SSSE3 implementation of IA8 texture decode. Roughly 50% faster than SSE2 version on my computer (SSSE3: 77%, SSE2: 57% vs reference C on Core2 Duo). About half as many cycles.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6770 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -1230,55 +1230,74 @@ 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_IA8:
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{
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// JSD optimized with SSE2 intrinsics.
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// Produces an ~80% speed improvement over reference C implementation.
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const __m128i kMask_xf0 = _mm_set_epi32(0x00000000L, 0x00000000L, 0xff00ff00L, 0xff00ff00L);
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const __m128i kMask_x0f = _mm_set_epi32(0x00000000L, 0x00000000L, 0x00ff00ffL, 0x00ff00ffL);
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const __m128i kMask_xf000 = _mm_set_epi32(0xff000000L, 0xff000000L, 0xff000000L, 0xff000000L);
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const __m128i kMask_x0fff = _mm_set_epi32(0x00ffffffL, 0x00ffffffL, 0x00ffffffL, 0x00ffffffL);
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#if _M_SSE >= 0x301
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// SSSE3 implementation is approximately 50% faster than SSE2 version.
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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 += 4)
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for (int iy = 0; iy < 4; iy++, src += 8)
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{
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const __m128i mask = _mm_set_epi8(6, 7, 7, 7, 4, 5, 5, 5, 2, 3, 3, 3, 0, 1, 1, 1);
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// Load 4x 16-bit IA8 samples from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba)
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const __m128i r0 = _mm_loadl_epi64((const __m128i *)src);
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// Shuffle to (ghhh efff cddd abbb)
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const __m128i r1 = _mm_shuffle_epi8(r0, mask);
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_mm_storeu_si128( (__m128i*)(dst + (y + iy) * width + x), r1 );
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}
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} else
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#endif
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{
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// JSD optimized with SSE2 intrinsics.
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// Produces an ~80% speed improvement over reference C implementation.
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const __m128i kMask_xf0 = _mm_set_epi32(0x00000000L, 0x00000000L, 0xff00ff00L, 0xff00ff00L);
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const __m128i kMask_x0f = _mm_set_epi32(0x00000000L, 0x00000000L, 0x00ff00ffL, 0x00ff00ffL);
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const __m128i kMask_xf000 = _mm_set_epi32(0xff000000L, 0xff000000L, 0xff000000L, 0xff000000L);
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const __m128i kMask_x0fff = _mm_set_epi32(0x00ffffffL, 0x00ffffffL, 0x00ffffffL, 0x00ffffffL);
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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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for (int iy = 0; iy < 4; iy++, src += 8)
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{
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// Expands a 16-bit "IA" to a 32-bit "AIII". Each char is an 8-bit value.
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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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for (int iy = 0; iy < 4; iy++, src += 8)
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{
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// Expands a 16-bit "IA" to a 32-bit "AIII". Each char is an 8-bit value.
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// Load 4x 16-bit IA8 samples from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba)
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const __m128i r0 = _mm_loadl_epi64((const __m128i *)src);
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// Load 4x 16-bit IA8 samples from `src` into an __m128i with upper 64 bits zeroed: (0000 0000 hgfe dcba)
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const __m128i r0 = _mm_loadl_epi64((const __m128i *)src);
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// Logical shift all 16-bit words right by 8 bits (0000 0000 hgfe dcba) to (0000 0000 0h0f 0d0b)
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// This gets us only the I components.
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const __m128i i0 = _mm_srli_epi16(r0, 8);
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// Logical shift all 16-bit words right by 8 bits (0000 0000 hgfe dcba) to (0000 0000 0h0f 0d0b)
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// This gets us only the I components.
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const __m128i i0 = _mm_srli_epi16(r0, 8);
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// Now join up the I components from their original positions but mask out the A components.
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// (0000 0000 hgfe dcba) & kMask_xFF00 -> (0000 0000 h0f0 d0b0)
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// (0000 0000 h0f0 d0b0) | (0000 0000 0h0f 0d0b) -> (0000 0000 hhff ddbb)
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const __m128i i1 = _mm_or_si128(_mm_and_si128(r0, kMask_xf0), i0);
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// Now join up the I components from their original positions but mask out the A components.
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// (0000 0000 hgfe dcba) & kMask_xFF00 -> (0000 0000 h0f0 d0b0)
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// (0000 0000 h0f0 d0b0) | (0000 0000 0h0f 0d0b) -> (0000 0000 hhff ddbb)
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const __m128i i1 = _mm_or_si128(_mm_and_si128(r0, kMask_xf0), i0);
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// Shuffle low 64-bits with itself to expand from (0000 0000 hhff ddbb) to (hhhh ffff dddd bbbb)
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const __m128i i2 = _mm_unpacklo_epi8(i1, i1);
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// (hhhh ffff dddd bbbb) & kMask_x0fff -> (0hhh 0fff 0ddd 0bbb)
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const __m128i i3 = _mm_and_si128(i2, kMask_x0fff);
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// Shuffle low 64-bits with itself to expand from (0000 0000 hhff ddbb) to (hhhh ffff dddd bbbb)
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const __m128i i2 = _mm_unpacklo_epi8(i1, i1);
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// (hhhh ffff dddd bbbb) & kMask_x0fff -> (0hhh 0fff 0ddd 0bbb)
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const __m128i i3 = _mm_and_si128(i2, kMask_x0fff);
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// Now that we have the I components in 32-bit word form, time work out the A components into
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// their final positions.
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// Now that we have the I components in 32-bit word form, time work out the A components into
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// their final positions.
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// (0000 0000 hgfe dcba) & kMask_x00FF -> (0000 0000 0g0e 0c0a)
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const __m128i a0 = _mm_and_si128(r0, kMask_x0f);
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// (0000 0000 0g0e 0c0a) -> (00gg 00ee 00cc 00aa)
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const __m128i a1 = _mm_unpacklo_epi8(a0, a0);
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// (00gg 00ee 00cc 00aa) << 16 -> (gg00 ee00 cc00 aa00)
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const __m128i a2 = _mm_slli_epi32(a1, 16);
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// (gg00 ee00 cc00 aa00) & kMask_xf000 -> (g000 e000 c000 a000)
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const __m128i a3 = _mm_and_si128(a2, kMask_xf000);
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// (0000 0000 hgfe dcba) & kMask_x00FF -> (0000 0000 0g0e 0c0a)
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const __m128i a0 = _mm_and_si128(r0, kMask_x0f);
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// (0000 0000 0g0e 0c0a) -> (00gg 00ee 00cc 00aa)
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const __m128i a1 = _mm_unpacklo_epi8(a0, a0);
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// (00gg 00ee 00cc 00aa) << 16 -> (gg00 ee00 cc00 aa00)
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const __m128i a2 = _mm_slli_epi32(a1, 16);
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// (gg00 ee00 cc00 aa00) & kMask_xf000 -> (g000 e000 c000 a000)
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const __m128i a3 = _mm_and_si128(a2, kMask_xf000);
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// Simply OR up i3 and a3 now and that's our result:
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// (0hhh 0fff 0ddd 0bbb) | (g000 e000 c000 a000) -> (ghhh efff cddd abbb)
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const __m128i r1 = _mm_or_si128(i3, a3);
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// Simply OR up i3 and a3 now and that's our result:
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// (0hhh 0fff 0ddd 0bbb) | (g000 e000 c000 a000) -> (ghhh efff cddd abbb)
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const __m128i r1 = _mm_or_si128(i3, a3);
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// write out the 128-bit result:
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_mm_storeu_si128( (__m128i*)(dst + (y + iy) * width + x), r1 );
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}
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// write out the 128-bit result:
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_mm_storeu_si128( (__m128i*)(dst + (y + iy) * width + x), r1 );
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}
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}
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#if 0
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// Reference C implementation:
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for (int y = 0; y < height; y += 4)
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