Revert "- add CPU.bSSE2 branching support to softpoly"

This reverts commit 545241aa06.

These commits are WIP stuff that should not be in the master branch. A work branch has been created to finalize this code.
This commit is contained in:
Christoph Oelckers 2017-04-23 10:39:07 +02:00
commit 2621c460e3
8 changed files with 156 additions and 1905 deletions

View file

@ -185,42 +185,21 @@ ShadedTriVertex TriMatrix::operator*(TriVertex v) const
sv.y = vy;
sv.z = vz;
sv.w = vw;
#else
__m128 m0 = _mm_loadu_ps(matrix);
__m128 m1 = _mm_loadu_ps(matrix + 4);
__m128 m2 = _mm_loadu_ps(matrix + 8);
__m128 m3 = _mm_loadu_ps(matrix + 12);
__m128 mv = _mm_loadu_ps(&v.x);
m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0)));
m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1)));
m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2)));
m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3)));
mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3);
ShadedTriVertex sv;
_mm_storeu_ps(&sv.x, mv);
#endif
sv.u = v.u;
sv.v = v.v;
return sv;
#else
if (CPU.bSSE2)
{
__m128 m0 = _mm_loadu_ps(matrix);
__m128 m1 = _mm_loadu_ps(matrix + 4);
__m128 m2 = _mm_loadu_ps(matrix + 8);
__m128 m3 = _mm_loadu_ps(matrix + 12);
__m128 mv = _mm_loadu_ps(&v.x);
m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0)));
m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1)));
m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2)));
m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3)));
mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3);
ShadedTriVertex sv;
_mm_storeu_ps(&sv.x, mv);
sv.u = v.u;
sv.v = v.v;
return sv;
}
else
{
float vx = matrix[0 * 4 + 0] * v.x + matrix[1 * 4 + 0] * v.y + matrix[2 * 4 + 0] * v.z + matrix[3 * 4 + 0] * v.w;
float vy = matrix[0 * 4 + 1] * v.x + matrix[1 * 4 + 1] * v.y + matrix[2 * 4 + 1] * v.z + matrix[3 * 4 + 1] * v.w;
float vz = matrix[0 * 4 + 2] * v.x + matrix[1 * 4 + 2] * v.y + matrix[2 * 4 + 2] * v.z + matrix[3 * 4 + 2] * v.w;
float vw = matrix[0 * 4 + 3] * v.x + matrix[1 * 4 + 3] * v.y + matrix[2 * 4 + 3] * v.z + matrix[3 * 4 + 3] * v.w;
ShadedTriVertex sv;
sv.x = vx;
sv.y = vy;
sv.z = vz;
sv.w = vw;
sv.u = v.u;
sv.v = v.v;
return sv;
}
#endif
}