Shader JIT: Add name to second scratch register (XMM4)

This commit is contained in:
Yuri Kunde Schlesner 2015-08-24 01:46:10 -03:00
parent 455147ee95
commit 76247170df

View file

@ -115,6 +115,8 @@ static const X64Reg SRC1 = XMM1;
static const X64Reg SRC2 = XMM2;
/// Loaded with the third swizzled source register, otherwise can be used as a scratch register
static const X64Reg SRC3 = XMM3;
/// Additional scratch register
static const X64Reg SCRATCH2 = XMM4;
/// Constant vector of [1.0f, 1.0f, 1.0f, 1.0f], used to efficiently set a vector to one
static const X64Reg ONE = XMM14;
/// Constant vector of [-0.f, -0.f, -0.f, -0.f], used to efficiently negate a vector with XOR
@ -227,8 +229,8 @@ void JitCompiler::Compile_DestEnable(Instruction instr,X64Reg src) {
u8 mask = ((swiz.dest_mask & 1) << 3) | ((swiz.dest_mask & 8) >> 3) | ((swiz.dest_mask & 2) << 1) | ((swiz.dest_mask & 4) >> 1);
BLENDPS(SCRATCH, R(src), mask);
} else {
MOVAPS(XMM4, R(src));
UNPCKHPS(XMM4, R(SCRATCH)); // Unpack X/Y components of source and destination
MOVAPS(SCRATCH2, R(src));
UNPCKHPS(SCRATCH2, R(SCRATCH)); // Unpack X/Y components of source and destination
UNPCKLPS(SCRATCH, R(src)); // Unpack Z/W components of source and destination
// Compute selector to selectively copy source components to destination for SHUFPS instruction
@ -236,7 +238,7 @@ void JitCompiler::Compile_DestEnable(Instruction instr,X64Reg src) {
((swiz.DestComponentEnabled(1) ? 3 : 2) << 2) |
((swiz.DestComponentEnabled(2) ? 0 : 1) << 4) |
((swiz.DestComponentEnabled(3) ? 2 : 3) << 6);
SHUFPS(SCRATCH, R(XMM4), sel);
SHUFPS(SCRATCH, R(SCRATCH2), sel);
}
// Store dest back to memory