Commit Graph
16 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 d9b36b7e46 CrossSIMD: Keep the C++ fallback's integer ops defined, like the SIMD ones
The fallback (which RISC-V uses) did its integer arithmetic in plain int,
where signed overflow and left shifts of negative values are undefined,
and converted out of range floats with a cast, which is undefined too:
RISC-V gives INT_MAX for NaN where SSE gives INT_MIN and NEON 0. With GCC
on RISC-V that broke GEUVSpanCore in the GEMath unit test. Now the
arithmetic wraps through uint32_t, like the SIMD instructions, and an out
of range or NaN conversion gives INT_MIN, like SSE.

Also skip GERowSum's zero terms before computing their shift, as their
exponent can be INT_MIN. Found with -fsanitize=undefined on the fallback.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:12:48 +02:00
Henrik RydgårdandClaude Opus 5.5 6edaf432ad SoftGPU: Check a triangle's UV planes once instead of every span
When a triangle's q, s and t plane sums fit 32 bits wherever its spans
are walked, and the planes' exponents keep the GE's UV arithmetic in the
normal float range (GEUVSpanSafe), a span's plane values are one vector
add each and GEUVSpanCore runs without its range checks. Tested bit for
bit against the scalar code under those conditions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 cb48381ada SoftGPU: Compute a span's exact texture coordinates in vector lanes
GEUVSpan does the GE's per-pixel UV arithmetic for four pixels at once:
the plane values to float24s by exponent arithmetic, GERecip with its
table entries gathered, and the truncated 24-bit products from the 16-bit
significands' product. Lanes it doesn't cover (values past 2^24,
denormals, results out of range) send the span to the scalar code.
Tested bit for bit against it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 3b26ba54ba SoftGPU: Inline GERecip, and pick the mip level's q once per quad row
The rasterizer takes a GERecip per pixel, so it's inline now, with its
table exported. The q for the mip level is the same for the two pixels
of a quad row unless they're in different 4-pixel spans, so it's only
looked up again then.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 a14712c65e SoftGPU: Skin a vertex without per-operation fallback checks
Every GEAdd4 and GEMulFloat24x4 checked its lanes for the cases it can't do and branched to a
fallback, a vector-to-scalar move and a branch per operation, about 14% of skinning. The unchecked
variants only collect those lanes; a vertex where any appears is skinned again with the checked ones.
The products use GEMulFloat24x4 (the same as a one-term GERowSum4 here), and the position's and
normal's add chains are interleaved. Skinning is about 20% faster.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 49674c3f25 GEMath: Add GEDot3 and GENormalize4 on Vec4F32
GEDot3 forms one term per lane and sums across the lanes, about 1.5-2x
as fast as the scalar GEDot. Adds Vec4S32::GetLane.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 63a05db8d2 SoftGPU: Skin the x, y and z components together in vector lanes
Skinning did each component's weighted bone entries and its chain of
GEAdds separately in scalar code. The components now go in lanes, with
GEMulFloat24x4 for the weighted entries, one-term row sums for the
products and GEAdd4 for the sums, in the same order. Checked against the
scalar version on every vertex of 143 skinned frame dumps.

GEMulFloat24x4 matches ProductToFloat24, so inf and NaN bone entries
behave as before. GEAdd4 handles two zero operands without its fallback.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 a9d8b6d3c5 GEMath: GERowSum4 takes its left operands as one vector
They're truncated to float24 with one AND, and their exponents, fractions
and signs worked out for all terms at once, each term then broadcasting its
lane (new CrossSIMD Vec4S32::SplatLane). The term count becomes a template
parameter so the lanes are constants. About 75-83 M transforms/s on an M1,
from 68; results unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 c4ce2e3635 SoftGPU: Use GERowSum4 for the transform's row sums
The four clip space rows of a vertex, the texture matrix's three, the world
normal's three, the vector to a light, and each row of the combined matrix
now take one GERowSum4 call. Same results (pspautotests, frametests and
the probe regression set unchanged).

GERowSum4 scales its result by adding to the exponent instead of
multiplying, and CrossSIMD gets a Vec4S32::Max for the largest lsb. About
68 M transforms/s against 26 for four scalar GERowSums on an M1 (a pure
NEON version with per-lane shifts did about 79); replaying the frametest
dumps gets only about 1% faster, up to 11% on Taiko no Tatsujin.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 02:57:09 +02:00
Henrik RydgårdandClaude Opus 5.5 59eccf499e GEMath: Add GERowSum4, four row sums at once
Four rows sharing their left operands, like a vertex transform's: with
float24 operands each exact product is a 32-bit integer, (1.a' * 1.b') >> 15
= 32768 + a' + b' + (a' b' >> 15), and the terms are aligned by scaling with
a power of two and truncating. Lanes whose result exponent is out of a
single float scale's reach take the scalar GERowSum. Tested bit for bit
against GERowSum on random operands (arm64 and x86-64). Not used yet.

Also adds an arithmetic Vec4S32::Shr and the float/int bit casts to
CrossSIMD.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 02:55:42 +02:00
Henrik RydgårdandClaude Opus 5.5 964b5dc00a SoftGPU: Move the GE clip and viewport helpers to GEMath.h
So the hardware backends' software transform can use them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 16:16:24 +02:00
Henrik RydgårdandClaude Opus 5.5 2fc53315a6 SoftGPU: Antialiased line alpha from the setup reciprocal
The minor-axis offset an antialiased line's alpha comes from is computed
with the triangle setup's reciprocal of the line's major length, walking
from v0, and floored; diagonal lines are y-major. exp112 went from 101
differing pixels to 23; the misses left sit at reciprocal segment starts.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 e0737c0ac2 SoftGPU: Truncate the lighting pow's log product to 19 fraction bits
The exponent times the log (the float's bits) keeps units of 16 in the bits,
truncated toward zero, not floored at 1. Fixes the last specular pixels at
small exponents (gpu/probe exp102 e = 0.3, exp3, exp4 e = 0.05); all lighting
probes are now bit exact.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 6050c6fe02 SoftGPU: Light with the unnormalized normal, GE shade mapping
Found by the probe regression run on the first lighting probes:

- The normal stays as the world matrix leaves it, and N.L and N.H are
  scaled by its GE reciprocal length, like the spot direction. Exact with
  scaled, sheared and rotated world matrices (gpu/probe exp3).
- A negative factor (a spot pointing away with cutoff -1) scales the light
  by 0 instead of subtracting (exp3, exp4).
- Shade mapping UVs use the same GE arithmetic as lighting (exp2-4).
- The half vector uses the GE's add.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 df5b55d5b8 SoftGPU: Integer GE row products, clz for the setup exponent
GEProduct multiplies the significands as integers instead of going through
frexpf/ldexp/trunc in doubles, and GERowSum aligns and adds them as integers.
About 4.5x faster per matrix row on arm64, same results.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 32c41a3417 SoftGPU: Gather the GE arithmetic in GEMath.h
The float24 truncations, reciprocal and rsqrt tables, GE adder and row sums,
the setup reciprocal for planes, the mip log2, texture coordinate precision,
the lighting pow and color scaling, and the antialiased line alpha, from
TransformUnit, Rasterizer and Lighting, so they can be unit tested. No
behavior change.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00