Preparing the routine for simd

This commit is contained in:
Krzosa Karol
2022-07-01 10:39:46 +02:00
parent 513bcabb18
commit 03f32ea922
4 changed files with 276 additions and 78 deletions

View File

@@ -295,6 +295,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
Vec2 tex0, Vec2 tex1, Vec2 tex2, Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) { Vec3 norm0, Vec3 norm1, Vec3 norm2) {
if(src->pixels == 0) return; if(src->pixels == 0) return;
PROFILE_SCOPE(draw_triangle); PROFILE_SCOPE(draw_triangle);
F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x))); F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y))); F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
@@ -306,6 +307,9 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
S64 max_x = (S64)min((F32)dst->x, ceil(max_x1)); S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)min((F32)dst->y, ceil(max_y1)); S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
if (min_y >= max_y) return;
if (min_x >= max_x) return;
F32 dy10 = (p1.y - p0.y); F32 dy10 = (p1.y - p0.y);
F32 dy21 = (p2.y - p1.y); F32 dy21 = (p2.y - p1.y);
F32 dy02 = (p0.y - p2.y); F32 dy02 = (p0.y - p2.y);
@@ -322,47 +326,69 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; F32 Cy1 = dy21 * min_x - dx21 * min_y - C1;
F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
Vec8 Cx0;
Vec8 Cx1;
Vec8 Cx2;
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
Vec8 Dy10 = vec8(dy10) * var07;
Vec8 Dy21 = vec8(dy21) * var07;
Vec8 Dy02 = vec8(dy02) * var07;
Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w;
Vec8I ui, vi;
U32 *destination = dst->pixels + dst->x*min_y; U32 *destination = dst->pixels + dst->x*min_y;
F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y); F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
for (S64 y = min_y; y < max_y; y++) { for (S64 y = min_y; y < max_y; y++) {
F32 Cx0 = Cy0; Cx0 = vec8(Cy0);
F32 Cx1 = Cy1; Cx1 = vec8(Cy1);
F32 Cx2 = Cy2; Cx2 = vec8(Cy2);
for (S64 x = min_x; x < max_x; x++) {
if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) { for (S64 x8 = min_x; x8 < max_x; x8+=8) {
PROFILE_SCOPE(fill_triangle); PROFILE_SCOPE(fill_triangle_outer);
F32 w1 = Cx1 / area; Cx0 = vec8(Cx0[7]) + Dy10;
F32 w2 = Cx2 / area; Cx1 = vec8(Cx1[7]) + Dy21;
F32 w3 = Cx0 / area; Cx2 = vec8(Cx2[7]) + Dy02;
Vec8I x = vec8i(x8) + var07i;
for(S64 i = 0; i < 8; i++){
PROFILE_SCOPE(fill_triangle_inner);
if (Cx0[i] >= 0 && Cx1[i] >= 0 && Cx2[i] >= 0) {
w0[i] = Cx1[i] / area;
w1[i] = Cx2[i] / area;
w2[i] = Cx0[i] / area;
// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object // but why waste an instruction, the smaller the depth value the farther the object
F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; interpolated_w[i] = (1.f / p0.w) * w0[i] + (1.f / p1.w) * w1[i] + (1.f / p2.w) * w2[i];
F32* depth = depth_buffer + (x + y * dst->x); F32* depth = depth_buffer + (x[i] + y * dst->x);
if (*depth < interpolated_w) { if (*depth < interpolated_w[i]) {
*depth = interpolated_w; PROFILE_SCOPE(fill_triangle_after_depth_test);
F32 invw0 = (w1 / p0.w); *depth = interpolated_w[i];
F32 invw1 = (w2 / p1.w); invw0[i] = (w0[i] / p0.w);
F32 invw2 = (w3 / p2.w); invw1[i] = (w1[i] / p1.w);
invw2[i] = (w2[i] / p2.w);
Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w; Vec3 norm = (norm0 * invw0[i] + norm1 * invw1[i] + norm2 * invw2[i]) / interpolated_w[i];
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2; u[i] = tex0.x * invw0[i] + tex1.x * invw1[i] + tex2.x * invw2[i];
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2; v[i] = tex0.y * invw0[i] + tex1.y * invw1[i] + tex2.y * invw2[i];
{ {
u /= interpolated_w; u[i] /= interpolated_w[i];
v /= interpolated_w; v[i] /= interpolated_w[i];
u = u - floor(u); u[i] = u[i] - floor(u[i]);
v = v - floor(v); v[i] = v[i] - floor(v[i]);
u = u * (src->x - 1); u[i] = u[i] * (src->x - 1);
v = v * (src->y - 1); v[i] = v[i] * (src->y - 1);
} }
S64 ui = (S64)(u); ui[i] = (S64)(u[i]);
S64 vi = (S64)(v); vi[i] = (S64)(v[i]);
//F32 udiff = u - (F32)ui; //F32 udiff = u - (F32)ui;
//F32 vdiff = v - (F32)vi; //F32 vdiff = v - (F32)vi;
// Origin UV (0,0) is in bottom left // Origin UV (0,0) is in bottom left
U32 *dst_pixel = destination + x; U32 *dst_pixel = destination + x[i];
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); U32 *pixel = src->pixels + (ui[i] + (src->y - 1ll - vi[i]) * src->x);
Vec4 result_color; { Vec4 result_color; {
U32 c = *pixel; U32 c = *pixel;
@@ -402,9 +428,8 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
*dst_pixel = color32; *dst_pixel = color32;
} }
} }
Cx0 += dy10; }
Cx1 += dy21;
Cx2 += dy02;
} }
Cy0 -= dx10; Cy0 -= dx10;
Cy1 -= dx21; Cy1 -= dx21;

View File

@@ -316,3 +316,156 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 li
} }
} }
} }
function
void draw_triangle_nearest_c(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) {
if(src->pixels == 0) return;
PROFILE_SCOPE(draw_triangle);
F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
S64 min_x = (S64)max(0.f, floor(min_x1));
S64 min_y = (S64)max(0.f, floor(min_y1));
S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
if (min_y >= max_y) return;
if (min_x >= max_x) return;
F32 dy10 = (p1.y - p0.y);
F32 dy21 = (p2.y - p1.y);
F32 dy02 = (p0.y - p2.y);
F32 dx10 = (p1.x - p0.x);
F32 dx21 = (p2.x - p1.x);
F32 dx02 = (p0.x - p2.x);
F32 C0 = dy10 * (p0.x) - dx10 * (p0.y);
F32 C1 = dy21 * (p1.x) - dx21 * (p1.y);
F32 C2 = dy02 * (p2.x) - dx02 * (p2.y);
F32 Cy0 = dy10 * min_x - dx10 * min_y - C0;
F32 Cy1 = dy21 * min_x - dx21 * min_y - C1;
F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
Vec8 Cx0;
Vec8 Cx1;
Vec8 Cx2;
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
Vec8 Dy10 = vec8(dy10) * var07;
Vec8 Dy21 = vec8(dy21) * var07;
Vec8 Dy02 = vec8(dy02) * var07;
U32 *destination = dst->pixels + dst->x*min_y;
F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
for (S64 y = min_y; y < max_y; y++) {
Cx0 = vec8(Cy0);
Cx1 = vec8(Cy1);
Cx2 = vec8(Cy2);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
PROFILE_SCOPE(fill_triangle_outer);
Cx0 += Dy10;
Cx1 += Dy21;
Cx2 += Dy02;
Vec8I x = vec8i(x8) + var07i;
for(S64 i = 0; i < 8; i++){
// S64 x = x8+i;
if (Cx0[0] >= 0 && Cx1[0] >= 0 && Cx2[0] >= 0) {
PROFILE_SCOPE(fill_triangle_inner);
F32 w1 = Cx1[0] / area;
F32 w2 = Cx2[0] / area;
F32 w3 = Cx0[0] / area;
// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
F32* depth = depth_buffer + (x[i] + y * dst->x);
if (*depth < interpolated_w) {
PROFILE_SCOPE(fill_triangle_after_depth_test);
*depth = interpolated_w;
F32 invw0 = (w1 / p0.w);
F32 invw1 = (w2 / p1.w);
F32 invw2 = (w3 / p2.w);
Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
{
u /= interpolated_w;
v /= interpolated_w;
u = u - floor(u);
v = v - floor(v);
u = u * (src->x - 1);
v = v * (src->y - 1);
}
S64 ui = (S64)(u);
S64 vi = (S64)(v);
//F32 udiff = u - (F32)ui;
//F32 vdiff = v - (F32)vi;
// Origin UV (0,0) is in bottom left
U32 *dst_pixel = destination + x[i];
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
Vec4 result_color; {
U32 c = *pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r;
g*=g;
b*=b;
result_color = { r,g,b,a };
}
Vec4 dst_color; {
U32 c = *dst_pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r; g*=g; b*=b;
dst_color = { r,g,b,a };
}
#if 0
Vec3 light_color = vec3(0.8,0.8,1);
constexpr F32 ambient_strength = 0.1f; {
Vec3 ambient = ambient_strength * light_color;
Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
result_color.rgb *= (ambient+diffuse);
}
#endif
result_color = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
Cx0[0] += dy10;
Cx1[0] += dy21;
Cx2[0] += dy02;
}
}
Cy0 -= dx10;
Cy1 -= dx21;
Cy2 -= dx02;
destination += dst->x;
}
}

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@@ -6,6 +6,8 @@ enum ProfileScopeName {
ProfileScopeName_draw_set_of_mesh_indices, ProfileScopeName_draw_set_of_mesh_indices,
ProfileScopeName_main_loop, ProfileScopeName_main_loop,
ProfileScopeName_fill_triangle_after_depth_test, ProfileScopeName_fill_triangle_after_depth_test,
ProfileScopeName_fill_triangle_inner,
ProfileScopeName_fill_triangle_outer,
ProfileScopeName_Count, ProfileScopeName_Count,
}; };
@@ -17,6 +19,8 @@ const char *profile_scope_names[] = {
"draw_set_of_mesh_indices", "draw_set_of_mesh_indices",
"main_loop", "main_loop",
"fill_triangle_after_depth_test", "fill_triangle_after_depth_test",
"fill_triangle_inner",
"fill_triangle_outer",
}; };
struct ProfileState { struct ProfileState {

22
vec.cpp
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@@ -4,13 +4,29 @@ union Vec8{
__m256 simd; __m256 simd;
F32 e[8]; F32 e[8];
Vec4 v4[2]; Vec4 v4[2];
force_inline F32 &operator[](S64 i){ return e[i]; }
}; };
Vec8 vec8(F32 x){return {_mm256_set1_ps(x)}; } Vec8 vec8(F32 x){return {_mm256_set1_ps(x)}; }
Vec8 vec8(F32 a, F32 b, F32 c, F32 d, F32 e, F32 f, F32 g, F32 h){ return {_mm256_set_ps(a,b,c,d,e,f,g,h)}; } Vec8 vec8(F32 a, F32 b, F32 c, F32 d, F32 e, F32 f, F32 g, F32 h){ return {_mm256_set_ps(h, g, f, e, d, c, b, a)}; }
Vec8 operator+(Vec8 a, Vec8 b){ return {_mm256_add_ps(a.simd, b.simd)}; } Vec8 operator+(Vec8 a, Vec8 b){ return {_mm256_add_ps(a.simd, b.simd)}; }
Vec8 operator-(Vec8 a, Vec8 b){ return {_mm256_sub_ps(a.simd, b.simd)}; } Vec8 operator-(Vec8 a, Vec8 b){ return {_mm256_sub_ps(a.simd, b.simd)}; }
Vec8 operator*(Vec8 a, Vec8 b){ return {_mm256_mul_ps(a.simd, b.simd)}; } Vec8 operator*(Vec8 a, Vec8 b){ return {_mm256_mul_ps(a.simd, b.simd)}; }
Vec8 operator/(Vec8 a, Vec8 b){ return {_mm256_div_ps(a.simd, b.simd)}; } Vec8 operator/(Vec8 a, Vec8 b){ return {_mm256_div_ps(a.simd, b.simd)}; }
Vec8 operator+=(Vec8 &a, Vec8 b){ return a + b; } Vec8 operator+=(Vec8 &a, Vec8 b){ a = a + b; return a; }
Vec8 operator-=(Vec8 &a, Vec8 b){ a = a - b; return a; }
union Vec8I{
__m256i simd;
S32 e[8];
Vec4I v4[2];
force_inline S32 &operator[](S64 i){ return e[i]; }
};
Vec8I vec8i(S32 x){return {_mm256_set1_epi32(x)}; }
Vec8I vec8i(S32 a, S32 b, S32 c, S32 d, S32 e, S32 f, S32 g, S32 h){ return {_mm256_set_epi32(h, g, f, e, d, c, b, a)}; }
Vec8I operator+(Vec8I a, Vec8I b){ return {_mm256_add_epi32(a.simd, b.simd)}; }
Vec8I operator-(Vec8I a, Vec8I b){ return {_mm256_sub_epi32(a.simd, b.simd)}; }
Vec8I operator*(Vec8I a, Vec8I b){ return {_mm256_mul_epi32(a.simd, b.simd)}; }
// Vec8I operator/(Vec8I a, Vec8I b){ return {_mm256_div_epi32(a.simd, b.simd)}; }
Vec8I operator+=(Vec8I &a, Vec8I b){ return a + b; }