From 5b4412f80a814aac52f72c16c1a69d4cf5c11325 Mon Sep 17 00:00:00 2001 From: Krzosa Karol Date: Tue, 5 Jul 2022 20:11:11 +0200 Subject: [PATCH] Inlining the abstracted simd --- main.cpp | 144 ++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 94 insertions(+), 50 deletions(-) diff --git a/main.cpp b/main.cpp index c90cc82..3197675 100644 --- a/main.cpp +++ b/main.cpp @@ -292,7 +292,9 @@ U64 filled_pixel_count; U64 filled_pixel_total_time; // #include "optimization_log.cpp" - +#define I(x,i) (((F32 *)&x)[i]) +typedef __m256 F32x8; +typedef __m256i S32x8; function void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, Vec4 p0, Vec4 p1, Vec4 p2, @@ -331,65 +333,102 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; - Vec8 var255 = vec8(255); - Vec8 zero8 = vec8(0); + F32x8 var255 = _mm256_set1_ps(255); + F32x8 var0 = _mm256_set1_ps(0); + F32x8 var_max_x = _mm256_set1_ps(max_x); + F32x8 var07 = _mm256_set_ps(7,6,5,4,3,2,1,0); + // F32x8 var1 = _mm256_set1_ps(1); + Vec8 var1 = vec8(1); Vec8I var0i = vec8i(0); Vec8I var1i = vec8i(1); - Vec8I var07i = vec8i(0,1,2,3,4,5,6,7); - Vec8 var07 = vec8(0,1,2,3,4,5,6,7); Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8); Vec8 Dy10 = vec8(dy10) * var1_8; Vec8 Dy21 = vec8(dy21) * var1_8; Vec8 Dy02 = vec8(dy02) * var1_8; - Vec8 iw_term0 = vec8(1.f / p0.w); - Vec8 iw_term1 = vec8(1.f / p1.w); - Vec8 iw_term2 = vec8(1.f / p2.w); + 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 var_p0w = _mm256_set1_ps(p0.w); + F32x8 var_p1w = _mm256_set1_ps(p1.w); + F32x8 var_p2w = _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); - Vec8 area8 = vec8(area); + F32x8 area8 = _mm256_set1_ps(area); U64 fill_pixels_begin = __rdtsc(); for (S64 y = min_y; y < max_y; y++) { - Vec8 Cx0 = vec8(Cy0); - Vec8 Cx1 = vec8(Cy1); - Vec8 Cx2 = vec8(Cy2); + F32x8 Cx0 = _mm256_set1_ps(Cy0); + F32x8 Cx1 = _mm256_set1_ps(Cy1); + F32x8 Cx2 = _mm256_set1_ps(Cy2); for (S64 x8 = min_x; x8 < max_x; x8+=8) { - Cx0 = vec8(Cx0[7]) + Dy10; - Cx1 = vec8(Cx1[7]) + Dy21; - Cx2 = vec8(Cx2[7]) + Dy02; - - Vec8 should_fill; { - Vec8 a = (vec8(x8) + var07); - Vec8 b = vec8(max_x); - should_fill = a < b; - should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8); + F32x8 i0 = _mm256_set1_ps(I(Cx0, 7)); + F32x8 i1 = _mm256_add_ps(i0, Dy10.simd); + Cx0 = {i1}; + + F32x8 i2 = _mm256_set1_ps(I(Cx1, 7)); + F32x8 i3 = _mm256_add_ps(i2, Dy21.simd); + Cx1 = {i3}; + + F32x8 i4 = _mm256_set1_ps(I(Cx2, 7)); + F32x8 i5 = _mm256_add_ps(i4, Dy02.simd); + Cx2 = {i5}; } - Vec8 w0 = Cx1 / area8; - Vec8 w1 = Cx2 / area8; - Vec8 w2 = Cx0 / area8; + + F32x8 should_fill; + F32x8 i11 = _mm256_set1_ps(x8); + F32x8 i12 = _mm256_add_ps(i11, var07); + F32x8 i13 = _mm256_cmp_ps(i12, var_max_x, _CMP_LT_OQ); + + F32x8 i6 = _mm256_cmp_ps(Cx0, var0, _CMP_GE_OQ); + F32x8 i7 = _mm256_cmp_ps(Cx1, var0, _CMP_GE_OQ); + F32x8 i8 = _mm256_cmp_ps(Cx2, var0, _CMP_GE_OQ); + F32x8 i9 = _mm256_and_ps(i6, i7); + F32x8 i10 = _mm256_and_ps(i9, i8); + should_fill = _mm256_and_ps(i13, i10); + + F32x8 w0 = _mm256_div_ps(Cx1, area8); + F32x8 w1 = _mm256_div_ps(Cx2, area8); + F32x8 w2 = _mm256_div_ps(Cx0, area8); // @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 - Vec8 interpolated_w = iw_term0 * w0 + iw_term1 * w1 + iw_term2 * w2; + F32x8 interpolated_w; + F32x8 i14 = _mm256_mul_ps(one_over_p0w, w0); // + F32x8 i15 = _mm256_mul_ps(one_over_p1w, w1); + F32x8 i16 = _mm256_mul_ps(one_over_p2w, w2); + F32x8 i17 = _mm256_add_ps(i14, i15); + F32x8 i18 = _mm256_add_ps(i16, i17); + interpolated_w = {i18}; + F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x)); - Vec8 depth = loadu8(depth_pointer); - should_fill = should_fill & (depth < interpolated_w); + F32x8 depth = _mm256_loadu_ps((float *)depth_pointer); + // + F32x8 i19 = _mm256_cmp_ps(depth, interpolated_w, _CMP_LT_OQ); + should_fill = _mm256_and_ps(should_fill, i19); - Vec8 invw0 = (w0 / vec8(p0.w)); - Vec8 invw1 = (w1 / vec8(p1.w)); - Vec8 invw2 = (w2 / vec8(p2.w)); + F32x8 invw0 = _mm256_div_ps(w0, var_p0w); + F32x8 invw1 = _mm256_div_ps(w1, var_p1w); + F32x8 invw2 = _mm256_div_ps(w2, var_p2w); - Vec8 u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2; - Vec8 v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2; - u /= interpolated_w; - v /= interpolated_w; + Vec8 u = vec8(tex0.x) * Vec8{invw0} + vec8(tex1.x) * Vec8{invw1} + vec8(tex2.x) * Vec8{invw2}; + Vec8 v = vec8(tex0.y) * Vec8{invw0} + vec8(tex1.y) * Vec8{invw1} + vec8(tex2.y) * Vec8{invw2}; + + u.simd = _mm256_div_ps(u.simd, interpolated_w); + v.simd = _mm256_div_ps(v.simd, interpolated_w); u = u - floor8(u); v = v - floor8(v); u = u * vec8(src->x - 1); @@ -398,7 +437,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig Vec8I vi = convert_vec8_to_vec8i(v); // Origin UV (0,0) is in bottom left - _mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd); + _mm256_maskstore_epi32((int *)depth_pointer, should_fill, interpolated_w); Vec8I indices = ui + ((vec8i(src->y) - var1i - vi) * vec8i(src->x)); S32 size = src->x * src->y; indices.simd = _mm256_min_epi32(_mm256_set1_ps(size), indices.simd); @@ -408,14 +447,14 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig // Fetch and calculate texel values // Vec8I pixel; - if(should_fill[0]) pixel.e[0] = src->pixels[indices.e[0]]; - if(should_fill[1]) pixel.e[1] = src->pixels[indices.e[1]]; - if(should_fill[2]) pixel.e[2] = src->pixels[indices.e[2]]; - if(should_fill[3]) pixel.e[3] = src->pixels[indices.e[3]]; - if(should_fill[4]) pixel.e[4] = src->pixels[indices.e[4]]; - if(should_fill[5]) pixel.e[5] = src->pixels[indices.e[5]]; - if(should_fill[6]) pixel.e[6] = src->pixels[indices.e[6]]; - if(should_fill[7]) pixel.e[7] = src->pixels[indices.e[7]]; + if(I(should_fill, 0)) pixel.e[0] = src->pixels[indices.e[0]]; + if(I(should_fill, 1)) pixel.e[1] = src->pixels[indices.e[1]]; + if(I(should_fill, 2)) pixel.e[2] = src->pixels[indices.e[2]]; + if(I(should_fill, 3)) pixel.e[3] = src->pixels[indices.e[3]]; + if(I(should_fill, 4)) pixel.e[4] = src->pixels[indices.e[4]]; + if(I(should_fill, 5)) pixel.e[5] = src->pixels[indices.e[5]]; + if(I(should_fill, 6)) pixel.e[6] = src->pixels[indices.e[6]]; + if(I(should_fill, 7)) pixel.e[7] = src->pixels[indices.e[7]]; Vec8I texel_i_a = pixel & vec8i(0xff000000); Vec8I texel_i_b = pixel & vec8i(0x00ff0000); @@ -450,7 +489,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig // Fetch and calculate dst pixels // U32 *dst_memory = destination + x8; - Vec8I dst_pixel = {_mm256_maskload_epi32((const int *)dst_memory, should_fill.simd)}; + Vec8I dst_pixel = {_mm256_maskload_epi32((const int *)dst_memory, should_fill)}; Vec8I dst_i_a = dst_pixel & vec8i(0xff000000); Vec8I dst_i_b = dst_pixel & vec8i(0x00ff0000); @@ -462,10 +501,15 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig dst_i_b = dst_i_b >> 16 ; dst_i_g = dst_i_g >> 8; - Vec8 dst_a = convert_vec8i_to_vec8(dst_i_a) / var255; - Vec8 dst_b = convert_vec8i_to_vec8(dst_i_b) / var255; - Vec8 dst_g = convert_vec8i_to_vec8(dst_i_g) / var255; - Vec8 dst_r = convert_vec8i_to_vec8(dst_i_r) / var255; + Vec8 dst_a = convert_vec8i_to_vec8(dst_i_a); + Vec8 dst_b = convert_vec8i_to_vec8(dst_i_b); + Vec8 dst_g = convert_vec8i_to_vec8(dst_i_g); + Vec8 dst_r = convert_vec8i_to_vec8(dst_i_r); + + dst_a.simd = _mm256_div_ps(dst_a.simd, var255); + dst_b.simd = _mm256_div_ps(dst_b.simd, var255); + dst_g.simd = _mm256_div_ps(dst_g.simd, var255); + dst_r.simd = _mm256_div_ps(dst_r.simd, var255); dst_r *= dst_r; dst_g *= dst_g; @@ -488,7 +532,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig Vec8I result; for(S64 i = 0; i < 8; i++){ - if (should_fill[i]){ + if (I(should_fill, i)){ U8 red = (U8)(dst_r[i] * 255); U8 green = (U8)(dst_g[i] * 255); U8 blue = (U8)(dst_b[i] * 255); @@ -497,7 +541,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig } } - _mm256_maskstore_epi32((int *)dst_memory, should_fill.simd, result.simd); + _mm256_maskstore_epi32((int *)dst_memory, should_fill, result.simd); } Cy0 -= dx10;