cell: SIMDize sorting in setup_sort_vertices()

Put setup.v{min,mid,max,provoke} into a union with qword vertex_headers.
Rewrite vertex sorting to more efficiently handle the packed data items.
Reduces spu_tri.o by ~128 bytes.
This commit is contained in:
Jonathan Adamczewski 2009-01-05 07:52:17 -07:00 committed by Brian Paul
parent 90167d0ee9
commit 785e90a7dc

View file

@ -108,10 +108,15 @@ struct setup_stage {
* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
*/
const struct vertex_header *vmax;
const struct vertex_header *vmid;
const struct vertex_header *vmin;
const struct vertex_header *vprovoke;
union {
struct {
const struct vertex_header *vmin;
const struct vertex_header *vmid;
const struct vertex_header *vmax;
const struct vertex_header *vprovoke;
};
qword vertex_headers;
};
struct edge ebot;
struct edge etop;
@ -457,55 +462,39 @@ setup_sort_vertices(const struct vertex_header *v0,
/* determine bottom to top order of vertices */
{
float y0 = spu_extract(v0->data[0], 1);
float y1 = spu_extract(v1->data[0], 1);
float y2 = spu_extract(v2->data[0], 1);
if (y0 <= y1) {
if (y1 <= y2) {
/* y0<=y1<=y2 */
setup.vmin = v0;
setup.vmid = v1;
setup.vmax = v2;
sign = -1.0f;
}
else if (y2 <= y0) {
/* y2<=y0<=y1 */
setup.vmin = v2;
setup.vmid = v0;
setup.vmax = v1;
sign = -1.0f;
}
else {
/* y0<=y2<=y1 */
setup.vmin = v0;
setup.vmid = v2;
setup.vmax = v1;
sign = 1.0f;
}
}
else {
if (y0 <= y2) {
/* y1<=y0<=y2 */
setup.vmin = v1;
setup.vmid = v0;
setup.vmax = v2;
sign = 1.0f;
}
else if (y2 <= y1) {
/* y2<=y1<=y0 */
setup.vmin = v2;
setup.vmid = v1;
setup.vmax = v0;
sign = 1.0f;
}
else {
/* y1<=y2<=y0 */
setup.vmin = v1;
setup.vmid = v2;
setup.vmax = v0;
sign = -1.0f;
}
}
/* A table of shuffle patterns for putting vertex_header pointers into
correct order. Quite magical. */
const vec_uchar16 sort_order_patterns[] = {
SHUFFLE4(A,B,C,C),
SHUFFLE4(C,A,B,C),
SHUFFLE4(A,C,B,C),
SHUFFLE4(B,C,A,C),
SHUFFLE4(B,A,C,C),
SHUFFLE4(C,B,A,C) };
/* The vertex_header pointers, packed for easy shuffling later */
const vec_uint4 vs = {(unsigned)v0, (unsigned)v1, (unsigned)v2};
/* Collate y values into two vectors for comparison.
Using only one shuffle constant! ;) */
const vec_float4 y_02_ = spu_shuffle(v0->data[0], v2->data[0], SHUFFLE4(0,B,b,C));
const vec_float4 y_10_ = spu_shuffle(v1->data[0], v0->data[0], SHUFFLE4(0,B,b,C));
const vec_float4 y_012 = spu_shuffle(y_02_, v1->data[0], SHUFFLE4(0,B,b,C));
const vec_float4 y_120 = spu_shuffle(y_10_, v2->data[0], SHUFFLE4(0,B,b,C));
/* Perform comparison: {y0,y1,y2} > {y1,y2,y0} */
const vec_uint4 compare = spu_cmpgt(y_012, y_120);
/* Compress the result of the comparison into 4 bits */
const vec_uint4 gather = spu_gather(compare);
/* Subtract one to attain the index into the LUT. Magical. */
const unsigned int index = spu_extract(gather, 0) - 1;
/* Load the appropriate pattern and construct the desired vector. */
setup.vertex_headers = (qword)spu_shuffle(vs, vs, sort_order_patterns[index]);
/* Using the result of the comparison, set sign.
Very magical. */
sign = ((si_to_uint(si_cntb((qword)gather)) == 2) ? 1.0f : -1.0f);
}
/* Check if triangle is completely outside the tile bounds */
@ -545,8 +534,6 @@ setup_sort_vertices(const struct vertex_header *v0,
setup.facing = (area * sign > 0.0f)
^ (spu.rasterizer.front_winding == PIPE_WINDING_CW);
setup.vprovoke = v2;
return TRUE;
}