A64: Add fast path for Fcvtas_Gp/S/V, Fcvtau_Gp/S/V and Frinta_S/V in… (#3712)
* A64: Add fast path for Fcvtas_Gp/S/V, Fcvtau_Gp/S/V and Frinta_S/V instructions; they use "Round to Nearest with Ties to Away" rounding mode not supported in x86. All instructions involved have been tested locally in both release and debug modes, in both lowcq and highcq. The titles Mario Strikers and Super Smash Bros. U. use these instructions intensively. * Update Ptc.cs * A32: Add fast path for Vcvta_RM, Vrinta_RM and Vrinta_V instructions aswell.
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6 changed files with 243 additions and 46 deletions
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@ -203,6 +203,9 @@ namespace ARMeilleure.Instructions
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FPRoundingMode roundMode;
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switch (rm)
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{
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case 0b00:
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roundMode = FPRoundingMode.ToNearestAway;
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break;
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case 0b01:
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roundMode = FPRoundingMode.ToNearest;
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break;
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@ -228,7 +231,7 @@ namespace ARMeilleure.Instructions
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bool unsigned = op.Opc == 0;
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int rm = op.Opc2 & 3;
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if (Optimizations.UseSse41 && rm != 0b00)
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if (Optimizations.UseSse41)
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{
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EmitSse41ConvertInt32(context, RMToRoundMode(rm), !unsigned);
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}
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@ -267,15 +270,21 @@ namespace ARMeilleure.Instructions
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int rm = op.Opc2 & 3;
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if (Optimizations.UseSse2 && rm != 0b00)
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if (Optimizations.UseSse41)
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{
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EmitScalarUnaryOpSimd32(context, (m) =>
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{
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Intrinsic inst = (op.Size & 1) == 0 ? Intrinsic.X86Roundss : Intrinsic.X86Roundsd;
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FPRoundingMode roundMode = RMToRoundMode(rm);
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return context.AddIntrinsic(inst, m, Const(X86GetRoundControl(roundMode)));
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if (roundMode != FPRoundingMode.ToNearestAway)
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{
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Intrinsic inst = (op.Size & 1) == 0 ? Intrinsic.X86Roundss : Intrinsic.X86Roundsd;
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return context.AddIntrinsic(inst, m, Const(X86GetRoundControl(roundMode)));
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}
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else
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{
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return EmitSse41RoundToNearestWithTiesToAwayOpF(context, m, scalar: true);
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}
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});
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}
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else
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@ -305,7 +314,17 @@ namespace ARMeilleure.Instructions
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// VRINTA (vector).
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public static void Vrinta_V(ArmEmitterContext context)
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{
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EmitVectorUnaryOpF32(context, (m) => EmitRoundMathCall(context, MidpointRounding.AwayFromZero, m));
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if (Optimizations.UseSse41)
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{
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EmitVectorUnaryOpSimd32(context, (m) =>
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{
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return EmitSse41RoundToNearestWithTiesToAwayOpF(context, m, scalar: false);
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});
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}
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else
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{
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EmitVectorUnaryOpF32(context, (m) => EmitRoundMathCall(context, MidpointRounding.AwayFromZero, m));
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}
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}
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// VRINTM (vector).
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@ -413,7 +432,14 @@ namespace ARMeilleure.Instructions
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Operand nRes = context.AddIntrinsic(Intrinsic.X86Cmpss, n, n, Const((int)CmpCondition.OrderedQ));
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nRes = context.AddIntrinsic(Intrinsic.X86Pand, nRes, n);
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nRes = context.AddIntrinsic(Intrinsic.X86Roundss, nRes, Const(X86GetRoundControl(roundMode)));
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if (roundMode != FPRoundingMode.ToNearestAway)
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{
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nRes = context.AddIntrinsic(Intrinsic.X86Roundss, nRes, Const(X86GetRoundControl(roundMode)));
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}
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else
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{
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nRes = EmitSse41RoundToNearestWithTiesToAwayOpF(context, nRes, scalar: true);
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}
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Operand zero = context.VectorZero();
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@ -464,7 +490,14 @@ namespace ARMeilleure.Instructions
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Operand nRes = context.AddIntrinsic(Intrinsic.X86Cmpsd, n, n, Const((int)CmpCondition.OrderedQ));
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nRes = context.AddIntrinsic(Intrinsic.X86Pand, nRes, n);
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nRes = context.AddIntrinsic(Intrinsic.X86Roundsd, nRes, Const(X86GetRoundControl(roundMode)));
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if (roundMode != FPRoundingMode.ToNearestAway)
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{
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nRes = context.AddIntrinsic(Intrinsic.X86Roundsd, nRes, Const(X86GetRoundControl(roundMode)));
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}
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else
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{
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nRes = EmitSse41RoundToNearestWithTiesToAwayOpF(context, nRes, scalar: true);
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}
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Operand zero = context.VectorZero();
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