Almost entire thing wide, force inline didn't help perf, prepare to inline
simd manually
This commit is contained in:
70
main.cpp
70
main.cpp
@@ -288,8 +288,11 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
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return result;
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}
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U64 filled_pixel_count;
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U64 filled_pixel_total_time;
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// #include "optimization_log.cpp"
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function
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void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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@@ -328,7 +331,11 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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F32 Cy1 = dy21 * min_x - dx21 * min_y - C1;
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F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
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Vec8 var255 = vec8(255);
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Vec8 zero8 = vec8(0);
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Vec8 var1 = vec8(1);
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Vec8I var0i = vec8i(0);
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Vec8I var1i = vec8i(1);
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Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
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Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
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Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8);
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@@ -344,6 +351,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
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Vec8 area8 = vec8(area);
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U64 fill_pixels_begin = __rdtsc();
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for (S64 y = min_y; y < max_y; y++) {
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Vec8 Cx0 = vec8(Cy0);
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Vec8 Cx1 = vec8(Cy1);
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@@ -391,10 +399,10 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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// Origin UV (0,0) is in bottom left
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_mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd);
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Vec8I indices = ui + ((vec8i(src->y) - vec8i(1) - vi) * vec8i(src->x));
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Vec8I indices = ui + ((vec8i(src->y) - var1i - vi) * vec8i(src->x));
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S32 size = src->x * src->y;
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indices.simd = _mm256_min_epi32(_mm256_set1_ps(size), indices.simd);
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indices.simd = _mm256_max_epi32(_mm256_set1_ps(0), indices.simd);
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indices.simd = _mm256_max_epi32(var0i.simd, indices.simd);
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//
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// Fetch and calculate texel values
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@@ -454,10 +462,10 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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dst_i_b = dst_i_b >> 16 ;
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dst_i_g = dst_i_g >> 8;
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Vec8 dst_a = convert_vec8i_to_vec8(dst_i_a) / vec8(255);
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Vec8 dst_b = convert_vec8i_to_vec8(dst_i_b) / vec8(255);
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Vec8 dst_g = convert_vec8i_to_vec8(dst_i_g) / vec8(255);
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Vec8 dst_r = convert_vec8i_to_vec8(dst_i_r) / vec8(255);
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Vec8 dst_a = convert_vec8i_to_vec8(dst_i_a) / var255;
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Vec8 dst_b = convert_vec8i_to_vec8(dst_i_b) / var255;
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Vec8 dst_g = convert_vec8i_to_vec8(dst_i_g) / var255;
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Vec8 dst_r = convert_vec8i_to_vec8(dst_i_r) / var255;
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dst_r *= dst_r;
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dst_g *= dst_g;
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@@ -465,53 +473,42 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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// Premultiplied alpha
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{
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texel_r = texel_r + ((vec8(1)-texel_a) * dst_r);
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texel_g = texel_g + ((vec8(1)-texel_a) * dst_g);
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texel_b = texel_b + ((vec8(1)-texel_a) * dst_b);
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texel_a = texel_a + dst_a - texel_a*dst_a;
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dst_r = texel_r + ((var1-texel_a) * dst_r);
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dst_g = texel_g + ((var1-texel_a) * dst_g);
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dst_b = texel_b + ((var1-texel_a) * dst_b);
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dst_a = texel_a + dst_a - texel_a*dst_a;
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}
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// Almost linear to srgb
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{
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texel_r.simd = {_mm256_sqrt_ps(texel_r.simd)};
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texel_g.simd = {_mm256_sqrt_ps(texel_g.simd)};
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texel_b.simd = {_mm256_sqrt_ps(texel_b.simd)};
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dst_r.simd = {_mm256_sqrt_ps(dst_r.simd)};
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dst_g.simd = {_mm256_sqrt_ps(dst_g.simd)};
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dst_b.simd = {_mm256_sqrt_ps(dst_b.simd)};
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}
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Vec8I result;
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for(S64 i = 0; i < 8; i++){
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if (should_fill[i]){
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Vec4 result_color = {texel_r[i], texel_g[i], texel_b[i], texel_a[i]};
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Vec4 dst_color = {dst_r[i], dst_g[i], dst_b[i], dst_a[i]};
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#if 0
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Vec3 light_color = vec3(0.8,0.8,1);
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constexpr F32 ambient_strength = 0.1f; {
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Vec3 ambient = ambient_strength * light_color;
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Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
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result_color.rgb *= (ambient+diffuse);
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}
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#endif
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U32 color32;
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{
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U8 red = (U8)(result_color.r * 255);
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U8 green = (U8)(result_color.g * 255);
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U8 blue = (U8)(result_color.b * 255);
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U8 alpha = (U8)(result_color.a * 255);
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color32 = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0);
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}
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dst_memory[i] = color32;
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U8 red = (U8)(dst_r[i] * 255);
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U8 green = (U8)(dst_g[i] * 255);
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U8 blue = (U8)(dst_b[i] * 255);
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U8 alpha = (U8)(dst_a[i] * 255);
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result.e[i] = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0);
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}
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}
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_mm256_maskstore_epi32((int *)dst_memory, should_fill.simd, result.simd);
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}
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Cy0 -= dx10;
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Cy1 -= dx21;
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Cy2 -= dx02;
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destination += dst->x;
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}
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U64 end_time = __rdtsc();
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filled_pixel_total_time += end_time - fill_pixels_begin;
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filled_pixel_count += (max_x - min_x)*(max_y - min_y);
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}
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function
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@@ -808,6 +805,7 @@ main(int argc, char **argv) {
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r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y);
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// log_info("\nAvg_Time: %llu Time:%llu Count:%llu", filled_pixel_total_time/filled_pixel_count, filled_pixel_total_time, filled_pixel_count);
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for(int i = 0; i < ProfileScopeName_Count; i++){
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auto *scope = &profile_scopes[i];
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if(scope->i == 0) continue;
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