diff options
Diffstat (limited to 'mp/src/mathlib/sseconst.cpp')
| -rw-r--r-- | mp/src/mathlib/sseconst.cpp | 2328 |
1 files changed, 1164 insertions, 1164 deletions
diff --git a/mp/src/mathlib/sseconst.cpp b/mp/src/mathlib/sseconst.cpp index d9ba06b2..2f923193 100644 --- a/mp/src/mathlib/sseconst.cpp +++ b/mp/src/mathlib/sseconst.cpp @@ -1,1164 +1,1164 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#include "mathlib/ssemath.h"
-#include "mathlib/ssequaternion.h"
-
-const fltx4 Four_PointFives={0.5,0.5,0.5,0.5};
-#ifndef _X360
-const fltx4 Four_Zeros={0.0,0.0,0.0,0.0};
-const fltx4 Four_Ones={1.0,1.0,1.0,1.0};
-#endif
-const fltx4 Four_Twos={2.0,2.0,2.0,2.0};
-const fltx4 Four_Threes={3.0,3.0,3.0,3.0};
-const fltx4 Four_Fours={4.0,4.0,4.0,4.0};
-const fltx4 Four_Origin={0,0,0,1};
-const fltx4 Four_NegativeOnes={-1,-1,-1,-1};
-
-const fltx4 Four_2ToThe21s={ (float) (1<<21), (float) (1<<21), (float) (1<<21), (float)(1<<21) };
-const fltx4 Four_2ToThe22s={ (float) (1<<22), (float) (1<<22), (float) (1<<22), (float)(1<<22) };
-const fltx4 Four_2ToThe23s={ (float) (1<<23), (float) (1<<23), (float) (1<<23), (float)(1<<23) };
-const fltx4 Four_2ToThe24s={ (float) (1<<24), (float) (1<<24), (float) (1<<24), (float)(1<<24) };
-
-const fltx4 Four_Point225s={ .225, .225, .225, .225 };
-const fltx4 Four_Epsilons={FLT_EPSILON,FLT_EPSILON,FLT_EPSILON,FLT_EPSILON};
-
-const fltx4 Four_FLT_MAX={FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
-const fltx4 Four_Negative_FLT_MAX={-FLT_MAX,-FLT_MAX,-FLT_MAX,-FLT_MAX};
-const fltx4 g_SIMD_0123 = { 0., 1., 2., 3. };
-
-const fltx4 g_QuatMultRowSign[4] =
-{
- { 1.0f, 1.0f, -1.0f, 1.0f },
- { -1.0f, 1.0f, 1.0f, 1.0f },
- { 1.0f, -1.0f, 1.0f, 1.0f },
- { -1.0f, -1.0f, -1.0f, 1.0f }
-};
-
-const int32 ALIGN16 g_SIMD_clear_signmask[4] ALIGN16_POST = {0x7fffffff,0x7fffffff,0x7fffffff,0x7fffffff};
-const int32 ALIGN16 g_SIMD_signmask[4] ALIGN16_POST = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 };
-const int32 ALIGN16 g_SIMD_lsbmask[4] ALIGN16_POST = { 0xfffffffe, 0xfffffffe, 0xfffffffe, 0xfffffffe };
-const int32 ALIGN16 g_SIMD_clear_wmask[4] ALIGN16_POST = { 0xffffffff, 0xffffffff, 0xffffffff, 0 };
-const int32 ALIGN16 g_SIMD_AllOnesMask[4] ALIGN16_POST = { 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff }; // ~0,~0,~0,~0
-const int32 ALIGN16 g_SIMD_Low16BitsMask[4] ALIGN16_POST = { 0xffff, 0xffff, 0xffff, 0xffff }; // 0xffff x 4
-
-const int32 ALIGN16 g_SIMD_ComponentMask[4][4] ALIGN16_POST =
-{
- { 0xFFFFFFFF, 0, 0, 0 }, { 0, 0xFFFFFFFF, 0, 0 }, { 0, 0, 0xFFFFFFFF, 0 }, { 0, 0, 0, 0xFFFFFFFF }
-};
-
-const int32 ALIGN16 g_SIMD_SkipTailMask[4][4] ALIGN16_POST =
-{
- { 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff },
- { 0xffffffff, 0x00000000, 0x00000000, 0x00000000 },
- { 0xffffffff, 0xffffffff, 0x00000000, 0x00000000 },
- { 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000 },
-};
-
-
- // FUNCTIONS
- // NOTE: WHY YOU **DO NOT** WANT TO PUT FUNCTIONS HERE
-// Generally speaking, you want to make sure SIMD math functions
-// are inlined, because that gives the compiler much more latitude
-// in instruction scheduling. It's not that the overhead of calling
-// the function is particularly great; rather, many of the SIMD
-// opcodes have long latencies, and if you have a sequence of
-// several dependent ones inside a function call, the latencies
-// stack up to create a big penalty. If the function is inlined,
-// the compiler can interleave its operations with ones from the
-// caller to better hide those latencies. Finally, on the 360,
-// putting parameters or return values on the stack, and then
-// reading them back within the next forty cycles, is a very
-// severe penalty. So, as much as possible, you want to leave your
-// data on the registers.
-
-// That said, there are certain occasions where it is appropriate
-// to call into functions -- particularly for very large blocks
-// of code that will spill most of the registers anyway. Unless your
-// function is more than one screen long, yours is probably not one
-// of those occasions.
-
-
-
-/// You can use this to rotate a long array of FourVectors all by the same
-/// matrix. The first parameter is the head of the array. The second is the
-/// number of vectors to rotate. The third is the matrix.
-void FourVectors::RotateManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix )
-{
- Assert(numVectors > 0);
- if ( numVectors == 0 )
- return;
-
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02,
- matSplat10, matSplat11, matSplat12,
- matSplat20, matSplat21, matSplat22;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the tranpose row of
- // the matrix, but we don't really care about that.
- fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]);
- fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]);
- fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]);
-
- matSplat00 = SplatXSIMD(matCol0);
- matSplat01 = SplatYSIMD(matCol0);
- matSplat02 = SplatZSIMD(matCol0);
-
- matSplat10 = SplatXSIMD(matCol1);
- matSplat11 = SplatYSIMD(matCol1);
- matSplat12 = SplatZSIMD(matCol1);
-
- matSplat20 = SplatXSIMD(matCol2);
- matSplat21 = SplatYSIMD(matCol2);
- matSplat22 = SplatZSIMD(matCol2);
- }
-
-#ifdef _X360
- // Same algorithm as above, but the loop is unrolled to eliminate data hazard latencies
- // and simplify prefetching. Named variables are deliberately used instead of arrays to
- // ensure that the variables live on the registers instead of the stack (stack load/store
- // is a serious penalty on 360). Nb: for prefetching to be most efficient here, the
- // loop should be unrolled to 8 FourVectors per iteration; because each FourVectors is
- // 48 bytes long, 48 * 8 = 384, its least common multiple with the 128-byte cache line.
- // That way you can fetch the next 3 cache lines while you work on these three.
- // If you do go this route, be sure to dissassemble and make sure it doesn't spill
- // registers to stack as you do this; the cost of that will be excessive. Unroll the loop
- // a little and just live with the fact that you'll be doing a couple of redundant dbcts
- // (they don't cost you anything). Be aware that all three cores share L2 and it can only
- // have eight cache lines fetching at a time.
- fltx4 outX0, outY0, outZ0; // bank one of outputs
- fltx4 outX1, outY1, outZ1; // bank two of outputs
-
-
- // Because of instruction latencies and scheduling, it's actually faster to use adds and muls
- // rather than madds. (Empirically determined by timing.)
- const FourVectors * stop = pVectors + numVectors;
- FourVectors * RESTRICT pVectNext;
- // prime the pump.
- if (numVectors & 0x01)
- {
- // odd number of vectors to process
- // prime the 1 group of registers
- pVectNext = pVectors++;
- outX1 = AddSIMD( AddSIMD( MulSIMD( pVectNext->x, matSplat00 ), MulSIMD( pVectNext->y, matSplat01 ) ), MulSIMD( pVectNext->z, matSplat02 ) );
- outY1 = AddSIMD( AddSIMD( MulSIMD( pVectNext->x, matSplat10 ), MulSIMD( pVectNext->y, matSplat11 ) ), MulSIMD( pVectNext->z, matSplat12 ) );
- outZ1 = AddSIMD( AddSIMD( MulSIMD( pVectNext->x, matSplat20 ), MulSIMD( pVectNext->y, matSplat21 ) ), MulSIMD( pVectNext->z, matSplat22 ) );
- }
- else
- {
- // even number of total vectors to process;
- // prime the zero group and jump into the middle of the loop
- outX0 = AddSIMD( AddSIMD( MulSIMD( pVectors->x, matSplat00 ), MulSIMD( pVectors->y, matSplat01 ) ), MulSIMD( pVectors->z, matSplat02 ) );
- outY0 = AddSIMD( AddSIMD( MulSIMD( pVectors->x, matSplat10 ), MulSIMD( pVectors->y, matSplat11 ) ), MulSIMD( pVectors->z, matSplat12 ) );
- outZ0 = AddSIMD( AddSIMD( MulSIMD( pVectors->x, matSplat20 ), MulSIMD( pVectors->y, matSplat21 ) ), MulSIMD( pVectors->z, matSplat22 ) );
- goto EVEN_CASE;
- }
-
- // perform an even number of iterations through this loop.
- while (pVectors < stop)
- {
- outX0 = MaddSIMD( pVectors->z, matSplat02, AddSIMD( MulSIMD( pVectors->x, matSplat00 ), MulSIMD( pVectors->y, matSplat01 ) ) );
- outY0 = MaddSIMD( pVectors->z, matSplat12, AddSIMD( MulSIMD( pVectors->x, matSplat10 ), MulSIMD( pVectors->y, matSplat11 ) ) );
- outZ0 = MaddSIMD( pVectors->z, matSplat22, AddSIMD( MulSIMD( pVectors->x, matSplat20 ), MulSIMD( pVectors->y, matSplat21 ) ) );
-
- pVectNext->x = outX1;
- pVectNext->y = outY1;
- pVectNext->z = outZ1;
-
-EVEN_CASE:
- pVectNext = pVectors+1;
-
- outX1 = MaddSIMD( pVectNext->z, matSplat02, AddSIMD( MulSIMD( pVectNext->x, matSplat00 ), MulSIMD( pVectNext->y, matSplat01 ) ) );
- outY1 = MaddSIMD( pVectNext->z, matSplat12, AddSIMD( MulSIMD( pVectNext->x, matSplat10 ), MulSIMD( pVectNext->y, matSplat11 ) ) );
- outZ1 = MaddSIMD( pVectNext->z, matSplat22, AddSIMD( MulSIMD( pVectNext->x, matSplat20 ), MulSIMD( pVectNext->y, matSplat21 ) ) );
-
- pVectors->x = outX0;
- pVectors->y = outY0;
- pVectors->z = outZ0;
-
- pVectors += 2;
- }
-
- // flush the last round of output
- pVectNext->x = outX1;
- pVectNext->y = outY1;
- pVectNext->z = outZ1;
-#else
- // PC does not benefit from the unroll/scheduling above
- fltx4 outX0, outY0, outZ0; // bank one of outputs
-
-
- // Because of instruction latencies and scheduling, it's actually faster to use adds and muls
- // rather than madds. (Empirically determined by timing.)
- const FourVectors * stop = pVectors + numVectors;
-
- // perform an even number of iterations through this loop.
- while (pVectors < stop)
- {
- outX0 = MaddSIMD( pVectors->z, matSplat02, AddSIMD( MulSIMD( pVectors->x, matSplat00 ), MulSIMD( pVectors->y, matSplat01 ) ) );
- outY0 = MaddSIMD( pVectors->z, matSplat12, AddSIMD( MulSIMD( pVectors->x, matSplat10 ), MulSIMD( pVectors->y, matSplat11 ) ) );
- outZ0 = MaddSIMD( pVectors->z, matSplat22, AddSIMD( MulSIMD( pVectors->x, matSplat20 ), MulSIMD( pVectors->y, matSplat21 ) ) );
-
- pVectors->x = outX0;
- pVectors->y = outY0;
- pVectors->z = outZ0;
- pVectors++;
- }
-#endif
-}
-
-#ifdef _X360
-// Loop-scheduled code to process FourVectors in groups of eight quite efficiently.
-void FourVectors_TransformManyGroupsOfEightBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut )
-{
- Assert(numVectors > 0);
- if ( numVectors == 0 )
- return;
-
- AssertMsg( (pOut < pVectors && pOut+numVectors <= pVectors) ||
- (pOut > pVectors && pVectors+numVectors <= pOut), "FourVectors::TransformManyBy called with overlapping buffer pointers." );
-
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS
- matSplat10, matSplat11, matSplat12, matSplat13,
- matSplat20, matSplat21, matSplat22, matSplat23;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the tranpose row of
- // the matrix.
- fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]);
- fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]);
- fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]);
-
- matSplat00 = SplatXSIMD(matCol0);
- matSplat01 = SplatYSIMD(matCol0);
- matSplat02 = SplatZSIMD(matCol0);
- matSplat03 = SplatWSIMD(matCol0);
-
- matSplat10 = SplatXSIMD(matCol1);
- matSplat11 = SplatYSIMD(matCol1);
- matSplat12 = SplatZSIMD(matCol1);
- matSplat13 = SplatWSIMD(matCol1);
-
- matSplat20 = SplatXSIMD(matCol2);
- matSplat21 = SplatYSIMD(matCol2);
- matSplat22 = SplatZSIMD(matCol2);
- matSplat23 = SplatWSIMD(matCol2);
- }
-
- // this macro defines how to compute a specific row from an input and certain splat columns
-#define COMPUTE(res, invec, xterm, yterm, zterm, transterm) res = AddSIMD( AddSIMD( MulSIMD((invec)->z, zterm), AddSIMD( MulSIMD( (invec)->x, xterm ), MulSIMD( (invec)->y, yterm ) ) ), transterm )
-#define WRITE(term, reg, toptr) toptr->term = reg
-
- // define result groups (we're going to have an eight-way unroll)
-
- fltx4 res0X, res0Y, res0Z, res0XTemp, res0YTemp, res0ZTemp; // 48 REGISTERS
- fltx4 res1X, res1Y, res1Z, res1XTemp, res1YTemp, res1ZTemp;
- fltx4 res2X, res2Y, res2Z, res2XTemp, res2YTemp, res2ZTemp;
- fltx4 res3X, res3Y, res3Z, res3XTemp, res3YTemp, res3ZTemp;
- fltx4 res4X, res4Y, res4Z, res4XTemp, res4YTemp, res4ZTemp;
- fltx4 res5X, res5Y, res5Z, res5XTemp, res5YTemp, res5ZTemp;
- fltx4 res6X, res6Y, res6Z, res6XTemp, res6YTemp, res6ZTemp;
- fltx4 res7X, res7Y, res7Z, res7XTemp, res7YTemp, res7ZTemp;
-
-
-// #define FROZ(out,in,offset) COMPUTE((out+offset)->x, (in + offset), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE((out + offset )->y, (in + offset), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE((out + offset)->z, (in + offset), matSplat20, matSplat21, matSplat22, matSplat23)
-#define COMPUTE_GROUP(resgroup,dataptr) COMPUTE(resgroup ## X, (dataptr), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE(resgroup ## Y, (dataptr), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE(resgroup ## Z, (dataptr), matSplat20, matSplat21, matSplat22, matSplat23)
-#define WRITE_GROUP(ptr, resgroup) (ptr)->x = resgroup ## X; (ptr)->y = resgroup ## Y; (ptr)->z = resgroup ## Z
-
- /*
- // stage 1 -- 6 ops for xyz, each w 12 cycle latency
- res0X = MulSIMD( (invec)->y, matSplat01 );
- res0Temp = MaddSIMD((invec)->z, matSplat02, matSplat03);
- // stage 2 -- 3 clocks for xyz
- res0X = MaddSIMD( (invec)->x, matSplat00, res0X );
- // stage 3 -- 3 clocks for xyz
- res0X = AddSIMD(res0X, res0Temp);
- */
-#define COMPUTE_STAGE1_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MulSIMD( (invec)->y, ysplat ); tempvar = MaddSIMD((invec)->z, zsplat, transplat)
-#define COMPUTE_STAGE2_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MaddSIMD( (invec)->x, xsplat, res )
-#define COMPUTE_STAGE3_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = AddSIMD(res, tempvar) // frees up the tempvar
-
-#define COMPUTE_STAGE1_GROUP(resgroup, invec) COMPUTE_STAGE1_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE1_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE1_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-#define COMPUTE_STAGE2_GROUP(resgroup, invec) COMPUTE_STAGE2_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE2_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE2_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-#define COMPUTE_STAGE3_GROUP(resgroup, invec) COMPUTE_STAGE3_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE3_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE3_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
- FourVectors * RESTRICT inData = pVectors;
- FourVectors * RESTRICT outData = pOut;
- const FourVectors * const RESTRICT STOP = pVectors + numVectors;
-
- // Use techniques of loop scheduling to eliminate data hazards; process
- // eight groups simultaneously so that we never have any operations stalling
- // waiting for data.
- // Note: this loop, while pretty fast, could be faster still -- you'll notice
- // that it does all of its loads, then all computation, then writes everything
- // out. If made truly cyclic, such that every line interleaved a stage 1, stage 2,
- // stage 3, and write, then throughput could be higher (probably by about 50%).
- while (inData < STOP)
- {
- // start prefetching the three cache lines
- // we'll hit two iterations from now
- __dcbt( sizeof(FourVectors) * 16, inData );
- __dcbt( sizeof(FourVectors) * 16 + 128, inData );
- __dcbt( sizeof(FourVectors) * 16 + 256, inData );
-
- // synchro
- COMPUTE_STAGE1_GROUP(res0, inData + 0);
- COMPUTE_STAGE1_GROUP(res1, inData + 1);
- COMPUTE_STAGE1_GROUP(res2, inData + 2);
- COMPUTE_STAGE1_GROUP(res3, inData + 3);
-
- COMPUTE_STAGE2_GROUP(res0, inData + 0);
- COMPUTE_STAGE1_GROUP(res4, inData + 4);
- COMPUTE_STAGE2_GROUP(res1, inData + 1);
- COMPUTE_STAGE1_GROUP(res5, inData + 5);
- COMPUTE_STAGE2_GROUP(res2, inData + 2);
- COMPUTE_STAGE1_GROUP(res6, inData + 6);
- COMPUTE_STAGE2_GROUP(res3, inData + 3);
- COMPUTE_STAGE1_GROUP(res7, inData + 7);
-
- COMPUTE_STAGE3_GROUP(res0, inData + 0);
- COMPUTE_STAGE2_GROUP(res4, inData + 4);
- COMPUTE_STAGE3_GROUP(res1, inData + 1);
- COMPUTE_STAGE2_GROUP(res5, inData + 5);
- COMPUTE_STAGE3_GROUP(res2, inData + 2);
- COMPUTE_STAGE2_GROUP(res6, inData + 6);
- COMPUTE_STAGE3_GROUP(res3, inData + 3);
- COMPUTE_STAGE2_GROUP(res7, inData + 7);
-
- COMPUTE_STAGE3_GROUP(res4, inData + 4);
- WRITE_GROUP( outData + 0, res0 );
- COMPUTE_STAGE3_GROUP(res5, inData + 5);
- WRITE_GROUP( outData + 1, res1 );
- COMPUTE_STAGE3_GROUP(res6, inData + 6);
- WRITE_GROUP( outData + 2, res2 );
- COMPUTE_STAGE3_GROUP(res7, inData + 7);
- WRITE_GROUP( outData + 3, res3 );
-
-
- WRITE_GROUP( outData + 4, res4 );
- WRITE_GROUP( outData + 5, res5 );
- WRITE_GROUP( outData + 6, res6 );
- WRITE_GROUP( outData + 7, res7 );
-
- inData += 8;
- outData += 8;
- }
-
-
-#undef COMPUTE
-#undef WRITE
-#undef COMPUTE_STAGE1_ROW
-#undef COMPUTE_STAGE2_ROW
-#undef COMPUTE_STAGE3_ROW
-#undef COMPUTE_STAGE1_GROUP
-#undef COMPUTE_STAGE2_GROUP
-#undef COMPUTE_STAGE3_GROUP
-#undef COMPUTE_GROUP
-#undef WRITE_GROUP
-}
-
-#ifdef _X360
-// Loop-scheduled code to process FourVectors in groups of eight quite efficiently. This is the version
-// to call when starting on a 128-byte-aligned address.
-void FourVectors_TransformManyGroupsOfEightBy_128byteAligned(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut )
-{
- /* If this has changed, you will need to change all the prefetches, *
- * and groups of eight are no longer the ideal unit for iterating *
- * on many vectors. */
- COMPILE_TIME_ASSERT( sizeof(FourVectors) == 48 ) ;
-
- Assert(numVectors > 0);
- if ( numVectors == 0 )
- return;
-
- AssertMsg((numVectors & 0x07) == 0, "FourVectors_TransformManyGroupsOfEight called with numVectors % 8 != 0!");
-
- // Assert alignment
- AssertMsg( ( ( reinterpret_cast<uint32>( pVectors ) & 127 ) == 0) &&
- ( ( reinterpret_cast<uint32>(pOut) & 127 ) == 0),
- "FourVectors_Transform..aligned called with non-128-byte-aligned buffers." );
-
- // Assert non overlap
- AssertMsg( (pOut < pVectors && pOut+numVectors <= pVectors) ||
- (pOut > pVectors && pVectors+numVectors <= pOut), "FourVectors::TransformManyBy called with overlapping buffer pointers." );
-
- // Here's the plan. 8 four-vecs = 3 cache lines exactly. It takes about 400 cycles to process a group
- // of eight, and cache latency is 600 cycles, so we try to prefetch two iterations ahead (eg fetch
- // iteration 3 while working on iteration 1). In the case of the output, we can simply zero-flush
- // the cache lines since we are sure to write into them. Because we're reading and fetching two ahead,
- // we want to stop two away from the last iteration.
-
- // No matter what, we will need to prefetch the first two groups of eight of input (that's the
- // first six cache lines)
- __dcbt( 0, pVectors );
- __dcbt( 128, pVectors );
- __dcbt( 256, pVectors );
- __dcbt( 384, pVectors );
- __dcbt( 512, pVectors );
- __dcbt( 640, pVectors );
-
-
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS
- matSplat10, matSplat11, matSplat12, matSplat13,
- matSplat20, matSplat21, matSplat22, matSplat23;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the tranpose row of
- // the matrix.
- fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]);
- fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]);
- fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]);
-
- matSplat00 = SplatXSIMD(matCol0);
- matSplat01 = SplatYSIMD(matCol0);
- matSplat02 = SplatZSIMD(matCol0);
- matSplat03 = SplatWSIMD(matCol0);
-
- matSplat10 = SplatXSIMD(matCol1);
- matSplat11 = SplatYSIMD(matCol1);
- matSplat12 = SplatZSIMD(matCol1);
- matSplat13 = SplatWSIMD(matCol1);
-
- matSplat20 = SplatXSIMD(matCol2);
- matSplat21 = SplatYSIMD(matCol2);
- matSplat22 = SplatZSIMD(matCol2);
- matSplat23 = SplatWSIMD(matCol2);
- }
-
- // this macro defines how to compute a specific row from an input and certain splat columns
-#define COMPUTE(res, invec, xterm, yterm, zterm, transterm) res = AddSIMD( AddSIMD( MulSIMD((invec)->z, zterm), AddSIMD( MulSIMD( (invec)->x, xterm ), MulSIMD( (invec)->y, yterm ) ) ), transterm )
-#define WRITE(term, reg, toptr) toptr->term = reg
-
- // define result groups (we're going to have an eight-way unroll)
-
- fltx4 res0X, res0Y, res0Z, res0XTemp, res0YTemp, res0ZTemp; // 48 REGISTERS
- fltx4 res1X, res1Y, res1Z, res1XTemp, res1YTemp, res1ZTemp;
- fltx4 res2X, res2Y, res2Z, res2XTemp, res2YTemp, res2ZTemp;
- fltx4 res3X, res3Y, res3Z, res3XTemp, res3YTemp, res3ZTemp;
- fltx4 res4X, res4Y, res4Z, res4XTemp, res4YTemp, res4ZTemp;
- fltx4 res5X, res5Y, res5Z, res5XTemp, res5YTemp, res5ZTemp;
- fltx4 res6X, res6Y, res6Z, res6XTemp, res6YTemp, res6ZTemp;
- fltx4 res7X, res7Y, res7Z, res7XTemp, res7YTemp, res7ZTemp;
-
-
- // #define FROZ(out,in,offset) COMPUTE((out+offset)->x, (in + offset), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE((out + offset )->y, (in + offset), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE((out + offset)->z, (in + offset), matSplat20, matSplat21, matSplat22, matSplat23)
-#define COMPUTE_GROUP(resgroup,dataptr) COMPUTE(resgroup ## X, (dataptr), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE(resgroup ## Y, (dataptr), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE(resgroup ## Z, (dataptr), matSplat20, matSplat21, matSplat22, matSplat23)
-#define WRITE_GROUP(ptr, resgroup) (ptr)->x = resgroup ## X; (ptr)->y = resgroup ## Y; (ptr)->z = resgroup ## Z
-
- /*
- // stage 1 -- 6 ops for xyz, each w 12 cycle latency
- res0X = MulSIMD( (invec)->y, matSplat01 );
- res0Temp = MaddSIMD((invec)->z, matSplat02, matSplat03);
- // stage 2 -- 3 clocks for xyz
- res0X = MaddSIMD( (invec)->x, matSplat00, res0X );
- // stage 3 -- 3 clocks for xyz
- res0X = AddSIMD(res0X, res0Temp);
- */
-#define COMPUTE_STAGE1_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MulSIMD( (invec)->y, ysplat ); tempvar = MaddSIMD((invec)->z, zsplat, transplat)
-#define COMPUTE_STAGE2_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MaddSIMD( (invec)->x, xsplat, res )
-#define COMPUTE_STAGE3_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = AddSIMD(res, tempvar) // frees up the tempvar
-
-#define COMPUTE_STAGE1_GROUP(resgroup, invec) COMPUTE_STAGE1_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE1_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE1_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-#define COMPUTE_STAGE2_GROUP(resgroup, invec) COMPUTE_STAGE2_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE2_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE2_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-#define COMPUTE_STAGE3_GROUP(resgroup, invec) COMPUTE_STAGE3_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE3_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE3_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-
- // Okay. First do all but the last two turns of the crank; we don't want to overshoot with the flush-to-zero.
- FourVectors * RESTRICT inData = pVectors;
- FourVectors * RESTRICT outData = pOut;
- const FourVectors * RESTRICT STOP;
- if (numVectors > 16)
- {
- STOP = pVectors + numVectors - 16;
- // flush the first two blocks we'll write into
- __dcbz128( 0, outData );
- __dcbz128( 128, outData );
- __dcbz128( 256, outData );
-
- while (inData < STOP)
- {
- // start prefetching the three cache lines
- // we'll hit two iterations from now
- __dcbt( sizeof(FourVectors) * 16, inData );
- __dcbt( sizeof(FourVectors) * 16 + 128, inData );
- __dcbt( sizeof(FourVectors) * 16 + 256, inData );
-
- // synchro
- COMPUTE_STAGE1_GROUP(res0, inData + 0);
- COMPUTE_STAGE1_GROUP(res1, inData + 1);
- COMPUTE_STAGE1_GROUP(res2, inData + 2);
- COMPUTE_STAGE1_GROUP(res3, inData + 3);
-
- // pre-zero the three cache lines we'll overwrite
- // in the next iteration
- __dcbz128( 384, outData );
- __dcbz128( 512, outData );
- __dcbz128( 640, outData );
-
-
- COMPUTE_STAGE2_GROUP(res0, inData + 0);
- COMPUTE_STAGE1_GROUP(res4, inData + 4);
- COMPUTE_STAGE2_GROUP(res1, inData + 1);
- COMPUTE_STAGE1_GROUP(res5, inData + 5);
- COMPUTE_STAGE2_GROUP(res2, inData + 2);
- COMPUTE_STAGE1_GROUP(res6, inData + 6);
- COMPUTE_STAGE2_GROUP(res3, inData + 3);
- COMPUTE_STAGE1_GROUP(res7, inData + 7);
-
- COMPUTE_STAGE3_GROUP(res0, inData + 0);
- COMPUTE_STAGE2_GROUP(res4, inData + 4);
- COMPUTE_STAGE3_GROUP(res1, inData + 1);
- COMPUTE_STAGE2_GROUP(res5, inData + 5);
- COMPUTE_STAGE3_GROUP(res2, inData + 2);
- COMPUTE_STAGE2_GROUP(res6, inData + 6);
- COMPUTE_STAGE3_GROUP(res3, inData + 3);
- COMPUTE_STAGE2_GROUP(res7, inData + 7);
-
- COMPUTE_STAGE3_GROUP(res4, inData + 4);
- WRITE_GROUP( outData + 0, res0 );
- COMPUTE_STAGE3_GROUP(res5, inData + 5);
- WRITE_GROUP( outData + 1, res1 );
- COMPUTE_STAGE3_GROUP(res6, inData + 6);
- WRITE_GROUP( outData + 2, res2 );
- COMPUTE_STAGE3_GROUP(res7, inData + 7);
- WRITE_GROUP( outData + 3, res3 );
-
-
- WRITE_GROUP( outData + 4, res4 );
- WRITE_GROUP( outData + 5, res5 );
- WRITE_GROUP( outData + 6, res6 );
- WRITE_GROUP( outData + 7, res7 );
-
- inData += 8;
- outData += 8;
- }
- }
- else if (numVectors == 16)
- {
- // zero out the exactly six cache lines we will write into
- __dcbz128( 0, outData );
- __dcbz128( 128, outData );
- __dcbz128( 256, outData );
- __dcbz128( 384, outData );
- __dcbz128( 512, outData );
- __dcbz128( 640, outData );
- }
- else if (numVectors == 8)
- {
- // zero out the exactly three cache lines we will write into
- __dcbz128( 0, outData );
- __dcbz128( 128, outData );
- __dcbz128( 256, outData );
- }
- else
- {
- AssertMsg(false, "Can't happen!");
- }
-
- // deal with the ultimate two groups (or, if we were fed
- // less than 16 groups, the whole shebang)
- STOP = pVectors + numVectors - 16;
-
-
- // Use techniques of loop scheduling to eliminate data hazards; process
- // eight groups simultaneously so that we never have any operations stalling
- // waiting for data.
- // Note: this loop, while pretty fast, could be faster still -- you'll notice
- // that it does all of its loads, then all computation, then writes everything
- // out. If made truly cyclic, such that every line interleaved a stage 1, stage 2,
- // stage 3, and write, then throughput could be higher (probably by about 50%).
- while (inData < STOP)
- {
- // synchro
- COMPUTE_STAGE1_GROUP(res0, inData + 0);
- COMPUTE_STAGE1_GROUP(res1, inData + 1);
- COMPUTE_STAGE1_GROUP(res2, inData + 2);
- COMPUTE_STAGE1_GROUP(res3, inData + 3);
-
- COMPUTE_STAGE2_GROUP(res0, inData + 0);
- COMPUTE_STAGE1_GROUP(res4, inData + 4);
- COMPUTE_STAGE2_GROUP(res1, inData + 1);
- COMPUTE_STAGE1_GROUP(res5, inData + 5);
- COMPUTE_STAGE2_GROUP(res2, inData + 2);
- COMPUTE_STAGE1_GROUP(res6, inData + 6);
- COMPUTE_STAGE2_GROUP(res3, inData + 3);
- COMPUTE_STAGE1_GROUP(res7, inData + 7);
-
- COMPUTE_STAGE3_GROUP(res0, inData + 0);
- COMPUTE_STAGE2_GROUP(res4, inData + 4);
- COMPUTE_STAGE3_GROUP(res1, inData + 1);
- COMPUTE_STAGE2_GROUP(res5, inData + 5);
- COMPUTE_STAGE3_GROUP(res2, inData + 2);
- COMPUTE_STAGE2_GROUP(res6, inData + 6);
- COMPUTE_STAGE3_GROUP(res3, inData + 3);
- COMPUTE_STAGE2_GROUP(res7, inData + 7);
-
- COMPUTE_STAGE3_GROUP(res4, inData + 4);
- WRITE_GROUP( outData + 0, res0 );
- COMPUTE_STAGE3_GROUP(res5, inData + 5);
- WRITE_GROUP( outData + 1, res1 );
- COMPUTE_STAGE3_GROUP(res6, inData + 6);
- WRITE_GROUP( outData + 2, res2 );
- COMPUTE_STAGE3_GROUP(res7, inData + 7);
- WRITE_GROUP( outData + 3, res3 );
-
-
- WRITE_GROUP( outData + 4, res4 );
- WRITE_GROUP( outData + 5, res5 );
- WRITE_GROUP( outData + 6, res6 );
- WRITE_GROUP( outData + 7, res7 );
-
- inData += 8;
- outData += 8;
- }
-
-
-#undef COMPUTE
-#undef WRITE
-#undef COMPUTE_STAGE1_ROW
-#undef COMPUTE_STAGE2_ROW
-#undef COMPUTE_STAGE3_ROW
-#undef COMPUTE_STAGE1_GROUP
-#undef COMPUTE_STAGE2_GROUP
-#undef COMPUTE_STAGE3_GROUP
-#undef COMPUTE_GROUP
-#undef WRITE_GROUP
-}
-#endif
-
-// Transform a long array of FourVectors by a given matrix.
-void FourVectors::TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut )
-{
- Assert(numVectors > 0);
-
- AssertMsg( (pOut < pVectors && pOut+numVectors <= pVectors) ||
- (pOut > pVectors && pVectors+numVectors <= pOut), "FourVectors::TransformManyBy called with overlapping buffer pointers." );
-
-#ifdef _X360
- // The really fast version of this function likes to operate on blocks of eight. So, chug through
- // groups of eight, then deal with any leftovers.
- int numVectorsRoundedToNearestEight = numVectors & (~0x07);
- if (numVectors >= 8)
- {
- // aligned?
- if ((reinterpret_cast<unsigned int>(pVectors) & 127) == 0 && (reinterpret_cast<unsigned int>(pOut) & 127) == 0)
- {
- FourVectors_TransformManyGroupsOfEightBy_128byteAligned(pVectors, numVectorsRoundedToNearestEight, rotationMatrix, pOut);
- }
- else
- {
- FourVectors_TransformManyGroupsOfEightBy(pVectors, numVectorsRoundedToNearestEight, rotationMatrix, pOut);
- }
- numVectors -= numVectorsRoundedToNearestEight;
- pVectors += numVectorsRoundedToNearestEight;
- pOut += numVectorsRoundedToNearestEight;
- }
-#endif
-
- // any left over?
- if (numVectors > 0)
- {
-
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS
- matSplat10, matSplat11, matSplat12, matSplat13,
- matSplat20, matSplat21, matSplat22, matSplat23;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the transpose row of
- // the matrix.
- fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]);
- fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]);
- fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]);
-
- matSplat00 = SplatXSIMD(matCol0);
- matSplat01 = SplatYSIMD(matCol0);
- matSplat02 = SplatZSIMD(matCol0);
- matSplat03 = SplatWSIMD(matCol0);
-
- matSplat10 = SplatXSIMD(matCol1);
- matSplat11 = SplatYSIMD(matCol1);
- matSplat12 = SplatZSIMD(matCol1);
- matSplat13 = SplatWSIMD(matCol1);
-
- matSplat20 = SplatXSIMD(matCol2);
- matSplat21 = SplatYSIMD(matCol2);
- matSplat22 = SplatZSIMD(matCol2);
- matSplat23 = SplatWSIMD(matCol2);
- }
-
- do
- {
- // Trust in the compiler to schedule these operations correctly:
- pOut->x = MaddSIMD(pVectors->z, matSplat02, MaddSIMD(pVectors->y, matSplat01, MaddSIMD(pVectors->x, matSplat00, matSplat03)));
- pOut->y = MaddSIMD(pVectors->z, matSplat12, MaddSIMD(pVectors->y, matSplat11, MaddSIMD(pVectors->x, matSplat00, matSplat13)));
- pOut->z = MaddSIMD(pVectors->z, matSplat22, MaddSIMD(pVectors->y, matSplat21, MaddSIMD(pVectors->x, matSplat00, matSplat23)));
-
- ++pOut;
- ++pVectors;
- --numVectors;
- } while(numVectors > 0);
- }
-}
-
-#ifdef _X360
-// Loop-scheduled code to process FourVectors in groups of eight quite efficiently.
-static void FourVectors_TransformManyGroupsOfEightBy_InPlace(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix )
-{
- Assert(numVectors > 0);
- if ( numVectors == 0 )
- return;
-
- // Prefetch line 1 and 2
- __dcbt(0,pVectors);
- __dcbt(128,pVectors);
-
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS
- matSplat10, matSplat11, matSplat12, matSplat13,
- matSplat20, matSplat21, matSplat22, matSplat23;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the tranpose row of
- // the matrix.
- fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]);
- fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]);
- fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]);
-
- matSplat00 = SplatXSIMD(matCol0);
- matSplat01 = SplatYSIMD(matCol0);
- matSplat02 = SplatZSIMD(matCol0);
- matSplat03 = SplatWSIMD(matCol0);
-
- matSplat10 = SplatXSIMD(matCol1);
- matSplat11 = SplatYSIMD(matCol1);
- matSplat12 = SplatZSIMD(matCol1);
- matSplat13 = SplatWSIMD(matCol1);
-
- matSplat20 = SplatXSIMD(matCol2);
- matSplat21 = SplatYSIMD(matCol2);
- matSplat22 = SplatZSIMD(matCol2);
- matSplat23 = SplatWSIMD(matCol2);
- }
-
- // this macro defines how to compute a specific row from an input and certain splat columns
-#define COMPUTE(res, invec, xterm, yterm, zterm, transterm) res = AddSIMD( AddSIMD( MulSIMD((invec)->z, zterm), AddSIMD( MulSIMD( (invec)->x, xterm ), MulSIMD( (invec)->y, yterm ) ) ), transterm )
-#define WRITE(term, reg, toptr) toptr->term = reg
-
- // define result groups (we're going to have an eight-way unroll)
-
- fltx4 res0X, res0Y, res0Z, res0XTemp, res0YTemp, res0ZTemp; // 48 REGISTERS
- fltx4 res1X, res1Y, res1Z, res1XTemp, res1YTemp, res1ZTemp;
- fltx4 res2X, res2Y, res2Z, res2XTemp, res2YTemp, res2ZTemp;
- fltx4 res3X, res3Y, res3Z, res3XTemp, res3YTemp, res3ZTemp;
- fltx4 res4X, res4Y, res4Z, res4XTemp, res4YTemp, res4ZTemp;
- fltx4 res5X, res5Y, res5Z, res5XTemp, res5YTemp, res5ZTemp;
- fltx4 res6X, res6Y, res6Z, res6XTemp, res6YTemp, res6ZTemp;
- fltx4 res7X, res7Y, res7Z, res7XTemp, res7YTemp, res7ZTemp;
-
-
- // #define FROZ(out,in,offset) COMPUTE((out+offset)->x, (in + offset), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE((out + offset )->y, (in + offset), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE((out + offset)->z, (in + offset), matSplat20, matSplat21, matSplat22, matSplat23)
-#define COMPUTE_GROUP(resgroup,dataptr) COMPUTE(resgroup ## X, (dataptr), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE(resgroup ## Y, (dataptr), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE(resgroup ## Z, (dataptr), matSplat20, matSplat21, matSplat22, matSplat23)
-#define WRITE_GROUP(ptr, resgroup) (ptr)->x = resgroup ## X; (ptr)->y = resgroup ## Y; (ptr)->z = resgroup ## Z
-
- /*
- // stage 1 -- 6 ops for xyz, each w 12 cycle latency
- res0X = MulSIMD( (invec)->y, matSplat01 );
- res0Temp = MaddSIMD((invec)->z, matSplat02, matSplat03);
- // stage 2 -- 3 clocks for xyz
- res0X = MaddSIMD( (invec)->x, matSplat00, res0X );
- // stage 3 -- 3 clocks for xyz
- res0X = AddSIMD(res0X, res0Temp);
- */
-#define COMPUTE_STAGE1_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MulSIMD( (invec)->y, ysplat ); tempvar = MaddSIMD((invec)->z, zsplat, transplat)
-#define COMPUTE_STAGE2_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MaddSIMD( (invec)->x, xsplat, res )
-#define COMPUTE_STAGE3_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = AddSIMD(res, tempvar) // frees up the tempvar
-
-#define COMPUTE_STAGE1_GROUP(resgroup, invec) COMPUTE_STAGE1_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE1_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE1_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-#define COMPUTE_STAGE2_GROUP(resgroup, invec) COMPUTE_STAGE2_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE2_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE2_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
-#define COMPUTE_STAGE3_GROUP(resgroup, invec) COMPUTE_STAGE3_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\
- COMPUTE_STAGE3_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\
- COMPUTE_STAGE3_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23)
-
- const FourVectors * const RESTRICT STOP = pVectors + numVectors;
-
- // Use techniques of loop scheduling to eliminate data hazards; process
- // eight groups simultaneously so that we never have any operations stalling
- // waiting for data.
- // Note: this loop, while pretty fast, could be faster still -- you'll notice
- // that it does all of its loads, then all computation, then writes everything
- // out. If made truly cyclic, such that every line interleaved a stage 1, stage 2,
- // stage 3, and write, then throughput could be higher (probably by about 50%).
- while (pVectors < STOP)
- {
- // start prefetching the three cache lines
- // we'll hit two iterations from now
- __dcbt( sizeof(FourVectors) * 16, pVectors );
- __dcbt( sizeof(FourVectors) * 16 + 128, pVectors );
- __dcbt( sizeof(FourVectors) * 16 + 256, pVectors );
-
- // synchro
- COMPUTE_STAGE1_GROUP(res0, pVectors + 0);
- COMPUTE_STAGE1_GROUP(res1, pVectors + 1);
- COMPUTE_STAGE1_GROUP(res2, pVectors + 2);
- COMPUTE_STAGE1_GROUP(res3, pVectors + 3);
-
- COMPUTE_STAGE2_GROUP(res0, pVectors + 0);
- COMPUTE_STAGE1_GROUP(res4, pVectors + 4);
- COMPUTE_STAGE2_GROUP(res1, pVectors + 1);
- COMPUTE_STAGE1_GROUP(res5, pVectors + 5);
- COMPUTE_STAGE2_GROUP(res2, pVectors + 2);
- COMPUTE_STAGE1_GROUP(res6, pVectors + 6);
- COMPUTE_STAGE2_GROUP(res3, pVectors + 3);
- COMPUTE_STAGE1_GROUP(res7, pVectors + 7);
-
- COMPUTE_STAGE3_GROUP(res0, pVectors + 0);
- COMPUTE_STAGE2_GROUP(res4, pVectors + 4);
- COMPUTE_STAGE3_GROUP(res1, pVectors + 1);
- COMPUTE_STAGE2_GROUP(res5, pVectors + 5);
- COMPUTE_STAGE3_GROUP(res2, pVectors + 2);
- COMPUTE_STAGE2_GROUP(res6, pVectors + 6);
- COMPUTE_STAGE3_GROUP(res3, pVectors + 3);
- COMPUTE_STAGE2_GROUP(res7, pVectors + 7);
-
- COMPUTE_STAGE3_GROUP(res4, pVectors + 4);
- WRITE_GROUP( pVectors + 0, res0 );
- COMPUTE_STAGE3_GROUP(res5, pVectors + 5);
- WRITE_GROUP( pVectors + 1, res1 );
- COMPUTE_STAGE3_GROUP(res6, pVectors + 6);
- WRITE_GROUP( pVectors + 2, res2 );
- COMPUTE_STAGE3_GROUP(res7, pVectors + 7);
- WRITE_GROUP( pVectors + 3, res3 );
-
- WRITE_GROUP( pVectors + 4, res4 );
- WRITE_GROUP( pVectors + 5, res5 );
- WRITE_GROUP( pVectors + 6, res6 );
- WRITE_GROUP( pVectors + 7, res7 );
-
- pVectors += 8;
- }
-
-
-#undef COMPUTE
-#undef WRITE
-#undef COMPUTE_STAGE1_ROW
-#undef COMPUTE_STAGE2_ROW
-#undef COMPUTE_STAGE3_ROW
-#undef COMPUTE_STAGE1_GROUP
-#undef COMPUTE_STAGE2_GROUP
-#undef COMPUTE_STAGE3_GROUP
-#undef COMPUTE_GROUP
-#undef WRITE_GROUP
-}
-#endif
-
-// In-place version of above. It's necessary to have this, rather than just allowing pOut and pVectors
-// to equal each other, because of the semantics of RESTRICT: pVectors and pOut must not be allowed
-// to alias. (Simply un-restricting the pointers results in very poor scheduling.)
-void FourVectors::TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix )
-{
- Assert(numVectors > 0);
-
-#ifdef _X360
- // The really fast version of this function likes to operate on blocks of eight. So, chug through
- // groups of eight, then deal with any leftovers.
- int numVectorsRoundedToNearestEight = numVectors & (~0x07);
- if (numVectors >= 8)
- {
- FourVectors_TransformManyGroupsOfEightBy_InPlace(pVectors, numVectorsRoundedToNearestEight, rotationMatrix);
- numVectors -= numVectorsRoundedToNearestEight;
- pVectors += numVectorsRoundedToNearestEight;
- }
-#endif
-
- // any left over?
- if (numVectors > 0)
- {
-
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS
- matSplat10, matSplat11, matSplat12, matSplat13,
- matSplat20, matSplat21, matSplat22, matSplat23;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the transpose row of
- // the matrix.
- fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]);
- fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]);
- fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]);
-
- matSplat00 = SplatXSIMD(matCol0);
- matSplat01 = SplatYSIMD(matCol0);
- matSplat02 = SplatZSIMD(matCol0);
- matSplat03 = SplatWSIMD(matCol0);
-
- matSplat10 = SplatXSIMD(matCol1);
- matSplat11 = SplatYSIMD(matCol1);
- matSplat12 = SplatZSIMD(matCol1);
- matSplat13 = SplatWSIMD(matCol1);
-
- matSplat20 = SplatXSIMD(matCol2);
- matSplat21 = SplatYSIMD(matCol2);
- matSplat22 = SplatZSIMD(matCol2);
- matSplat23 = SplatWSIMD(matCol2);
- }
-
- do
- {
- fltx4 resultX, resultY, resultZ;
- // Trust in the compiler to schedule these operations correctly:
- resultX = MaddSIMD(pVectors->z, matSplat02, MaddSIMD(pVectors->y, matSplat01, MaddSIMD(pVectors->x, matSplat00, matSplat03)));
- resultY = MaddSIMD(pVectors->z, matSplat12, MaddSIMD(pVectors->y, matSplat11, MaddSIMD(pVectors->x, matSplat00, matSplat13)));
- resultZ = MaddSIMD(pVectors->z, matSplat22, MaddSIMD(pVectors->y, matSplat21, MaddSIMD(pVectors->x, matSplat00, matSplat23)));
-
- pVectors->x = resultX;
- pVectors->y = resultY;
- pVectors->z = resultZ;
-
- ++pVectors;
- --numVectors;
- } while(numVectors > 0);
- }
-}
-
-
-#endif
-
-// Transform many (horizontal) points in-place by a 3x4 matrix,
-// here already loaded onto three fltx4 registers but not transposed.
-// The points must be stored as 16-byte aligned. They are points
-// and not vectors because we assume the w-component to be 1.
-#ifdef _X360
-void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, FLTX4 mRow0, FLTX4 mRow1, FLTX4 mRow2)
-{
- /**************************************************
- * Here is an elaborate and carefully scheduled *
- * algorithm nicked from xboxmath.inl and hacked *
- * up for 3x4 matrices. *
- **************************************************/
-
- COMPILE_TIME_ASSERT(sizeof(VectorAligned) == sizeof(XMFLOAT4)); // VectorAligned's need to be 16 bytes
-
- XMVECTOR R0[8], R1[8], R2[8];
- XMVECTOR vIn[8];
-
- // C_ASSERT(UnrollCount == 8);
- // C_ASSERT(sizeof(XMFLOAT4) == 16);
- Assert(pVectors);
- Assert(((UINT_PTR)pVectors & 3) == 0); // assert alignment
-
- UINT GroupIndex;
-
- VectorAligned * RESTRICT vCurrent = pVectors;
- // sentinel pointers
- VectorAligned * vStreamEnd, *vStreamGroupBase, *vStreamGroupEnd;
-
- {
- // cook up the pointers from integer math. Necessary because otherwise we LHS all over
- // the place. (Odd that this doesn't happen to the xbox math.)
-
- UINT_PTR InputVector = (UINT_PTR)pVectors;
- UINT_PTR InputStreamEnd = InputVector + numVectors * sizeof(XMFLOAT4);
- // compute start and end points on 128-byte alignment
- UINT_PTR InputStreamCGroupBase = XMMin(InputVector + (XM_CACHE_LINE_SIZE - 1), InputStreamEnd) & ~(XM_CACHE_LINE_SIZE - 1);
- UINT_PTR InputStreamCGroupEnd = InputStreamCGroupBase + ((InputStreamEnd - InputStreamCGroupBase) & ~(4 * XM_CACHE_LINE_SIZE - 1));
-
- vStreamEnd = (VectorAligned *)InputStreamEnd;
- vStreamGroupBase = (VectorAligned *)InputStreamCGroupBase;
- vStreamGroupEnd = (VectorAligned *)InputStreamCGroupEnd;
- }
-
-
- __dcbt(0, vStreamGroupBase);
- __dcbt(XM_CACHE_LINE_SIZE, vStreamGroupBase);
- __dcbt(XM_CACHE_LINE_SIZE * 2, vStreamGroupBase);
- __dcbt(XM_CACHE_LINE_SIZE * 3, vStreamGroupBase);
-
- while (vCurrent < vStreamGroupBase)
- {
- fltx4 vec = __lvx(vCurrent->Base(), 0);
-
- R0[0] = __vmsum4fp(vec, mRow0);
- R1[0] = __vmsum4fp(vec, mRow1);
- R2[0] = __vmsum4fp(vec, mRow2);
-
- __stvewx(R0[0], vCurrent->Base(), 0);
- __stvewx(R1[0], vCurrent->Base(), 4);
- __stvewx(R2[0], vCurrent->Base(), 8);
-
- vCurrent++;
- }
-
- while (vCurrent < vStreamGroupEnd)
- {
- __dcbt(XM_CACHE_LINE_SIZE * 4, vCurrent);
- __dcbt(XM_CACHE_LINE_SIZE * 5, vCurrent);
- __dcbt(XM_CACHE_LINE_SIZE * 6, vCurrent);
- __dcbt(XM_CACHE_LINE_SIZE * 7, vCurrent);
-
- for (GroupIndex = 0; GroupIndex < 4; GroupIndex++)
- {
- // all kinds of LHS on this pointer. Why?
- VectorAligned* OutputVector = vCurrent;
-
- vIn[0] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[1] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[2] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[3] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[4] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[5] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[6] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
- vIn[7] = __lvx(vCurrent->Base(), 0);
- vCurrent++;
-
- R0[0] = __vmsum4fp(vIn[0], mRow0);
- R1[0] = __vmsum4fp(vIn[0], mRow1);
- R2[0] = __vmsum4fp(vIn[0], mRow2);
-
- R0[1] = __vmsum4fp(vIn[1], mRow0);
- R1[1] = __vmsum4fp(vIn[1], mRow1);
- R2[1] = __vmsum4fp(vIn[1], mRow2);
-
- R0[2] = __vmsum4fp(vIn[2], mRow0);
- R1[2] = __vmsum4fp(vIn[2], mRow1);
- R2[2] = __vmsum4fp(vIn[2], mRow2);
-
- R0[3] = __vmsum4fp(vIn[3], mRow0);
- R1[3] = __vmsum4fp(vIn[3], mRow1);
- R2[3] = __vmsum4fp(vIn[3], mRow2);
-
- R0[4] = __vmsum4fp(vIn[4], mRow0);
- R1[4] = __vmsum4fp(vIn[4], mRow1);
- R2[4] = __vmsum4fp(vIn[4], mRow2);
-
- R0[5] = __vmsum4fp(vIn[5], mRow0);
- R1[5] = __vmsum4fp(vIn[5], mRow1);
- R2[5] = __vmsum4fp(vIn[5], mRow2);
-
- R0[6] = __vmsum4fp(vIn[6], mRow0);
- R1[6] = __vmsum4fp(vIn[6], mRow1);
- R2[6] = __vmsum4fp(vIn[6], mRow2);
-
- R0[7] = __vmsum4fp(vIn[7], mRow0);
- R1[7] = __vmsum4fp(vIn[7], mRow1);
- R2[7] = __vmsum4fp(vIn[7], mRow2);
-
- __stvewx(R0[0], OutputVector, 0);
- __stvewx(R1[0], OutputVector, 4);
- __stvewx(R2[0], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[1], OutputVector, 0);
- __stvewx(R1[1], OutputVector, 4);
- __stvewx(R2[1], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[2], OutputVector, 0);
- __stvewx(R1[2], OutputVector, 4);
- __stvewx(R2[2], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[3], OutputVector, 0);
- __stvewx(R1[3], OutputVector, 4);
- __stvewx(R2[3], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[4], OutputVector, 0);
- __stvewx(R1[4], OutputVector, 4);
- __stvewx(R2[4], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[5], OutputVector, 0);
- __stvewx(R1[5], OutputVector, 4);
- __stvewx(R2[5], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[6], OutputVector, 0);
- __stvewx(R1[6], OutputVector, 4);
- __stvewx(R2[6], OutputVector, 8);
- OutputVector++;
-
- __stvewx(R0[7], OutputVector, 0);
- __stvewx(R1[7], OutputVector, 4);
- __stvewx(R2[7], OutputVector, 8);
- OutputVector++;
- }
- }
-
- while (vCurrent < vStreamEnd)
- {
- vIn[0] = __lvx(vCurrent->Base(), 0);
-
- R0[0] = __vmsum4fp(vIn[0], mRow0);
- R1[0] = __vmsum4fp(vIn[0], mRow1);
- R2[0] = __vmsum4fp(vIn[0], mRow2);
-
- __stvewx(R0[0], vCurrent->Base(), 0);
- __stvewx(R1[0], vCurrent->Base(), 4);
- __stvewx(R2[0], vCurrent->Base(), 8);
-
- vCurrent++;
- }
-
-
-}
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#include "mathlib/ssemath.h" +#include "mathlib/ssequaternion.h" + +const fltx4 Four_PointFives={0.5,0.5,0.5,0.5}; +#ifndef _X360 +const fltx4 Four_Zeros={0.0,0.0,0.0,0.0}; +const fltx4 Four_Ones={1.0,1.0,1.0,1.0}; +#endif +const fltx4 Four_Twos={2.0,2.0,2.0,2.0}; +const fltx4 Four_Threes={3.0,3.0,3.0,3.0}; +const fltx4 Four_Fours={4.0,4.0,4.0,4.0}; +const fltx4 Four_Origin={0,0,0,1}; +const fltx4 Four_NegativeOnes={-1,-1,-1,-1}; + +const fltx4 Four_2ToThe21s={ (float) (1<<21), (float) (1<<21), (float) (1<<21), (float)(1<<21) }; +const fltx4 Four_2ToThe22s={ (float) (1<<22), (float) (1<<22), (float) (1<<22), (float)(1<<22) }; +const fltx4 Four_2ToThe23s={ (float) (1<<23), (float) (1<<23), (float) (1<<23), (float)(1<<23) }; +const fltx4 Four_2ToThe24s={ (float) (1<<24), (float) (1<<24), (float) (1<<24), (float)(1<<24) }; + +const fltx4 Four_Point225s={ .225, .225, .225, .225 }; +const fltx4 Four_Epsilons={FLT_EPSILON,FLT_EPSILON,FLT_EPSILON,FLT_EPSILON}; + +const fltx4 Four_FLT_MAX={FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX}; +const fltx4 Four_Negative_FLT_MAX={-FLT_MAX,-FLT_MAX,-FLT_MAX,-FLT_MAX}; +const fltx4 g_SIMD_0123 = { 0., 1., 2., 3. }; + +const fltx4 g_QuatMultRowSign[4] = +{ + { 1.0f, 1.0f, -1.0f, 1.0f }, + { -1.0f, 1.0f, 1.0f, 1.0f }, + { 1.0f, -1.0f, 1.0f, 1.0f }, + { -1.0f, -1.0f, -1.0f, 1.0f } +}; + +const int32 ALIGN16 g_SIMD_clear_signmask[4] ALIGN16_POST = {0x7fffffff,0x7fffffff,0x7fffffff,0x7fffffff}; +const int32 ALIGN16 g_SIMD_signmask[4] ALIGN16_POST = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 }; +const int32 ALIGN16 g_SIMD_lsbmask[4] ALIGN16_POST = { 0xfffffffe, 0xfffffffe, 0xfffffffe, 0xfffffffe }; +const int32 ALIGN16 g_SIMD_clear_wmask[4] ALIGN16_POST = { 0xffffffff, 0xffffffff, 0xffffffff, 0 }; +const int32 ALIGN16 g_SIMD_AllOnesMask[4] ALIGN16_POST = { 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff }; // ~0,~0,~0,~0 +const int32 ALIGN16 g_SIMD_Low16BitsMask[4] ALIGN16_POST = { 0xffff, 0xffff, 0xffff, 0xffff }; // 0xffff x 4 + +const int32 ALIGN16 g_SIMD_ComponentMask[4][4] ALIGN16_POST = +{ + { 0xFFFFFFFF, 0, 0, 0 }, { 0, 0xFFFFFFFF, 0, 0 }, { 0, 0, 0xFFFFFFFF, 0 }, { 0, 0, 0, 0xFFFFFFFF } +}; + +const int32 ALIGN16 g_SIMD_SkipTailMask[4][4] ALIGN16_POST = +{ + { 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff }, + { 0xffffffff, 0x00000000, 0x00000000, 0x00000000 }, + { 0xffffffff, 0xffffffff, 0x00000000, 0x00000000 }, + { 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000 }, +}; + + + // FUNCTIONS + // NOTE: WHY YOU **DO NOT** WANT TO PUT FUNCTIONS HERE +// Generally speaking, you want to make sure SIMD math functions +// are inlined, because that gives the compiler much more latitude +// in instruction scheduling. It's not that the overhead of calling +// the function is particularly great; rather, many of the SIMD +// opcodes have long latencies, and if you have a sequence of +// several dependent ones inside a function call, the latencies +// stack up to create a big penalty. If the function is inlined, +// the compiler can interleave its operations with ones from the +// caller to better hide those latencies. Finally, on the 360, +// putting parameters or return values on the stack, and then +// reading them back within the next forty cycles, is a very +// severe penalty. So, as much as possible, you want to leave your +// data on the registers. + +// That said, there are certain occasions where it is appropriate +// to call into functions -- particularly for very large blocks +// of code that will spill most of the registers anyway. Unless your +// function is more than one screen long, yours is probably not one +// of those occasions. + + + +/// You can use this to rotate a long array of FourVectors all by the same +/// matrix. The first parameter is the head of the array. The second is the +/// number of vectors to rotate. The third is the matrix. +void FourVectors::RotateManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix ) +{ + Assert(numVectors > 0); + if ( numVectors == 0 ) + return; + + // Splat out each of the entries in the matrix to a fltx4. Do this + // in the order that we will need them, to hide latency. I'm + // avoiding making an array of them, so that they'll remain in + // registers. + fltx4 matSplat00, matSplat01, matSplat02, + matSplat10, matSplat11, matSplat12, + matSplat20, matSplat21, matSplat22; + + { + // Load the matrix into local vectors. Sadly, matrix3x4_ts are + // often unaligned. The w components will be the tranpose row of + // the matrix, but we don't really care about that. + fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]); + fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]); + fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]); + + matSplat00 = SplatXSIMD(matCol0); + matSplat01 = SplatYSIMD(matCol0); + matSplat02 = SplatZSIMD(matCol0); + + matSplat10 = SplatXSIMD(matCol1); + matSplat11 = SplatYSIMD(matCol1); + matSplat12 = SplatZSIMD(matCol1); + + matSplat20 = SplatXSIMD(matCol2); + matSplat21 = SplatYSIMD(matCol2); + matSplat22 = SplatZSIMD(matCol2); + } + +#ifdef _X360 + // Same algorithm as above, but the loop is unrolled to eliminate data hazard latencies + // and simplify prefetching. Named variables are deliberately used instead of arrays to + // ensure that the variables live on the registers instead of the stack (stack load/store + // is a serious penalty on 360). Nb: for prefetching to be most efficient here, the + // loop should be unrolled to 8 FourVectors per iteration; because each FourVectors is + // 48 bytes long, 48 * 8 = 384, its least common multiple with the 128-byte cache line. + // That way you can fetch the next 3 cache lines while you work on these three. + // If you do go this route, be sure to dissassemble and make sure it doesn't spill + // registers to stack as you do this; the cost of that will be excessive. Unroll the loop + // a little and just live with the fact that you'll be doing a couple of redundant dbcts + // (they don't cost you anything). Be aware that all three cores share L2 and it can only + // have eight cache lines fetching at a time. + fltx4 outX0, outY0, outZ0; // bank one of outputs + fltx4 outX1, outY1, outZ1; // bank two of outputs + + + // Because of instruction latencies and scheduling, it's actually faster to use adds and muls + // rather than madds. (Empirically determined by timing.) + const FourVectors * stop = pVectors + numVectors; + FourVectors * RESTRICT pVectNext; + // prime the pump. + if (numVectors & 0x01) + { + // odd number of vectors to process + // prime the 1 group of registers + pVectNext = pVectors++; + outX1 = AddSIMD( AddSIMD( MulSIMD( pVectNext->x, matSplat00 ), MulSIMD( pVectNext->y, matSplat01 ) ), MulSIMD( pVectNext->z, matSplat02 ) ); + outY1 = AddSIMD( AddSIMD( MulSIMD( pVectNext->x, matSplat10 ), MulSIMD( pVectNext->y, matSplat11 ) ), MulSIMD( pVectNext->z, matSplat12 ) ); + outZ1 = AddSIMD( AddSIMD( MulSIMD( pVectNext->x, matSplat20 ), MulSIMD( pVectNext->y, matSplat21 ) ), MulSIMD( pVectNext->z, matSplat22 ) ); + } + else + { + // even number of total vectors to process; + // prime the zero group and jump into the middle of the loop + outX0 = AddSIMD( AddSIMD( MulSIMD( pVectors->x, matSplat00 ), MulSIMD( pVectors->y, matSplat01 ) ), MulSIMD( pVectors->z, matSplat02 ) ); + outY0 = AddSIMD( AddSIMD( MulSIMD( pVectors->x, matSplat10 ), MulSIMD( pVectors->y, matSplat11 ) ), MulSIMD( pVectors->z, matSplat12 ) ); + outZ0 = AddSIMD( AddSIMD( MulSIMD( pVectors->x, matSplat20 ), MulSIMD( pVectors->y, matSplat21 ) ), MulSIMD( pVectors->z, matSplat22 ) ); + goto EVEN_CASE; + } + + // perform an even number of iterations through this loop. + while (pVectors < stop) + { + outX0 = MaddSIMD( pVectors->z, matSplat02, AddSIMD( MulSIMD( pVectors->x, matSplat00 ), MulSIMD( pVectors->y, matSplat01 ) ) ); + outY0 = MaddSIMD( pVectors->z, matSplat12, AddSIMD( MulSIMD( pVectors->x, matSplat10 ), MulSIMD( pVectors->y, matSplat11 ) ) ); + outZ0 = MaddSIMD( pVectors->z, matSplat22, AddSIMD( MulSIMD( pVectors->x, matSplat20 ), MulSIMD( pVectors->y, matSplat21 ) ) ); + + pVectNext->x = outX1; + pVectNext->y = outY1; + pVectNext->z = outZ1; + +EVEN_CASE: + pVectNext = pVectors+1; + + outX1 = MaddSIMD( pVectNext->z, matSplat02, AddSIMD( MulSIMD( pVectNext->x, matSplat00 ), MulSIMD( pVectNext->y, matSplat01 ) ) ); + outY1 = MaddSIMD( pVectNext->z, matSplat12, AddSIMD( MulSIMD( pVectNext->x, matSplat10 ), MulSIMD( pVectNext->y, matSplat11 ) ) ); + outZ1 = MaddSIMD( pVectNext->z, matSplat22, AddSIMD( MulSIMD( pVectNext->x, matSplat20 ), MulSIMD( pVectNext->y, matSplat21 ) ) ); + + pVectors->x = outX0; + pVectors->y = outY0; + pVectors->z = outZ0; + + pVectors += 2; + } + + // flush the last round of output + pVectNext->x = outX1; + pVectNext->y = outY1; + pVectNext->z = outZ1; +#else + // PC does not benefit from the unroll/scheduling above + fltx4 outX0, outY0, outZ0; // bank one of outputs + + + // Because of instruction latencies and scheduling, it's actually faster to use adds and muls + // rather than madds. (Empirically determined by timing.) + const FourVectors * stop = pVectors + numVectors; + + // perform an even number of iterations through this loop. + while (pVectors < stop) + { + outX0 = MaddSIMD( pVectors->z, matSplat02, AddSIMD( MulSIMD( pVectors->x, matSplat00 ), MulSIMD( pVectors->y, matSplat01 ) ) ); + outY0 = MaddSIMD( pVectors->z, matSplat12, AddSIMD( MulSIMD( pVectors->x, matSplat10 ), MulSIMD( pVectors->y, matSplat11 ) ) ); + outZ0 = MaddSIMD( pVectors->z, matSplat22, AddSIMD( MulSIMD( pVectors->x, matSplat20 ), MulSIMD( pVectors->y, matSplat21 ) ) ); + + pVectors->x = outX0; + pVectors->y = outY0; + pVectors->z = outZ0; + pVectors++; + } +#endif +} + +#ifdef _X360 +// Loop-scheduled code to process FourVectors in groups of eight quite efficiently. +void FourVectors_TransformManyGroupsOfEightBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut ) +{ + Assert(numVectors > 0); + if ( numVectors == 0 ) + return; + + AssertMsg( (pOut < pVectors && pOut+numVectors <= pVectors) || + (pOut > pVectors && pVectors+numVectors <= pOut), "FourVectors::TransformManyBy called with overlapping buffer pointers." ); + + // Splat out each of the entries in the matrix to a fltx4. Do this + // in the order that we will need them, to hide latency. I'm + // avoiding making an array of them, so that they'll remain in + // registers. + fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS + matSplat10, matSplat11, matSplat12, matSplat13, + matSplat20, matSplat21, matSplat22, matSplat23; + + { + // Load the matrix into local vectors. Sadly, matrix3x4_ts are + // often unaligned. The w components will be the tranpose row of + // the matrix. + fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]); + fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]); + fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]); + + matSplat00 = SplatXSIMD(matCol0); + matSplat01 = SplatYSIMD(matCol0); + matSplat02 = SplatZSIMD(matCol0); + matSplat03 = SplatWSIMD(matCol0); + + matSplat10 = SplatXSIMD(matCol1); + matSplat11 = SplatYSIMD(matCol1); + matSplat12 = SplatZSIMD(matCol1); + matSplat13 = SplatWSIMD(matCol1); + + matSplat20 = SplatXSIMD(matCol2); + matSplat21 = SplatYSIMD(matCol2); + matSplat22 = SplatZSIMD(matCol2); + matSplat23 = SplatWSIMD(matCol2); + } + + // this macro defines how to compute a specific row from an input and certain splat columns +#define COMPUTE(res, invec, xterm, yterm, zterm, transterm) res = AddSIMD( AddSIMD( MulSIMD((invec)->z, zterm), AddSIMD( MulSIMD( (invec)->x, xterm ), MulSIMD( (invec)->y, yterm ) ) ), transterm ) +#define WRITE(term, reg, toptr) toptr->term = reg + + // define result groups (we're going to have an eight-way unroll) + + fltx4 res0X, res0Y, res0Z, res0XTemp, res0YTemp, res0ZTemp; // 48 REGISTERS + fltx4 res1X, res1Y, res1Z, res1XTemp, res1YTemp, res1ZTemp; + fltx4 res2X, res2Y, res2Z, res2XTemp, res2YTemp, res2ZTemp; + fltx4 res3X, res3Y, res3Z, res3XTemp, res3YTemp, res3ZTemp; + fltx4 res4X, res4Y, res4Z, res4XTemp, res4YTemp, res4ZTemp; + fltx4 res5X, res5Y, res5Z, res5XTemp, res5YTemp, res5ZTemp; + fltx4 res6X, res6Y, res6Z, res6XTemp, res6YTemp, res6ZTemp; + fltx4 res7X, res7Y, res7Z, res7XTemp, res7YTemp, res7ZTemp; + + +// #define FROZ(out,in,offset) COMPUTE((out+offset)->x, (in + offset), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE((out + offset )->y, (in + offset), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE((out + offset)->z, (in + offset), matSplat20, matSplat21, matSplat22, matSplat23) +#define COMPUTE_GROUP(resgroup,dataptr) COMPUTE(resgroup ## X, (dataptr), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE(resgroup ## Y, (dataptr), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE(resgroup ## Z, (dataptr), matSplat20, matSplat21, matSplat22, matSplat23) +#define WRITE_GROUP(ptr, resgroup) (ptr)->x = resgroup ## X; (ptr)->y = resgroup ## Y; (ptr)->z = resgroup ## Z + + /* + // stage 1 -- 6 ops for xyz, each w 12 cycle latency + res0X = MulSIMD( (invec)->y, matSplat01 ); + res0Temp = MaddSIMD((invec)->z, matSplat02, matSplat03); + // stage 2 -- 3 clocks for xyz + res0X = MaddSIMD( (invec)->x, matSplat00, res0X ); + // stage 3 -- 3 clocks for xyz + res0X = AddSIMD(res0X, res0Temp); + */ +#define COMPUTE_STAGE1_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MulSIMD( (invec)->y, ysplat ); tempvar = MaddSIMD((invec)->z, zsplat, transplat) +#define COMPUTE_STAGE2_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MaddSIMD( (invec)->x, xsplat, res ) +#define COMPUTE_STAGE3_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = AddSIMD(res, tempvar) // frees up the tempvar + +#define COMPUTE_STAGE1_GROUP(resgroup, invec) COMPUTE_STAGE1_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE1_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE1_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + +#define COMPUTE_STAGE2_GROUP(resgroup, invec) COMPUTE_STAGE2_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE2_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE2_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + +#define COMPUTE_STAGE3_GROUP(resgroup, invec) COMPUTE_STAGE3_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE3_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE3_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + + FourVectors * RESTRICT inData = pVectors; + FourVectors * RESTRICT outData = pOut; + const FourVectors * const RESTRICT STOP = pVectors + numVectors; + + // Use techniques of loop scheduling to eliminate data hazards; process + // eight groups simultaneously so that we never have any operations stalling + // waiting for data. + // Note: this loop, while pretty fast, could be faster still -- you'll notice + // that it does all of its loads, then all computation, then writes everything + // out. If made truly cyclic, such that every line interleaved a stage 1, stage 2, + // stage 3, and write, then throughput could be higher (probably by about 50%). + while (inData < STOP) + { + // start prefetching the three cache lines + // we'll hit two iterations from now + __dcbt( sizeof(FourVectors) * 16, inData ); + __dcbt( sizeof(FourVectors) * 16 + 128, inData ); + __dcbt( sizeof(FourVectors) * 16 + 256, inData ); + + // synchro + COMPUTE_STAGE1_GROUP(res0, inData + 0); + COMPUTE_STAGE1_GROUP(res1, inData + 1); + COMPUTE_STAGE1_GROUP(res2, inData + 2); + COMPUTE_STAGE1_GROUP(res3, inData + 3); + + COMPUTE_STAGE2_GROUP(res0, inData + 0); + COMPUTE_STAGE1_GROUP(res4, inData + 4); + COMPUTE_STAGE2_GROUP(res1, inData + 1); + COMPUTE_STAGE1_GROUP(res5, inData + 5); + COMPUTE_STAGE2_GROUP(res2, inData + 2); + COMPUTE_STAGE1_GROUP(res6, inData + 6); + COMPUTE_STAGE2_GROUP(res3, inData + 3); + COMPUTE_STAGE1_GROUP(res7, inData + 7); + + COMPUTE_STAGE3_GROUP(res0, inData + 0); + COMPUTE_STAGE2_GROUP(res4, inData + 4); + COMPUTE_STAGE3_GROUP(res1, inData + 1); + COMPUTE_STAGE2_GROUP(res5, inData + 5); + COMPUTE_STAGE3_GROUP(res2, inData + 2); + COMPUTE_STAGE2_GROUP(res6, inData + 6); + COMPUTE_STAGE3_GROUP(res3, inData + 3); + COMPUTE_STAGE2_GROUP(res7, inData + 7); + + COMPUTE_STAGE3_GROUP(res4, inData + 4); + WRITE_GROUP( outData + 0, res0 ); + COMPUTE_STAGE3_GROUP(res5, inData + 5); + WRITE_GROUP( outData + 1, res1 ); + COMPUTE_STAGE3_GROUP(res6, inData + 6); + WRITE_GROUP( outData + 2, res2 ); + COMPUTE_STAGE3_GROUP(res7, inData + 7); + WRITE_GROUP( outData + 3, res3 ); + + + WRITE_GROUP( outData + 4, res4 ); + WRITE_GROUP( outData + 5, res5 ); + WRITE_GROUP( outData + 6, res6 ); + WRITE_GROUP( outData + 7, res7 ); + + inData += 8; + outData += 8; + } + + +#undef COMPUTE +#undef WRITE +#undef COMPUTE_STAGE1_ROW +#undef COMPUTE_STAGE2_ROW +#undef COMPUTE_STAGE3_ROW +#undef COMPUTE_STAGE1_GROUP +#undef COMPUTE_STAGE2_GROUP +#undef COMPUTE_STAGE3_GROUP +#undef COMPUTE_GROUP +#undef WRITE_GROUP +} + +#ifdef _X360 +// Loop-scheduled code to process FourVectors in groups of eight quite efficiently. This is the version +// to call when starting on a 128-byte-aligned address. +void FourVectors_TransformManyGroupsOfEightBy_128byteAligned(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut ) +{ + /* If this has changed, you will need to change all the prefetches, * + * and groups of eight are no longer the ideal unit for iterating * + * on many vectors. */ + COMPILE_TIME_ASSERT( sizeof(FourVectors) == 48 ) ; + + Assert(numVectors > 0); + if ( numVectors == 0 ) + return; + + AssertMsg((numVectors & 0x07) == 0, "FourVectors_TransformManyGroupsOfEight called with numVectors % 8 != 0!"); + + // Assert alignment + AssertMsg( ( ( reinterpret_cast<uint32>( pVectors ) & 127 ) == 0) && + ( ( reinterpret_cast<uint32>(pOut) & 127 ) == 0), + "FourVectors_Transform..aligned called with non-128-byte-aligned buffers." ); + + // Assert non overlap + AssertMsg( (pOut < pVectors && pOut+numVectors <= pVectors) || + (pOut > pVectors && pVectors+numVectors <= pOut), "FourVectors::TransformManyBy called with overlapping buffer pointers." ); + + // Here's the plan. 8 four-vecs = 3 cache lines exactly. It takes about 400 cycles to process a group + // of eight, and cache latency is 600 cycles, so we try to prefetch two iterations ahead (eg fetch + // iteration 3 while working on iteration 1). In the case of the output, we can simply zero-flush + // the cache lines since we are sure to write into them. Because we're reading and fetching two ahead, + // we want to stop two away from the last iteration. + + // No matter what, we will need to prefetch the first two groups of eight of input (that's the + // first six cache lines) + __dcbt( 0, pVectors ); + __dcbt( 128, pVectors ); + __dcbt( 256, pVectors ); + __dcbt( 384, pVectors ); + __dcbt( 512, pVectors ); + __dcbt( 640, pVectors ); + + + // Splat out each of the entries in the matrix to a fltx4. Do this + // in the order that we will need them, to hide latency. I'm + // avoiding making an array of them, so that they'll remain in + // registers. + fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS + matSplat10, matSplat11, matSplat12, matSplat13, + matSplat20, matSplat21, matSplat22, matSplat23; + + { + // Load the matrix into local vectors. Sadly, matrix3x4_ts are + // often unaligned. The w components will be the tranpose row of + // the matrix. + fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]); + fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]); + fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]); + + matSplat00 = SplatXSIMD(matCol0); + matSplat01 = SplatYSIMD(matCol0); + matSplat02 = SplatZSIMD(matCol0); + matSplat03 = SplatWSIMD(matCol0); + + matSplat10 = SplatXSIMD(matCol1); + matSplat11 = SplatYSIMD(matCol1); + matSplat12 = SplatZSIMD(matCol1); + matSplat13 = SplatWSIMD(matCol1); + + matSplat20 = SplatXSIMD(matCol2); + matSplat21 = SplatYSIMD(matCol2); + matSplat22 = SplatZSIMD(matCol2); + matSplat23 = SplatWSIMD(matCol2); + } + + // this macro defines how to compute a specific row from an input and certain splat columns +#define COMPUTE(res, invec, xterm, yterm, zterm, transterm) res = AddSIMD( AddSIMD( MulSIMD((invec)->z, zterm), AddSIMD( MulSIMD( (invec)->x, xterm ), MulSIMD( (invec)->y, yterm ) ) ), transterm ) +#define WRITE(term, reg, toptr) toptr->term = reg + + // define result groups (we're going to have an eight-way unroll) + + fltx4 res0X, res0Y, res0Z, res0XTemp, res0YTemp, res0ZTemp; // 48 REGISTERS + fltx4 res1X, res1Y, res1Z, res1XTemp, res1YTemp, res1ZTemp; + fltx4 res2X, res2Y, res2Z, res2XTemp, res2YTemp, res2ZTemp; + fltx4 res3X, res3Y, res3Z, res3XTemp, res3YTemp, res3ZTemp; + fltx4 res4X, res4Y, res4Z, res4XTemp, res4YTemp, res4ZTemp; + fltx4 res5X, res5Y, res5Z, res5XTemp, res5YTemp, res5ZTemp; + fltx4 res6X, res6Y, res6Z, res6XTemp, res6YTemp, res6ZTemp; + fltx4 res7X, res7Y, res7Z, res7XTemp, res7YTemp, res7ZTemp; + + + // #define FROZ(out,in,offset) COMPUTE((out+offset)->x, (in + offset), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE((out + offset )->y, (in + offset), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE((out + offset)->z, (in + offset), matSplat20, matSplat21, matSplat22, matSplat23) +#define COMPUTE_GROUP(resgroup,dataptr) COMPUTE(resgroup ## X, (dataptr), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE(resgroup ## Y, (dataptr), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE(resgroup ## Z, (dataptr), matSplat20, matSplat21, matSplat22, matSplat23) +#define WRITE_GROUP(ptr, resgroup) (ptr)->x = resgroup ## X; (ptr)->y = resgroup ## Y; (ptr)->z = resgroup ## Z + + /* + // stage 1 -- 6 ops for xyz, each w 12 cycle latency + res0X = MulSIMD( (invec)->y, matSplat01 ); + res0Temp = MaddSIMD((invec)->z, matSplat02, matSplat03); + // stage 2 -- 3 clocks for xyz + res0X = MaddSIMD( (invec)->x, matSplat00, res0X ); + // stage 3 -- 3 clocks for xyz + res0X = AddSIMD(res0X, res0Temp); + */ +#define COMPUTE_STAGE1_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MulSIMD( (invec)->y, ysplat ); tempvar = MaddSIMD((invec)->z, zsplat, transplat) +#define COMPUTE_STAGE2_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MaddSIMD( (invec)->x, xsplat, res ) +#define COMPUTE_STAGE3_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = AddSIMD(res, tempvar) // frees up the tempvar + +#define COMPUTE_STAGE1_GROUP(resgroup, invec) COMPUTE_STAGE1_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE1_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE1_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + +#define COMPUTE_STAGE2_GROUP(resgroup, invec) COMPUTE_STAGE2_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE2_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE2_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + +#define COMPUTE_STAGE3_GROUP(resgroup, invec) COMPUTE_STAGE3_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE3_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE3_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + + + // Okay. First do all but the last two turns of the crank; we don't want to overshoot with the flush-to-zero. + FourVectors * RESTRICT inData = pVectors; + FourVectors * RESTRICT outData = pOut; + const FourVectors * RESTRICT STOP; + if (numVectors > 16) + { + STOP = pVectors + numVectors - 16; + // flush the first two blocks we'll write into + __dcbz128( 0, outData ); + __dcbz128( 128, outData ); + __dcbz128( 256, outData ); + + while (inData < STOP) + { + // start prefetching the three cache lines + // we'll hit two iterations from now + __dcbt( sizeof(FourVectors) * 16, inData ); + __dcbt( sizeof(FourVectors) * 16 + 128, inData ); + __dcbt( sizeof(FourVectors) * 16 + 256, inData ); + + // synchro + COMPUTE_STAGE1_GROUP(res0, inData + 0); + COMPUTE_STAGE1_GROUP(res1, inData + 1); + COMPUTE_STAGE1_GROUP(res2, inData + 2); + COMPUTE_STAGE1_GROUP(res3, inData + 3); + + // pre-zero the three cache lines we'll overwrite + // in the next iteration + __dcbz128( 384, outData ); + __dcbz128( 512, outData ); + __dcbz128( 640, outData ); + + + COMPUTE_STAGE2_GROUP(res0, inData + 0); + COMPUTE_STAGE1_GROUP(res4, inData + 4); + COMPUTE_STAGE2_GROUP(res1, inData + 1); + COMPUTE_STAGE1_GROUP(res5, inData + 5); + COMPUTE_STAGE2_GROUP(res2, inData + 2); + COMPUTE_STAGE1_GROUP(res6, inData + 6); + COMPUTE_STAGE2_GROUP(res3, inData + 3); + COMPUTE_STAGE1_GROUP(res7, inData + 7); + + COMPUTE_STAGE3_GROUP(res0, inData + 0); + COMPUTE_STAGE2_GROUP(res4, inData + 4); + COMPUTE_STAGE3_GROUP(res1, inData + 1); + COMPUTE_STAGE2_GROUP(res5, inData + 5); + COMPUTE_STAGE3_GROUP(res2, inData + 2); + COMPUTE_STAGE2_GROUP(res6, inData + 6); + COMPUTE_STAGE3_GROUP(res3, inData + 3); + COMPUTE_STAGE2_GROUP(res7, inData + 7); + + COMPUTE_STAGE3_GROUP(res4, inData + 4); + WRITE_GROUP( outData + 0, res0 ); + COMPUTE_STAGE3_GROUP(res5, inData + 5); + WRITE_GROUP( outData + 1, res1 ); + COMPUTE_STAGE3_GROUP(res6, inData + 6); + WRITE_GROUP( outData + 2, res2 ); + COMPUTE_STAGE3_GROUP(res7, inData + 7); + WRITE_GROUP( outData + 3, res3 ); + + + WRITE_GROUP( outData + 4, res4 ); + WRITE_GROUP( outData + 5, res5 ); + WRITE_GROUP( outData + 6, res6 ); + WRITE_GROUP( outData + 7, res7 ); + + inData += 8; + outData += 8; + } + } + else if (numVectors == 16) + { + // zero out the exactly six cache lines we will write into + __dcbz128( 0, outData ); + __dcbz128( 128, outData ); + __dcbz128( 256, outData ); + __dcbz128( 384, outData ); + __dcbz128( 512, outData ); + __dcbz128( 640, outData ); + } + else if (numVectors == 8) + { + // zero out the exactly three cache lines we will write into + __dcbz128( 0, outData ); + __dcbz128( 128, outData ); + __dcbz128( 256, outData ); + } + else + { + AssertMsg(false, "Can't happen!"); + } + + // deal with the ultimate two groups (or, if we were fed + // less than 16 groups, the whole shebang) + STOP = pVectors + numVectors - 16; + + + // Use techniques of loop scheduling to eliminate data hazards; process + // eight groups simultaneously so that we never have any operations stalling + // waiting for data. + // Note: this loop, while pretty fast, could be faster still -- you'll notice + // that it does all of its loads, then all computation, then writes everything + // out. If made truly cyclic, such that every line interleaved a stage 1, stage 2, + // stage 3, and write, then throughput could be higher (probably by about 50%). + while (inData < STOP) + { + // synchro + COMPUTE_STAGE1_GROUP(res0, inData + 0); + COMPUTE_STAGE1_GROUP(res1, inData + 1); + COMPUTE_STAGE1_GROUP(res2, inData + 2); + COMPUTE_STAGE1_GROUP(res3, inData + 3); + + COMPUTE_STAGE2_GROUP(res0, inData + 0); + COMPUTE_STAGE1_GROUP(res4, inData + 4); + COMPUTE_STAGE2_GROUP(res1, inData + 1); + COMPUTE_STAGE1_GROUP(res5, inData + 5); + COMPUTE_STAGE2_GROUP(res2, inData + 2); + COMPUTE_STAGE1_GROUP(res6, inData + 6); + COMPUTE_STAGE2_GROUP(res3, inData + 3); + COMPUTE_STAGE1_GROUP(res7, inData + 7); + + COMPUTE_STAGE3_GROUP(res0, inData + 0); + COMPUTE_STAGE2_GROUP(res4, inData + 4); + COMPUTE_STAGE3_GROUP(res1, inData + 1); + COMPUTE_STAGE2_GROUP(res5, inData + 5); + COMPUTE_STAGE3_GROUP(res2, inData + 2); + COMPUTE_STAGE2_GROUP(res6, inData + 6); + COMPUTE_STAGE3_GROUP(res3, inData + 3); + COMPUTE_STAGE2_GROUP(res7, inData + 7); + + COMPUTE_STAGE3_GROUP(res4, inData + 4); + WRITE_GROUP( outData + 0, res0 ); + COMPUTE_STAGE3_GROUP(res5, inData + 5); + WRITE_GROUP( outData + 1, res1 ); + COMPUTE_STAGE3_GROUP(res6, inData + 6); + WRITE_GROUP( outData + 2, res2 ); + COMPUTE_STAGE3_GROUP(res7, inData + 7); + WRITE_GROUP( outData + 3, res3 ); + + + WRITE_GROUP( outData + 4, res4 ); + WRITE_GROUP( outData + 5, res5 ); + WRITE_GROUP( outData + 6, res6 ); + WRITE_GROUP( outData + 7, res7 ); + + inData += 8; + outData += 8; + } + + +#undef COMPUTE +#undef WRITE +#undef COMPUTE_STAGE1_ROW +#undef COMPUTE_STAGE2_ROW +#undef COMPUTE_STAGE3_ROW +#undef COMPUTE_STAGE1_GROUP +#undef COMPUTE_STAGE2_GROUP +#undef COMPUTE_STAGE3_GROUP +#undef COMPUTE_GROUP +#undef WRITE_GROUP +} +#endif + +// Transform a long array of FourVectors by a given matrix. +void FourVectors::TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut ) +{ + Assert(numVectors > 0); + + AssertMsg( (pOut < pVectors && pOut+numVectors <= pVectors) || + (pOut > pVectors && pVectors+numVectors <= pOut), "FourVectors::TransformManyBy called with overlapping buffer pointers." ); + +#ifdef _X360 + // The really fast version of this function likes to operate on blocks of eight. So, chug through + // groups of eight, then deal with any leftovers. + int numVectorsRoundedToNearestEight = numVectors & (~0x07); + if (numVectors >= 8) + { + // aligned? + if ((reinterpret_cast<unsigned int>(pVectors) & 127) == 0 && (reinterpret_cast<unsigned int>(pOut) & 127) == 0) + { + FourVectors_TransformManyGroupsOfEightBy_128byteAligned(pVectors, numVectorsRoundedToNearestEight, rotationMatrix, pOut); + } + else + { + FourVectors_TransformManyGroupsOfEightBy(pVectors, numVectorsRoundedToNearestEight, rotationMatrix, pOut); + } + numVectors -= numVectorsRoundedToNearestEight; + pVectors += numVectorsRoundedToNearestEight; + pOut += numVectorsRoundedToNearestEight; + } +#endif + + // any left over? + if (numVectors > 0) + { + + // Splat out each of the entries in the matrix to a fltx4. Do this + // in the order that we will need them, to hide latency. I'm + // avoiding making an array of them, so that they'll remain in + // registers. + fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS + matSplat10, matSplat11, matSplat12, matSplat13, + matSplat20, matSplat21, matSplat22, matSplat23; + + { + // Load the matrix into local vectors. Sadly, matrix3x4_ts are + // often unaligned. The w components will be the transpose row of + // the matrix. + fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]); + fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]); + fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]); + + matSplat00 = SplatXSIMD(matCol0); + matSplat01 = SplatYSIMD(matCol0); + matSplat02 = SplatZSIMD(matCol0); + matSplat03 = SplatWSIMD(matCol0); + + matSplat10 = SplatXSIMD(matCol1); + matSplat11 = SplatYSIMD(matCol1); + matSplat12 = SplatZSIMD(matCol1); + matSplat13 = SplatWSIMD(matCol1); + + matSplat20 = SplatXSIMD(matCol2); + matSplat21 = SplatYSIMD(matCol2); + matSplat22 = SplatZSIMD(matCol2); + matSplat23 = SplatWSIMD(matCol2); + } + + do + { + // Trust in the compiler to schedule these operations correctly: + pOut->x = MaddSIMD(pVectors->z, matSplat02, MaddSIMD(pVectors->y, matSplat01, MaddSIMD(pVectors->x, matSplat00, matSplat03))); + pOut->y = MaddSIMD(pVectors->z, matSplat12, MaddSIMD(pVectors->y, matSplat11, MaddSIMD(pVectors->x, matSplat00, matSplat13))); + pOut->z = MaddSIMD(pVectors->z, matSplat22, MaddSIMD(pVectors->y, matSplat21, MaddSIMD(pVectors->x, matSplat00, matSplat23))); + + ++pOut; + ++pVectors; + --numVectors; + } while(numVectors > 0); + } +} + +#ifdef _X360 +// Loop-scheduled code to process FourVectors in groups of eight quite efficiently. +static void FourVectors_TransformManyGroupsOfEightBy_InPlace(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix ) +{ + Assert(numVectors > 0); + if ( numVectors == 0 ) + return; + + // Prefetch line 1 and 2 + __dcbt(0,pVectors); + __dcbt(128,pVectors); + + // Splat out each of the entries in the matrix to a fltx4. Do this + // in the order that we will need them, to hide latency. I'm + // avoiding making an array of them, so that they'll remain in + // registers. + fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS + matSplat10, matSplat11, matSplat12, matSplat13, + matSplat20, matSplat21, matSplat22, matSplat23; + + { + // Load the matrix into local vectors. Sadly, matrix3x4_ts are + // often unaligned. The w components will be the tranpose row of + // the matrix. + fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]); + fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]); + fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]); + + matSplat00 = SplatXSIMD(matCol0); + matSplat01 = SplatYSIMD(matCol0); + matSplat02 = SplatZSIMD(matCol0); + matSplat03 = SplatWSIMD(matCol0); + + matSplat10 = SplatXSIMD(matCol1); + matSplat11 = SplatYSIMD(matCol1); + matSplat12 = SplatZSIMD(matCol1); + matSplat13 = SplatWSIMD(matCol1); + + matSplat20 = SplatXSIMD(matCol2); + matSplat21 = SplatYSIMD(matCol2); + matSplat22 = SplatZSIMD(matCol2); + matSplat23 = SplatWSIMD(matCol2); + } + + // this macro defines how to compute a specific row from an input and certain splat columns +#define COMPUTE(res, invec, xterm, yterm, zterm, transterm) res = AddSIMD( AddSIMD( MulSIMD((invec)->z, zterm), AddSIMD( MulSIMD( (invec)->x, xterm ), MulSIMD( (invec)->y, yterm ) ) ), transterm ) +#define WRITE(term, reg, toptr) toptr->term = reg + + // define result groups (we're going to have an eight-way unroll) + + fltx4 res0X, res0Y, res0Z, res0XTemp, res0YTemp, res0ZTemp; // 48 REGISTERS + fltx4 res1X, res1Y, res1Z, res1XTemp, res1YTemp, res1ZTemp; + fltx4 res2X, res2Y, res2Z, res2XTemp, res2YTemp, res2ZTemp; + fltx4 res3X, res3Y, res3Z, res3XTemp, res3YTemp, res3ZTemp; + fltx4 res4X, res4Y, res4Z, res4XTemp, res4YTemp, res4ZTemp; + fltx4 res5X, res5Y, res5Z, res5XTemp, res5YTemp, res5ZTemp; + fltx4 res6X, res6Y, res6Z, res6XTemp, res6YTemp, res6ZTemp; + fltx4 res7X, res7Y, res7Z, res7XTemp, res7YTemp, res7ZTemp; + + + // #define FROZ(out,in,offset) COMPUTE((out+offset)->x, (in + offset), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE((out + offset )->y, (in + offset), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE((out + offset)->z, (in + offset), matSplat20, matSplat21, matSplat22, matSplat23) +#define COMPUTE_GROUP(resgroup,dataptr) COMPUTE(resgroup ## X, (dataptr), matSplat00, matSplat01, matSplat02, matSplat03); COMPUTE(resgroup ## Y, (dataptr), matSplat10, matSplat11, matSplat12, matSplat13); COMPUTE(resgroup ## Z, (dataptr), matSplat20, matSplat21, matSplat22, matSplat23) +#define WRITE_GROUP(ptr, resgroup) (ptr)->x = resgroup ## X; (ptr)->y = resgroup ## Y; (ptr)->z = resgroup ## Z + + /* + // stage 1 -- 6 ops for xyz, each w 12 cycle latency + res0X = MulSIMD( (invec)->y, matSplat01 ); + res0Temp = MaddSIMD((invec)->z, matSplat02, matSplat03); + // stage 2 -- 3 clocks for xyz + res0X = MaddSIMD( (invec)->x, matSplat00, res0X ); + // stage 3 -- 3 clocks for xyz + res0X = AddSIMD(res0X, res0Temp); + */ +#define COMPUTE_STAGE1_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MulSIMD( (invec)->y, ysplat ); tempvar = MaddSIMD((invec)->z, zsplat, transplat) +#define COMPUTE_STAGE2_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = MaddSIMD( (invec)->x, xsplat, res ) +#define COMPUTE_STAGE3_ROW(res, tempvar, invec, xsplat, ysplat, zsplat, transplat) res = AddSIMD(res, tempvar) // frees up the tempvar + +#define COMPUTE_STAGE1_GROUP(resgroup, invec) COMPUTE_STAGE1_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE1_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE1_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + +#define COMPUTE_STAGE2_GROUP(resgroup, invec) COMPUTE_STAGE2_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE2_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE2_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + +#define COMPUTE_STAGE3_GROUP(resgroup, invec) COMPUTE_STAGE3_ROW(resgroup ## X, resgroup ## X ## Temp, invec, matSplat00, matSplat01, matSplat02, matSplat03);\ + COMPUTE_STAGE3_ROW(resgroup ## Y, resgroup ## Y ## Temp, invec, matSplat10, matSplat11, matSplat12, matSplat13);\ + COMPUTE_STAGE3_ROW(resgroup ## Z, resgroup ## Z ## Temp, invec, matSplat20, matSplat21, matSplat22, matSplat23) + + const FourVectors * const RESTRICT STOP = pVectors + numVectors; + + // Use techniques of loop scheduling to eliminate data hazards; process + // eight groups simultaneously so that we never have any operations stalling + // waiting for data. + // Note: this loop, while pretty fast, could be faster still -- you'll notice + // that it does all of its loads, then all computation, then writes everything + // out. If made truly cyclic, such that every line interleaved a stage 1, stage 2, + // stage 3, and write, then throughput could be higher (probably by about 50%). + while (pVectors < STOP) + { + // start prefetching the three cache lines + // we'll hit two iterations from now + __dcbt( sizeof(FourVectors) * 16, pVectors ); + __dcbt( sizeof(FourVectors) * 16 + 128, pVectors ); + __dcbt( sizeof(FourVectors) * 16 + 256, pVectors ); + + // synchro + COMPUTE_STAGE1_GROUP(res0, pVectors + 0); + COMPUTE_STAGE1_GROUP(res1, pVectors + 1); + COMPUTE_STAGE1_GROUP(res2, pVectors + 2); + COMPUTE_STAGE1_GROUP(res3, pVectors + 3); + + COMPUTE_STAGE2_GROUP(res0, pVectors + 0); + COMPUTE_STAGE1_GROUP(res4, pVectors + 4); + COMPUTE_STAGE2_GROUP(res1, pVectors + 1); + COMPUTE_STAGE1_GROUP(res5, pVectors + 5); + COMPUTE_STAGE2_GROUP(res2, pVectors + 2); + COMPUTE_STAGE1_GROUP(res6, pVectors + 6); + COMPUTE_STAGE2_GROUP(res3, pVectors + 3); + COMPUTE_STAGE1_GROUP(res7, pVectors + 7); + + COMPUTE_STAGE3_GROUP(res0, pVectors + 0); + COMPUTE_STAGE2_GROUP(res4, pVectors + 4); + COMPUTE_STAGE3_GROUP(res1, pVectors + 1); + COMPUTE_STAGE2_GROUP(res5, pVectors + 5); + COMPUTE_STAGE3_GROUP(res2, pVectors + 2); + COMPUTE_STAGE2_GROUP(res6, pVectors + 6); + COMPUTE_STAGE3_GROUP(res3, pVectors + 3); + COMPUTE_STAGE2_GROUP(res7, pVectors + 7); + + COMPUTE_STAGE3_GROUP(res4, pVectors + 4); + WRITE_GROUP( pVectors + 0, res0 ); + COMPUTE_STAGE3_GROUP(res5, pVectors + 5); + WRITE_GROUP( pVectors + 1, res1 ); + COMPUTE_STAGE3_GROUP(res6, pVectors + 6); + WRITE_GROUP( pVectors + 2, res2 ); + COMPUTE_STAGE3_GROUP(res7, pVectors + 7); + WRITE_GROUP( pVectors + 3, res3 ); + + WRITE_GROUP( pVectors + 4, res4 ); + WRITE_GROUP( pVectors + 5, res5 ); + WRITE_GROUP( pVectors + 6, res6 ); + WRITE_GROUP( pVectors + 7, res7 ); + + pVectors += 8; + } + + +#undef COMPUTE +#undef WRITE +#undef COMPUTE_STAGE1_ROW +#undef COMPUTE_STAGE2_ROW +#undef COMPUTE_STAGE3_ROW +#undef COMPUTE_STAGE1_GROUP +#undef COMPUTE_STAGE2_GROUP +#undef COMPUTE_STAGE3_GROUP +#undef COMPUTE_GROUP +#undef WRITE_GROUP +} +#endif + +// In-place version of above. It's necessary to have this, rather than just allowing pOut and pVectors +// to equal each other, because of the semantics of RESTRICT: pVectors and pOut must not be allowed +// to alias. (Simply un-restricting the pointers results in very poor scheduling.) +void FourVectors::TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix ) +{ + Assert(numVectors > 0); + +#ifdef _X360 + // The really fast version of this function likes to operate on blocks of eight. So, chug through + // groups of eight, then deal with any leftovers. + int numVectorsRoundedToNearestEight = numVectors & (~0x07); + if (numVectors >= 8) + { + FourVectors_TransformManyGroupsOfEightBy_InPlace(pVectors, numVectorsRoundedToNearestEight, rotationMatrix); + numVectors -= numVectorsRoundedToNearestEight; + pVectors += numVectorsRoundedToNearestEight; + } +#endif + + // any left over? + if (numVectors > 0) + { + + // Splat out each of the entries in the matrix to a fltx4. Do this + // in the order that we will need them, to hide latency. I'm + // avoiding making an array of them, so that they'll remain in + // registers. + fltx4 matSplat00, matSplat01, matSplat02, matSplat03, // TWELVE REGISTERS + matSplat10, matSplat11, matSplat12, matSplat13, + matSplat20, matSplat21, matSplat22, matSplat23; + + { + // Load the matrix into local vectors. Sadly, matrix3x4_ts are + // often unaligned. The w components will be the transpose row of + // the matrix. + fltx4 matCol0 = LoadUnalignedSIMD(rotationMatrix[0]); + fltx4 matCol1 = LoadUnalignedSIMD(rotationMatrix[1]); + fltx4 matCol2 = LoadUnalignedSIMD(rotationMatrix[2]); + + matSplat00 = SplatXSIMD(matCol0); + matSplat01 = SplatYSIMD(matCol0); + matSplat02 = SplatZSIMD(matCol0); + matSplat03 = SplatWSIMD(matCol0); + + matSplat10 = SplatXSIMD(matCol1); + matSplat11 = SplatYSIMD(matCol1); + matSplat12 = SplatZSIMD(matCol1); + matSplat13 = SplatWSIMD(matCol1); + + matSplat20 = SplatXSIMD(matCol2); + matSplat21 = SplatYSIMD(matCol2); + matSplat22 = SplatZSIMD(matCol2); + matSplat23 = SplatWSIMD(matCol2); + } + + do + { + fltx4 resultX, resultY, resultZ; + // Trust in the compiler to schedule these operations correctly: + resultX = MaddSIMD(pVectors->z, matSplat02, MaddSIMD(pVectors->y, matSplat01, MaddSIMD(pVectors->x, matSplat00, matSplat03))); + resultY = MaddSIMD(pVectors->z, matSplat12, MaddSIMD(pVectors->y, matSplat11, MaddSIMD(pVectors->x, matSplat00, matSplat13))); + resultZ = MaddSIMD(pVectors->z, matSplat22, MaddSIMD(pVectors->y, matSplat21, MaddSIMD(pVectors->x, matSplat00, matSplat23))); + + pVectors->x = resultX; + pVectors->y = resultY; + pVectors->z = resultZ; + + ++pVectors; + --numVectors; + } while(numVectors > 0); + } +} + + +#endif + +// Transform many (horizontal) points in-place by a 3x4 matrix, +// here already loaded onto three fltx4 registers but not transposed. +// The points must be stored as 16-byte aligned. They are points +// and not vectors because we assume the w-component to be 1. +#ifdef _X360 +void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, FLTX4 mRow0, FLTX4 mRow1, FLTX4 mRow2) +{ + /************************************************** + * Here is an elaborate and carefully scheduled * + * algorithm nicked from xboxmath.inl and hacked * + * up for 3x4 matrices. * + **************************************************/ + + COMPILE_TIME_ASSERT(sizeof(VectorAligned) == sizeof(XMFLOAT4)); // VectorAligned's need to be 16 bytes + + XMVECTOR R0[8], R1[8], R2[8]; + XMVECTOR vIn[8]; + + // C_ASSERT(UnrollCount == 8); + // C_ASSERT(sizeof(XMFLOAT4) == 16); + Assert(pVectors); + Assert(((UINT_PTR)pVectors & 3) == 0); // assert alignment + + UINT GroupIndex; + + VectorAligned * RESTRICT vCurrent = pVectors; + // sentinel pointers + VectorAligned * vStreamEnd, *vStreamGroupBase, *vStreamGroupEnd; + + { + // cook up the pointers from integer math. Necessary because otherwise we LHS all over + // the place. (Odd that this doesn't happen to the xbox math.) + + UINT_PTR InputVector = (UINT_PTR)pVectors; + UINT_PTR InputStreamEnd = InputVector + numVectors * sizeof(XMFLOAT4); + // compute start and end points on 128-byte alignment + UINT_PTR InputStreamCGroupBase = XMMin(InputVector + (XM_CACHE_LINE_SIZE - 1), InputStreamEnd) & ~(XM_CACHE_LINE_SIZE - 1); + UINT_PTR InputStreamCGroupEnd = InputStreamCGroupBase + ((InputStreamEnd - InputStreamCGroupBase) & ~(4 * XM_CACHE_LINE_SIZE - 1)); + + vStreamEnd = (VectorAligned *)InputStreamEnd; + vStreamGroupBase = (VectorAligned *)InputStreamCGroupBase; + vStreamGroupEnd = (VectorAligned *)InputStreamCGroupEnd; + } + + + __dcbt(0, vStreamGroupBase); + __dcbt(XM_CACHE_LINE_SIZE, vStreamGroupBase); + __dcbt(XM_CACHE_LINE_SIZE * 2, vStreamGroupBase); + __dcbt(XM_CACHE_LINE_SIZE * 3, vStreamGroupBase); + + while (vCurrent < vStreamGroupBase) + { + fltx4 vec = __lvx(vCurrent->Base(), 0); + + R0[0] = __vmsum4fp(vec, mRow0); + R1[0] = __vmsum4fp(vec, mRow1); + R2[0] = __vmsum4fp(vec, mRow2); + + __stvewx(R0[0], vCurrent->Base(), 0); + __stvewx(R1[0], vCurrent->Base(), 4); + __stvewx(R2[0], vCurrent->Base(), 8); + + vCurrent++; + } + + while (vCurrent < vStreamGroupEnd) + { + __dcbt(XM_CACHE_LINE_SIZE * 4, vCurrent); + __dcbt(XM_CACHE_LINE_SIZE * 5, vCurrent); + __dcbt(XM_CACHE_LINE_SIZE * 6, vCurrent); + __dcbt(XM_CACHE_LINE_SIZE * 7, vCurrent); + + for (GroupIndex = 0; GroupIndex < 4; GroupIndex++) + { + // all kinds of LHS on this pointer. Why? + VectorAligned* OutputVector = vCurrent; + + vIn[0] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[1] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[2] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[3] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[4] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[5] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[6] = __lvx(vCurrent->Base(), 0); + vCurrent++; + vIn[7] = __lvx(vCurrent->Base(), 0); + vCurrent++; + + R0[0] = __vmsum4fp(vIn[0], mRow0); + R1[0] = __vmsum4fp(vIn[0], mRow1); + R2[0] = __vmsum4fp(vIn[0], mRow2); + + R0[1] = __vmsum4fp(vIn[1], mRow0); + R1[1] = __vmsum4fp(vIn[1], mRow1); + R2[1] = __vmsum4fp(vIn[1], mRow2); + + R0[2] = __vmsum4fp(vIn[2], mRow0); + R1[2] = __vmsum4fp(vIn[2], mRow1); + R2[2] = __vmsum4fp(vIn[2], mRow2); + + R0[3] = __vmsum4fp(vIn[3], mRow0); + R1[3] = __vmsum4fp(vIn[3], mRow1); + R2[3] = __vmsum4fp(vIn[3], mRow2); + + R0[4] = __vmsum4fp(vIn[4], mRow0); + R1[4] = __vmsum4fp(vIn[4], mRow1); + R2[4] = __vmsum4fp(vIn[4], mRow2); + + R0[5] = __vmsum4fp(vIn[5], mRow0); + R1[5] = __vmsum4fp(vIn[5], mRow1); + R2[5] = __vmsum4fp(vIn[5], mRow2); + + R0[6] = __vmsum4fp(vIn[6], mRow0); + R1[6] = __vmsum4fp(vIn[6], mRow1); + R2[6] = __vmsum4fp(vIn[6], mRow2); + + R0[7] = __vmsum4fp(vIn[7], mRow0); + R1[7] = __vmsum4fp(vIn[7], mRow1); + R2[7] = __vmsum4fp(vIn[7], mRow2); + + __stvewx(R0[0], OutputVector, 0); + __stvewx(R1[0], OutputVector, 4); + __stvewx(R2[0], OutputVector, 8); + OutputVector++; + + __stvewx(R0[1], OutputVector, 0); + __stvewx(R1[1], OutputVector, 4); + __stvewx(R2[1], OutputVector, 8); + OutputVector++; + + __stvewx(R0[2], OutputVector, 0); + __stvewx(R1[2], OutputVector, 4); + __stvewx(R2[2], OutputVector, 8); + OutputVector++; + + __stvewx(R0[3], OutputVector, 0); + __stvewx(R1[3], OutputVector, 4); + __stvewx(R2[3], OutputVector, 8); + OutputVector++; + + __stvewx(R0[4], OutputVector, 0); + __stvewx(R1[4], OutputVector, 4); + __stvewx(R2[4], OutputVector, 8); + OutputVector++; + + __stvewx(R0[5], OutputVector, 0); + __stvewx(R1[5], OutputVector, 4); + __stvewx(R2[5], OutputVector, 8); + OutputVector++; + + __stvewx(R0[6], OutputVector, 0); + __stvewx(R1[6], OutputVector, 4); + __stvewx(R2[6], OutputVector, 8); + OutputVector++; + + __stvewx(R0[7], OutputVector, 0); + __stvewx(R1[7], OutputVector, 4); + __stvewx(R2[7], OutputVector, 8); + OutputVector++; + } + } + + while (vCurrent < vStreamEnd) + { + vIn[0] = __lvx(vCurrent->Base(), 0); + + R0[0] = __vmsum4fp(vIn[0], mRow0); + R1[0] = __vmsum4fp(vIn[0], mRow1); + R2[0] = __vmsum4fp(vIn[0], mRow2); + + __stvewx(R0[0], vCurrent->Base(), 0); + __stvewx(R1[0], vCurrent->Base(), 4); + __stvewx(R2[0], vCurrent->Base(), 8); + + vCurrent++; + } + + +} +#endif |