/* Store a vector to an unaligned location in memory */ static inline void StoreUnaligned (vector unsigned char v, const guchar *where) { if ((unsigned long)where & 0x0f) { /* Load the surrounding area */ vector unsigned char low = vec_ld(0, where); vector unsigned char high = vec_ld(16, where); /* Prepare the constants that we need */ vector unsigned char permuteVector = vec_lvsr(0, where); vector signed char oxFF = vec_splat_s8(-1); vector signed char ox00 = vec_splat_s8(0); /* Make a mask for which parts of the vectors to swap out */ vector unsigned char mask = (vector unsigned char)vec_perm(ox00, oxFF, permuteVector); v = vec_perm(v, v, permuteVector); /* Insert our data into the low and high vectors */ low = vec_sel(low, v, mask); high = vec_sel(v, high, mask); /* Store the two aligned result vectors */ vec_st(low, 0, CONST_BUFFER(where)); vec_st(high, 16, CONST_BUFFER(where)); } else { /* prevent overflow */ vec_st(v, 0, CONST_BUFFER(where)); } }
static void ProjectDlightTexture_altivec( void ) { int i, l; vec_t origin0, origin1, origin2; float texCoords0, texCoords1; vector float floatColorVec0, floatColorVec1; vector float modulateVec, colorVec, zero; vector short colorShort; vector signed int colorInt; vector unsigned char floatColorVecPerm, modulatePerm, colorChar; vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff); float *texCoords; byte *colors; byte clipBits[SHADER_MAX_VERTEXES]; float texCoordsArray[SHADER_MAX_VERTEXES][2]; byte colorArray[SHADER_MAX_VERTEXES][4]; unsigned hitIndexes[SHADER_MAX_INDEXES]; int numIndexes; float scale; float radius; vec3_t floatColor; float modulate = 0.0f; if ( !backEnd.refdef.num_dlights ) { return; } // There has to be a better way to do this so that floatColor // and/or modulate are already 16-byte aligned. floatColorVecPerm = vec_lvsl(0,(float *)floatColor); modulatePerm = vec_lvsl(0,(float *)&modulate); modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0); zero = (vector float)vec_splat_s8(0); for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { dlight_t *dl; if ( !( tess.dlightBits & ( 1 << l ) ) ) { continue; // this surface definately doesn't have any of this light } texCoords = texCoordsArray[0]; colors = colorArray[0]; dl = &backEnd.refdef.dlights[l]; origin0 = dl->transformed[0]; origin1 = dl->transformed[1]; origin2 = dl->transformed[2]; radius = dl->radius; scale = 1.0f / radius; if(r_greyscale->integer) { float luminance; luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f; floatColor[0] = floatColor[1] = floatColor[2] = luminance; } else if(r_greyscale->value) { float luminance; luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f; floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value); floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value); floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value); } else { floatColor[0] = dl->color[0] * 255.0f; floatColor[1] = dl->color[1] * 255.0f; floatColor[2] = dl->color[2] * 255.0f; } floatColorVec0 = vec_ld(0, floatColor); floatColorVec1 = vec_ld(11, floatColor); floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm); for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) { int clip = 0; vec_t dist0, dist1, dist2; dist0 = origin0 - tess.xyz[i][0]; dist1 = origin1 - tess.xyz[i][1]; dist2 = origin2 - tess.xyz[i][2]; backEnd.pc.c_dlightVertexes++; texCoords0 = 0.5f + dist0 * scale; texCoords1 = 0.5f + dist1 * scale; if( !r_dlightBacks->integer && // dist . tess.normal[i] ( dist0 * tess.normal[i][0] + dist1 * tess.normal[i][1] + dist2 * tess.normal[i][2] ) < 0.0f ) { clip = 63; } else { if ( texCoords0 < 0.0f ) { clip |= 1; } else if ( texCoords0 > 1.0f ) { clip |= 2; } if ( texCoords1 < 0.0f ) { clip |= 4; } else if ( texCoords1 > 1.0f ) { clip |= 8; } texCoords[0] = texCoords0; texCoords[1] = texCoords1; // modulate the strength based on the height and color if ( dist2 > radius ) { clip |= 16; modulate = 0.0f; } else if ( dist2 < -radius ) { clip |= 32; modulate = 0.0f; } else { dist2 = Q_fabs(dist2); if ( dist2 < radius * 0.5f ) { modulate = 1.0f; } else { modulate = 2.0f * (radius - dist2) * scale; } } } clipBits[i] = clip; modulateVec = vec_ld(0,(float *)&modulate); modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm); colorVec = vec_madd(floatColorVec0,modulateVec,zero); colorInt = vec_cts(colorVec,0); // RGBx colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255 vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color } // build a list of triangles that need light numIndexes = 0; for ( i = 0 ; i < tess.numIndexes ; i += 3 ) { int a, b, c; a = tess.indexes[i]; b = tess.indexes[i+1]; c = tess.indexes[i+2]; if ( clipBits[a] & clipBits[b] & clipBits[c] ) { continue; // not lighted } hitIndexes[numIndexes] = a; hitIndexes[numIndexes+1] = b; hitIndexes[numIndexes+2] = c; numIndexes += 3; } if ( !numIndexes ) { continue; } qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] ); qglEnableClientState( GL_COLOR_ARRAY ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray ); GL_Bind( tr.dlightImage ); // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light // where they aren't rendered if ( dl->additive ) { GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); } else { GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); } R_DrawElements( numIndexes, hitIndexes ); backEnd.pc.c_totalIndexes += numIndexes; backEnd.pc.c_dlightIndexes += numIndexes; } }
vector signed char testsc_1 () { return vec_splat_s8 (5); }
vector signed char testsc_3 () { return vec_splat_s8 (15); }
vector signed char testsc_2 () { return vec_splat_s8 (-5); }
static int dct_quantize_altivec(MpegEncContext* s, DCTELEM* data, int n, int qscale, int* overflow) { int lastNonZero; vector float row0, row1, row2, row3, row4, row5, row6, row7; vector float alt0, alt1, alt2, alt3, alt4, alt5, alt6, alt7; const vector float zero = (const vector float)FOUROF(0.); // used after quantize step int oldBaseValue = 0; // Load the data into the row/alt vectors { vector signed short data0, data1, data2, data3, data4, data5, data6, data7; data0 = vec_ld(0, data); data1 = vec_ld(16, data); data2 = vec_ld(32, data); data3 = vec_ld(48, data); data4 = vec_ld(64, data); data5 = vec_ld(80, data); data6 = vec_ld(96, data); data7 = vec_ld(112, data); // Transpose the data before we start TRANSPOSE8(data0, data1, data2, data3, data4, data5, data6, data7); // load the data into floating point vectors. We load // the high half of each row into the main row vectors // and the low half into the alt vectors. row0 = vec_ctf(vec_unpackh(data0), 0); alt0 = vec_ctf(vec_unpackl(data0), 0); row1 = vec_ctf(vec_unpackh(data1), 0); alt1 = vec_ctf(vec_unpackl(data1), 0); row2 = vec_ctf(vec_unpackh(data2), 0); alt2 = vec_ctf(vec_unpackl(data2), 0); row3 = vec_ctf(vec_unpackh(data3), 0); alt3 = vec_ctf(vec_unpackl(data3), 0); row4 = vec_ctf(vec_unpackh(data4), 0); alt4 = vec_ctf(vec_unpackl(data4), 0); row5 = vec_ctf(vec_unpackh(data5), 0); alt5 = vec_ctf(vec_unpackl(data5), 0); row6 = vec_ctf(vec_unpackh(data6), 0); alt6 = vec_ctf(vec_unpackl(data6), 0); row7 = vec_ctf(vec_unpackh(data7), 0); alt7 = vec_ctf(vec_unpackl(data7), 0); } // The following block could exist as a separate an altivec dct // function. However, if we put it inline, the DCT data can remain // in the vector local variables, as floats, which we'll use during the // quantize step... { const vector float vec_0_298631336 = (vector float)FOUROF(0.298631336f); const vector float vec_0_390180644 = (vector float)FOUROF(-0.390180644f); const vector float vec_0_541196100 = (vector float)FOUROF(0.541196100f); const vector float vec_0_765366865 = (vector float)FOUROF(0.765366865f); const vector float vec_0_899976223 = (vector float)FOUROF(-0.899976223f); const vector float vec_1_175875602 = (vector float)FOUROF(1.175875602f); const vector float vec_1_501321110 = (vector float)FOUROF(1.501321110f); const vector float vec_1_847759065 = (vector float)FOUROF(-1.847759065f); const vector float vec_1_961570560 = (vector float)FOUROF(-1.961570560f); const vector float vec_2_053119869 = (vector float)FOUROF(2.053119869f); const vector float vec_2_562915447 = (vector float)FOUROF(-2.562915447f); const vector float vec_3_072711026 = (vector float)FOUROF(3.072711026f); int whichPass, whichHalf; for(whichPass = 1; whichPass<=2; whichPass++) { for(whichHalf = 1; whichHalf<=2; whichHalf++) { vector float tmp0, tmp1, tmp2, tmp3, tmp4, tmp5, tmp6, tmp7; vector float tmp10, tmp11, tmp12, tmp13; vector float z1, z2, z3, z4, z5; tmp0 = vec_add(row0, row7); // tmp0 = dataptr[0] + dataptr[7]; tmp7 = vec_sub(row0, row7); // tmp7 = dataptr[0] - dataptr[7]; tmp3 = vec_add(row3, row4); // tmp3 = dataptr[3] + dataptr[4]; tmp4 = vec_sub(row3, row4); // tmp4 = dataptr[3] - dataptr[4]; tmp1 = vec_add(row1, row6); // tmp1 = dataptr[1] + dataptr[6]; tmp6 = vec_sub(row1, row6); // tmp6 = dataptr[1] - dataptr[6]; tmp2 = vec_add(row2, row5); // tmp2 = dataptr[2] + dataptr[5]; tmp5 = vec_sub(row2, row5); // tmp5 = dataptr[2] - dataptr[5]; tmp10 = vec_add(tmp0, tmp3); // tmp10 = tmp0 + tmp3; tmp13 = vec_sub(tmp0, tmp3); // tmp13 = tmp0 - tmp3; tmp11 = vec_add(tmp1, tmp2); // tmp11 = tmp1 + tmp2; tmp12 = vec_sub(tmp1, tmp2); // tmp12 = tmp1 - tmp2; // dataptr[0] = (DCTELEM) ((tmp10 + tmp11) << PASS1_BITS); row0 = vec_add(tmp10, tmp11); // dataptr[4] = (DCTELEM) ((tmp10 - tmp11) << PASS1_BITS); row4 = vec_sub(tmp10, tmp11); // z1 = MULTIPLY(tmp12 + tmp13, FIX_0_541196100); z1 = vec_madd(vec_add(tmp12, tmp13), vec_0_541196100, (vector float)zero); // dataptr[2] = (DCTELEM) DESCALE(z1 + MULTIPLY(tmp13, FIX_0_765366865), // CONST_BITS-PASS1_BITS); row2 = vec_madd(tmp13, vec_0_765366865, z1); // dataptr[6] = (DCTELEM) DESCALE(z1 + MULTIPLY(tmp12, - FIX_1_847759065), // CONST_BITS-PASS1_BITS); row6 = vec_madd(tmp12, vec_1_847759065, z1); z1 = vec_add(tmp4, tmp7); // z1 = tmp4 + tmp7; z2 = vec_add(tmp5, tmp6); // z2 = tmp5 + tmp6; z3 = vec_add(tmp4, tmp6); // z3 = tmp4 + tmp6; z4 = vec_add(tmp5, tmp7); // z4 = tmp5 + tmp7; // z5 = MULTIPLY(z3 + z4, FIX_1_175875602); /* sqrt(2) * c3 */ z5 = vec_madd(vec_add(z3, z4), vec_1_175875602, (vector float)zero); // z3 = MULTIPLY(z3, - FIX_1_961570560); /* sqrt(2) * (-c3-c5) */ z3 = vec_madd(z3, vec_1_961570560, z5); // z4 = MULTIPLY(z4, - FIX_0_390180644); /* sqrt(2) * (c5-c3) */ z4 = vec_madd(z4, vec_0_390180644, z5); // The following adds are rolled into the multiplies above // z3 = vec_add(z3, z5); // z3 += z5; // z4 = vec_add(z4, z5); // z4 += z5; // z2 = MULTIPLY(z2, - FIX_2_562915447); /* sqrt(2) * (-c1-c3) */ // Wow! It's actually more efficient to roll this multiply // into the adds below, even thought the multiply gets done twice! // z2 = vec_madd(z2, vec_2_562915447, (vector float)zero); // z1 = MULTIPLY(z1, - FIX_0_899976223); /* sqrt(2) * (c7-c3) */ // Same with this one... // z1 = vec_madd(z1, vec_0_899976223, (vector float)zero); // tmp4 = MULTIPLY(tmp4, FIX_0_298631336); /* sqrt(2) * (-c1+c3+c5-c7) */ // dataptr[7] = (DCTELEM) DESCALE(tmp4 + z1 + z3, CONST_BITS-PASS1_BITS); row7 = vec_madd(tmp4, vec_0_298631336, vec_madd(z1, vec_0_899976223, z3)); // tmp5 = MULTIPLY(tmp5, FIX_2_053119869); /* sqrt(2) * ( c1+c3-c5+c7) */ // dataptr[5] = (DCTELEM) DESCALE(tmp5 + z2 + z4, CONST_BITS-PASS1_BITS); row5 = vec_madd(tmp5, vec_2_053119869, vec_madd(z2, vec_2_562915447, z4)); // tmp6 = MULTIPLY(tmp6, FIX_3_072711026); /* sqrt(2) * ( c1+c3+c5-c7) */ // dataptr[3] = (DCTELEM) DESCALE(tmp6 + z2 + z3, CONST_BITS-PASS1_BITS); row3 = vec_madd(tmp6, vec_3_072711026, vec_madd(z2, vec_2_562915447, z3)); // tmp7 = MULTIPLY(tmp7, FIX_1_501321110); /* sqrt(2) * ( c1+c3-c5-c7) */ // dataptr[1] = (DCTELEM) DESCALE(tmp7 + z1 + z4, CONST_BITS-PASS1_BITS); row1 = vec_madd(z1, vec_0_899976223, vec_madd(tmp7, vec_1_501321110, z4)); // Swap the row values with the alts. If this is the first half, // this sets up the low values to be acted on in the second half. // If this is the second half, it puts the high values back in // the row values where they are expected to be when we're done. SWAP(row0, alt0); SWAP(row1, alt1); SWAP(row2, alt2); SWAP(row3, alt3); SWAP(row4, alt4); SWAP(row5, alt5); SWAP(row6, alt6); SWAP(row7, alt7); } if (whichPass == 1) { // transpose the data for the second pass // First, block transpose the upper right with lower left. SWAP(row4, alt0); SWAP(row5, alt1); SWAP(row6, alt2); SWAP(row7, alt3); // Now, transpose each block of four TRANSPOSE4(row0, row1, row2, row3); TRANSPOSE4(row4, row5, row6, row7); TRANSPOSE4(alt0, alt1, alt2, alt3); TRANSPOSE4(alt4, alt5, alt6, alt7); } } } // perform the quantize step, using the floating point data // still in the row/alt registers { const int* biasAddr; const vector signed int* qmat; vector float bias, negBias; if (s->mb_intra) { vector signed int baseVector; // We must cache element 0 in the intra case // (it needs special handling). baseVector = vec_cts(vec_splat(row0, 0), 0); vec_ste(baseVector, 0, &oldBaseValue); qmat = (vector signed int*)s->q_intra_matrix[qscale]; biasAddr = &(s->intra_quant_bias); } else { qmat = (vector signed int*)s->q_inter_matrix[qscale]; biasAddr = &(s->inter_quant_bias); } // Load the bias vector (We add 0.5 to the bias so that we're // rounding when we convert to int, instead of flooring.) { vector signed int biasInt; const vector float negOneFloat = (vector float)FOUROF(-1.0f); LOAD4(biasInt, biasAddr); bias = vec_ctf(biasInt, QUANT_BIAS_SHIFT); negBias = vec_madd(bias, negOneFloat, zero); } { vector float q0, q1, q2, q3, q4, q5, q6, q7; q0 = vec_ctf(qmat[0], QMAT_SHIFT); q1 = vec_ctf(qmat[2], QMAT_SHIFT); q2 = vec_ctf(qmat[4], QMAT_SHIFT); q3 = vec_ctf(qmat[6], QMAT_SHIFT); q4 = vec_ctf(qmat[8], QMAT_SHIFT); q5 = vec_ctf(qmat[10], QMAT_SHIFT); q6 = vec_ctf(qmat[12], QMAT_SHIFT); q7 = vec_ctf(qmat[14], QMAT_SHIFT); row0 = vec_sel(vec_madd(row0, q0, negBias), vec_madd(row0, q0, bias), vec_cmpgt(row0, zero)); row1 = vec_sel(vec_madd(row1, q1, negBias), vec_madd(row1, q1, bias), vec_cmpgt(row1, zero)); row2 = vec_sel(vec_madd(row2, q2, negBias), vec_madd(row2, q2, bias), vec_cmpgt(row2, zero)); row3 = vec_sel(vec_madd(row3, q3, negBias), vec_madd(row3, q3, bias), vec_cmpgt(row3, zero)); row4 = vec_sel(vec_madd(row4, q4, negBias), vec_madd(row4, q4, bias), vec_cmpgt(row4, zero)); row5 = vec_sel(vec_madd(row5, q5, negBias), vec_madd(row5, q5, bias), vec_cmpgt(row5, zero)); row6 = vec_sel(vec_madd(row6, q6, negBias), vec_madd(row6, q6, bias), vec_cmpgt(row6, zero)); row7 = vec_sel(vec_madd(row7, q7, negBias), vec_madd(row7, q7, bias), vec_cmpgt(row7, zero)); q0 = vec_ctf(qmat[1], QMAT_SHIFT); q1 = vec_ctf(qmat[3], QMAT_SHIFT); q2 = vec_ctf(qmat[5], QMAT_SHIFT); q3 = vec_ctf(qmat[7], QMAT_SHIFT); q4 = vec_ctf(qmat[9], QMAT_SHIFT); q5 = vec_ctf(qmat[11], QMAT_SHIFT); q6 = vec_ctf(qmat[13], QMAT_SHIFT); q7 = vec_ctf(qmat[15], QMAT_SHIFT); alt0 = vec_sel(vec_madd(alt0, q0, negBias), vec_madd(alt0, q0, bias), vec_cmpgt(alt0, zero)); alt1 = vec_sel(vec_madd(alt1, q1, negBias), vec_madd(alt1, q1, bias), vec_cmpgt(alt1, zero)); alt2 = vec_sel(vec_madd(alt2, q2, negBias), vec_madd(alt2, q2, bias), vec_cmpgt(alt2, zero)); alt3 = vec_sel(vec_madd(alt3, q3, negBias), vec_madd(alt3, q3, bias), vec_cmpgt(alt3, zero)); alt4 = vec_sel(vec_madd(alt4, q4, negBias), vec_madd(alt4, q4, bias), vec_cmpgt(alt4, zero)); alt5 = vec_sel(vec_madd(alt5, q5, negBias), vec_madd(alt5, q5, bias), vec_cmpgt(alt5, zero)); alt6 = vec_sel(vec_madd(alt6, q6, negBias), vec_madd(alt6, q6, bias), vec_cmpgt(alt6, zero)); alt7 = vec_sel(vec_madd(alt7, q7, negBias), vec_madd(alt7, q7, bias), vec_cmpgt(alt7, zero)); } } // Store the data back into the original block { vector signed short data0, data1, data2, data3, data4, data5, data6, data7; data0 = vec_pack(vec_cts(row0, 0), vec_cts(alt0, 0)); data1 = vec_pack(vec_cts(row1, 0), vec_cts(alt1, 0)); data2 = vec_pack(vec_cts(row2, 0), vec_cts(alt2, 0)); data3 = vec_pack(vec_cts(row3, 0), vec_cts(alt3, 0)); data4 = vec_pack(vec_cts(row4, 0), vec_cts(alt4, 0)); data5 = vec_pack(vec_cts(row5, 0), vec_cts(alt5, 0)); data6 = vec_pack(vec_cts(row6, 0), vec_cts(alt6, 0)); data7 = vec_pack(vec_cts(row7, 0), vec_cts(alt7, 0)); { // Clamp for overflow vector signed int max_q_int, min_q_int; vector signed short max_q, min_q; LOAD4(max_q_int, &(s->max_qcoeff)); LOAD4(min_q_int, &(s->min_qcoeff)); max_q = vec_pack(max_q_int, max_q_int); min_q = vec_pack(min_q_int, min_q_int); data0 = vec_max(vec_min(data0, max_q), min_q); data1 = vec_max(vec_min(data1, max_q), min_q); data2 = vec_max(vec_min(data2, max_q), min_q); data4 = vec_max(vec_min(data4, max_q), min_q); data5 = vec_max(vec_min(data5, max_q), min_q); data6 = vec_max(vec_min(data6, max_q), min_q); data7 = vec_max(vec_min(data7, max_q), min_q); } { vector bool char zero_01, zero_23, zero_45, zero_67; vector signed char scanIndexes_01, scanIndexes_23, scanIndexes_45, scanIndexes_67; vector signed char negOne = vec_splat_s8(-1); vector signed char* scanPtr = (vector signed char*)(s->intra_scantable.inverse); signed char lastNonZeroChar; // Determine the largest non-zero index. zero_01 = vec_pack(vec_cmpeq(data0, (vector signed short)zero), vec_cmpeq(data1, (vector signed short)zero)); zero_23 = vec_pack(vec_cmpeq(data2, (vector signed short)zero), vec_cmpeq(data3, (vector signed short)zero)); zero_45 = vec_pack(vec_cmpeq(data4, (vector signed short)zero), vec_cmpeq(data5, (vector signed short)zero)); zero_67 = vec_pack(vec_cmpeq(data6, (vector signed short)zero), vec_cmpeq(data7, (vector signed short)zero)); // 64 biggest values scanIndexes_01 = vec_sel(scanPtr[0], negOne, zero_01); scanIndexes_23 = vec_sel(scanPtr[1], negOne, zero_23); scanIndexes_45 = vec_sel(scanPtr[2], negOne, zero_45); scanIndexes_67 = vec_sel(scanPtr[3], negOne, zero_67); // 32 largest values scanIndexes_01 = vec_max(scanIndexes_01, scanIndexes_23); scanIndexes_45 = vec_max(scanIndexes_45, scanIndexes_67); // 16 largest values scanIndexes_01 = vec_max(scanIndexes_01, scanIndexes_45); // 8 largest values scanIndexes_01 = vec_max(vec_mergeh(scanIndexes_01, negOne), vec_mergel(scanIndexes_01, negOne)); // 4 largest values scanIndexes_01 = vec_max(vec_mergeh(scanIndexes_01, negOne), vec_mergel(scanIndexes_01, negOne)); // 2 largest values scanIndexes_01 = vec_max(vec_mergeh(scanIndexes_01, negOne), vec_mergel(scanIndexes_01, negOne)); // largest value scanIndexes_01 = vec_max(vec_mergeh(scanIndexes_01, negOne), vec_mergel(scanIndexes_01, negOne)); scanIndexes_01 = vec_splat(scanIndexes_01, 0); vec_ste(scanIndexes_01, 0, &lastNonZeroChar); lastNonZero = lastNonZeroChar; // While the data is still in vectors we check for the transpose IDCT permute // and handle it using the vector unit if we can. This is the permute used // by the altivec idct, so it is common when using the altivec dct. if ((lastNonZero > 0) && (s->dsp.idct_permutation_type == FF_TRANSPOSE_IDCT_PERM)) { TRANSPOSE8(data0, data1, data2, data3, data4, data5, data6, data7); } vec_st(data0, 0, data); vec_st(data1, 16, data); vec_st(data2, 32, data); vec_st(data3, 48, data); vec_st(data4, 64, data); vec_st(data5, 80, data); vec_st(data6, 96, data); vec_st(data7, 112, data); } } // special handling of block[0] if (s->mb_intra) { if (!s->h263_aic) { if (n < 4) oldBaseValue /= s->y_dc_scale; else oldBaseValue /= s->c_dc_scale; } // Divide by 8, rounding the result data[0] = (oldBaseValue + 4) >> 3; } // We handled the transpose permutation above and we don't // need to permute the "no" permutation case. if ((lastNonZero > 0) && (s->dsp.idct_permutation_type != FF_TRANSPOSE_IDCT_PERM) && (s->dsp.idct_permutation_type != FF_NO_IDCT_PERM)) { ff_block_permute(data, s->dsp.idct_permutation, s->intra_scantable.scantable, lastNonZero); } return lastNonZero; }
/* this code assume stride % 16 == 0 *and* tmp is properly aligned */ static void PREFIX_h264_qpel16_hv_lowpass_altivec(uint8_t * dst, int16_t * tmp, uint8_t * src, int dstStride, int tmpStride, int srcStride) { POWERPC_PERF_DECLARE(PREFIX_h264_qpel16_hv_lowpass_num, 1); POWERPC_PERF_START_COUNT(PREFIX_h264_qpel16_hv_lowpass_num, 1); register int i; const vector signed int vzero = vec_splat_s32(0); const vector unsigned char permM2 = vec_lvsl(-2, src); const vector unsigned char permM1 = vec_lvsl(-1, src); const vector unsigned char permP0 = vec_lvsl(+0, src); const vector unsigned char permP1 = vec_lvsl(+1, src); const vector unsigned char permP2 = vec_lvsl(+2, src); const vector unsigned char permP3 = vec_lvsl(+3, src); const vector signed short v20ss = (const vector signed short)AVV(20); const vector unsigned int v10ui = vec_splat_u32(10); const vector signed short v5ss = vec_splat_s16(5); const vector signed short v1ss = vec_splat_s16(1); const vector signed int v512si = (const vector signed int)AVV(512); const vector unsigned int v16ui = (const vector unsigned int)AVV(16); register int align = ((((unsigned long)src) - 2) % 16); src -= (2 * srcStride); for (i = 0 ; i < 21 ; i ++) { vector unsigned char srcM2, srcM1, srcP0, srcP1, srcP2, srcP3; vector unsigned char srcR1 = vec_ld(-2, src); vector unsigned char srcR2 = vec_ld(14, src); switch (align) { default: { srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = vec_perm(srcR1, srcR2, permP1); srcP2 = vec_perm(srcR1, srcR2, permP2); srcP3 = vec_perm(srcR1, srcR2, permP3); } break; case 11: { srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = vec_perm(srcR1, srcR2, permP1); srcP2 = vec_perm(srcR1, srcR2, permP2); srcP3 = srcR2; } break; case 12: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = vec_perm(srcR1, srcR2, permP1); srcP2 = srcR2; srcP3 = vec_perm(srcR2, srcR3, permP3); } break; case 13: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = srcR2; srcP2 = vec_perm(srcR2, srcR3, permP2); srcP3 = vec_perm(srcR2, srcR3, permP3); } break; case 14: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = srcR2; srcP1 = vec_perm(srcR2, srcR3, permP1); srcP2 = vec_perm(srcR2, srcR3, permP2); srcP3 = vec_perm(srcR2, srcR3, permP3); } break; case 15: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = srcR2; srcP0 = vec_perm(srcR2, srcR3, permP0); srcP1 = vec_perm(srcR2, srcR3, permP1); srcP2 = vec_perm(srcR2, srcR3, permP2); srcP3 = vec_perm(srcR2, srcR3, permP3); } break; } const vector signed short srcP0A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP0); const vector signed short srcP0B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP0); const vector signed short srcP1A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP1); const vector signed short srcP1B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP1); const vector signed short srcP2A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP2); const vector signed short srcP2B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP2); const vector signed short srcP3A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP3); const vector signed short srcP3B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP3); const vector signed short srcM1A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcM1); const vector signed short srcM1B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcM1); const vector signed short srcM2A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcM2); const vector signed short srcM2B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcM2); const vector signed short sum1A = vec_adds(srcP0A, srcP1A); const vector signed short sum1B = vec_adds(srcP0B, srcP1B); const vector signed short sum2A = vec_adds(srcM1A, srcP2A); const vector signed short sum2B = vec_adds(srcM1B, srcP2B); const vector signed short sum3A = vec_adds(srcM2A, srcP3A); const vector signed short sum3B = vec_adds(srcM2B, srcP3B); const vector signed short pp1A = vec_mladd(sum1A, v20ss, sum3A); const vector signed short pp1B = vec_mladd(sum1B, v20ss, sum3B); const vector signed short pp2A = vec_mladd(sum2A, v5ss, (vector signed short)vzero); const vector signed short pp2B = vec_mladd(sum2B, v5ss, (vector signed short)vzero); const vector signed short psumA = vec_sub(pp1A, pp2A); const vector signed short psumB = vec_sub(pp1B, pp2B); vec_st(psumA, 0, tmp); vec_st(psumB, 16, tmp); src += srcStride; tmp += tmpStride; /* int16_t*, and stride is 16, so it's OK here */ } const vector unsigned char dstperm = vec_lvsr(0, dst); const vector unsigned char neg1 = (const vector unsigned char)vec_splat_s8(-1); const vector unsigned char dstmask = vec_perm((const vector unsigned char)vzero, neg1, dstperm); const vector unsigned char mperm = (const vector unsigned char) AVV(0x00, 0x08, 0x01, 0x09, 0x02, 0x0A, 0x03, 0x0B, 0x04, 0x0C, 0x05, 0x0D, 0x06, 0x0E, 0x07, 0x0F); int16_t *tmpbis = tmp - (tmpStride * 21); vector signed short tmpM2ssA = vec_ld(0, tmpbis); vector signed short tmpM2ssB = vec_ld(16, tmpbis); tmpbis += tmpStride; vector signed short tmpM1ssA = vec_ld(0, tmpbis); vector signed short tmpM1ssB = vec_ld(16, tmpbis); tmpbis += tmpStride; vector signed short tmpP0ssA = vec_ld(0, tmpbis); vector signed short tmpP0ssB = vec_ld(16, tmpbis); tmpbis += tmpStride; vector signed short tmpP1ssA = vec_ld(0, tmpbis); vector signed short tmpP1ssB = vec_ld(16, tmpbis); tmpbis += tmpStride; vector signed short tmpP2ssA = vec_ld(0, tmpbis); vector signed short tmpP2ssB = vec_ld(16, tmpbis); tmpbis += tmpStride; for (i = 0 ; i < 16 ; i++) { const vector signed short tmpP3ssA = vec_ld(0, tmpbis); const vector signed short tmpP3ssB = vec_ld(16, tmpbis); tmpbis += tmpStride; const vector signed short sum1A = vec_adds(tmpP0ssA, tmpP1ssA); const vector signed short sum1B = vec_adds(tmpP0ssB, tmpP1ssB); const vector signed short sum2A = vec_adds(tmpM1ssA, tmpP2ssA); const vector signed short sum2B = vec_adds(tmpM1ssB, tmpP2ssB); const vector signed short sum3A = vec_adds(tmpM2ssA, tmpP3ssA); const vector signed short sum3B = vec_adds(tmpM2ssB, tmpP3ssB); tmpM2ssA = tmpM1ssA; tmpM2ssB = tmpM1ssB; tmpM1ssA = tmpP0ssA; tmpM1ssB = tmpP0ssB; tmpP0ssA = tmpP1ssA; tmpP0ssB = tmpP1ssB; tmpP1ssA = tmpP2ssA; tmpP1ssB = tmpP2ssB; tmpP2ssA = tmpP3ssA; tmpP2ssB = tmpP3ssB; const vector signed int pp1Ae = vec_mule(sum1A, v20ss); const vector signed int pp1Ao = vec_mulo(sum1A, v20ss); const vector signed int pp1Be = vec_mule(sum1B, v20ss); const vector signed int pp1Bo = vec_mulo(sum1B, v20ss); const vector signed int pp2Ae = vec_mule(sum2A, v5ss); const vector signed int pp2Ao = vec_mulo(sum2A, v5ss); const vector signed int pp2Be = vec_mule(sum2B, v5ss); const vector signed int pp2Bo = vec_mulo(sum2B, v5ss); const vector signed int pp3Ae = vec_sra((vector signed int)sum3A, v16ui); const vector signed int pp3Ao = vec_mulo(sum3A, v1ss); const vector signed int pp3Be = vec_sra((vector signed int)sum3B, v16ui); const vector signed int pp3Bo = vec_mulo(sum3B, v1ss); const vector signed int pp1cAe = vec_add(pp1Ae, v512si); const vector signed int pp1cAo = vec_add(pp1Ao, v512si); const vector signed int pp1cBe = vec_add(pp1Be, v512si); const vector signed int pp1cBo = vec_add(pp1Bo, v512si); const vector signed int pp32Ae = vec_sub(pp3Ae, pp2Ae); const vector signed int pp32Ao = vec_sub(pp3Ao, pp2Ao); const vector signed int pp32Be = vec_sub(pp3Be, pp2Be); const vector signed int pp32Bo = vec_sub(pp3Bo, pp2Bo); const vector signed int sumAe = vec_add(pp1cAe, pp32Ae); const vector signed int sumAo = vec_add(pp1cAo, pp32Ao); const vector signed int sumBe = vec_add(pp1cBe, pp32Be); const vector signed int sumBo = vec_add(pp1cBo, pp32Bo); const vector signed int ssumAe = vec_sra(sumAe, v10ui); const vector signed int ssumAo = vec_sra(sumAo, v10ui); const vector signed int ssumBe = vec_sra(sumBe, v10ui); const vector signed int ssumBo = vec_sra(sumBo, v10ui); const vector signed short ssume = vec_packs(ssumAe, ssumBe); const vector signed short ssumo = vec_packs(ssumAo, ssumBo); const vector unsigned char sumv = vec_packsu(ssume, ssumo); const vector unsigned char sum = vec_perm(sumv, sumv, mperm); const vector unsigned char dst1 = vec_ld(0, dst); const vector unsigned char dst2 = vec_ld(16, dst); const vector unsigned char vdst = vec_perm(dst1, dst2, vec_lvsl(0, dst)); vector unsigned char fsum; OP_U8_ALTIVEC(fsum, sum, vdst); const vector unsigned char rsum = vec_perm(fsum, fsum, dstperm); const vector unsigned char fdst1 = vec_sel(dst1, rsum, dstmask); const vector unsigned char fdst2 = vec_sel(rsum, dst2, dstmask); vec_st(fdst1, 0, dst); vec_st(fdst2, 16, dst); dst += dstStride; } POWERPC_PERF_STOP_COUNT(PREFIX_h264_qpel16_hv_lowpass_num, 1); }
/* this code assume stride % 16 == 0 */ static void PREFIX_h264_qpel16_v_lowpass_altivec(uint8_t * dst, uint8_t * src, int dstStride, int srcStride) { POWERPC_PERF_DECLARE(PREFIX_h264_qpel16_v_lowpass_num, 1); POWERPC_PERF_START_COUNT(PREFIX_h264_qpel16_v_lowpass_num, 1); register int i; const vector signed int vzero = vec_splat_s32(0); const vector unsigned char perm = vec_lvsl(0, src); const vector signed short v20ss = (const vector signed short)AVV(20); const vector unsigned short v5us = vec_splat_u16(5); const vector signed short v5ss = vec_splat_s16(5); const vector signed short v16ss = (const vector signed short)AVV(16); const vector unsigned char dstperm = vec_lvsr(0, dst); const vector unsigned char neg1 = (const vector unsigned char)vec_splat_s8(-1); const vector unsigned char dstmask = vec_perm((const vector unsigned char)vzero, neg1, dstperm); uint8_t *srcbis = src - (srcStride * 2); const vector unsigned char srcM2a = vec_ld(0, srcbis); const vector unsigned char srcM2b = vec_ld(16, srcbis); const vector unsigned char srcM2 = vec_perm(srcM2a, srcM2b, perm); srcbis += srcStride; const vector unsigned char srcM1a = vec_ld(0, srcbis); const vector unsigned char srcM1b = vec_ld(16, srcbis); const vector unsigned char srcM1 = vec_perm(srcM1a, srcM1b, perm); srcbis += srcStride; const vector unsigned char srcP0a = vec_ld(0, srcbis); const vector unsigned char srcP0b = vec_ld(16, srcbis); const vector unsigned char srcP0 = vec_perm(srcP0a, srcP0b, perm); srcbis += srcStride; const vector unsigned char srcP1a = vec_ld(0, srcbis); const vector unsigned char srcP1b = vec_ld(16, srcbis); const vector unsigned char srcP1 = vec_perm(srcP1a, srcP1b, perm); srcbis += srcStride; const vector unsigned char srcP2a = vec_ld(0, srcbis); const vector unsigned char srcP2b = vec_ld(16, srcbis); const vector unsigned char srcP2 = vec_perm(srcP2a, srcP2b, perm); srcbis += srcStride; vector signed short srcM2ssA = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcM2); vector signed short srcM2ssB = (vector signed short)vec_mergel((vector unsigned char)vzero, srcM2); vector signed short srcM1ssA = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcM1); vector signed short srcM1ssB = (vector signed short)vec_mergel((vector unsigned char)vzero, srcM1); vector signed short srcP0ssA = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP0); vector signed short srcP0ssB = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP0); vector signed short srcP1ssA = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP1); vector signed short srcP1ssB = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP1); vector signed short srcP2ssA = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP2); vector signed short srcP2ssB = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP2); for (i = 0 ; i < 16 ; i++) { const vector unsigned char srcP3a = vec_ld(0, srcbis); const vector unsigned char srcP3b = vec_ld(16, srcbis); const vector unsigned char srcP3 = vec_perm(srcP3a, srcP3b, perm); const vector signed short srcP3ssA = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP3); const vector signed short srcP3ssB = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP3); srcbis += srcStride; const vector signed short sum1A = vec_adds(srcP0ssA, srcP1ssA); const vector signed short sum1B = vec_adds(srcP0ssB, srcP1ssB); const vector signed short sum2A = vec_adds(srcM1ssA, srcP2ssA); const vector signed short sum2B = vec_adds(srcM1ssB, srcP2ssB); const vector signed short sum3A = vec_adds(srcM2ssA, srcP3ssA); const vector signed short sum3B = vec_adds(srcM2ssB, srcP3ssB); srcM2ssA = srcM1ssA; srcM2ssB = srcM1ssB; srcM1ssA = srcP0ssA; srcM1ssB = srcP0ssB; srcP0ssA = srcP1ssA; srcP0ssB = srcP1ssB; srcP1ssA = srcP2ssA; srcP1ssB = srcP2ssB; srcP2ssA = srcP3ssA; srcP2ssB = srcP3ssB; const vector signed short pp1A = vec_mladd(sum1A, v20ss, v16ss); const vector signed short pp1B = vec_mladd(sum1B, v20ss, v16ss); const vector signed short pp2A = vec_mladd(sum2A, v5ss, (vector signed short)vzero); const vector signed short pp2B = vec_mladd(sum2B, v5ss, (vector signed short)vzero); const vector signed short pp3A = vec_add(sum3A, pp1A); const vector signed short pp3B = vec_add(sum3B, pp1B); const vector signed short psumA = vec_sub(pp3A, pp2A); const vector signed short psumB = vec_sub(pp3B, pp2B); const vector signed short sumA = vec_sra(psumA, v5us); const vector signed short sumB = vec_sra(psumB, v5us); const vector unsigned char sum = vec_packsu(sumA, sumB); const vector unsigned char dst1 = vec_ld(0, dst); const vector unsigned char dst2 = vec_ld(16, dst); const vector unsigned char vdst = vec_perm(dst1, dst2, vec_lvsl(0, dst)); vector unsigned char fsum; OP_U8_ALTIVEC(fsum, sum, vdst); const vector unsigned char rsum = vec_perm(fsum, fsum, dstperm); const vector unsigned char fdst1 = vec_sel(dst1, rsum, dstmask); const vector unsigned char fdst2 = vec_sel(rsum, dst2, dstmask); vec_st(fdst1, 0, dst); vec_st(fdst2, 16, dst); dst += dstStride; } POWERPC_PERF_STOP_COUNT(PREFIX_h264_qpel16_v_lowpass_num, 1); }
/* this code assume stride % 16 == 0 */ static void PREFIX_h264_qpel16_h_lowpass_altivec(uint8_t * dst, uint8_t * src, int dstStride, int srcStride) { POWERPC_PERF_DECLARE(PREFIX_h264_qpel16_h_lowpass_num, 1); POWERPC_PERF_START_COUNT(PREFIX_h264_qpel16_h_lowpass_num, 1); register int i; const vector signed int vzero = vec_splat_s32(0); const vector unsigned char permM2 = vec_lvsl(-2, src); const vector unsigned char permM1 = vec_lvsl(-1, src); const vector unsigned char permP0 = vec_lvsl(+0, src); const vector unsigned char permP1 = vec_lvsl(+1, src); const vector unsigned char permP2 = vec_lvsl(+2, src); const vector unsigned char permP3 = vec_lvsl(+3, src); const vector signed short v20ss = (const vector signed short)AVV(20); const vector unsigned short v5us = vec_splat_u16(5); const vector signed short v5ss = vec_splat_s16(5); const vector signed short v16ss = (const vector signed short)AVV(16); const vector unsigned char dstperm = vec_lvsr(0, dst); const vector unsigned char neg1 = (const vector unsigned char)vec_splat_s8(-1); const vector unsigned char dstmask = vec_perm((const vector unsigned char)vzero, neg1, dstperm); register int align = ((((unsigned long)src) - 2) % 16); for (i = 0 ; i < 16 ; i ++) { vector unsigned char srcM2, srcM1, srcP0, srcP1, srcP2, srcP3; vector unsigned char srcR1 = vec_ld(-2, src); vector unsigned char srcR2 = vec_ld(14, src); switch (align) { default: { srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = vec_perm(srcR1, srcR2, permP1); srcP2 = vec_perm(srcR1, srcR2, permP2); srcP3 = vec_perm(srcR1, srcR2, permP3); } break; case 11: { srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = vec_perm(srcR1, srcR2, permP1); srcP2 = vec_perm(srcR1, srcR2, permP2); srcP3 = srcR2; } break; case 12: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = vec_perm(srcR1, srcR2, permP1); srcP2 = srcR2; srcP3 = vec_perm(srcR2, srcR3, permP3); } break; case 13: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = vec_perm(srcR1, srcR2, permP0); srcP1 = srcR2; srcP2 = vec_perm(srcR2, srcR3, permP2); srcP3 = vec_perm(srcR2, srcR3, permP3); } break; case 14: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = vec_perm(srcR1, srcR2, permM1); srcP0 = srcR2; srcP1 = vec_perm(srcR2, srcR3, permP1); srcP2 = vec_perm(srcR2, srcR3, permP2); srcP3 = vec_perm(srcR2, srcR3, permP3); } break; case 15: { vector unsigned char srcR3 = vec_ld(30, src); srcM2 = vec_perm(srcR1, srcR2, permM2); srcM1 = srcR2; srcP0 = vec_perm(srcR2, srcR3, permP0); srcP1 = vec_perm(srcR2, srcR3, permP1); srcP2 = vec_perm(srcR2, srcR3, permP2); srcP3 = vec_perm(srcR2, srcR3, permP3); } break; } const vector signed short srcP0A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP0); const vector signed short srcP0B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP0); const vector signed short srcP1A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP1); const vector signed short srcP1B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP1); const vector signed short srcP2A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP2); const vector signed short srcP2B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP2); const vector signed short srcP3A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcP3); const vector signed short srcP3B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcP3); const vector signed short srcM1A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcM1); const vector signed short srcM1B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcM1); const vector signed short srcM2A = (vector signed short)vec_mergeh((vector unsigned char)vzero, srcM2); const vector signed short srcM2B = (vector signed short)vec_mergel((vector unsigned char)vzero, srcM2); const vector signed short sum1A = vec_adds(srcP0A, srcP1A); const vector signed short sum1B = vec_adds(srcP0B, srcP1B); const vector signed short sum2A = vec_adds(srcM1A, srcP2A); const vector signed short sum2B = vec_adds(srcM1B, srcP2B); const vector signed short sum3A = vec_adds(srcM2A, srcP3A); const vector signed short sum3B = vec_adds(srcM2B, srcP3B); const vector signed short pp1A = vec_mladd(sum1A, v20ss, v16ss); const vector signed short pp1B = vec_mladd(sum1B, v20ss, v16ss); const vector signed short pp2A = vec_mladd(sum2A, v5ss, (vector signed short)vzero); const vector signed short pp2B = vec_mladd(sum2B, v5ss, (vector signed short)vzero); const vector signed short pp3A = vec_add(sum3A, pp1A); const vector signed short pp3B = vec_add(sum3B, pp1B); const vector signed short psumA = vec_sub(pp3A, pp2A); const vector signed short psumB = vec_sub(pp3B, pp2B); const vector signed short sumA = vec_sra(psumA, v5us); const vector signed short sumB = vec_sra(psumB, v5us); const vector unsigned char sum = vec_packsu(sumA, sumB); const vector unsigned char dst1 = vec_ld(0, dst); const vector unsigned char dst2 = vec_ld(16, dst); const vector unsigned char vdst = vec_perm(dst1, dst2, vec_lvsl(0, dst)); vector unsigned char fsum; OP_U8_ALTIVEC(fsum, sum, vdst); const vector unsigned char rsum = vec_perm(fsum, fsum, dstperm); const vector unsigned char fdst1 = vec_sel(dst1, rsum, dstmask); const vector unsigned char fdst2 = vec_sel(rsum, dst2, dstmask); vec_st(fdst1, 0, dst); vec_st(fdst2, 16, dst); src += srcStride; dst += dstStride; } POWERPC_PERF_STOP_COUNT(PREFIX_h264_qpel16_h_lowpass_num, 1); }
static void ProjectDlightTexture_altivec( void ) { int i, l; vec_t origin0, origin1, origin2; float texCoords0, texCoords1; vector float floatColorVec0, floatColorVec1; vector float modulateVec, colorVec, zero; vector short colorShort; vector signed int colorInt; vector unsigned char floatColorVecPerm, modulatePerm, colorChar; vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff); float *texCoords; byte *colors; int *intColors; byte clipBits[SHADER_MAX_VERTEXES]; float texCoordsArray[SHADER_MAX_VERTEXES][2]; byte colorArray[SHADER_MAX_VERTEXES][4]; glIndex_t hitIndexes[SHADER_MAX_INDEXES]; int numIndexes; float scale; float radius; float radiusInverseCubed; float intensity, remainder; vec3_t floatColor; float modulate = 0.0f; qboolean vertexLight; if ( !backEnd.refdef.num_dlights ) { return; } // There has to be a better way to do this so that floatColor // and/or modulate are already 16-byte aligned. floatColorVecPerm = vec_lvsl(0,(float *)floatColor); modulatePerm = vec_lvsl(0,(float *)&modulate); modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0); zero = (vector float)vec_splat_s8(0); for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { dlight_t *dl; if ( !( tess.dlightBits & ( 1 << l ) ) ) { continue; // this surface definately doesn't have any of this light } // clear colors Com_Memset( colorArray, 0, sizeof( colorArray ) ); texCoords = texCoordsArray[0]; colors = colorArray[0]; dl = &backEnd.refdef.dlights[l]; origin0 = dl->transformed[0]; origin1 = dl->transformed[1]; origin2 = dl->transformed[2]; radius = dl->radius; scale = 1.0f / radius; radiusInverseCubed = dl->radiusInverseCubed; intensity = dl->intensity; vertexLight = ( ( dl->flags & REF_DIRECTED_DLIGHT ) || ( dl->flags & REF_VERTEX_DLIGHT ) ); // directional lights have max intensity and washout remainder intensity if ( dl->flags & REF_DIRECTED_DLIGHT ) { remainder = intensity * 0.125; } else { remainder = 0.0f; } if(r_greyscale->integer) { float luminance; luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f; floatColor[0] = floatColor[1] = floatColor[2] = luminance; } else if(r_greyscale->value) { float luminance; luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f; floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value); floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value); floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value); } else { floatColor[0] = dl->color[0] * 255.0f; floatColor[1] = dl->color[1] * 255.0f; floatColor[2] = dl->color[2] * 255.0f; } floatColorVec0 = vec_ld(0, floatColor); floatColorVec1 = vec_ld(11, floatColor); floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm); for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) { int clip = 0; vec_t dist0, dist1, dist2; dist0 = origin0 - tess.xyz[i][0]; dist1 = origin1 - tess.xyz[i][1]; dist2 = origin2 - tess.xyz[i][2]; backEnd.pc.c_dlightVertexes++; // directional dlight, origin is a directional normal if ( dl->flags & REF_DIRECTED_DLIGHT ) { // twosided surfaces use absolute value of the calculated lighting modulate = intensity * DotProduct( dl->origin, tess.normal[ i ] ); if ( tess.shader->cullType == CT_TWO_SIDED ) { modulate = fabs( modulate ); } modulate += remainder; } // spherical vertex lit dlight else if ( dl->flags & REF_VERTEX_DLIGHT ) { vec3_t dir; dir[ 0 ] = radius - fabs( dist0 ); if ( dir[ 0 ] <= 0.0f ) { continue; } dir[ 1 ] = radius - fabs( dist1 ); if ( dir[ 1 ] <= 0.0f ) { continue; } dir[ 2 ] = radius - fabs( dist2 ); if ( dir[ 2 ] <= 0.0f ) { continue; } modulate = intensity * dir[ 0 ] * dir[ 1 ] * dir[ 2 ] * radiusInverseCubed; } // vertical cylinder dlight else { texCoords0 = 0.5f + dist0 * scale; texCoords1 = 0.5f + dist1 * scale; if( !r_dlightBacks->integer && // dist . tess.normal[i] ( dist0 * tess.normal[i][0] + dist1 * tess.normal[i][1] + dist2 * tess.normal[i][2] ) < 0.0f ) { clip = 63; } else { if ( texCoords0 < 0.0f ) { clip |= 1; } else if ( texCoords0 > 1.0f ) { clip |= 2; } if ( texCoords1 < 0.0f ) { clip |= 4; } else if ( texCoords1 > 1.0f ) { clip |= 8; } texCoords[0] = texCoords0; texCoords[1] = texCoords1; // modulate the strength based on the height and color if ( dist2 > radius ) { clip |= 16; modulate = 0.0f; } else if ( dist2 < -radius ) { clip |= 32; modulate = 0.0f; } else { dist2 = Q_fabs(dist2); if ( dist2 < radius * 0.5f ) { modulate = intensity; } else { modulate = intensity * 2.0f * (radius - dist2) * scale; } } } } clipBits[i] = clip; // optimizations if ( vertexLight && modulate < ( 1.0f / 128.0f ) ) { continue; } else if ( modulate > 1.0f ) { modulate = 1.0f; } // ZTM: FIXME: should probably clamp to 0-255 range before converting to char, // but I don't know how to do altvec stuff or if it's even used anymore modulateVec = vec_ld(0,(float *)&modulate); modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm); colorVec = vec_madd(floatColorVec0,modulateVec,zero); colorInt = vec_cts(colorVec,0); // RGBx colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255 vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color } // build a list of triangles that need light intColors = (int*) colorArray; numIndexes = 0; for ( i = 0 ; i < tess.numIndexes ; i += 3 ) { int a, b, c; a = tess.indexes[i]; b = tess.indexes[i+1]; c = tess.indexes[i+2]; if ( vertexLight ) { if ( !( intColors[ a ] | intColors[ b ] | intColors[ c ] ) ) { continue; } } else { if ( clipBits[a] & clipBits[b] & clipBits[c] ) { continue; // not lighted } } hitIndexes[numIndexes] = a; hitIndexes[numIndexes+1] = b; hitIndexes[numIndexes+2] = c; numIndexes += 3; } if ( !numIndexes ) { continue; } if ( !vertexLight ) { qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] ); } else { qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); } qglEnableClientState( GL_COLOR_ARRAY ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray ); if ( dl->dlshader ) { shader_t *dls = dl->dlshader; for ( i = 0; i < dls->numUnfoggedPasses; i++ ) { shaderStage_t *stage = dls->stages[i]; R_BindAnimatedImage( &dls->stages[i]->bundle[0] ); GL_State( stage->stateBits | GLS_DEPTHFUNC_EQUAL ); R_DrawElements( numIndexes, hitIndexes ); backEnd.pc.c_totalIndexes += numIndexes; backEnd.pc.c_dlightIndexes += numIndexes; } } else { R_FogOff(); if ( !vertexLight ) { GL_Bind( tr.dlightImage ); } else { GL_Bind( tr.whiteImage ); } // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light // where they aren't rendered if ( dl->flags & REF_ADDITIVE_DLIGHT ) { GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); } else { GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); } R_DrawElements( numIndexes, hitIndexes ); backEnd.pc.c_totalIndexes += numIndexes; backEnd.pc.c_dlightIndexes += numIndexes; RB_FogOn(); } } }