swr: [rasterizer core] Frontend SIMD16 WIP

Widen simdvertex to SIMD16/simd16vertex in frontend for passing VS
attributes from VS to PA.

Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
This commit is contained in:
Tim Rowley
2017-01-25 12:27:41 -06:00
parent 09c54cfd2d
commit db599e316a
4 changed files with 241 additions and 140 deletions
@@ -1307,12 +1307,14 @@ void ProcessDraw(
pvCutIndices_hi = &pa.GetNextVsIndices();
}
simdvertex &vout_lo = pa.GetNextVsOutput_simd16_lo();
simdvertex &vout_hi = pa.GetNextVsOutput_simd16_hi();
simdvertex vout_lo;
simdvertex vout_hi;
vsContext_lo.pVout = &vout_lo;
vsContext_hi.pVout = &vout_hi;
simd16vertex &vout = pa.GetNextVsOutput_simd16();
if (i < endVertex)
{
// 1. Execute FS/VS for a single SIMD.
@@ -1347,9 +1349,36 @@ void ProcessDraw(
{
AR_BEGIN(FEVertexShader, pDC->drawId);
state.pfnVertexFunc(GetPrivateState(pDC), &vsContext_lo);
// copy SIMD vout_lo to lo part of SIMD16 vout
{
const uint32_t voutNumSlots = VERTEX_ATTRIB_START_SLOT + state.feNumAttributes;
for (uint32_t i = 0; i < voutNumSlots; i += 1)
{
for (uint32_t j = 0; j < 4; j += 1)
{
vout.attrib[i][j].lo = vout_lo.attrib[i][j];
}
}
}
if ((i + KNOB_SIMD_WIDTH) < endVertex)
{
state.pfnVertexFunc(GetPrivateState(pDC), &vsContext_hi);
// copy SIMD vout_hi to hi part of SIMD16 vout
{
const uint32_t voutNumSlots = VERTEX_ATTRIB_START_SLOT + state.feNumAttributes;
for (uint32_t i = 0; i < voutNumSlots; i += 1)
{
for (uint32_t j = 0; j < 4; j += 1)
{
vout.attrib[i][j].hi = vout_hi.attrib[i][j];
}
}
}
}
AR_END(FEVertexShader, 0);
@@ -30,6 +30,14 @@
#include "context.h"
#include <type_traits>
#if ENABLE_AVX512_SIMD16
// TODO: this belongs in state.h alongside the simdvector definition, but there is a llvm codegen issue
struct simd16vertex
{
simd16vector attrib[KNOB_NUM_ATTRIBUTES];
};
#endif
// Calculates the A and B coefficients for the 3 edges of the triangle
//
// maths for edge equations:
@@ -51,6 +51,9 @@ struct PA_STATE
virtual bool HasWork() = 0;
virtual simdvector& GetSimdVector(uint32_t index, uint32_t slot) = 0;
#if ENABLE_AVX512_SIMD16
virtual simd16vector& GetSimdVector_simd16(uint32_t index, uint32_t slot) = 0;
#endif
virtual bool Assemble(uint32_t slot, simdvector verts[]) = 0;
#if ENABLE_AVX512_SIMD16
virtual bool Assemble_simd16(uint32_t slot, simd16vector verts[]) = 0;
@@ -61,6 +64,7 @@ struct PA_STATE
#if ENABLE_AVX512_SIMD16
virtual simdvertex& GetNextVsOutput_simd16_lo() = 0;
virtual simdvertex& GetNextVsOutput_simd16_hi() = 0;
virtual simd16vertex& GetNextVsOutput_simd16() = 0;
#endif
virtual bool GetNextStreamOutput() = 0;
virtual simdmask& GetNextVsIndices() = 0;
@@ -151,6 +155,14 @@ struct PA_STATE_OPT : public PA_STATE
return pVertex[index].attrib[slot];
}
#if ENABLE_AVX512_SIMD16
simd16vector& GetSimdVector_simd16(uint32_t index, uint32_t slot)
{
simd16vertex* pVertex = (simd16vertex*)pStreamBase;
return pVertex[index].attrib[slot];
}
#endif
// Assembles 4 triangles. Each simdvector is a single vertex from 4
// triangles (xxxx yyyy zzzz wwww) and there are 3 verts per triangle.
bool Assemble(uint32_t slot, simdvector verts[])
@@ -245,6 +257,17 @@ struct PA_STATE_OPT : public PA_STATE
return pVertex[this->cur * 2 + 1];
}
simd16vertex& GetNextVsOutput_simd16()
{
// increment cur and prev indices
const uint32_t numSimdVerts = this->streamSizeInVerts / KNOB_SIMD16_WIDTH;
this->prev = this->cur; // prev is undefined for first state.
this->cur = this->counter % numSimdVerts;
simd16vertex* pVertex = (simd16vertex*)pStreamBase;
return pVertex[this->cur];
}
#endif
simdmask& GetNextVsIndices()
{
@@ -375,6 +398,13 @@ INLINE simdvector& PaGetSimdVector(PA_STATE& pa, uint32_t index, uint32_t slot)
return pa.GetSimdVector(index, slot);
}
#if ENABLE_AVX512_SIMD16
INLINE simd16vector& PaGetSimdVector_simd16(PA_STATE& pa, uint32_t index, uint32_t slot)
{
return pa.GetSimdVector_simd16(index, slot);
}
#endif
INLINE __m128 swizzleLane0(const simdvector &a)
{
simdscalar tmp0 = _mm256_unpacklo_ps(a.x, a.z);
@@ -561,6 +591,14 @@ struct PA_STATE_CUT : public PA_STATE
return ((simdvertex*)pStreamBase)[vertexIndex * 2 + 1];
}
simd16vertex& GetNextVsOutput_simd16()
{
uint32_t vertexIndex = this->headVertex / KNOB_SIMD16_WIDTH;
this->headVertex = (this->headVertex + KNOB_SIMD16_WIDTH) % this->numVerts;
this->needOffsets = true;
return ((simd16vertex*)pStreamBase)[vertexIndex];
}
#endif
simdmask& GetNextVsIndices()
{
@@ -576,6 +614,16 @@ struct PA_STATE_CUT : public PA_STATE
return this->tmpVertex.attrib[0];
}
#if ENABLE_AVX512_SIMD16
simd16vector& GetSimdVector_simd16(uint32_t index, uint32_t slot)
{
// unused
SWR_ASSERT(0 && "Not implemented");
static simd16vector junk;
return junk;
}
#endif
bool GetNextStreamOutput()
{
this->headVertex += KNOB_SIMD_WIDTH;
@@ -1191,6 +1239,15 @@ struct PA_TESS : PA_STATE
return junk;
}
#if ENABLE_AVX512_SIMD16
simd16vector& GetSimdVector_simd16(uint32_t index, uint32_t slot)
{
SWR_ASSERT(0, "%s NOT IMPLEMENTED", __FUNCTION__);
static simd16vector junk;
return junk;
}
#endif
static simdscalari GenPrimMask(uint32_t numPrims)
{
SWR_ASSERT(numPrims <= KNOB_SIMD_WIDTH);
@@ -1344,6 +1401,13 @@ struct PA_TESS : PA_STATE
return junk;
}
simd16vertex& GetNextVsOutput_simd16()
{
SWR_ASSERT(0, "%s", __FUNCTION__);
static simd16vertex junk;
return junk;
}
#endif
bool GetNextStreamOutput()
{
+138 -138
View File
@@ -265,13 +265,13 @@ bool PaTriList2(PA_STATE_OPT& pa, uint32_t slot, simdvector verts[])
for (int i = 0; i < 4; ++i)
{
v0[i] = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x92), c[i], 0x24);
v0[i] = _mm256_permutevar8x32_ps(v0[i], perm0);
v0[i] = _simd_permute_ps(v0[i], perm0);
v1[i] = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x24), c[i], 0x49);
v1[i] = _mm256_permutevar8x32_ps(v1[i], perm1);
v1[i] = _simd_permute_ps(v1[i], perm1);
v2[i] = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x49), c[i], 0x92);
v2[i] = _mm256_permutevar8x32_ps(v2[i], perm2);
v2[i] = _simd_permute_ps(v2[i], perm2);
}
#endif
@@ -295,94 +295,14 @@ bool PaTriList1_simd16(PA_STATE_OPT& pa, uint32_t slot, simd16vector verts[])
bool PaTriList2_simd16(PA_STATE_OPT& pa, uint32_t slot, simd16vector verts[])
{
#if 0
const simdscalari perm0 = _simd_set_epi32(5, 2, 7, 4, 1, 6, 3, 0);
const simdscalari perm1 = _simd_set_epi32(6, 3, 0, 5, 2, 7, 4, 1);
const simdscalari perm2 = _simd_set_epi32(7, 4, 1, 6, 3, 0, 5, 2);
simd16vector &v0 = verts[0];
simd16vector &v1 = verts[1];
simd16vector &v2 = verts[2];
{
const simdvector &a = PaGetSimdVector(pa, 0, slot);
const simdvector &b = PaGetSimdVector(pa, 1, slot);
const simdvector &c = PaGetSimdVector(pa, 2, slot);
// v0 -> a0 a3 a6 b1 b4 b7 c2 c5
// v1 -> a1 a4 a7 b2 b5 c0 c3 c6
// v2 -> a2 a5 b0 b3 b6 c1 c4 c7
// for simd x, y, z, and w
for (int i = 0; i < 4; i += 1)
{
v0[i].lo = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x92), c[i], 0x24);
v0[i].lo = _mm256_permutevar8x32_ps(v0[i].lo, perm0);
v1[i].lo = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x24), c[i], 0x49);
v1[i].lo = _mm256_permutevar8x32_ps(v1[i].lo, perm1);
v2[i].lo = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x49), c[i], 0x92);
v2[i].lo = _mm256_permutevar8x32_ps(v2[i].lo, perm2);
}
}
{
const simdvector &a = PaGetSimdVector(pa, 3, slot);
const simdvector &b = PaGetSimdVector(pa, 4, slot);
const simdvector &c = PaGetSimdVector(pa, 5, slot);
// v0 -> a0 a3 a6 b1 b4 b7 c2 c5
// v1 -> a1 a4 a7 b2 b5 c0 c3 c6
// v2 -> a2 a5 b0 b3 b6 c1 c4 c7
// for simd x, y, z, and w
for (int i = 0; i < 4; i += 1)
{
v0[i].hi = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x92), c[i], 0x24);
v0[i].hi = _mm256_permutevar8x32_ps(v0[i].hi, perm0);
v1[i].hi = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x24), c[i], 0x49);
v1[i].hi = _mm256_permutevar8x32_ps(v1[i].hi, perm1);
v2[i].hi = _simd_blend_ps(_simd_blend_ps(a[i], b[i], 0x49), c[i], 0x92);
v2[i].hi = _mm256_permutevar8x32_ps(v2[i].hi, perm2);
}
}
#else
#if 1
const simdvector &a_lo = reinterpret_cast<const simdvector &>(PaGetSimdVector(pa, 0, slot));
const simdvector &a_hi = reinterpret_cast<const simdvector &>(PaGetSimdVector(pa, 1, slot));
const simdvector &b_lo = reinterpret_cast<const simdvector &>(PaGetSimdVector(pa, 2, slot));
const simdvector &b_hi = reinterpret_cast<const simdvector &>(PaGetSimdVector(pa, 3, slot));
const simdvector &c_lo = reinterpret_cast<const simdvector &>(PaGetSimdVector(pa, 4, slot));
const simdvector &c_hi = reinterpret_cast<const simdvector &>(PaGetSimdVector(pa, 5, slot));
simd16vector a;
simd16vector b;
simd16vector c;
for (uint32_t i = 0; i < 4; i += 1)
{
a[i].lo = a_lo[i];
a[i].hi = a_hi[i];
b[i].lo = b_lo[i];
b[i].hi = b_hi[i];
c[i].lo = c_lo[i];
c[i].hi = c_hi[i];
}
#else
const simd16vector &a = reinterpret_cast<const simd16vector &>(PaGetSimdVector(pa, 0 * 2, slot));
const simd16vector &b = reinterpret_cast<const simd16vector &>(PaGetSimdVector(pa, 1 * 2, slot));
const simd16vector &c = reinterpret_cast<const simd16vector &>(PaGetSimdVector(pa, 2 * 2, slot));
#endif
const simd16scalari perm0 = _simd16_set_epi32(13, 10, 7, 4, 1, 14, 11, 8, 5, 2, 15, 12, 9, 6, 3, 0);
const simd16scalari perm1 = _simd16_set_epi32(14, 11, 8, 5, 2, 15, 12, 9, 6, 3, 0, 13, 10, 7, 4, 1);
const simd16scalari perm2 = _simd16_set_epi32(15, 12, 9, 6, 3, 0, 13, 10, 7, 4, 1, 14, 11, 8, 5, 2);
const simd16vector &a = PaGetSimdVector_simd16(pa, 0, slot);
const simd16vector &b = PaGetSimdVector_simd16(pa, 1, slot);
const simd16vector &c = PaGetSimdVector_simd16(pa, 2, slot);
simd16vector &v0 = verts[0];
simd16vector &v1 = verts[1];
simd16vector &v2 = verts[2];
@@ -404,7 +324,6 @@ bool PaTriList2_simd16(PA_STATE_OPT& pa, uint32_t slot, simd16vector verts[])
v2[i] = _simd16_permute_ps(v2[i], perm2);
}
#endif
SetNextPaState_simd16(pa, PaTriList0_simd16, PaTriListSingle0, 0, KNOB_SIMD16_WIDTH, true);
return true;
}
@@ -416,13 +335,29 @@ void PaTriListSingle0(PA_STATE_OPT& pa, uint32_t slot, uint32_t primIndex, __m12
// hold at least 8 triangles worth of data. We want to assemble a single
// triangle with data in horizontal form.
#if ENABLE_AVX512_SIMD16
const uint32_t i0 = pa.useAlternateOffset ? 3 : 0;
const uint32_t i1 = pa.useAlternateOffset ? 4 : 1;
const uint32_t i2 = pa.useAlternateOffset ? 5 : 2;
const simd16vector &a_16 = PaGetSimdVector_simd16(pa, 0, slot);
const simd16vector &b_16 = PaGetSimdVector_simd16(pa, 1, slot);
const simd16vector &c_16 = PaGetSimdVector_simd16(pa, 2, slot);
simdvector& a = PaGetSimdVector(pa, i0, slot);
simdvector& b = PaGetSimdVector(pa, i1, slot);
simdvector& c = PaGetSimdVector(pa, i2, slot);
simdvector a;
simdvector b;
simdvector c;
for (uint32_t i = 0; i < 4; i += 1)
{
if (pa.useAlternateOffset)
{
a[i] = b_16[i].hi;
b[i] = c_16[i].lo;
c[i] = c_16[i].hi;
}
else
{
a[i] = a_16[i].lo;
b[i] = a_16[i].hi;
c[i] = b_16[i].lo;
}
}
#else
simdvector& a = PaGetSimdVector(pa, 0, slot);
@@ -522,6 +457,39 @@ bool PaTriStrip1(PA_STATE_OPT& pa, uint32_t slot, simdvector verts[])
return true;
}
#if 0 // ENABLE_AVX512_SIMD16
bool PaTriStrip1_simd16(PA_STATE_OPT& pa, uint32_t slot, simdvector verts[])
{
const simd16vector &a = PaGetSimdVector(pa, pa.prev, slot);
const simd16vector &b = PaGetSimdVector(pa, pa.cur, slot);
simd16vector &v0 = verts[0];
simd16vector &v1 = verts[1];
simd16vector &v2 = verts[2];
// v0 -> a0 a1 a2 a3 a4 a5 a6 a7 a8 a9 aA aB aC aD aE aF
// v1 -> a1 a3 a3 a5 a5 a7 a7 a9 a9 aB aB aD aD aF aF b1
// v2 -> a2 a2 a4 a4 a6 a6 a8 a8 aA aA aC aC aE aE b0 b0
// for simd16 x, y, z, and w
for (int i = 0; i < 4; i += 1)
{
simd16scalar perm0 = _simd16_permute2f128_ps(a[i], a[i], 0x39); // (0 3 2 1) = 00 11 10 01 // a4 a5 a6 a7 a8 a9 aA aB aC aD aE aF a0 a1 a2 a3
simd16scalar perm1 = _simd16_permute2f128_ps(b[i], b[i], 0x39); // (0 3 2 1) = 00 11 10 01 // b4 b5 b6 b7 b8 b9 bA bB bC bD bE bF b0 b1 b2 b3
simd16scalar blend = _simd16_blend_ps(perm0, perm1, 0xF000); // // a4 a5 a6 a7 a8 a9 aA aB aC aD aE aF b0 b1 b2 b3
simd16scalar shuff = _simd16_shuffle_ps(a[i], blend, _MM_SHUFFLE(1, 0, 3, 2)); // a2 a3 a4 a5 a6 a7 a8 a9 aA aB aC aD aE aF b0 b1
v0[i] = a[i]; // a0 a1 a2 a3 a4 a5 a6 a7 a8 a9 aA aB aC aD aE aF
v1[i] = _simd16_shuffle_ps(a[i], shuff, _MM_SHUFFLE(3, 1, 3, 1)); // a1 a3 a3 a5 a5 a7 a7 a9 a9 aB aB aD aD aF aF b1
v2[i] = _simd16_shuffle_ps(a[i], shuff, _MM_SHUFFLE(2, 2, 2, 2)); // a2 a2 a4 a4 a6 a6 a8 a8 aA aA aC aC aE aE b0 b0
}
SetNextPaState(pa, PaTriStrip1, PaTriStripSingle0, 0, KNOB_SIMD16_WIDTH);
return true;
}
#endif
void PaTriStripSingle0(PA_STATE_OPT& pa, uint32_t slot, uint32_t primIndex, __m128 verts[])
{
simdvector& a = PaGetSimdVector(pa, pa.prev, slot);
@@ -1033,8 +1001,8 @@ bool PaRectList1(
simdvector verts[])
{
// SIMD vectors a and b are the last two vertical outputs from the vertex shader.
simdvector& a = PaGetSimdVector(pa, 0, slot); // a[] = { v0, v1, v2, v3, v4, v5, v6, v7 }
simdvector& b = PaGetSimdVector(pa, 1, slot); // b[] = { v8, v9, v10, v11, v12, v13, v14, v15 }
simdvector& a = PaGetSimdVector(pa, 0, slot); // a[] = { v0, v1, v2, v3, v4, v5, v6, v7 }
simdvector& b = PaGetSimdVector(pa, 1, slot); // b[] = { v8, v9, v10, v11, v12, v13, v14, v15 }
__m256 tmp0, tmp1, tmp2;
@@ -1042,34 +1010,34 @@ bool PaRectList1(
for(int i = 0; i < 4; ++i)
{
simdvector& v0 = verts[0]; // verts[0] needs to be { v0, v0, v3, v3, v6, v6, v9, v9 }
tmp0 = _mm256_permute2f128_ps(b[i], b[i], 0x01); // tmp0 = { v12, v13, v14, v15, v8, v9, v10, v11 }
v0[i] = _mm256_blend_ps(a[i], tmp0, 0x20); // v0 = { v0, *, *, v3, *, v9, v6, * } where * is don't care.
tmp1 = _mm256_permute_ps(v0[i], 0xF0); // tmp1 = { v0, v0, v3, v3, *, *, *, * }
v0[i] = _mm256_permute_ps(v0[i], 0x5A); // v0 = { *, *, *, *, v6, v6, v9, v9 }
v0[i] = _mm256_blend_ps(tmp1, v0[i], 0xF0); // v0 = { v0, v0, v3, v3, v6, v6, v9, v9 }
tmp0 = _mm256_permute2f128_ps(b[i], b[i], 0x01); // tmp0 = { v12, v13, v14, v15, v8, v9, v10, v11 }
v0[i] = _mm256_blend_ps(a[i], tmp0, 0x20); // v0 = { v0, *, *, v3, *, v9, v6, * } where * is don't care.
tmp1 = _mm256_permute_ps(v0[i], 0xF0); // tmp1 = { v0, v0, v3, v3, *, *, *, * }
v0[i] = _mm256_permute_ps(v0[i], 0x5A); // v0 = { *, *, *, *, v6, v6, v9, v9 }
v0[i] = _mm256_blend_ps(tmp1, v0[i], 0xF0); // v0 = { v0, v0, v3, v3, v6, v6, v9, v9 }
/// NOTE This is a bit expensive due to conflicts between vertices in 'a' and 'b'.
/// AVX2 should make this much cheaper.
simdvector& v1 = verts[1]; // verts[1] needs to be { v1, v2, v4, v5, v7, v8, v10, v11 }
v1[i] = _mm256_permute_ps(a[i], 0x09); // v1 = { v1, v2, *, *, *, *, *, * }
tmp1 = _mm256_permute_ps(a[i], 0x43); // tmp1 = { *, *, *, *, v7, *, v4, v5 }
tmp2 = _mm256_blend_ps(v1[i], tmp1, 0xF0); // tmp2 = { v1, v2, *, *, v7, *, v4, v5 }
tmp1 = _mm256_permute2f128_ps(tmp2, tmp2, 0x1); // tmp1 = { v7, *, v4, v5, * *, *, * }
v1[i] = _mm256_permute_ps(tmp0, 0xE0); // v1 = { *, *, *, *, *, v8, v10, v11 }
v1[i] = _mm256_blend_ps(tmp2, v1[i], 0xE0); // v1 = { v1, v2, *, *, v7, v8, v10, v11 }
v1[i] = _mm256_blend_ps(v1[i], tmp1, 0x0C); // v1 = { v1, v2, v4, v5, v7, v8, v10, v11 }
v1[i] = _mm256_permute_ps(a[i], 0x09); // v1 = { v1, v2, *, *, *, *, *, * }
tmp1 = _mm256_permute_ps(a[i], 0x43); // tmp1 = { *, *, *, *, v7, *, v4, v5 }
tmp2 = _mm256_blend_ps(v1[i], tmp1, 0xF0); // tmp2 = { v1, v2, *, *, v7, *, v4, v5 }
tmp1 = _mm256_permute2f128_ps(tmp2, tmp2, 0x1); // tmp1 = { v7, *, v4, v5, * *, *, * }
v1[i] = _mm256_permute_ps(tmp0, 0xE0); // v1 = { *, *, *, *, *, v8, v10, v11 }
v1[i] = _mm256_blend_ps(tmp2, v1[i], 0xE0); // v1 = { v1, v2, *, *, v7, v8, v10, v11 }
v1[i] = _mm256_blend_ps(v1[i], tmp1, 0x0C); // v1 = { v1, v2, v4, v5, v7, v8, v10, v11 }
// verts[2] = { v2, w, v5, x, v8, y, v11, z }
simdvector& v2 = verts[2]; // verts[2] needs to be { v2, w, v5, x, v8, y, v11, z }
v2[i] = _mm256_permute_ps(tmp0, 0x30); // v2 = { *, *, *, *, v8, *, v11, * }
tmp1 = _mm256_permute_ps(tmp2, 0x31); // tmp1 = { v2, *, v5, *, *, *, *, * }
v2[i] = _mm256_permute_ps(tmp0, 0x30); // v2 = { *, *, *, *, v8, *, v11, * }
tmp1 = _mm256_permute_ps(tmp2, 0x31); // tmp1 = { v2, *, v5, *, *, *, *, * }
v2[i] = _mm256_blend_ps(tmp1, v2[i], 0xF0);
// Need to compute 4th implied vertex for the rectangle.
tmp2 = _mm256_sub_ps(v0[i], v1[i]);
tmp2 = _mm256_add_ps(tmp2, v2[i]); // tmp2 = { w, *, x, *, y, *, z, * }
tmp2 = _mm256_permute_ps(tmp2, 0xA0); // tmp2 = { *, w, *, x, *, y, *, z }
v2[i] = _mm256_blend_ps(v2[i], tmp2, 0xAA); // v2 = { v2, w, v5, x, v8, y, v11, z }
tmp2 = _mm256_add_ps(tmp2, v2[i]); // tmp2 = { w, *, x, *, y, *, z, * }
tmp2 = _mm256_permute_ps(tmp2, 0xA0); // tmp2 = { *, w, *, x, *, y, *, z }
v2[i] = _mm256_blend_ps(v2[i], tmp2, 0xAA); // v2 = { v2, w, v5, x, v8, y, v11, z }
}
SetNextPaState(pa, PaRectList1, PaRectListSingle0, 0, KNOB_SIMD_WIDTH, true);
@@ -1133,44 +1101,60 @@ bool PaRectList1_simd16(
uint32_t slot,
simd16vector verts[])
{
// SIMD vectors a and b are the last two vertical outputs from the vertex shader.
simdvector& a = PaGetSimdVector(pa, 0, slot); // a[] = { v0, v1, v2, v3, v4, v5, v6, v7 }
simdvector& b = PaGetSimdVector(pa, 1, slot); // b[] = { v8, v9, v10, v11, v12, v13, v14, v15 }
const simd16vector &a_16 = PaGetSimdVector_simd16(pa, 0, slot); // a[] = { v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15 }
const simd16vector &b_16 = PaGetSimdVector_simd16(pa, 1, slot); // b[] = { v16...but not used by this implementation.. }
simdvector a;
simdvector b;
for (uint32_t i = 0; i < 4; i += 1)
{
if (pa.useAlternateOffset)
{
a[i] = b_16[i].lo;
b[i] = b_16[i].hi;
}
else
{
a[i] = a_16[i].lo;
b[i] = a_16[i].hi;
}
}
__m256 tmp0, tmp1, tmp2;
// Loop over each component in the simdvector.
for (int i = 0; i < 4; i += 1)
{
simd16vector& v0 = verts[0]; // verts[0] needs to be { v0, v0, v3, v3, v6, v6, v9, v9 }
tmp0 = _mm256_permute2f128_ps(b[i], b[i], 0x01); // tmp0 = { v12, v13, v14, v15, v8, v9, v10, v11 }
v0[i].lo = _mm256_blend_ps(a[i], tmp0, 0x20); // v0 = { v0, *, *, v3, *, v9, v6, * } where * is don't care.
simd16vector& v0 = verts[0]; // verts[0] needs to be { v0, v0, v3, v3, v6, v6, v9, v9 }
tmp0 = _mm256_permute2f128_ps(b[i], b[i], 0x01); // tmp0 = { v12, v13, v14, v15, v8, v9, v10, v11 }
v0[i].lo = _mm256_blend_ps(a[i], tmp0, 0x20); // v0 = { v0, *, *, v3, *, v9, v6, * } where * is don't care.
tmp1 = _mm256_permute_ps(v0[i].lo, 0xF0); // tmp1 = { v0, v0, v3, v3, *, *, *, * }
v0[i].lo = _mm256_permute_ps(v0[i].lo, 0x5A); // v0 = { *, *, *, *, v6, v6, v9, v9 }
v0[i].lo = _mm256_blend_ps(tmp1, v0[i].lo, 0xF0); // v0 = { v0, v0, v3, v3, v6, v6, v9, v9 }
v0[i].lo = _mm256_permute_ps(v0[i].lo, 0x5A); // v0 = { *, *, *, *, v6, v6, v9, v9 }
v0[i].lo = _mm256_blend_ps(tmp1, v0[i].lo, 0xF0); // v0 = { v0, v0, v3, v3, v6, v6, v9, v9 }
/// NOTE This is a bit expensive due to conflicts between vertices in 'a' and 'b'.
/// AVX2 should make this much cheaper.
simd16vector& v1 = verts[1]; // verts[1] needs to be { v1, v2, v4, v5, v7, v8, v10, v11 }
v1[i].lo = _mm256_permute_ps(a[i], 0x09); // v1 = { v1, v2, *, *, *, *, *, * }
tmp1 = _mm256_permute_ps(a[i], 0x43); // tmp1 = { *, *, *, *, v7, *, v4, v5 }
/// NOTE This is a bit expensive due to conflicts between vertices in 'a' and 'b'.
/// AVX2 should make this much cheaper.
simd16vector& v1 = verts[1]; // verts[1] needs to be { v1, v2, v4, v5, v7, v8, v10, v11 }
v1[i].lo = _mm256_permute_ps(a[i], 0x09); // v1 = { v1, v2, *, *, *, *, *, * }
tmp1 = _mm256_permute_ps(a[i], 0x43); // tmp1 = { *, *, *, *, v7, *, v4, v5 }
tmp2 = _mm256_blend_ps(v1[i].lo, tmp1, 0xF0); // tmp2 = { v1, v2, *, *, v7, *, v4, v5 }
tmp1 = _mm256_permute2f128_ps(tmp2, tmp2, 0x1); // tmp1 = { v7, *, v4, v5, * *, *, * }
v1[i].lo = _mm256_permute_ps(tmp0, 0xE0); // v1 = { *, *, *, *, *, v8, v10, v11 }
v1[i].lo = _mm256_blend_ps(tmp2, v1[i].lo, 0xE0); // v1 = { v1, v2, *, *, v7, v8, v10, v11 }
v1[i].lo = _mm256_blend_ps(v1[i].lo, tmp1, 0x0C); // v1 = { v1, v2, v4, v5, v7, v8, v10, v11 }
tmp1 = _mm256_permute2f128_ps(tmp2, tmp2, 0x1); // tmp1 = { v7, *, v4, v5, * *, *, * }
v1[i].lo = _mm256_permute_ps(tmp0, 0xE0); // v1 = { *, *, *, *, *, v8, v10, v11 }
v1[i].lo = _mm256_blend_ps(tmp2, v1[i].lo, 0xE0); // v1 = { v1, v2, *, *, v7, v8, v10, v11 }
v1[i].lo = _mm256_blend_ps(v1[i].lo, tmp1, 0x0C); // v1 = { v1, v2, v4, v5, v7, v8, v10, v11 }
// verts[2] = { v2, w, v5, x, v8, y, v11, z }
simd16vector& v2 = verts[2]; // verts[2] needs to be { v2, w, v5, x, v8, y, v11, z }
v2[i].lo = _mm256_permute_ps(tmp0, 0x30); // v2 = { *, *, *, *, v8, *, v11, * }
tmp1 = _mm256_permute_ps(tmp2, 0x31); // tmp1 = { v2, *, v5, *, *, *, *, * }
// verts[2] = { v2, w, v5, x, v8, y, v11, z }
simd16vector& v2 = verts[2]; // verts[2] needs to be { v2, w, v5, x, v8, y, v11, z }
v2[i].lo = _mm256_permute_ps(tmp0, 0x30); // v2 = { *, *, *, *, v8, *, v11, * }
tmp1 = _mm256_permute_ps(tmp2, 0x31); // tmp1 = { v2, *, v5, *, *, *, *, * }
v2[i].lo = _mm256_blend_ps(tmp1, v2[i].lo, 0xF0);
// Need to compute 4th implied vertex for the rectangle.
tmp2 = _mm256_sub_ps(v0[i].lo, v1[i].lo);
tmp2 = _mm256_add_ps(tmp2, v2[i].lo); // tmp2 = { w, *, x, *, y, *, z, * }
tmp2 = _mm256_permute_ps(tmp2, 0xA0); // tmp2 = { *, w, *, x, *, y, *, z }
v2[i].lo = _mm256_blend_ps(v2[i].lo, tmp2, 0xAA); // v2 = { v2, w, v5, x, v8, y, v11, z }
tmp2 = _mm256_permute_ps(tmp2, 0xA0); // tmp2 = { *, w, *, x, *, y, *, z }
v2[i].lo = _mm256_blend_ps(v2[i].lo, tmp2, 0xAA); // v2 = { v2, w, v5, x, v8, y, v11, z }
v0[i].hi = _simd_setzero_ps();
v1[i].hi = _simd_setzero_ps();
@@ -1218,9 +1202,25 @@ void PaRectListSingle0(
// hold at least 8 triangles worth of data. We want to assemble a single
// triangle with data in horizontal form.
#if ENABLE_AVX512_SIMD16
const uint32_t i0 = pa.useAlternateOffset ? 3 : 0;
const simd16vector &a_16 = PaGetSimdVector_simd16(pa, 0, slot);
const simd16vector &b_16 = PaGetSimdVector_simd16(pa, 1, slot);
simdvector& a = PaGetSimdVector(pa, i0, slot);
simdvector a;
simdvector b;
for (uint32_t i = 0; i < 4; i += 1)
{
if (pa.useAlternateOffset)
{
a[i] = b_16[i].lo;
b[i] = b_16[i].hi;
}
else
{
a[i] = a_16[i].lo;
b[i] = a_16[i].hi;
}
}
#else
simdvector& a = PaGetSimdVector(pa, 0, slot);