Merge pull request #2255 from JayFoxRox/lsl4
shader_jit: Load LOOPCOUNT_REG and LOOPINC 4 bit left-shifted
This commit is contained in:
commit
018191c1f0
|
@ -102,11 +102,11 @@ static const X64Reg SETUP = R9;
|
||||||
/// The two 32-bit VS address offset registers set by the MOVA instruction
|
/// The two 32-bit VS address offset registers set by the MOVA instruction
|
||||||
static const X64Reg ADDROFFS_REG_0 = R10;
|
static const X64Reg ADDROFFS_REG_0 = R10;
|
||||||
static const X64Reg ADDROFFS_REG_1 = R11;
|
static const X64Reg ADDROFFS_REG_1 = R11;
|
||||||
/// VS loop count register
|
/// VS loop count register (Multiplied by 16)
|
||||||
static const X64Reg LOOPCOUNT_REG = R12;
|
static const X64Reg LOOPCOUNT_REG = R12;
|
||||||
/// Current VS loop iteration number (we could probably use LOOPCOUNT_REG, but this quicker)
|
/// Current VS loop iteration number (we could probably use LOOPCOUNT_REG, but this quicker)
|
||||||
static const X64Reg LOOPCOUNT = RSI;
|
static const X64Reg LOOPCOUNT = RSI;
|
||||||
/// Number to increment LOOPCOUNT_REG by on each loop iteration
|
/// Number to increment LOOPCOUNT_REG by on each loop iteration (Multiplied by 16)
|
||||||
static const X64Reg LOOPINC = RDI;
|
static const X64Reg LOOPINC = RDI;
|
||||||
/// Result of the previous CMP instruction for the X-component comparison
|
/// Result of the previous CMP instruction for the X-component comparison
|
||||||
static const X64Reg COND0 = R13;
|
static const X64Reg COND0 = R13;
|
||||||
|
@ -718,15 +718,18 @@ void JitShader::Compile_LOOP(Instruction instr) {
|
||||||
|
|
||||||
looping = true;
|
looping = true;
|
||||||
|
|
||||||
|
// This decodes the fields from the integer uniform at index instr.flow_control.int_uniform_id.
|
||||||
|
// The Y (LOOPCOUNT_REG) and Z (LOOPINC) component are kept multiplied by 16 (Left shifted by
|
||||||
|
// 4 bits) to be used as an offset into the 16-byte vector registers later
|
||||||
int offset =
|
int offset =
|
||||||
ShaderSetup::UniformOffset(RegisterType::IntUniform, instr.flow_control.int_uniform_id);
|
ShaderSetup::UniformOffset(RegisterType::IntUniform, instr.flow_control.int_uniform_id);
|
||||||
MOV(32, R(LOOPCOUNT), MDisp(SETUP, offset));
|
MOV(32, R(LOOPCOUNT), MDisp(SETUP, offset));
|
||||||
MOV(32, R(LOOPCOUNT_REG), R(LOOPCOUNT));
|
MOV(32, R(LOOPCOUNT_REG), R(LOOPCOUNT));
|
||||||
SHR(32, R(LOOPCOUNT_REG), Imm8(8));
|
SHR(32, R(LOOPCOUNT_REG), Imm8(4));
|
||||||
AND(32, R(LOOPCOUNT_REG), Imm32(0xff)); // Y-component is the start
|
AND(32, R(LOOPCOUNT_REG), Imm32(0xFF0)); // Y-component is the start
|
||||||
MOV(32, R(LOOPINC), R(LOOPCOUNT));
|
MOV(32, R(LOOPINC), R(LOOPCOUNT));
|
||||||
SHR(32, R(LOOPINC), Imm8(16));
|
SHR(32, R(LOOPINC), Imm8(12));
|
||||||
MOVZX(32, 8, LOOPINC, R(LOOPINC)); // Z-component is the incrementer
|
AND(32, R(LOOPINC), Imm32(0xFF0)); // Z-component is the incrementer
|
||||||
MOVZX(32, 8, LOOPCOUNT, R(LOOPCOUNT)); // X-component is iteration count
|
MOVZX(32, 8, LOOPCOUNT, R(LOOPCOUNT)); // X-component is iteration count
|
||||||
ADD(32, R(LOOPCOUNT), Imm8(1)); // Iteration count is X-component + 1
|
ADD(32, R(LOOPCOUNT), Imm8(1)); // Iteration count is X-component + 1
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue