Merge pull request #1062 from aroulin/shader-rcp-rsq
Shader: RCP and RSQ computes only the 1st component
This commit is contained in:
commit
83c214f6d8
@ -1535,6 +1535,7 @@ void XEmitter::MAXSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseMAX,
|
||||
void XEmitter::MAXSD(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF2, sseMAX, regOp, arg);}
|
||||
void XEmitter::SQRTSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseSQRT, regOp, arg);}
|
||||
void XEmitter::SQRTSD(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF2, sseSQRT, regOp, arg);}
|
||||
void XEmitter::RCPSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseRCP, regOp, arg);}
|
||||
void XEmitter::RSQRTSS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0xF3, sseRSQRT, regOp, arg);}
|
||||
|
||||
void XEmitter::ADDPS(X64Reg regOp, const OpArg& arg) {WriteSSEOp(0x00, sseADD, regOp, arg);}
|
||||
|
@ -586,6 +586,7 @@ public:
|
||||
void MAXSD(X64Reg regOp, const OpArg& arg);
|
||||
void SQRTSS(X64Reg regOp, const OpArg& arg);
|
||||
void SQRTSD(X64Reg regOp, const OpArg& arg);
|
||||
void RCPSS(X64Reg regOp, const OpArg& arg);
|
||||
void RSQRTSS(X64Reg regOp, const OpArg& arg);
|
||||
|
||||
// SSE/SSE2: Floating point bitwise (yes)
|
||||
|
@ -228,13 +228,12 @@ void RunInterpreter(UnitState<Debug>& state) {
|
||||
{
|
||||
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
|
||||
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
|
||||
float24 rcp_res = float24::FromFloat32(1.0f / src1[0].ToFloat32());
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
// TODO: Be stable against division by zero!
|
||||
// TODO: I think this might be wrong... we should only use one component here
|
||||
dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
|
||||
dest[i] = rcp_res;
|
||||
}
|
||||
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
|
||||
break;
|
||||
@ -245,13 +244,12 @@ void RunInterpreter(UnitState<Debug>& state) {
|
||||
{
|
||||
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
|
||||
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
|
||||
float24 rsq_res = float24::FromFloat32(1.0f / std::sqrt(src1[0].ToFloat32()));
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (!swizzle.DestComponentEnabled(i))
|
||||
continue;
|
||||
|
||||
// TODO: Be stable against division by zero!
|
||||
// TODO: I think this might be wrong... we should only use one component here
|
||||
dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
|
||||
dest[i] = rsq_res;
|
||||
}
|
||||
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
|
||||
break;
|
||||
|
@ -529,9 +529,10 @@ void JitCompiler::Compile_MOV(Instruction instr) {
|
||||
void JitCompiler::Compile_RCP(Instruction instr) {
|
||||
Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
|
||||
|
||||
// TODO(bunnei): RCPPS is a pretty rough approximation, this might cause problems if Pica
|
||||
// TODO(bunnei): RCPSS is a pretty rough approximation, this might cause problems if Pica
|
||||
// performs this operation more accurately. This should be checked on hardware.
|
||||
RCPPS(SRC1, R(SRC1));
|
||||
RCPSS(SRC1, R(SRC1));
|
||||
SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
|
||||
|
||||
Compile_DestEnable(instr, SRC1);
|
||||
}
|
||||
@ -539,9 +540,10 @@ void JitCompiler::Compile_RCP(Instruction instr) {
|
||||
void JitCompiler::Compile_RSQ(Instruction instr) {
|
||||
Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
|
||||
|
||||
// TODO(bunnei): RSQRTPS is a pretty rough approximation, this might cause problems if Pica
|
||||
// TODO(bunnei): RSQRTSS is a pretty rough approximation, this might cause problems if Pica
|
||||
// performs this operation more accurately. This should be checked on hardware.
|
||||
RSQRTPS(SRC1, R(SRC1));
|
||||
RSQRTSS(SRC1, R(SRC1));
|
||||
SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
|
||||
|
||||
Compile_DestEnable(instr, SRC1);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user