New Fast Path

This commit is contained in:
Luke Benstead 2021-04-21 16:23:43 +00:00
parent ea25251944
commit df2d7a210c
6 changed files with 180 additions and 80 deletions

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@ -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

211
GL/draw.c
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@ -53,39 +53,49 @@ void _glInitAttributePointers() {
}
GL_FORCE_INLINE GLboolean _glIsVertexDataFastPathCompatible() {
/*
* We provide a "fast path" if vertex data is provided in
* exactly the right format that matches what the PVR can handle.
* This function returns true if all the requirements are met.
/* The fast path is enabled when all enabled elements of the vertex
* match the output format. This means:
*
* xyz == 3f
* uv == 2f
* rgba == argb4444
* st == 2f
* normal == 3f
*
* When this happens we do inline straight copies of the enabled data
* and transforms for positions and normals happen while copying.
*/
/*
* At least these attributes need to be enabled, because we're not going to do any checking
* in the loop
*/
if((ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG) != VERTEX_ENABLED_FLAG) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) != UV_ENABLED_FLAG) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) != DIFFUSE_ENABLED_FLAG) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
if(VERTEX_POINTER.size != 3 || VERTEX_POINTER.type != GL_FLOAT) {
return GL_FALSE;
}
}
// All 3 attribute types must have a stride of 32
if(VERTEX_POINTER.stride != 32) return GL_FALSE;
if(UV_POINTER.stride != 32) return GL_FALSE;
if(DIFFUSE_POINTER.stride != 32) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG)) {
if(UV_POINTER.size != 2 || UV_POINTER.type != GL_FLOAT) {
return GL_FALSE;
}
}
// UV must follow vertex, diffuse must follow UV
if((UV_POINTER.ptr - VERTEX_POINTER.ptr) != sizeof(GLfloat) * 3) return GL_FALSE;
if((DIFFUSE_POINTER.ptr - UV_POINTER.ptr) != sizeof(GLfloat) * 2) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG)) {
/* FIXME: Shouldn't this be a reversed format? */
if(DIFFUSE_POINTER.size != GL_BGRA || DIFFUSE_POINTER.type != GL_UNSIGNED_BYTE) {
return GL_FALSE;
}
}
if(VERTEX_POINTER.type != GL_FLOAT) return GL_FALSE;
if(VERTEX_POINTER.size != 3) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG)) {
if(ST_POINTER.size != 2 || ST_POINTER.type != GL_FLOAT) {
return GL_FALSE;
}
}
if(UV_POINTER.type != GL_FLOAT) return GL_FALSE;
if(UV_POINTER.size != 2) return GL_FALSE;
if(DIFFUSE_POINTER.type != GL_UNSIGNED_BYTE) return GL_FALSE;
/* BGRA is the required color order */
if(DIFFUSE_POINTER.size != GL_BGRA) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG)) {
if(NORMAL_POINTER.size != 3 || NORMAL_POINTER.type != GL_FLOAT) {
return GL_FALSE;
}
}
return GL_TRUE;
}
@ -109,7 +119,7 @@ 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 +275,7 @@ 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 +296,12 @@ 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);
}
@ -616,25 +626,30 @@ ReadNormalFunc calcReadNormalFunc() {
}
}
GL_FORCE_INLINE void _readPositionData(const GLuint first, const GLuint count, const Vertex* output) {
static void _readPositionData(ReadDiffuseFunc func, 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));
const GLubyte* 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) {
static void _readUVData(ReadUVFunc func, 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));
const GLubyte* uvptr = ((GLubyte*) UV_POINTER.ptr + (first * uvstride));
ReadUVFunc func = calcReadUVFunc();
GLubyte* out = (GLubyte*) output[0].uv;
ITERATE(count) {
@ -644,11 +659,10 @@ 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) {
static void _readSTData(ReadUVFunc func, 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));
const GLubyte* stptr = ((GLubyte*) ST_POINTER.ptr + (first * ststride));
ReadUVFunc func = calcReadSTFunc();
GLubyte* out = (GLubyte*) extra[0].st;
ITERATE(count) {
@ -658,11 +672,10 @@ 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) {
static void _readNormalData(ReadNormalFunc func, 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));
const GLubyte* nptr = ((GLubyte*) NORMAL_POINTER.ptr + (first * nstride));
ReadNormalFunc func = calcReadNormalFunc();
GLubyte* out = (GLubyte*) extra[0].nxyz;
ITERATE(count) {
@ -689,12 +702,11 @@ 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) {
static void _readDiffuseData(ReadDiffuseFunc func, 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);
ReadDiffuseFunc func = calcReadDiffuseFunc();
GLubyte* out = (GLubyte*) output[0].bgra;
ITERATE(count) {
@ -765,43 +777,87 @@ 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);
const GLuint vstride = (VERTEX_POINTER.stride) ?
VERTEX_POINTER.stride : VERTEX_POINTER.size * byte_size(VERTEX_POINTER.type);
const GLuint uvstride = (UV_POINTER.stride) ?
UV_POINTER.stride : UV_POINTER.size * byte_size(UV_POINTER.type);
const GLuint ststride = (ST_POINTER.stride) ?
ST_POINTER.stride : ST_POINTER.size * byte_size(ST_POINTER.type);
const GLuint dstride = (DIFFUSE_POINTER.stride) ?
DIFFUSE_POINTER.stride : DIFFUSE_POINTER.size * byte_size(DIFFUSE_POINTER.type);
const GLuint nstride = (NORMAL_POINTER.stride) ?
NORMAL_POINTER.stride : NORMAL_POINTER.size * byte_size(NORMAL_POINTER.type);
/* Copy the pos, uv and color directly in one go */
const GLubyte* pos = VERTEX_POINTER.ptr;
const GLubyte* pos = (ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG) ? VERTEX_POINTER.ptr + (first * vstride) : NULL;
const GLubyte* uv = (ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) ? UV_POINTER.ptr + (first * uvstride) : NULL;
const GLubyte* col = (ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) ? DIFFUSE_POINTER.ptr + (first * dstride) : NULL;
const GLubyte* st = (ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) ? ST_POINTER.ptr + (first * ststride) : NULL;
const GLubyte* n = (ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) ? NORMAL_POINTER.ptr + (first * nstride) : NULL;
VertexExtra* ve = aligned_vector_at(target->extras, 0);
Vertex* it = start;
ITERATE(count) {
const float w = 1.0f;
uint32_t i = count;
while(i--) {
it->flags = GPU_CMD_VERTEX;
MEMCPY4(it->xyz, pos, FAST_PATH_BYTE_SIZE);
if(pos) {
TransformVertex((const float*) pos, &w, it->xyz, &it->w);
pos += vstride;
}
if(uv) {
MEMCPY4(it->uv, uv, sizeof(float) * 2);
uv += uvstride;
}
if(col) {
MEMCPY4(it->bgra, col, sizeof(uint32_t));
col += dstride;
}
if(st) {
MEMCPY4(ve->st, st, sizeof(float) * 2);
st += ststride;
}
if(n) {
MEMCPY4(ve->nxyz, n, sizeof(float) * 3);
n += nstride;
}
it++;
pos += VERTEX_POINTER.stride;
ve++;
}
}
VertexExtra* ve = aligned_vector_at(target->extras, 0);
_readNormalData(first, count, ve);
_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);
_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);
ReadPositionFunc pfunc = calcReadPositionFunc();
ReadDiffuseFunc dfunc = calcReadDiffuseFunc();
ReadUVFunc uvfunc = calcReadUVFunc();
ReadNormalFunc nfunc = calcReadNormalFunc();
ReadUVFunc stfunc = calcReadSTFunc();
_readPositionData(pfunc, first, count, start);
_readDiffuseData(dfunc, first, count, start);
_readUVData(uvfunc, first, count, start);
_readNormalData(nfunc, first, count, ve);
_readSTData(stfunc, first, count, ve);
}
static void generate(SubmissionTarget* target, const GLenum mode, const GLsizei first, const GLuint count,
@ -812,9 +868,9 @@ 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);
@ -843,8 +899,6 @@ static void transform(SubmissionTarget* target) {
/* Perform modelview transform, storing W */
Vertex* vertex = _glSubmissionTargetStart(target);
_glApplyRenderMatrix(); /* Apply the Render Matrix Stack */
TransformVertices(vertex, target->count);
}
@ -1048,13 +1102,18 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
/* Make room for the vertices and header */
aligned_vector_extend(&target->output->vector, target->count + 1);
_glApplyRenderMatrix(); /* Apply the Render Matrix Stack */
generate(target, mode, first, count, (GLubyte*) indices, type);
if(doLighting){
light(target);
}
if(!FAST_PATH_ENABLED) {
transform(target);
}
if(_glIsClippingEnabled()) {
#if DEBUG_CLIPPING

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@ -69,6 +69,25 @@ inline void TransformVec4(float* x) {
}
static inline void TransformVertex(const float* xyz, const float* w, float* oxyz, float* ow) {
register float __x __asm__("fr12") = (xyz[0]);
register float __y __asm__("fr13") = (xyz[1]);
register float __z __asm__("fr14") = (xyz[2]);
register float __w __asm__("fr15") = (*w);
__asm__ __volatile__(
"fldi1 fr15\n"
"ftrv xmtrx,fv12\n"
: "=f" (__x), "=f" (__y), "=f" (__z), "=f" (__w)
: "0" (__x), "1" (__y), "2" (__z), "3" (__w)
);
oxyz[0] = __x;
oxyz[1] = __y;
oxyz[2] = __z;
*ow = __w;
}
static inline void TransformVertices(Vertex* vertices, const int count) {
Vertex* it = vertices;
for(int i = 0; i < count; ++i, ++it) {

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@ -328,3 +328,18 @@ void TransformVertices(Vertex* vertices, const int count) {
vertices->w = ret[3];
}
}
void TransformVertex(const float* xyz, const float* w, float* oxyz, float* ow) {
float ret[4];
ret[0] = xyz[0];
ret[1] = xyz[1];
ret[2] = xyz[2];
ret[3] = *w;
TransformVec4(ret);
oxyz[0] = ret[0];
oxyz[1] = ret[1];
oxyz[2] = ret[2];
*ow = ret[3];
}

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@ -50,6 +50,7 @@ static inline void TransformNormalNoMod(const float* xIn, float* xOut) {
}
void TransformVertices(Vertex* vertices, const int count);
void TransformVertex(const float* xyz, const float* w, float* oxyz, float* ow);
void InitGPU(_Bool autosort, _Bool fsaa);

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@ -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);