Multithreading working

This commit is contained in:
Krzosa Karol
2022-07-09 20:16:43 +02:00
parent 33f22effd4
commit 1ffb77d09d
4 changed files with 485 additions and 25 deletions

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@@ -1,5 +1,5 @@
@echo off
pushd %~dp0
clang main.cpp -mfma -mavx2 -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -I".." -g -o main.exe -Wl,user32.lib
clang main.cpp -O2 -mfma -mavx2 -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -Wno-deprecated-declarations -I".." -g -o main.exe -Wl,user32.lib
popd

120
main.cpp
View File

@@ -82,6 +82,7 @@
#include "multimedia.cpp"
#include "obj.cpp"
#include "vec.cpp"
#include "work_queue.cpp"
#define PROFILE_SCOPE(x)
struct Vertex {
@@ -90,6 +91,12 @@ struct Vertex {
Vec3 norm;
};
struct Render_Command{
Bitmap *src;
Vec4 p0, p1, p2;
Vec2 tex0, tex1, tex2;
};
struct Render {
Mat4 camera;
Mat4 projection;
@@ -105,6 +112,14 @@ struct Render {
Bitmap plot;
Bitmap screen320;
F32 *depth320;
WorkQueue work_queue;
Array_List<Render_Command> commands;
};
struct Render_Tile_Job_Data{
Render *r;
Rect2 region;
};
enum Scene {
@@ -280,31 +295,31 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
#define F32x8 __m256
#define S32x8 __m256i
S32 render_triangle_test_case_number = 3;
S32 render_triangle_test_case_number = 5;
S32 render_triangle_test_case_angle = 1;
U64 filled_pixel_count;
U64 filled_pixel_cycles;
U64 triangle_count;
#include "optimization_log.cpp"
function
void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) {
Vec2 tex0, Vec2 tex1, Vec2 tex2, Rect2 rect) {
if(src->pixels == 0) return;
U64 fill_pixels_begin = __rdtsc();
// U64 fill_pixels_begin = __rdtsc();
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));
S64 min_x = (S64)max(rect.min_x, floor(min_x1));
S64 min_y = (S64)max(rect.min_y, floor(min_y1));
S64 max_x = (S64)min(rect.max_x, ceil(max_x1));
S64 max_y = (S64)min(rect.max_y, ceil(max_y1));
if (min_y >= max_y) return;
if (min_x >= max_x) return;
@@ -565,17 +580,22 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
destination += dst->x;
}
filled_pixel_cycles += __rdtsc() - fill_pixels_begin;
filled_pixel_count += (max_x - min_x)*(max_y - min_y);
// filled_pixel_cycles += __rdtsc() - fill_pixels_begin;
// filled_pixel_count += (max_x - min_x)*(max_y - min_y);
}
WORK_QUEUE_CALLBACK(draw_tile){
auto d = (Render_Tile_Job_Data *)data;
Render *r = d->r;
For_It(r->commands){
draw_triangle_nearest(&r->screen320, r->depth320, it.item->src, it.item->p0, it.item->p1, it.item->p2, it.item->tex0, it.item->tex1, it.item->tex2, d->region);
}
}
function
void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
// ZoneNamedN(m, "draw_all_meshes", true);
PROFILE_SCOPE(draw_all_meshes);
for (int i = 0; i < mesh->indices.len; i++) {
PROFILE_SCOPE(draw_set_of_mesh_indices);
// ZoneNamedN(m, "draw_single_mesh", true);
Obj_Index *index = mesh->indices.data + i;
Bitmap *image = &r->img;
if(index->material_id != -1) {
@@ -615,7 +635,7 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
Vec3 p0_to_p1 = vert[1].pos - vert[0].pos;
Vec3 p0_to_p2 = vert[2].pos - vert[0].pos;
Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2));
Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1);
// Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1);
if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling
/// ## Clipping
@@ -711,6 +731,26 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
triangle_count++;
if (in_count > 3) triangle_count++;
Render_Command *command = array_alloc(os.perm_arena, &r->commands);
command->src = image;
command->p0 = in[0].pos;
command->p1 = in[1].pos;
command->p2 = in[2].pos;
command->tex0 = in[0].tex;
command->tex1 = in[1].tex;
command->tex2 = in[2].tex;
if(in_count > 3){
Render_Command *command = array_alloc(os.perm_arena, &r->commands);
command->src = image;
command->p0 = in[0].pos;
command->p1 = in[2].pos;
command->p2 = in[3].pos;
command->tex0 = in[0].tex;
command->tex1 = in[2].tex;
command->tex2 = in[3].tex;
}
#if 0
switch(render_triangle_test_case_number){
case 0: break;
case 1:
@@ -729,10 +769,11 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
if (in_count > 3) draw_triangle_nearest_simd_without_overloads(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
break;
case 5:
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
if (in_count > 3) draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
draw_triangle_nearest_final(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
if (in_count > 3) draw_triangle_nearest_final(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
break;
}
#endif
}
}
}
@@ -779,8 +820,8 @@ main(int argc, char **argv) {
thread_ctx.log_proc = windows_log;
fprintf(global_file, "\n---------------------");
os.window_size.x = 1280;
os.window_size.y = 720;
os.window_size.x = 1920;
os.window_size.y = 1080;
os.window_resizable = 1;
assert(os_init());
Font font = os_load_font(os.perm_arena, 12*os.dpi_scale, "Arial", 0);
@@ -792,13 +833,15 @@ main(int argc, char **argv) {
// sponza = &sponza_obj;
scene_callback();
int screen_x = 1280;
int screen_y = 720;
int screen_x = os.window_size.x;
int screen_y = os.window_size.y;
r.camera_pos = vec3(-228,94.5,-107);
r.camera_yaw = vec2(-1.25, 0.21);
r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y);
ThreadStartupInfo thread_infos[16] = {};
init_work_queue(&r.work_queue, buff_cap(thread_infos), thread_infos);
String frame_data = {};
String raster_details = {};
@@ -869,6 +912,31 @@ main(int argc, char **argv) {
}
Render_Tile_Job_Data tile_job_data[16];
S32 x_tiles = 1;
S32 y_tiles = 16;
F32 block_size_x = r.screen320.x / x_tiles;
F32 block_size_y = r.screen320.y / y_tiles;
S32 i = 0;
for(S32 x = 0; x < x_tiles; x++){
for(S32 y = 0; y < y_tiles; y++){
Rect2 bounding_rect;
bounding_rect.min_x = block_size_x * x;
bounding_rect.min_y = block_size_y * y;
bounding_rect.max_x = bounding_rect.min_x + block_size_x;
bounding_rect.max_y = bounding_rect.min_y + block_size_y;
tile_job_data[i].region = bounding_rect;
tile_job_data[i].r = &r;
push_work(&r.work_queue, (void *)(tile_job_data + i), draw_tile);
i += 1;
}
}
wait_until_completion(&r.work_queue);
array_free_all_nodes(&r.commands);
// @Note: Draw 320screen to OS screen
U32* ptr = os.screen->pixels;
for (int y = 0; y < os.screen->y; y++) {
@@ -893,14 +961,18 @@ main(int argc, char **argv) {
triangle_count = 0;
}
if(os.frame % 4 == 0){
// @Todo I think there is bug with test_case_number, after doing full round it
// skips a phase
if(os.frame % 60 == 0){
continue;
render_triangle_test_case_number++;
if(render_triangle_test_case_number == 6){
render_triangle_test_case_number = 0;
try_again: switch(render_triangle_test_case_angle){
case 0: r.camera_pos = vec3(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); break;
case 1: r.camera_pos = vec3(-356,89.5,168); r.camera_yaw = vec2(0.2, 0); break;
case 2: render_triangle_test_case_angle = 0; goto try_again; break;
case 2: r.camera_pos = vec3(-1020, 687, -85); r.camera_yaw = vec2(-1.3, -0.44); break;
case 3: render_triangle_test_case_angle = 0; goto try_again; break;
}
render_triangle_test_case_angle += 1;
}

View File

@@ -849,3 +849,291 @@ void draw_triangle_nearest_simd_without_overloads(Bitmap* dst, F32 *depth_buffer
filled_pixel_cycles += __rdtsc() - fill_pixels_begin;
filled_pixel_count += (max_x - min_x)*(max_y - min_y);
}
function
void draw_triangle_nearest_final(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;
U64 fill_pixels_begin = __rdtsc();
F32 region_min_x = 0;
F32 region_min_y = 0;
F32 region_max_x = dst->x;
F32 region_max_y = dst->y;
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(region_min_x, floor(min_x1));
S64 min_y = (S64)max(region_min_y, floor(min_y1));
S64 max_x = (S64)min(region_max_x, ceil(max_x1));
S64 max_y = (S64)min(region_max_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);
F32x8 var255 = _mm256_set1_ps(255);
F32x8 var0 = _mm256_set1_ps(0);
F32x8 var1 = _mm256_set1_ps(1);
F32x8 var_max_x = _mm256_set1_ps(max_x);
F32x8 var07 = _mm256_set_ps(7,6,5,4,3,2,1,0);
F32x8 inv255 = _mm256_div_ps(var1, var255);
F32x8 var_src_x_minus_one = _mm256_set1_ps(src->x-1);
F32x8 var_src_y_minus_one = _mm256_set1_ps(src->y-1);
S32x8 var_src_y_minus_one_int = _mm256_set1_epi32(src->y-1);
S32x8 var_src_x_int = _mm256_set1_epi32(src->x);
S32x8 var_0xff000000 = _mm256_set1_epi32(0xff000000);
S32x8 var_0x00ff0000 = _mm256_set1_epi32(0x00ff0000);
S32x8 var_0x0000ff00 = _mm256_set1_epi32(0x0000ff00);
S32x8 var_0x000000ff = _mm256_set1_epi32(0x000000ff);
F32x8 var_tex0x = _mm256_set1_ps(tex0.x);
F32x8 var_tex1x = _mm256_set1_ps(tex1.x);
F32x8 var_tex2x = _mm256_set1_ps(tex2.x);
F32x8 var_tex0y = _mm256_set1_ps(tex0.y);
F32x8 var_tex1y = _mm256_set1_ps(tex1.y);
F32x8 var_tex2y = _mm256_set1_ps(tex2.y);
F32x8 inv_p0w = _mm256_div_ps(var1, _mm256_set1_ps(p0.w));
F32x8 inv_p1w = _mm256_div_ps(var1, _mm256_set1_ps(p1.w));
F32x8 inv_p2w = _mm256_div_ps(var1, _mm256_set1_ps(p2.w));
F32x8 one_over_p0w = _mm256_set1_ps(1.f / p0.w);
F32x8 one_over_p1w = _mm256_set1_ps(1.f / p1.w);
F32x8 one_over_p2w = _mm256_set1_ps(1.f / p2.w);
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);
F32x8 inv_area8 = _mm256_div_ps(var1, _mm256_set1_ps(area));
F32x8 _dy10 = _mm256_set1_ps(dy10);
F32x8 _dx10 = _mm256_set1_ps(dx10);
F32x8 _dy21 = _mm256_set1_ps(dy21);
F32x8 _dx21 = _mm256_set1_ps(dx21);
F32x8 _dy02 = _mm256_set1_ps(dy02);
F32x8 _dx02 = _mm256_set1_ps(dx02);
F32x8 p0_x = _mm256_set1_ps(p0.x);
F32x8 p0_y = _mm256_set1_ps(p0.y);
F32x8 p1_x = _mm256_set1_ps(p1.x);
F32x8 p1_y = _mm256_set1_ps(p1.y);
F32x8 p2_x = _mm256_set1_ps(p2.x);
F32x8 p2_y = _mm256_set1_ps(p2.y);
for (S64 y = min_y; y < max_y; y++) {
F32x8 Y = _mm256_set1_ps(y);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
F32x8 X = _mm256_add_ps(_mm256_set1_ps(x8), var07);
// Compute the edges
// F32x8 edge0 = (p1.y - p0.y) * (p.x - p0.x) - (p1.x - p0.x) * (p.y - p0.y);
F32x8 px_minus_0x = _mm256_sub_ps(X, p0_x);
F32x8 py_minus_0y = _mm256_sub_ps(Y, p0_y);
F32x8 right0 = _mm256_mul_ps(_dx10, py_minus_0y);
F32x8 edge0 = _mm256_fmsub_ps(_dy10, px_minus_0x, right0);
// F32 result = (p2.y - p1.y) * (p.x - p1.x) - (p2.x - p1.x) * (p.y - p1.y);
F32x8 px_minus_1x = _mm256_sub_ps(X, p1_x);
F32x8 py_minus_1y = _mm256_sub_ps(Y, p1_y);
F32x8 right1 = _mm256_mul_ps(_dx21, py_minus_1y);
F32x8 edge1 = _mm256_fmsub_ps(_dy21, px_minus_1x, right1);
// F32 result = (p0.y - p2.y) * (p.x - p2.x) - (p0.x - p2.x) * (p.y - p2.y);
F32x8 px_minus_2x = _mm256_sub_ps(X, p2_x);
F32x8 py_minus_2y = _mm256_sub_ps(Y, p2_y);
F32x8 right2 = _mm256_mul_ps(_dx02, py_minus_2y);
F32x8 edge2 = _mm256_fmsub_ps(_dy02, px_minus_2x, right2);
F32x8 should_fill;
F32x8 test_if_x_should_be_clipped = _mm256_cmp_ps(X, var_max_x, _CMP_LT_OQ);
F32x8 test_if_pixel_inside_edge_using_dot_result0 = _mm256_cmp_ps(edge0, var0, _CMP_GE_OQ);
F32x8 test_if_pixel_inside_edge_using_dot_result1 = _mm256_cmp_ps(edge1, var0, _CMP_GE_OQ);
F32x8 test_if_pixel_inside_edge_using_dot_result2 = _mm256_cmp_ps(edge2, var0, _CMP_GE_OQ);
F32x8 dot_result_combination0 = _mm256_and_ps(test_if_pixel_inside_edge_using_dot_result0, test_if_pixel_inside_edge_using_dot_result1);
F32x8 dot_result_combination1 = _mm256_and_ps(dot_result_combination0, test_if_pixel_inside_edge_using_dot_result2);
should_fill = _mm256_and_ps(test_if_x_should_be_clipped, dot_result_combination1);
F32x8 w0 = _mm256_mul_ps(edge1, inv_area8);
F32x8 w1 = _mm256_mul_ps(edge2, inv_area8);
F32x8 w2 = _mm256_mul_ps(edge0, inv_area8);
// @Todo: Turn this into 1 / interpolated_w, turns out in theory it should be
// more performant but couldn't make it work
// @Old_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
F32x8 interpolated_w = _mm256_mul_ps(one_over_p0w, w0);
interpolated_w = _mm256_fmadd_ps(one_over_p1w, w1, interpolated_w);
interpolated_w = _mm256_fmadd_ps(one_over_p2w, w2, interpolated_w);
F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x));
F32x8 depth = _mm256_loadu_ps(depth_pointer);
F32x8 should_fill_term = _mm256_cmp_ps(depth, interpolated_w, _CMP_LT_OQ);
should_fill = _mm256_and_ps(should_fill, should_fill_term);
// If all pixels are not going to get drawn then opt out
F32x8 compare_with_zero = _mm256_cmpeq_epi32(should_fill, var0);
int mask = _mm256_movemask_epi8(compare_with_zero);
if(mask == 0xffffffff) {
continue;
}
F32x8 invw0 = _mm256_mul_ps(w0, inv_p0w);
F32x8 invw1 = _mm256_mul_ps(w1, inv_p1w);
F32x8 invw2 = _mm256_mul_ps(w2, inv_p2w);
F32x8 u0 = _mm256_mul_ps(var_tex0x, invw0);
u0 = _mm256_fmadd_ps(var_tex1x, invw1, u0);
u0 = _mm256_fmadd_ps(var_tex2x, invw2, u0);
F32x8 v0 = _mm256_mul_ps(var_tex0y, invw0);
v0 = _mm256_fmadd_ps(var_tex1y, invw1, v0);
v0 = _mm256_fmadd_ps(var_tex2y, invw2, v0);
F32x8 u1 = _mm256_div_ps(u0, interpolated_w);
F32x8 v1 = _mm256_div_ps(v0, interpolated_w);
F32x8 u_floored = _mm256_floor_ps(u1);
F32x8 v_floored = _mm256_floor_ps(v1);
F32x8 u2 = _mm256_sub_ps(u1, u_floored);
F32x8 v2 = _mm256_sub_ps(v1, v_floored);
F32x8 u3 = _mm256_mul_ps(u2, var_src_x_minus_one);
F32x8 v3 = _mm256_mul_ps(v2, var_src_y_minus_one);
F32x8 ui = _mm256_cvtps_epi32(u3);
F32x8 vi = _mm256_cvtps_epi32(v3);
// Origin UV (0,0) is in bottom left
_mm256_maskstore_epi32((int *)depth_pointer, should_fill, interpolated_w);
//
// Fetch and calculate texel values
//
S32x8 indices_to_fetch0 = _mm256_sub_epi32(var_src_y_minus_one_int, vi);
S32x8 indices_to_fetch1 = _mm256_mullo_epi32(var_src_x_int, indices_to_fetch0);
S32x8 indices_to_fetch2 = _mm256_add_epi32(indices_to_fetch1, ui);
S32x8 indices_to_fetch3 = _mm256_and_si256(indices_to_fetch2, should_fill);
S32x8 pixel = _mm256_set_epi32(
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 7)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 6)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 5)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 4)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 3)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 2)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 1)],
src->pixels[_mm256_extract_epi32(indices_to_fetch3, 0)]
);
S32x8 texel_i_a = _mm256_and_si256(pixel, var_0xff000000);
S32x8 texel_i_b = _mm256_and_si256(pixel, var_0x00ff0000);
S32x8 texel_i_g = _mm256_and_si256(pixel, var_0x0000ff00);
S32x8 texel_i_r = _mm256_and_si256(pixel, var_0x000000ff);
texel_i_a = _mm256_srli_epi32(texel_i_a, 24);
texel_i_b = _mm256_srli_epi32(texel_i_b, 16);
texel_i_g = _mm256_srli_epi32(texel_i_g, 8 );
F32x8 texel_a0 = _mm256_cvtepi32_ps(texel_i_a);
F32x8 texel_b0 = _mm256_cvtepi32_ps(texel_i_b);
F32x8 texel_g0 = _mm256_cvtepi32_ps(texel_i_g);
F32x8 texel_r0 = _mm256_cvtepi32_ps(texel_i_r);
F32x8 texel_b1 = _mm256_mul_ps(texel_b0, inv255);
F32x8 texel_g1 = _mm256_mul_ps(texel_g0, inv255);
F32x8 texel_r1 = _mm256_mul_ps(texel_r0, inv255);
F32x8 texel_a1 = _mm256_mul_ps(texel_a0, inv255);
texel_r1 = _mm256_mul_ps(texel_r1, texel_r1);
texel_g1 = _mm256_mul_ps(texel_g1, texel_g1);
texel_b1 = _mm256_mul_ps(texel_b1, texel_b1);
//
// Fetch and calculate dst pixels
//
U32 *dst_memory = destination + x8;
S32x8 dst_pixel = _mm256_maskload_epi32((const int *)dst_memory, should_fill);
S32x8 dst_i_a0 = _mm256_and_si256(dst_pixel, var_0xff000000);
S32x8 dst_i_b0 = _mm256_and_si256(dst_pixel, var_0x00ff0000);
S32x8 dst_i_g0 = _mm256_and_si256(dst_pixel, var_0x0000ff00);
S32x8 dst_i_r0 = _mm256_and_si256(dst_pixel, var_0x000000ff);
S32x8 dst_i_a1 = _mm256_srli_epi32(dst_i_a0, 24);
S32x8 dst_i_b1 = _mm256_srli_epi32(dst_i_b0, 16);
S32x8 dst_i_g1 = _mm256_srli_epi32(dst_i_g0, 8);
S32x8 dst_i_r1 = dst_i_r0;
F32x8 dst_a = _mm256_cvtepi32_ps(dst_i_a1);
F32x8 dst_b = _mm256_cvtepi32_ps(dst_i_b1);
F32x8 dst_g = _mm256_cvtepi32_ps(dst_i_g1);
F32x8 dst_r = _mm256_cvtepi32_ps(dst_i_r1);
dst_a = _mm256_mul_ps(dst_a, inv255);
dst_b = _mm256_mul_ps(dst_b, inv255);
dst_g = _mm256_mul_ps(dst_g, inv255);
dst_r = _mm256_mul_ps(dst_r, inv255);
dst_r = _mm256_mul_ps(dst_r, dst_r);
dst_g = _mm256_mul_ps(dst_g, dst_g);
dst_b = _mm256_mul_ps(dst_b, dst_b);
// Premultiplied alpha
{
F32x8 inv_texel_a = _mm256_sub_ps(var1,texel_a1);
dst_r = _mm256_fmadd_ps(inv_texel_a, dst_r, texel_r1);
dst_g = _mm256_fmadd_ps(inv_texel_a, dst_g, texel_g1);
dst_b = _mm256_fmadd_ps(inv_texel_a, dst_b, texel_b1);
dst_a = _mm256_sub_ps(_mm256_add_ps(texel_a1, dst_a), _mm256_mul_ps(texel_a1,dst_a));
}
// Almost linear to srgb
{
dst_r = _mm256_sqrt_ps(dst_r);
dst_g = _mm256_sqrt_ps(dst_g);
dst_b = _mm256_sqrt_ps(dst_b);
}
// Convert to integer format
dst_r = _mm256_mul_ps(dst_r, var255);
dst_g = _mm256_mul_ps(dst_g, var255);
dst_b = _mm256_mul_ps(dst_b, var255);
dst_a = _mm256_mul_ps(dst_a, var255);
S32x8 dst_r_int = _mm256_cvtps_epi32(dst_r);
S32x8 dst_g_int = _mm256_cvtps_epi32(dst_g);
S32x8 dst_b_int = _mm256_cvtps_epi32(dst_b);
S32x8 dst_a_int = _mm256_cvtps_epi32(dst_a);
S32x8 dst_int_a_shifted = _mm256_slli_epi32(dst_a_int, 24);
S32x8 dst_int_b_shifted = _mm256_slli_epi32(dst_b_int, 16);
S32x8 dst_int_g_shifted = _mm256_slli_epi32(dst_g_int, 8);
S32x8 dst_int_r_shifted = dst_r_int;
S32x8 packed_abgr0 = _mm256_or_si256(dst_int_a_shifted, dst_int_b_shifted);
S32x8 packed_abgr1 = _mm256_or_si256(dst_int_r_shifted, dst_int_g_shifted);
S32x8 packed_abgr2 = _mm256_or_si256(packed_abgr1, packed_abgr0);
_mm256_maskstore_epi32((int *)dst_memory, should_fill, packed_abgr2);
}
destination += dst->x;
}
filled_pixel_cycles += __rdtsc() - fill_pixels_begin;
filled_pixel_count += (max_x - min_x)*(max_y - min_y);
}

100
work_queue.cpp Normal file
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@@ -0,0 +1,100 @@
// @Section: Work Queue
#define WORK_QUEUE_CALLBACK(name) void name(void *data)
typedef WORK_QUEUE_CALLBACK(WorkQueueCallback);
struct WorkQueueEntry {
WorkQueueCallback *callback;
void *data;
};
struct WorkQueue {
WorkQueueEntry entries[256];
S64 volatile index_to_write;
S64 volatile index_to_read;
S64 volatile completion_index;
S64 volatile completion_goal;
HANDLE semaphore;
};
struct ThreadStartupInfo {
DWORD thread_id;
S32 thread_index;
WorkQueue *queue;
};
S64 atomic_increment(volatile S64 *i){
return InterlockedIncrement64(i);
}
S64 atomic_compare_and_swap(volatile S64 *dst, S64 exchange, S64 comperand){
return InterlockedCompareExchange64(dst, exchange, comperand);
}
void push_work(WorkQueue *wq, void *data, WorkQueueCallback *callback) {
U32 new_index = (wq->index_to_write + 1) % buff_cap(wq->entries);
assert(new_index != wq->index_to_read);
WorkQueueEntry *entry = wq->entries + wq->index_to_write;
entry->data = data;
entry->callback = callback;
wq->completion_goal+=1;
_WriteBarrier();
wq->index_to_write = new_index;
ReleaseSemaphore(wq->semaphore, 1, 0);
}
bool try_doing_work(WorkQueue *wq) {
bool should_sleep = false;
S64 original_index_to_read = wq->index_to_read;
S64 new_index_to_read = (original_index_to_read + 1) % buff_cap(wq->entries);
if(original_index_to_read != wq->index_to_write) {
S64 index = atomic_compare_and_swap(&wq->index_to_read, new_index_to_read, original_index_to_read);
if(index == original_index_to_read) {
WorkQueueEntry *entry = wq->entries + index;
entry->callback(entry->data);
atomic_increment(&wq->completion_index);
}
}
else {
should_sleep = true;
}
return should_sleep;
}
DWORD WINAPI thread_proc(LPVOID param) {
auto ti = (ThreadStartupInfo *)param;
Thread_Ctx ctx = {};
ctx.thread_index = ti->thread_index;
for(;;) {
if(try_doing_work(ti->queue)) {
WaitForSingleObject(ti->queue->semaphore, INFINITE);
}
}
}
void init_work_queue(WorkQueue *queue, U32 thread_count, ThreadStartupInfo *info) {
queue->index_to_read = 0;
queue->index_to_write = 0;
queue->completion_index = 0;
queue->completion_goal = 0;
queue->semaphore = CreateSemaphoreExA(0, 0, thread_count, 0, 0, SEMAPHORE_ALL_ACCESS);
assert_msg(queue->semaphore != INVALID_HANDLE_VALUE, "Failed to create semaphore");
for(U32 i = 0; i < thread_count; i++) {
ThreadStartupInfo *ti = info + i;
ti->thread_index = i;
ti->queue = queue;
HANDLE thread_handle = CreateThread(0, 0, thread_proc, ti, 0, &ti->thread_id);
assert_msg(thread_handle != INVALID_HANDLE_VALUE, "Failed to create thread");
CloseHandle(thread_handle);
}
}
void wait_until_completion(WorkQueue *wq) {
while(wq->completion_goal != wq->completion_index) {
try_doing_work(wq);
}
}