURCES
|
||||
|
|
45
GL/draw.c
45
GL/draw.c
|
@ -109,7 +109,7 @@ typedef void (*FloatParseFunc)(GLfloat* out, const GLubyte* in);
|
|||
typedef void (*ByteParseFunc)(GLubyte* out, const GLubyte* in);
|
||||
typedef void (*PolyBuildFunc)(Vertex* first, Vertex* previous, Vertex* vertex, Vertex* next, const GLsizei i);
|
||||
|
||||
static void _readVertexData3f3f(const GLubyte* in, GLubyte* out) {
|
||||
static void _readVertexData3f3f(const GLubyte* __restrict__ in, GLubyte* __restrict__ out) {
|
||||
vec3cpy(out, in);
|
||||
}
|
||||
|
||||
|
@ -265,7 +265,7 @@ static void _readVertexData4ubRevARGB(const GLubyte* __restrict__ input, GLubyte
|
|||
argbcpy(output, input);
|
||||
}
|
||||
|
||||
static void _readVertexData4fRevARGB(const GLubyte* in, GLubyte* output) {
|
||||
static void _readVertexData4fRevARGB(const GLubyte* __restrict__ in, GLubyte* __restrict__ output) {
|
||||
const float* input = (const float*) in;
|
||||
|
||||
output[0] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
|
||||
|
@ -286,12 +286,12 @@ static void _fillWithNegZVE(const GLubyte* __restrict__ input, GLubyte* __restri
|
|||
*((V*) out) = NegZ;
|
||||
}
|
||||
|
||||
static void _fillWhiteARGB(const GLubyte* input, GLubyte* output) {
|
||||
static void _fillWhiteARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) {
|
||||
_GL_UNUSED(input);
|
||||
*((uint32_t*) output) = ~0;
|
||||
}
|
||||
|
||||
static void _fillZero2f(const GLubyte* input, GLubyte* out) {
|
||||
static void _fillZero2f(const GLubyte* __restrict__ input, GLubyte* __restrict__ out) {
|
||||
_GL_UNUSED(input);
|
||||
memset(out, sizeof(float) * 2, 0);
|
||||
}
|
||||
|
@ -616,21 +616,28 @@ ReadNormalFunc calcReadNormalFunc() {
|
|||
}
|
||||
}
|
||||
|
||||
GL_FORCE_INLINE void _readPositionData(const GLuint first, const GLuint count, const Vertex* output) {
|
||||
void _readPositionData(const GLuint first, const GLuint count, const Vertex* output) {
|
||||
const GLsizei vstride = (VERTEX_POINTER.stride) ? VERTEX_POINTER.stride : VERTEX_POINTER.size * byte_size(VERTEX_POINTER.type);
|
||||
const void* vptr = ((GLubyte*) VERTEX_POINTER.ptr + (first * vstride));
|
||||
|
||||
ReadDiffuseFunc func = calcReadPositionFunc();
|
||||
GLubyte* out = (GLubyte*) output[0].xyz;
|
||||
uint32_t* flags;
|
||||
|
||||
ITERATE(count) {
|
||||
func(vptr, out);
|
||||
vptr += vstride;
|
||||
|
||||
/* Set the flags which are 4 bytes before the position. Doing it here saves
|
||||
* an additional loop */
|
||||
flags = (uint32_t*) out - 1;
|
||||
*flags = GPU_CMD_VERTEX;
|
||||
|
||||
out += sizeof(Vertex);
|
||||
}
|
||||
}
|
||||
|
||||
GL_FORCE_INLINE void _readUVData(const GLuint first, const GLuint count, const Vertex* output) {
|
||||
void _readUVData(const GLuint first, const GLuint count, const Vertex* output) {
|
||||
const GLsizei uvstride = (UV_POINTER.stride) ? UV_POINTER.stride : UV_POINTER.size * byte_size(UV_POINTER.type);
|
||||
const void* uvptr = ((GLubyte*) UV_POINTER.ptr + (first * uvstride));
|
||||
|
||||
|
@ -644,7 +651,7 @@ GL_FORCE_INLINE void _readUVData(const GLuint first, const GLuint count, const V
|
|||
}
|
||||
}
|
||||
|
||||
GL_FORCE_INLINE void _readSTData(const GLuint first, const GLuint count, const VertexExtra* extra) {
|
||||
void _readSTData(const GLuint first, const GLuint count, const VertexExtra* extra) {
|
||||
const GLsizei ststride = (ST_POINTER.stride) ? ST_POINTER.stride : ST_POINTER.size * byte_size(ST_POINTER.type);
|
||||
const void* stptr = ((GLubyte*) ST_POINTER.ptr + (first * ststride));
|
||||
|
||||
|
@ -658,7 +665,7 @@ GL_FORCE_INLINE void _readSTData(const GLuint first, const GLuint count, const V
|
|||
}
|
||||
}
|
||||
|
||||
GL_FORCE_INLINE void _readNormalData(const GLuint first, const GLuint count, const VertexExtra* extra) {
|
||||
void _readNormalData(const GLuint first, const GLuint count, const VertexExtra* extra) {
|
||||
const GLsizei nstride = (NORMAL_POINTER.stride) ? NORMAL_POINTER.stride : NORMAL_POINTER.size * byte_size(NORMAL_POINTER.type);
|
||||
const void* nptr = ((GLubyte*) NORMAL_POINTER.ptr + (first * nstride));
|
||||
|
||||
|
@ -689,7 +696,7 @@ GL_FORCE_INLINE void _readNormalData(const GLuint first, const GLuint count, con
|
|||
}
|
||||
}
|
||||
|
||||
GL_FORCE_INLINE void _readDiffuseData(const GLuint first, const GLuint count, const Vertex* output) {
|
||||
void _readDiffuseData(const GLuint first, const GLuint count, const Vertex* output) {
|
||||
const GLuint size = (DIFFUSE_POINTER.size == GL_BGRA) ? 4 : DIFFUSE_POINTER.size;
|
||||
const GLuint cstride = (DIFFUSE_POINTER.stride) ? DIFFUSE_POINTER.stride : size * byte_size(DIFFUSE_POINTER.type);
|
||||
const GLubyte* cptr = ((GLubyte*) DIFFUSE_POINTER.ptr) + (first * cstride);
|
||||
|
@ -767,7 +774,7 @@ static void generateElements(
|
|||
|
||||
static const uint32_t FAST_PATH_BYTE_SIZE = (sizeof(GLfloat) * 3) + (sizeof(GLfloat) * 2) + (sizeof(GLubyte) * 4);
|
||||
|
||||
static void generateArraysFastPath(SubmissionTarget* target, const GLsizei first, const GLuint count, const GLenum type) {
|
||||
static void generateArraysFastPath(SubmissionTarget* target, const GLsizei first, const GLuint count) {
|
||||
Vertex* start = _glSubmissionTargetStart(target);
|
||||
/* Copy the pos, uv and color directly in one go */
|
||||
const GLubyte* pos = VERTEX_POINTER.ptr;
|
||||
|
@ -785,21 +792,13 @@ static void generateArraysFastPath(SubmissionTarget* target, const GLsizei first
|
|||
_readSTData(first, count, ve);
|
||||
}
|
||||
|
||||
static void generateArrays(SubmissionTarget* target, const GLsizei first, const GLuint count, const GLenum type) {
|
||||
static void generateArrays(SubmissionTarget* target, const GLsizei first, const GLuint count) {
|
||||
Vertex* start = _glSubmissionTargetStart(target);
|
||||
VertexExtra* ve = aligned_vector_at(target->extras, 0);
|
||||
|
||||
_readPositionData(first, count, start);
|
||||
_readDiffuseData(first, count, start);
|
||||
_readUVData(first, count, start);
|
||||
|
||||
Vertex* it = _glSubmissionTargetStart(target);
|
||||
|
||||
ITERATE(count) {
|
||||
it->flags = GPU_CMD_VERTEX;
|
||||
++it;
|
||||
}
|
||||
|
||||
VertexExtra* ve = aligned_vector_at(target->extras, 0);
|
||||
|
||||
_readNormalData(first, count, ve);
|
||||
_readSTData(first, count, ve);
|
||||
}
|
||||
|
@ -812,9 +811,9 @@ static void generate(SubmissionTarget* target, const GLenum mode, const GLsizei
|
|||
if(indices) {
|
||||
generateElements(target, first, count, indices, type);
|
||||
} else if(FAST_PATH_ENABLED) {
|
||||
generateArraysFastPath(target, first, count, type);
|
||||
generateArraysFastPath(target, first, count);
|
||||
} else {
|
||||
generateArrays(target, first, count, type);
|
||||
generateArrays(target, first, count);
|
||||
}
|
||||
|
||||
Vertex* it = _glSubmissionTargetStart(target);
|
||||
|
|
|
@ -16,16 +16,22 @@ typedef struct {
|
|||
|
||||
#define ALIGNED_VECTOR_CHUNK_SIZE 256u
|
||||
|
||||
#define AV_NO_INSTRUMENT inline __attribute__((no_instrument_function))
|
||||
#define AV_INLINE_DEBUG AV_NO_INSTRUMENT __attribute__((always_inline))
|
||||
#define AV_FORCE_INLINE static AV_INLINE_DEBUG
|
||||
|
||||
void aligned_vector_init(AlignedVector* vector, unsigned int element_size);
|
||||
void* aligned_vector_reserve(AlignedVector* vector, unsigned int element_count);
|
||||
void* aligned_vector_push_back(AlignedVector* vector, const void* objs, unsigned int count);
|
||||
void* aligned_vector_resize(AlignedVector* vector, const unsigned int element_count);
|
||||
static inline void* aligned_vector_at(const AlignedVector* vector, const unsigned int index) {
|
||||
|
||||
AV_FORCE_INLINE void* aligned_vector_at(const AlignedVector* vector, const unsigned int index) {
|
||||
assert(index < vector->size);
|
||||
return &vector->data[index * vector->element_size];
|
||||
}
|
||||
void* aligned_vector_extend(AlignedVector* vector, const unsigned int additional_count);
|
||||
static inline void aligned_vector_clear(AlignedVector* vector){
|
||||
|
||||
AV_FORCE_INLINE void aligned_vector_clear(AlignedVector* vector){
|
||||
vector->size = 0;
|
||||
}
|
||||
void aligned_vector_shrink_to_fit(AlignedVector* vector);
|
||||
|
|
Loading…
Reference in New Issue
Block a user