The span pixel function and the four-pixel bilinear sampler work in vector lanes, a channel per
vector, but took and returned the colors a pixel at a time, so every span was transposed twice on the
way. Now they take a channel at a time with a stride. The staged rows keep each chunk's colors that
way from the start (their stage walks a channel at a time anyway), and DrawRectangle builds them so.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
DrawSpanVector now covers everything but logic ops and the signed blend factors. Stencil tests pick
the SFail, ZFail or ZPass op per lane, and lanes that only get a new stencil keep their old color.
Pixels are read and written in the framebuffer's own format, converting the whole span at once, and
a span with all four pixels drawn is stored in one go.
Only drawn pixels are written: spans are aligned in screen coordinates, so with a draw offset one can
reach into a tile another thread is drawing.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The last stage of a staged row (texturing, the secondary color and the
pixels) is now a template on what's fixed per triangle: textured or not,
the UV planes fitting 32 bits, the mip level's q and through mode.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
Where the pixel function is the C++ one (and textures have planes), a
row is now drawn in stages over up to 64 pixels at a time: coverage,
depth and the early depth test, then the colors, secondary colors and fog
of all its pixels, then texturing and the pixels span by span. Each stage
keeps little state, where the single span loop spilled most of its.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The four-pixel sampler now runs the texture function (modulate, decal,
blend, replace and add, with color doubling) on all four pixels at once,
one vector per channel, instead of GetTextureFunctionOutput per pixel.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Where the pixel function is the C++ one, triangles and sprites now hand
it a whole span of four pixels. Unless the state has a stencil or color
test, a logic op or a signed blend factor, the span goes through one pixel
per vector lane: clamping, alpha test, fog, depth range, test and write,
blending, dither and the color write mask, as the per-pixel code does
them. Checked against the per-pixel code span by span in 8 games and 263
frame dumps.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Depth, colors, fog and the UV planes are now started once per row and
stepped a span at a time, instead of evaluated from scratch at every
span.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each row's covered pixels now come from the three edges directly, as a
range from 64-bit integer bounds at the pixel centers, and only the spans
in it are visited, with lane masks from the range. The edge functions
per span (32-bit, with a coarse row narrowing) are gone. The mip level's
q comes from the row's covered range instead of edge tests per pixel. A
tall triangle's long edge, which the GE checks at the other end of a span
for its first or last pixel, is still checked per pixel.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
When the four pixels share their mip level (always, for a triangle's
span), their texel coordinates, clamping or wrapping and texel offsets
are computed in vector lanes, and only the texel and palette reads go
one by one. Adds Vec4S32::Min.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The GE walks rows in spans of four pixels and picks the mip level's q
once per span, so the rasterizer now does the same instead of 2x2
quads: triangle spans are aligned like the GE's, so the four pixels
share their level, which is computed once. Auto LOD without planes takes
its vertical derivative from the row below. Sprites, which always have
planes, lose their unused incremental UVs.
Without a sampler JIT, the four bilinear samples of a span are now taken
in one call. Same results on 263 frame dumps and 8 games.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A texel's byte offset is a sum of one for its row and one for its column,
swizzled or not, so the four texels of a bilinear sample now take two of
each, and the CLUT offset of a mip level is found once per sample. The
UV planes at a quad's four pixels are one sum plus steps, as for depth.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
Where there's no sampler JIT (everything but x86-64), bilinear sampling
switched on the texture format per pixel, on the CLUT format per texel,
and went through swizzle checks and vector-to-stack round trips. Now a
template instance per texture format, swizzling and CLUT format is
picked with the state, and the filter does all four channels at once in
16-bit lanes of a uint64_t. Same results (checked on 263 frame dumps).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The per-pixel texture coordinates called ldexp with a shift that's fixed
per triangle or line. The shift keeps the values in double's normal
range, so multiplying by a precomputed 2^-shift is exact. Lines also
convert their end values to fixed point once instead of per pixel.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
N.L changes sign from vertex to vertex, so the branch on it was mispredicted a lot. A factor that isn't
positive scales the color to 0, so the term can always be added. Vertex reading about 6% faster in
Tekken 6.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
The position is read once as (x, y, z, 1) for the clip, fog, texgen and
light vector rows, and lighting works on Vec4F32 throughout, without
going through arrays. Each light's constant term, its position minus
the world translation, is computed once per state instead of per
vertex. The texture matrix rows are now prepared with the transform
state, so loading that matrix dirties it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
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>
Adds the exponent instead of calling ldexpf, except for reciprocals that
can be denormal. Identical results for every normal float24 input.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
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>
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>
gpu/vertices/carry, recorded on a PSP: a draw whose format has no UVs uses the last ones read, by any
earlier draw in draw order, textured or not. They're kept as read and get the scale and offset of the
draw that uses them. Normals carry over the same way.
We kept the UVs after scaling, only read them with texturing on, and after a cached indexed draw
carried the highest vertex instead of the last one drawn. The carried values move from statics in
ReadVertex to TransformUnit.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The software renderer drops a color test that only rejects black under blending that adds to the
destination, since rejecting black then only skips adding nothing. With dithering on it doesn't:
a rejected pixel keeps the destination, an accepted black one gets the dither added. Ridge Racer 2
(20839) adds a glow that way and came out one step darker wherever the dither matrix was negative;
Burnout Legends' bloom (16119) too. Fog and logic ops would change the destination the same way.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With the software renderer, which now stores depth as the GE does, a
16-bit read or write at VRAM's 0x04200000 or 0x04600000 mirror goes to
where the GE's 16-bit or 32-bit color layout puts that depth pixel
(ppsspp-re geprobe exp88: the mirrors are the layout's exact inverse).
Games access depth there with nothing else, so other widths stay plain.
The accessors check the address, then whether the GPU core is the
software renderer (CoreParameter); the hardware renderers keep depth plain
and handle the layout their own way. The renderer keeps the layouts up to
date with the EDRAM address translation. With it, the JITs send 16-bit
loads and stores to the interpreter, and the IR passes don't change a
load's width to or from 16 bits.
The pspautotests that read depth through the mirrors now do so 16 bits
at a time, re-recorded on hardware unchanged.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The software renderer kept depth linear in VRAM, where the GE stores it
in the layout GPU/Common/DepthSwizzle.h describes, from the EDRAM address
translation and the color format. So a texture or anything else sharing
VRAM with a depth buffer saw depth land in the wrong places (the player's
shadow in Silent Hill: Origins, #22415). Now every depth access goes
through the layout: the generic pixel functions, the 2x2 depth test, the
depth clear in 16-pixel runs, and the x86 pixel JIT, whose IDs carry the
translation so the layout's constants are compiled in. It changes with
the color format and sceGeEdramSetAddrTranslation, after a flush.
Reading VRAM through its 0x04200000 and 0x04600000 mirrors undoes the
layout, as the GE does: texturing from them (drawn from a linear copy
made after a flush), and block transfers from or to them (Hayate no
Gotoku restores its depth buffer through 0x04600000, #17878). Saved and
debugger depth buffers read through the layout, so they're linear.
Socom's lens flare dump now matches a PSP replay where it changes. About
2-3% more cycles in God of War, Tekken 6, Wipeout and Burnout.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The tessellator's output was queued as ordinary vertices and run through
a vertex decoder at flush, although the decoded layout is the same as
SimpleVertex. That decode did two things: the UV scale/offset, and
clearing gstate_c.vertexFullAlpha. The tessellator now does both, and
SubmitCurve writes its output where DecodeVerts would have put it and
queues it as predecoded. DecodeVerts only copies such a draw, when it
decodes elsewhere, like the Vulkan and GLES push buffers.
The software renderer decodes by itself and keeps the old path, as do
through mode curves and anything with draws already queued.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Linux's uint64_t is unsigned long, which neither of its u32 and u64
(unsigned long long) overloads takes exactly, so the call was ambiguous.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The range check was written as tests for outside, which are all false for
NaN, so a NaN vertex passed and was converted to an integer. That differs
by CPU: arm64 gives 0, which lands off screen, while x86-64 gives INT_MIN,
which wraps, and the triangle's area overflowed into a huge sliver. In the
recording-opengl and recording-vulkan dumps that drew a beam across the
top right that a PSP replay of the dump doesn't show. Now such a vertex is
flagged, and its triangles dropped, on both.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A full state ring flushed the binner, and the next state change filled
it again in the same way. Now the flush also doubles the ring, up to
32768 states, so it happens at most a few times. Nothing draws right
after a flush, so the ring can move then. In the benchmark games, no
more than 512 states were queued between flushes, so 4096 stays the
starting size.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The binner kept a bounding box of every queued item's range, updated for
each item, only to tell whether anything had been queued since the last
flush. A flag says the same. Expand, which grew the box, is now
ItemQueued.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each queued primitive adds its vertex flags (alpha, fog, colors) to its
state, and states are optimized for those flags before their items are
distributed. A state can still gain primitives after some of its items
are in tiles. Re-optimizing it then changed its pixel and sampler
functions and IDs while threads drew with them. With the x86 pixel JIT,
the span function could turn null between checking and calling it, as
in Coded Arms' frame dump. God of War hit this about four times a frame.
Now a state is live once any of its items is in a tile, until the tiles
are drawn and reset, and a live state isn't changed. A primitive that
would change a live state's flags starts a new, unoptimized state from
the same registers instead, optimized for its own primitives only.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The pixel and sampler JITs only exist on x86-64, but elsewhere a cache
miss still flushed the binner before the compile that did nothing, and
the cache never filled. So on ARM every switch to a new pixel or sampler
state was a full flush: hundreds per frame.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Expanding a pending range by a rectangle starting below its start added
a negative row count to an unsigned height, which wrapped to millions of
rows. Overlap tests then overflowed and missed real overlaps. Now a
merged range is whole rows from the lower start to the higher end.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A draw whose texture rectangle overlapped what queued primitives write
flushed, once per draw. NeedsOrder already orders each primitive by the
texels it actually reads, so let it. God of War's bloom passes texture
from the main framebuffer declared as 512x512, which reaches into the
buffer they draw to, and flushed every 30 primitives: 6% faster there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Every tile a triangle touches sets it up again, so larger tiles do less
of that. The tile size is now picked at startup, as large as it can be
with at least sixteen tiles per thread over the screen. With fewer, a
scene whose drawing is concentrated on part of the screen leaves threads
idle: on eight threads, 128x32 tiles (four per thread) took LocoRoco a
third longer than 64x16, and God of War 5% longer. So eight threads keep
64x16, and four or fewer get larger tiles.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Returning to the CPU flushed all queued drawing, also when a list only reached its stall address.
Wipeout Pure builds its lists as it goes and stalls about a hundred times a frame, so the main thread
spent a third of its time finishing the drawing at those flushes. A stalled list isn't done, so now
only a finished one flushes there, which makes Wipeout Pure 15% faster.
What relied on that flush now flushes itself: memory copies, sets, readbacks and uploads that overlap
the queued drawing, and save states, before memory is saved or loaded (FlushPendingDrawing). Syncs and
the display already did. Queued drawing still reads textures from PSP memory when it runs, so a game
that rewrites a texture between stalls without syncing would see the new one; on hardware the GE has
usually drawn with the old one by then.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Waking a worker is a condition variable signal, a system call, and the main thread paid one per idle
worker every 48 queued items. With Tekken 6's tiny draws (about 5 vertices each) the workers keep
running dry, and those signals were about 10% of the main thread, which is what limits it there.
Now no more threads are woken than tiles have work, and only the first is woken from the main thread;
it wakes the rest.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A state that textures from what it draws to, or whose scissor reaches
past the stride, used to switch the binner to one thread, and every
primitive was drawn alone, copying the whole texture for its snapshot.
In Wipeout, God of War and GTA that was a third to half of the time.
Now it's decided per primitive. One is drawn after everything queued
and before what follows only if it needs that: it textures from texels
a queued primitive (or itself) writes, it writes texels a queued one
still has to read, or it reaches past the stride. Reads are bounded by
the vertices' texture coordinates plus the filter's neighbors and
mapped to tiles of the target; queued writes and reads are tracked per
tile. Everything else goes to the tiles as usual. The in-order ones are
split into bands of rows when large, since each pixel reads only the
snapshot, and the snapshot now only copies the previous primitive's
columns.
Same results on 263 frame dumps and 8 games.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each thread used to own a band of the screen, fixed when the work was
first split, and got its own copies of the primitives touching it. Bands
were rarely balanced (edge bands had half the work of middle ones, and
on big.LITTLE CPUs half the threads are slower), and primitives queued
up to the 2048 limit before the threads started.
Now primitives go to 64x16 tiles, as indices into the shared queue, in
batches of 16. A thread takes any tile with work and draws its items in
order; only one thread holds a tile at a time, so per-pixel order is
kept. A flush or a full queue has the main thread draw tiles too instead
of waiting, and when there's only a little work it does that alone
rather than wake the threads. Items are reclaimed once every tile has
drawn them. This also drops the per-thread queues, up to 23 MB.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The GE keeps the specular and spot exponents to 5 significant bits,
truncated, and from 512 up (infinity and NaN included) uses 496. Only
the specular one was truncated, and neither saturated. A huge or NaN
exponent overflowed pspPow's bits: highlights wrong on every backend,
and on D3D11, where the overflowing float to int conversion gives a
NaN, black (Everybody's Golf, #22418). With the exponent clamped, t
stays in range for every base the backends produce.
Measured, now bit exact in the software renderer and within 4 levels
on Vulkan.
Fixes#22418
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The x86 sampler JIT returned zero for a whole sample when a texture level
pointer was null, and for a mipmapped texture it checked the next level
too, even when it isn't blended in. Tactics Ogre draws its font from a
mipmapped texture whose next level has an invalid address, at level 0,
so all its text was missing on x86-64. The generic samplers read a null
level's texels as zero only where they use that level, and still apply
the texture function. Now samplers for such textures aren't compiled,
and the JIT's null checks are gone. Test: gpu/textures/mipinvalid.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
IsLargerThanHalf's non-SIMD loop assigned instead of or-ing, so only blue
counted: a yellow or red light gave no diffuse or specular on riscv64 and
loongarch64 (gpu/commands/light, gpu/exact/lighting and curves failed
there). The NEON version took a channel of 1 for none; it now agrees with
SSE, which counts any channel above zero.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>