Almost entire thing wide, force inline didn't help perf, prepare to inline
simd manually
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@@ -132,6 +132,7 @@ void draw_triangle_nearest_b(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l
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U32 *destination = dst->pixels + dst->x*min_y;
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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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U64 fill_pixels_begin = __rdtsc();
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for (S64 y = min_y; y < max_y; y++) {
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F32 Cx0 = Cy0;
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F32 Cx1 = Cy1;
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@@ -220,6 +221,10 @@ void draw_triangle_nearest_b(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l
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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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// if(os.frame > 10) PROFILE_END(draw_triangle);
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}
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@@ -801,3 +806,222 @@ void draw_triangle_nearest_e(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 l
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destination += dst->x;
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}
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}
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function
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void draw_triangle_nearest_f(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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if(src->pixels == 0) return;
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PROFILE_SCOPE(draw_triangle);
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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if (min_y >= max_y) return;
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if (min_x >= max_x) return;
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F32 dy10 = (p1.y - p0.y);
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F32 dy21 = (p2.y - p1.y);
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F32 dy02 = (p0.y - p2.y);
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F32 dx10 = (p1.x - p0.x);
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F32 dx21 = (p2.x - p1.x);
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F32 dx02 = (p0.x - p2.x);
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F32 C0 = dy10 * (p0.x) - dx10 * (p0.y);
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F32 C1 = dy21 * (p1.x) - dx21 * (p1.y);
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F32 C2 = dy02 * (p2.x) - dx02 * (p2.y);
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F32 Cy0 = dy10 * min_x - dx10 * min_y - C0;
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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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Vec8 Dy10 = vec8(dy10) * var1_8;
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Vec8 Dy21 = vec8(dy21) * var1_8;
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Vec8 Dy02 = vec8(dy02) * var1_8;
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Vec8 iw_term0 = vec8(1.f / p0.w);
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Vec8 iw_term1 = vec8(1.f / p1.w);
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Vec8 iw_term2 = vec8(1.f / p2.w);
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U32 *destination = dst->pixels + dst->x*min_y;
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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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Vec8 Cx2 = vec8(Cy2);
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for (S64 x8 = min_x; x8 < max_x; x8+=8) {
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Cx0 = vec8(Cx0[7]) + Dy10;
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Cx1 = vec8(Cx1[7]) + Dy21;
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Cx2 = vec8(Cx2[7]) + Dy02;
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Vec8 should_fill;
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{
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Vec8 a = (vec8(x8) + var07);
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Vec8 b = vec8(max_x);
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should_fill = a < b;
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should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8);
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}
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Vec8 w0 = Cx1 / area8;
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Vec8 w1 = Cx2 / area8;
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Vec8 w2 = Cx0 / area8;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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Vec8 interpolated_w = iw_term0 * w0 + iw_term1 * w1 + iw_term2 * w2;
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F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x));
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Vec8 depth = loadu8(depth_pointer);
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should_fill = should_fill & (depth < interpolated_w);
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Vec8 invw0 = (w0 / vec8(p0.w));
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Vec8 invw1 = (w1 / vec8(p1.w));
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Vec8 invw2 = (w2 / vec8(p2.w));
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Vec8 u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2;
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Vec8 v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2;
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u /= interpolated_w;
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v /= interpolated_w;
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u = u - floor8(u);
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v = v - floor8(v);
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u = u * vec8(src->x - 1);
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v = v * vec8(src->y - 1);
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Vec8I ui = convert_vec8_to_vec8i(u);
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Vec8I vi = convert_vec8_to_vec8i(v);
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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) - 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(var0i.simd, indices.simd);
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//
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// Fetch and calculate texel values
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//
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Vec8I pixel;
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if(should_fill[0]) pixel.e[0] = src->pixels[indices.e[0]];
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if(should_fill[1]) pixel.e[1] = src->pixels[indices.e[1]];
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if(should_fill[2]) pixel.e[2] = src->pixels[indices.e[2]];
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if(should_fill[3]) pixel.e[3] = src->pixels[indices.e[3]];
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if(should_fill[4]) pixel.e[4] = src->pixels[indices.e[4]];
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if(should_fill[5]) pixel.e[5] = src->pixels[indices.e[5]];
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if(should_fill[6]) pixel.e[6] = src->pixels[indices.e[6]];
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if(should_fill[7]) pixel.e[7] = src->pixels[indices.e[7]];
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Vec8I texel_i_a = pixel & vec8i(0xff000000);
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Vec8I texel_i_b = pixel & vec8i(0x00ff0000);
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Vec8I texel_i_g = pixel & vec8i(0x0000ff00);
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Vec8I texel_i_r = pixel & vec8i(0x000000ff);
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// Alpha is done this way because signed integer shift is weird
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// When sign bit is set it sets all bits that we shift the sign through
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// So first we shift
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texel_i_a = (texel_i_a >> 24);
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texel_i_a = texel_i_a & vec8i(0x000000ff);
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texel_i_b = (texel_i_b >> 16);
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texel_i_g = (texel_i_g >> 8 );
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texel_i_r = (texel_i_r >> 0 );
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Vec8 texel_a = convert_vec8i_to_vec8(texel_i_a);
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Vec8 texel_b = convert_vec8i_to_vec8(texel_i_b);
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Vec8 texel_g = convert_vec8i_to_vec8(texel_i_g);
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Vec8 texel_r = convert_vec8i_to_vec8(texel_i_r);
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Vec8 v255 = vec8(255.f);
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texel_a = texel_a / v255;
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texel_b = texel_b / v255;
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texel_g = texel_g / v255;
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texel_r = texel_r / v255;
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texel_r = texel_r * texel_r;
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texel_g = texel_g * texel_g;
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texel_b = texel_b * texel_b;
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//
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// Fetch and calculate dst pixels
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//
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U32 *dst_memory = destination + x8;
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Vec8I dst_pixel = {_mm256_maskload_epi32((const int *)dst_memory, should_fill.simd)};
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Vec8I dst_i_a = dst_pixel & vec8i(0xff000000);
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Vec8I dst_i_b = dst_pixel & vec8i(0x00ff0000);
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Vec8I dst_i_g = dst_pixel & vec8i(0x0000ff00);
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Vec8I dst_i_r = dst_pixel & vec8i(0x000000ff);
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dst_i_a = dst_i_a >> 24;
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dst_i_a = dst_i_a & vec8i(0x000000ff);
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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) / 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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dst_b *= dst_b;
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// Premultiplied alpha
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{
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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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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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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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