Isolate the Altivec code so non-Altivec PPC targets can use the same binary.

Moved all the code using Altivec intrinsics to separate files. This 
means we can optionally use GCC's -maltivec on just these files, which
are chosen at runtime if the CPU supports Altivec, and compile the rest
without it, making a single binary that has Altivec optimizations but
can still work on G3.

Unlike SSE and similar extensions on x86, there does not seem to be
a way to enable conditional, targeted use of Altivec based on runtime
detection (which is what ioquake3 wants to do) without also giving the
compiler permission to use Altivec in code generation; so to not crash
on CPUs that do not implement Altivec, we'll have to turn it off
altogether, except in translation units that are only entered when
runtime Altivec detection is successful.

This has been tested on Linux PPC (on an Altivec-enabled CPU),
but we may need further work after testing trickles out to other
PowerPC devices and ancient Mac OS X builds.

I did a little work on this patch, but the majority of the effort belongs 
to Simon McVittie (thanks!).
This commit is contained in:
Simon McVittie 2018-05-12 19:14:47 +01:00 committed by Ryan C. Gordon
parent 2326a060b9
commit 5909b9a1cf
12 changed files with 686 additions and 607 deletions

View file

@ -22,9 +22,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// tr_shade.c
#include "tr_local.h"
#if idppc_altivec && !defined(__APPLE__)
#include <altivec.h>
#endif
/*
@ -163,7 +160,7 @@ instead of using the single glDrawElements call that may be inefficient
without compiled vertex arrays.
==================
*/
static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
int primitives;
primitives = r_primitives->integer;
@ -407,189 +404,6 @@ ProjectDlightTexture
Perform dynamic lighting with another rendering pass
===================
*/
#if idppc_altivec
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];
glIndex_t 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 definitely 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;
}
}
#endif
static void ProjectDlightTexture_scalar( void ) {
int i, l;
vec3_t origin;
@ -745,7 +559,7 @@ static void ProjectDlightTexture_scalar( void ) {
static void ProjectDlightTexture( void ) {
#if idppc_altivec
if (com_altivec->integer) {
// must be in a separate function or G3 systems will crash.
// must be in a separate translation unit or G3 systems will crash.
ProjectDlightTexture_altivec();
return;
}