Glide Plugin GLES2 port from mupen64plus-ae, but with special FrameSkip code
[mupen64plus-pandora.git] / source / gles2glide64 / src / Glide64 / 3dmathneon.cpp
1 #include "3dmath.h"
2
3 static void MultMatrix_neon( float m0[4][4], float m1[4][4], float dest[4][4])
4 {
5     asm volatile (
6         "vld1.32                {d0, d1}, [%1]!                 \n\t"   //q0 = m1
7         "vld1.32                {d2, d3}, [%1]!         \n\t"   //q1 = m1+4
8         "vld1.32                {d4, d5}, [%1]!         \n\t"   //q2 = m1+8
9         "vld1.32                {d6, d7}, [%1]          \n\t"   //q3 = m1+12
10         "vld1.32                {d16, d17}, [%0]!               \n\t"   //q8 = m0
11         "vld1.32                {d18, d19}, [%0]!       \n\t"   //q9 = m0+4
12         "vld1.32                {d20, d21}, [%0]!       \n\t"   //q10 = m0+8
13         "vld1.32                {d22, d23}, [%0]        \n\t"   //q11 = m0+12
14
15         "vmul.f32               q12, q8, d0[0]                  \n\t"   //q12 = q8 * d0[0]
16         "vmul.f32               q13, q8, d2[0]              \n\t"       //q13 = q8 * d2[0]
17         "vmul.f32               q14, q8, d4[0]              \n\t"       //q14 = q8 * d4[0]
18         "vmul.f32               q15, q8, d6[0]                  \n\t"   //q15 = q8 * d6[0]
19         "vmla.f32               q12, q9, d0[1]                  \n\t"   //q12 = q9 * d0[1]
20         "vmla.f32               q13, q9, d2[1]              \n\t"       //q13 = q9 * d2[1]
21         "vmla.f32               q14, q9, d4[1]              \n\t"       //q14 = q9 * d4[1]
22         "vmla.f32               q15, q9, d6[1]              \n\t"       //q15 = q9 * d6[1]
23         "vmla.f32               q12, q10, d1[0]                 \n\t"   //q12 = q10 * d0[0]
24         "vmla.f32               q13, q10, d3[0]                 \n\t"   //q13 = q10 * d2[0]
25         "vmla.f32               q14, q10, d5[0]                 \n\t"   //q14 = q10 * d4[0]
26         "vmla.f32               q15, q10, d7[0]                 \n\t"   //q15 = q10 * d6[0]
27         "vmla.f32               q12, q11, d1[1]                 \n\t"   //q12 = q11 * d0[1]
28         "vmla.f32               q13, q11, d3[1]                 \n\t"   //q13 = q11 * d2[1]
29         "vmla.f32               q14, q11, d5[1]                 \n\t"   //q14 = q11 * d4[1]
30         "vmla.f32               q15, q11, d7[1]             \n\t"       //q15 = q11 * d6[1]
31
32         "vst1.32                {d24, d25}, [%2]!               \n\t"   //d = q12
33         "vst1.32                {d26, d27}, [%2]!           \n\t"       //d+4 = q13
34         "vst1.32                {d28, d29}, [%2]!           \n\t"       //d+8 = q14
35         "vst1.32                {d30, d31}, [%2]            \n\t"       //d+12 = q15
36
37         :"+r"(m0), "+r"(m1), "+r"(dest):
38     : "d0", "d1", "d2", "d3", "d4", "d5", "d6", "d7",
39     "d16", "d17", "d18", "d19", "d20", "d21", "d22", "d23",
40     "d24", "d25", "d26", "d27", "d28", "d29", "d30", "d31",
41     "memory"
42         );
43 }
44
45 static void TransformVectorNormalize_neon(float vec[3], float mtx[4][4])
46 {
47         asm volatile (
48         "vld1.32                {d0}, [%1]                      \n\t"   //Q0 = v
49         "flds                   s2, [%1, #8]                    \n\t"   //Q0 = v
50         "vld1.32                {d18, d19}, [%0]!               \n\t"   //Q1 = m
51         "vld1.32                {d20, d21}, [%0]!           \n\t"       //Q2 = m+4
52         "vld1.32                {d22, d23}, [%0]            \n\t"       //Q3 = m+8
53
54         "vmul.f32               q2, q9, d0[0]                   \n\t"   //q2 = q9*Q0[0]
55         "vmla.f32               q2, q10, d0[1]                  \n\t"   //Q5 += Q1*Q0[1]
56         "vmla.f32               q2, q11, d1[0]                  \n\t"   //Q5 += Q2*Q0[2]
57
58     "vmul.f32           d0, d4, d4                              \n\t"   //d0 = d0*d0
59         "vpadd.f32              d0, d0, d0                              \n\t"   //d0 = d[0] + d[1]
60     "vmla.f32           d0, d5, d5                              \n\t"   //d0 = d0 + d1*d1
61
62         "vmov.f32               d1, d0                                  \n\t"   //d1 = d0
63         "vrsqrte.f32    d0, d0                                  \n\t"   //d0 = ~ 1.0 / sqrt(d0)
64         "vmul.f32               d2, d0, d1                              \n\t"   //d2 = d0 * d1
65         "vrsqrts.f32    d3, d2, d0                              \n\t"   //d3 = (3 - d0 * d2) / 2
66         "vmul.f32               d0, d0, d3                              \n\t"   //d0 = d0 * d3
67         "vmul.f32               d2, d0, d1                              \n\t"   //d2 = d0 * d1
68         "vrsqrts.f32    d3, d2, d0                              \n\t"   //d3 = (3 - d0 * d3) / 2
69         "vmul.f32               d0, d0, d3                              \n\t"   //d0 = d0 * d4
70
71         "vmul.f32               q2, q2, d0[0]                   \n\t"   //d0= d2*d4
72
73         "vst1.32                {d4}, [%1]                  \n\t"       //Q4 = m+12
74         "fsts                   s10, [%1, #8]           \n\t"   //Q4 = m+12
75         : "+r"(mtx): "r"(vec)
76     : "d0","d1","d2","d3","d18","d19","d20","d21","d22", "d23", "memory"
77         );
78 }
79
80 static void Normalize_neon(float v[3])
81 {
82         asm volatile (
83         "vld1.32                {d4}, [%0]!                     \n\t"   //d4={x,y}
84         "flds                   s10, [%0]               \n\t"   //d5[0] = z
85         "sub                    %0, %0, #8              \n\t"   //d5[0] = z
86         "vmul.f32               d0, d4, d4                              \n\t"   //d0= d4*d4
87         "vpadd.f32              d0, d0, d0                              \n\t"   //d0 = d[0] + d[1]
88     "vmla.f32           d0, d5, d5                              \n\t"   //d0 = d0 + d5*d5
89
90         "vmov.f32               d1, d0                                  \n\t"   //d1 = d0
91         "vrsqrte.f32    d0, d0                                  \n\t"   //d0 = ~ 1.0 / sqrt(d0)
92         "vmul.f32               d2, d0, d1                              \n\t"   //d2 = d0 * d1
93         "vrsqrts.f32    d3, d2, d0                              \n\t"   //d3 = (3 - d0 * d2) / 2
94         "vmul.f32               d0, d0, d3                              \n\t"   //d0 = d0 * d3
95         "vmul.f32               d2, d0, d1                              \n\t"   //d2 = d0 * d1
96         "vrsqrts.f32    d3, d2, d0                              \n\t"   //d3 = (3 - d0 * d3) / 2
97         "vmul.f32               d0, d0, d3                              \n\t"   //d0 = d0 * d4
98
99         "vmul.f32               q2, q2, d0[0]                   \n\t"   //d0= d2*d4
100         "vst1.32                {d4}, [%0]!                     \n\t"   //d2={x0,y0}, d3={z0, w0}
101         "fsts                   s10, [%0]                       \n\t"   //d2={x0,y0}, d3={z0, w0}
102
103         :"+r"(v) :
104     : "d0", "d1", "d2", "d3", "d4", "d5", "memory"
105         );
106 }
107
108 static float DotProduct_neon( float v0[3], float v1[3] )
109 {
110     float dot;
111         asm volatile (
112         "vld1.32                {d8}, [%1]!                     \n\t"   //d8={x0,y0}
113         "vld1.32                {d10}, [%2]!            \n\t"   //d10={x1,y1}
114         "flds                   s18, [%1, #0]       \n\t"       //d9[0]={z0}
115         "flds                   s22, [%2, #0]       \n\t"       //d11[0]={z1}
116         "vmul.f32               d12, d8, d10            \n\t"   //d0= d2*d4
117         "vpadd.f32              d12, d12, d12           \n\t"   //d0 = d[0] + d[1]
118         "vmla.f32               d12, d9, d11            \n\t"   //d0 = d0 + d3*d5
119     "fmrs               %0, s24                 \n\t"   //r0 = s0
120         : "=r"(dot), "+r"(v0), "+r"(v1):
121     : "d8", "d9", "d10", "d11", "d12"
122
123         );
124     return dot;
125 }
126
127 void MathInitNeon()
128 {
129     MulMatrices = MultMatrix_neon;
130     //TransformVectorNormalize = TransformVectorNormalize_neon;
131     NormalizeVector = Normalize_neon;
132     DotProduct = DotProduct_neon;
133 }