softgpu: Use SSE in lighting param computation.

The compiler couldn't figure this out.  Halves time in this func.
This commit is contained in:
Unknown W. Brackets
2022-01-16 21:31:53 -08:00
parent 73c143c44c
commit fcc3b7684e
+29 -7
View File
@@ -41,6 +41,28 @@ static inline float pspLightPow(float v, float e) {
return v;
}
static inline Vec4<int> LightColorFactor(uint32_t c, const Vec4<int> &ones) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
Vec4<int> expanded = Vec4<int>::FromRGBA(c);
return _mm_add_epi32(_mm_slli_epi32(expanded.ivec, 1), ones.ivec);
#else
return Vec4<int>::FromRGBA(c) * 2 + ones;
#endif
}
static inline bool IsLargerThanHalf(const Vec4<int> &v) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
__m128i add23 = _mm_add_epi32(v.ivec, _mm_shuffle_epi32(v.ivec, _MM_SHUFFLE(3, 2, 3, 2)));
__m128i add1 = _mm_add_epi32(add23, _mm_shuffle_epi32(add23, _MM_SHUFFLE(1, 1, 1, 1)));
return _mm_cvtsi128_si32(add1) > 4;
#else
bool larger = false;
for (int i = 0; i < 3; ++i)
larger = v[i] > 1;
return larger;
#endif
}
void ComputeState(State *state, bool hasColor0) {
const Vec4<int> ones = Vec4<int>::AssignToAll(1);
@@ -58,17 +80,17 @@ void ComputeState(State *state, bool hasColor0) {
lstate.poweredDiffuse = gstate.isUsingPoweredDiffuseLight(light);
lstate.specular = gstate.isUsingSpecularLight(light);
lstate.ambientColorFactor = Vec4<int>::FromRGBA(gstate.getLightAmbientColor(light)) * 2 + ones;
lstate.ambient = !(lstate.ambientColorFactor == ones);
lstate.ambientColorFactor = LightColorFactor(gstate.getLightAmbientColor(light), ones);
lstate.ambient = IsLargerThanHalf(lstate.ambientColorFactor);
anyAmbient = anyAmbient || lstate.ambient;
lstate.diffuseColorFactor = Vec4<int>::FromRGBA(gstate.getDiffuseColor(light)) * 2 + ones;
lstate.diffuse = !(lstate.diffuseColorFactor == ones);
lstate.diffuseColorFactor = LightColorFactor(gstate.getDiffuseColor(light), ones);
lstate.diffuse = IsLargerThanHalf(lstate.diffuseColorFactor);
anyDiffuse = anyDiffuse || lstate.diffuse;
if (lstate.specular) {
lstate.specularColorFactor = Vec4<int>::FromRGBA(gstate.getSpecularColor(light)) * 2 + ones;
lstate.specular = !(lstate.specularColorFactor == ones);
lstate.specularColorFactor = LightColorFactor(gstate.getSpecularColor(light), ones);
lstate.specular = IsLargerThanHalf(lstate.specularColorFactor);
anySpecular = anySpecular || lstate.specular;
}
@@ -132,7 +154,7 @@ void ComputeState(State *state, bool hasColor0) {
state->specularExp = std::signbit(state->specularExp) ? 0.0f : INFINITY;
}
state->baseAmbientColorFactor = Vec4<int>::FromRGBA(gstate.getAmbientRGBA()) * 2 + ones;
state->baseAmbientColorFactor = LightColorFactor(gstate.getAmbientRGBA(), ones);
state->setColor1 = gstate.isUsingSecondaryColor() && anySpecular;
state->addColor1 = !gstate.isUsingSecondaryColor() && anySpecular;
}