TextureDecoder: Some misc clean ups. Backport code to SSE2 version. Remove redundancy in RGBA8 (5% speedup).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6789 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -957,8 +957,8 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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break;
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case GX_TF_I4:
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{
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const __m128i kMask_x0f = _mm_set_epi32(0x0f0f0f0fL, 0x0f0f0f0fL, 0x0f0f0f0fL, 0x0f0f0f0fL);
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const __m128i kMask_xf0 = _mm_set_epi32(0xf0f0f0f0L, 0xf0f0f0f0L, 0xf0f0f0f0L, 0xf0f0f0f0L);
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const __m128i kMask_x0f = _mm_set1_epi32(0x0f0f0f0fL);
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const __m128i kMask_xf0 = _mm_set1_epi32(0xf0f0f0f0L);
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#if _M_SSE >= 0x301
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// xsacha optimized with SSSE3 intrinsics
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// Produces a ~40% speed improvement over SSE2 implementation
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@ -1082,13 +1082,13 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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case GX_TF_I8: // speed critical
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{
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#if _M_SSE >= 0x301
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// xsacha optimized with SSSE3 intrinsics
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// Produces a ~10% speed improvement over SSE2 implementation
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if (cpu_info.bSSSE3)
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{
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 8)
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{
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// xsacha optimized with SSSE3 intrinsics
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// Produces a ~10% speed improvement over SSE2 implementation
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for (int iy = 0; iy < 4; ++iy, src+=8)
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{
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const __m128i mask3210 = _mm_set_epi8(3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0);
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@ -1364,11 +1364,11 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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{
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// JSD optimized with SSE2 intrinsics.
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// Produces an ~78% speed improvement over reference C implementation.
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const __m128i kMaskR0 = _mm_set_epi32(0x000000F8, 0x000000F8, 0x000000F8, 0x000000F8);
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const __m128i kMaskG0 = _mm_set_epi32(0x0000FC00, 0x0000FC00, 0x0000FC00, 0x0000FC00);
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const __m128i kMaskG1 = _mm_set_epi32(0x00000300, 0x00000300, 0x00000300, 0x00000300);
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const __m128i kMaskB0 = _mm_set_epi32(0x00F80000, 0x00F80000, 0x00F80000, 0x00F80000);
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const __m128i kAlpha = _mm_set_epi32(0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000);
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const __m128i kMaskR0 = _mm_set1_epi32(0x000000F8);
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const __m128i kMaskG0 = _mm_set1_epi32(0x0000FC00);
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const __m128i kMaskG1 = _mm_set1_epi32(0x00000300);
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const __m128i kMaskB0 = _mm_set1_epi32(0x00F80000);
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const __m128i kAlpha = _mm_set1_epi32(0xFF000000);
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 4)
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@ -1446,16 +1446,16 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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break;
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case GX_TF_RGB5A3:
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{
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const __m128i kMask_x1f = _mm_set_epi32(0x0000001fL, 0x0000001fL, 0x0000001fL, 0x0000001fL);
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const __m128i kMask_x0f = _mm_set_epi32(0x0000000fL, 0x0000000fL, 0x0000000fL, 0x0000000fL);
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const __m128i kMask_x07 = _mm_set_epi32(0x00000007L, 0x00000007L, 0x00000007L, 0x00000007L);
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const __m128i kMask_x1f = _mm_set1_epi32(0x0000001fL);
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const __m128i kMask_x0f = _mm_set1_epi32(0x0000000fL);
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const __m128i kMask_x07 = _mm_set1_epi32(0x00000007L);
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// This is the hard-coded 0xFF alpha constant that is ORed in place after the RGB are calculated
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// for the RGB555 case when (s[x] & 0x8000) is true for all pixels.
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const __m128i aVxff00 = _mm_set_epi32(0xFF000000L, 0xFF000000L, 0xFF000000L, 0xFF000000L);
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const __m128i aVxff00 = _mm_set1_epi32(0xFF000000L);
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// xsacha optimized with SSSE3 intrinsics (2 in 4 cases)
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// Produces a ~18% speed improvement over SSE2 implementation
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#if _M_SSE >= 0x301
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// xsacha optimized with SSSE3 intrinsics (2 in 4 cases)
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// Produces a ~10% speed improvement over SSE2 implementation
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if (cpu_info.bSSSE3)
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{
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for (int y = 0; y < height; y += 4)
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@ -1562,13 +1562,13 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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const u16 val2 = Common::swap16(newsrc[2]);
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const u16 val3 = Common::swap16(newsrc[3]);
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const __m128i valV = _mm_set_epi16(0, val3, 0, val2, 0, val1, 0, val0);
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// Need to check all 4 pixels' MSBs to ensure we can do data-parallelism:
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if (((val0 & 0x8000) & (val1 & 0x8000) & (val2 & 0x8000) & (val3 & 0x8000)) == 0x8000)
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{
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// SSE2 case #1: all 4 pixels are in RGB555 and alpha = 0xFF.
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const __m128i valV = _mm_set_epi16(0, val3, 0, val2, 0, val1, 0, val0);
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// Swizzle bits: 00012345 -> 12345123
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//r0 = (((val0>>10) & 0x1f) << 3) | (((val0>>10) & 0x1f) >> 2);
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@ -1594,8 +1594,6 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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{
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// SSE2 case #2: all 4 pixels are in RGBA4443.
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const __m128i valV = _mm_set_epi16(0, val3, 0, val2, 0, val1, 0, val0);
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// Swizzle bits: 00001234 -> 12341234
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//r0 = (((val0>>8 ) & 0xf) << 4) | ((val0>>8 ) & 0xf);
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@ -1629,83 +1627,29 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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}
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else
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{
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// Horrific fallback case, but hey at least it's inlined :D
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// Maybe overkill? I see slight improvements on my machine as far as RDTSC
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// counts and it's all done in registers (on x64). No temp memory moves!
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int r0,g0,b0,a0;
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int r1,g1,b1,a1;
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int r2,g2,b2,a2;
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int r3,g3,b3,a3;
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// Normal operation, no parallelism to take advantage of:
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if (val0 & 0x8000)
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// TODO: Vectorise (Either 4-way branch or do both and select is better than this)
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u32 *vals = (u32*) &valV;
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int r,g,b,a;
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for (int i=0; i < 4; ++i)
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{
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// Swizzle bits: 00012345 -> 12345123
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r0 = (((val0>>10) & 0x1f) << 3) | (((val0>>10) & 0x1f) >> 2);
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g0 = (((val0>>5 ) & 0x1f) << 3) | (((val0>>5 ) & 0x1f) >> 2);
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b0 = (((val0 ) & 0x1f) << 3) | (((val0 ) & 0x1f) >> 2);
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a0 = 0xFF;
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if (vals[i] & 0x8000)
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{
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// Swizzle bits: 00012345 -> 12345123
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r = (((vals[i]>>10) & 0x1f) << 3) | (((vals[i]>>10) & 0x1f) >> 2);
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g = (((vals[i]>>5 ) & 0x1f) << 3) | (((vals[i]>>5 ) & 0x1f) >> 2);
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b = (((vals[i] ) & 0x1f) << 3) | (((vals[i] ) & 0x1f) >> 2);
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a = 0xFF;
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}
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else
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{
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a = (((vals[i]>>12) & 0x7) << 5) | (((vals[i]>>12) & 0x7) << 2) | (((vals[i]>>12) & 0x7) >> 1);
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// Swizzle bits: 00001234 -> 12341234
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r = (((vals[i]>>8 ) & 0xf) << 4) | ((vals[i]>>8 ) & 0xf);
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g = (((vals[i]>>4 ) & 0xf) << 4) | ((vals[i]>>4 ) & 0xf);
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b = (((vals[i] ) & 0xf) << 4) | ((vals[i] ) & 0xf);
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}
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newdst[i] = r | (g << 8) | (b << 16) | (a << 24);
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}
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else
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{
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a0 = (((val0>>12) & 0x7) << 5) | (((val0>>12) & 0x7) << 2) | (((val0>>12) & 0x7) >> 1);
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// Swizzle bits: 00001234 -> 12341234
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r0 = (((val0>>8 ) & 0xf) << 4) | ((val0>>8 ) & 0xf);
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g0 = (((val0>>4 ) & 0xf) << 4) | ((val0>>4 ) & 0xf);
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b0 = (((val0 ) & 0xf) << 4) | ((val0 ) & 0xf);
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}
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newdst[0] = r0 | (g0 << 8) | (b0 << 16) | (a0 << 24);
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if (val1 & 0x8000)
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{
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// Swizzle bits: 00012345 -> 12345123
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r1 = (((val1>>10) & 0x1f) << 3) | (((val1>>10) & 0x1f) >> 2);
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g1 = (((val1>>5 ) & 0x1f) << 3) | (((val1>>5 ) & 0x1f) >> 2);
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b1 = (((val1 ) & 0x1f) << 3) | (((val1 ) & 0x1f) >> 2);
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a1 = 0xFF;
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}
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else
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{
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a1 = (((val1>>12) & 0x7) << 5) | (((val1>>12) & 0x7) << 2) | (((val1>>12) & 0x7) >> 1);
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r1 = (((val1>>8 ) & 0xf) << 4) | ((val1>>8 ) & 0xf);
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g1 = (((val1>>4 ) & 0xf) << 4) | ((val1>>4 ) & 0xf);
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b1 = (((val1 ) & 0xf) << 4) | ((val1 ) & 0xf);
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}
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newdst[1] = r1 | (g1 << 8) | (b1 << 16) | (a1 << 24);
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if (val2 & 0x8000)
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{
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// Swizzle bits: 00012345 -> 12345123
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r2 = (((val2>>10) & 0x1f) << 3) | (((val2>>10) & 0x1f) >> 2);
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g2 = (((val2>>5 ) & 0x1f) << 3) | (((val2>>5 ) & 0x1f) >> 2);
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b2 = (((val2 ) & 0x1f) << 3) | (((val2 ) & 0x1f) >> 2);
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a2 = 0xFF;
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}
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else
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{
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a2 = (((val2>>12) & 0x7) << 5) | (((val2>>12) & 0x7) << 2) | (((val2>>12) & 0x7) >> 1);
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r2 = (((val2>>8 ) & 0xf) << 4) | ((val2>>8 ) & 0xf);
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g2 = (((val2>>4 ) & 0xf) << 4) | ((val2>>4 ) & 0xf);
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b2 = (((val2 ) & 0xf) << 4) | ((val2 ) & 0xf);
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}
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newdst[2] = r2 | (g2 << 8) | (b2 << 16) | (a2 << 24);
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if (val3 & 0x8000)
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{
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// Swizzle bits: 00012345 -> 12345123
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r3 = (((val3>>10) & 0x1f) << 3) | (((val3>>10) & 0x1f) >> 2);
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g3 = (((val3>>5 ) & 0x1f) << 3) | (((val3>>5 ) & 0x1f) >> 2);
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b3 = (((val3 ) & 0x1f) << 3) | (((val3 ) & 0x1f) >> 2);
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a3 = 0xFF;
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}
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else
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{
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a3 = (((val3>>12) & 0x7) << 5) | (((val3>>12) & 0x7) << 2) | (((val3>>12) & 0x7) >> 1);
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r3 = (((val3>>8 ) & 0xf) << 4) | ((val3>>8 ) & 0xf);
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g3 = (((val3>>4 ) & 0xf) << 4) | ((val3>>4 ) & 0xf);
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b3 = (((val3 ) & 0xf) << 4) | ((val3 ) & 0xf);
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}
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newdst[3] = r3 | (g3 << 8) | (b3 << 16) | (a3 << 24);
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}
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}
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}
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@ -1722,27 +1666,24 @@ PC_TexFormat TexDecoder_Decode_RGBA(u32 * dst, const u8 * src, int width, int he
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{
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#if _M_SSE >= 0x301
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// xsacha optimized with SSSE3 instrinsics
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// Produces a ~25% speed improvement over SSE2 implementation
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// Produces a ~30% speed improvement over SSE2 implementation
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if (cpu_info.bSSSE3)
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{
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__m128i rgba00, rgba01, rgba10, rgba11;
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for (int y = 0; y < height; y += 4)
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for (int x = 0; x < width; x += 4, src += 64)
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{
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const __m128i mask0312 = _mm_set_epi8(12,15,13,14,8,11,9,10,4,7,5,6,0,3,1,2);
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const __m128i ar0 = _mm_loadu_si128((__m128i*)src);
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const __m128i ar1 = _mm_loadu_si128((__m128i*)src+1);
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const __m128i gb0 = _mm_loadu_si128((__m128i*)src+2);
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const __m128i gb1 = _mm_loadu_si128((__m128i*)src+3);
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const __m128i mask6xx7 = _mm_set_epi8(6, 128, 128, 7, 4, 128, 128, 5, 2, 128, 128, 3, 0, 128, 128, 1);
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const __m128i maskExxF = _mm_set_epi8(14, 128, 128, 15, 12, 128, 128, 13, 10, 128, 128, 11, 8, 128, 128, 9);
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const __m128i maskx76x = _mm_set_epi8(128, 7, 6, 128, 128, 5, 4, 128, 128, 3, 2, 128, 128, 1, 0, 128);
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const __m128i maskxFEx = _mm_set_epi8(128, 15, 14, 128, 128, 13, 12, 128, 128, 11, 10, 128, 128, 9, 8, 128);
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rgba00 = _mm_or_si128(_mm_shuffle_epi8(ar0, mask6xx7), _mm_shuffle_epi8(gb0, maskx76x));
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rgba01 = _mm_or_si128(_mm_shuffle_epi8(ar0, maskExxF), _mm_shuffle_epi8(gb0, maskxFEx));
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rgba10 = _mm_or_si128(_mm_shuffle_epi8(ar1, mask6xx7), _mm_shuffle_epi8(gb1, maskx76x));
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rgba11 = _mm_or_si128(_mm_shuffle_epi8(ar1, maskExxF), _mm_shuffle_epi8(gb1, maskxFEx));
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// Write em out!
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const __m128i rgba00 = _mm_shuffle_epi8(_mm_unpacklo_epi8(ar0,gb0),mask0312);
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const __m128i rgba01 = _mm_shuffle_epi8(_mm_unpackhi_epi8(ar0,gb0),mask0312);
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const __m128i rgba10 = _mm_shuffle_epi8(_mm_unpacklo_epi8(ar1,gb1),mask0312);
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const __m128i rgba11 = _mm_shuffle_epi8(_mm_unpackhi_epi8(ar1,gb1),mask0312);
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__m128i *dst128 = (__m128i*)( dst + (y + 0) * width + x );
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_mm_storeu_si128(dst128, rgba00);
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dst128 = (__m128i*)( dst + (y + 1) * width + x );
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