Merge pull request #5677 from unknownbrackets/perf

Minor perf improvements to software transform
This commit is contained in:
Henrik Rydgård committed 2014-03-18 09:21:41 +01:00
commit 44e9484942
5 files changed
+130 -140

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+8 -2
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@@ -67,8 +67,14 @@ struct TransformedVertex
{
float x, y, z, fog; // in case of morph, preblend during decode
float u; float v; float w; // scaled by uscale, vscale, if there
u8 color0[4]; // prelit
u8 color1[4]; // prelit
union {
u8 color0[4]; // prelit
u32 color0_32;
};
union {
u8 color1[4]; // prelit
u32 color1_32;
};
};
void GetIndexBounds(const void *inds, int count, u32 vertType, u16 *indexLowerBound, u16 *indexUpperBound);
+13 -30
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@@ -318,8 +318,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
reader.Goto(index);
float v[3] = {0, 0, 0};
float c0[4] = {1, 1, 1, 1};
float c1[4] = {0, 0, 0, 0};
Vec4f c0 = Vec4f(1, 1, 1, 1);
Vec4f c1 = Vec4f(0, 0, 0, 0);
float uv[3] = {0, 0, 1};
float fogCoef = 1.0f;
@@ -327,15 +327,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
// Do not touch the coordinates or the colors. No lighting.
reader.ReadPos(v);
if (reader.hasColor0()) {
reader.ReadColor0(c0);
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
reader.ReadColor0(&c0.x);
// c1 is already 0.
} else {
c0[0] = gstate.getMaterialAmbientR() / 255.f;
c0[1] = gstate.getMaterialAmbientG() / 255.f;
c0[2] = gstate.getMaterialAmbientB() / 255.f;
c0[3] = gstate.getMaterialAmbientA() / 255.f;
c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
}
if (reader.hasUV()) {
@@ -389,18 +384,15 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
}
// Perform lighting here if enabled. don't need to check through, it's checked above.
float unlitColor[4] = {1, 1, 1, 1};
Vec4f unlitColor = Vec4f(1, 1, 1, 1);
if (reader.hasColor0()) {
reader.ReadColor0(unlitColor);
reader.ReadColor0(&unlitColor.x);
} else {
unlitColor[0] = gstate.getMaterialAmbientR() / 255.f;
unlitColor[1] = gstate.getMaterialAmbientG() / 255.f;
unlitColor[2] = gstate.getMaterialAmbientB() / 255.f;
unlitColor[3] = gstate.getMaterialAmbientA() / 255.f;
unlitColor = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
}
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor, out, normal);
lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, normal);
if (gstate.isLightingEnabled()) {
// Don't ignore gstate.lmode - we should send two colors in that case
@@ -424,15 +416,10 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
c0[j] = unlitColor[j];
}
} else {
c0[0] = gstate.getMaterialAmbientR() / 255.f;
c0[1] = gstate.getMaterialAmbientG() / 255.f;
c0[2] = gstate.getMaterialAmbientB() / 255.f;
c0[3] = gstate.getMaterialAmbientA() / 255.f;
c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
}
if (lmode) {
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
// c1 is already 0.
}
}
@@ -528,12 +515,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
if (gstate_c.flipTexture) {
transformed[index].v = 1.0f - transformed[index].v;
}
for (int i = 0; i < 4; i++) {
transformed[index].color0[i] = c0[i] * 255.0f;
}
for (int i = 0; i < 3; i++) {
transformed[index].color1[i] = c1[i] * 255.0f;
}
transformed[index].color0_32 = c0.ToRGBA();
transformed[index].color1_32 = c1.ToRGBA();
}
// Here's the best opportunity to try to detect rectangles used to clear the screen, and
+1
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@@ -331,6 +331,7 @@ struct GPUgstate
unsigned int getMaterialAmbientG() const { return (materialambient>>8)&0xFF; }
unsigned int getMaterialAmbientB() const { return (materialambient>>16)&0xFF; }
unsigned int getMaterialAmbientA() const { return materialalpha&0xFF; }
unsigned int getMaterialAmbientRGBA() const { return (materialambient & 0x00FFFFFF) | (materialalpha << 24); }
unsigned int getMaterialDiffuseR() const { return materialdiffuse&0xFF; }
unsigned int getMaterialDiffuseG() const { return (materialdiffuse>>8)&0xFF; }
unsigned int getMaterialDiffuseB() const { return (materialdiffuse>>16)&0xFF; }
-108
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@@ -66,59 +66,6 @@ float Vec2<float>::Normalize()
return len;
}
template<>
Vec3<float> Vec3<float>::FromRGB(unsigned int rgb)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgb);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec3<float>(_mm_mul_ps(_mm_cvtepi32_ps(c), _mm_set_ps1(1.0f / 255.0f)));
#else
return Vec3((rgb & 0xFF) * (1.0f/255.0f),
((rgb >> 8) & 0xFF) * (1.0f/255.0f),
((rgb >> 16) & 0xFF) * (1.0f/255.0f));
#endif
}
template<>
Vec3<int> Vec3<int>::FromRGB(unsigned int rgb)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgb);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec3<int>(c);
#else
return Vec3(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF);
#endif
}
template<>
unsigned int Vec3<float>::ToRGB() const
{
#if defined(_M_SSE)
__m128i c = _mm_cvtps_epi32(_mm_mul_ps(vec, _mm_set_ps1(255.0f)));
__m128i c16 = _mm_packs_epi32(c, c);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16)) & 0x00FFFFFF;
#else
return ((unsigned int)(r()*255.f)) +
((unsigned int)(g()*255.f*256.f)) +
((unsigned int)(b()*255.f*256.f*256.f));
#endif
}
template<>
unsigned int Vec3<int>::ToRGB() const
{
#if defined(_M_SSE)
__m128i c16 = _mm_packs_epi32(ivec, ivec);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16)) & 0x00FFFFFF;
#else
return (r()&0xFF) | ((g()&0xFF)<<8) | ((b()&0xFF)<<16);
#endif
}
template<>
float Vec3<float>::Length() const
{
@@ -233,61 +180,6 @@ float Vec3Packed<float>::Normalize()
return len;
}
template<>
Vec4<float> Vec4<float>::FromRGBA(unsigned int rgba)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgba);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec4<float>(_mm_mul_ps(_mm_cvtepi32_ps(c), _mm_set_ps1(1.0f / 255.0f)));
#else
return Vec4((rgba & 0xFF) * (1.0f/255.0f),
((rgba >> 8) & 0xFF) * (1.0f/255.0f),
((rgba >> 16) & 0xFF) * (1.0f/255.0f),
((rgba >> 24) & 0xFF) * (1.0f/255.0f));
#endif
}
template<>
Vec4<int> Vec4<int>::FromRGBA(unsigned int rgba)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgba);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec4<int>(c);
#else
return Vec4(rgba & 0xFF, (rgba >> 8) & 0xFF, (rgba >> 16) & 0xFF, (rgba >> 24) & 0xFF);
#endif
}
template<>
unsigned int Vec4<float>::ToRGBA() const
{
#if defined(_M_SSE)
__m128i c = _mm_cvtps_epi32(_mm_mul_ps(vec, _mm_set_ps1(255.0f)));
__m128i c16 = _mm_packs_epi32(c, c);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16));
#else
return ((unsigned int)(r()*255.f)) +
((unsigned int)(g()*255.f*256.f)) +
((unsigned int)(b()*255.f*256.f*256.f)) +
((unsigned int)(a()*255.f*256.f*256.f*256.f));
#endif
}
template<>
unsigned int Vec4<int>::ToRGBA() const
{
#if defined(_M_SSE)
__m128i c16 = _mm_packs_epi32(ivec, ivec);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16));
#else
return (r()&0xFF) | ((g()&0xFF)<<8) | ((b()&0xFF)<<16) | ((a()&0xFF)<<24);
#endif
}
template<>
float Vec4<float>::Length() const
{
+108
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@@ -891,6 +891,114 @@ inline Vec3Packed<T> Cross(const Vec3Packed<T>& a, const Vec3Packed<T>& b)
return Vec3Packed<T>(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x);
}
template<>
inline Vec3<float> Vec3<float>::FromRGB(unsigned int rgb)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgb);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec3<float>(_mm_mul_ps(_mm_cvtepi32_ps(c), _mm_set_ps1(1.0f / 255.0f)));
#else
return Vec3((rgb & 0xFF) * (1.0f/255.0f),
((rgb >> 8) & 0xFF) * (1.0f/255.0f),
((rgb >> 16) & 0xFF) * (1.0f/255.0f));
#endif
}
template<>
inline Vec3<int> Vec3<int>::FromRGB(unsigned int rgb)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgb);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec3<int>(c);
#else
return Vec3(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF);
#endif
}
template<>
inline unsigned int Vec3<float>::ToRGB() const
{
#if defined(_M_SSE)
__m128i c = _mm_cvtps_epi32(_mm_mul_ps(vec, _mm_set_ps1(255.0f)));
__m128i c16 = _mm_packs_epi32(c, c);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16)) & 0x00FFFFFF;
#else
return ((unsigned int)(r()*255.f)) +
((unsigned int)(g()*255.f*256.f)) +
((unsigned int)(b()*255.f*256.f*256.f));
#endif
}
template<>
inline unsigned int Vec3<int>::ToRGB() const
{
#if defined(_M_SSE)
__m128i c16 = _mm_packs_epi32(ivec, ivec);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16)) & 0x00FFFFFF;
#else
return (r()&0xFF) | ((g()&0xFF)<<8) | ((b()&0xFF)<<16);
#endif
}
template<>
inline Vec4<float> Vec4<float>::FromRGBA(unsigned int rgba)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgba);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec4<float>(_mm_mul_ps(_mm_cvtepi32_ps(c), _mm_set_ps1(1.0f / 255.0f)));
#else
return Vec4((rgba & 0xFF) * (1.0f/255.0f),
((rgba >> 8) & 0xFF) * (1.0f/255.0f),
((rgba >> 16) & 0xFF) * (1.0f/255.0f),
((rgba >> 24) & 0xFF) * (1.0f/255.0f));
#endif
}
template<>
inline Vec4<int> Vec4<int>::FromRGBA(unsigned int rgba)
{
#if defined(_M_SSE)
__m128i z = _mm_setzero_si128();
__m128i c = _mm_cvtsi32_si128(rgba);
c = _mm_unpacklo_epi16(_mm_unpacklo_epi8(c, z), z);
return Vec4<int>(c);
#else
return Vec4(rgba & 0xFF, (rgba >> 8) & 0xFF, (rgba >> 16) & 0xFF, (rgba >> 24) & 0xFF);
#endif
}
template<>
inline unsigned int Vec4<float>::ToRGBA() const
{
#if defined(_M_SSE)
__m128i c = _mm_cvtps_epi32(_mm_mul_ps(vec, _mm_set_ps1(255.0f)));
__m128i c16 = _mm_packs_epi32(c, c);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16));
#else
return ((unsigned int)(r()*255.f)) +
((unsigned int)(g()*255.f*256.f)) +
((unsigned int)(b()*255.f*256.f*256.f)) +
((unsigned int)(a()*255.f*256.f*256.f*256.f));
#endif
}
template<>
inline unsigned int Vec4<int>::ToRGBA() const
{
#if defined(_M_SSE)
__m128i c16 = _mm_packs_epi32(ivec, ivec);
return _mm_cvtsi128_si32(_mm_packus_epi16(c16, c16));
#else
return (r()&0xFF) | ((g()&0xFF)<<8) | ((b()&0xFF)<<16) | ((a()&0xFF)<<24);
#endif
}
}; // namespace Math3D
// linear interpolation via float: 0.0=begin, 1.0=end