(svn r26212) -Add: specialised non-animated SSSE3 blitter (MJP)
With 32bpp base set about 35% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 6 and 1% of total run time
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src/blitter/32bpp_ssse3.hpp
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94
src/blitter/32bpp_ssse3.hpp
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file 32bpp_ssse3.hpp SSSE3 32 bpp blitter. */
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#ifndef BLITTER_32BPP_SSSE3_HPP
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#define BLITTER_32BPP_SSSE3_HPP
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#ifdef WITH_SSE
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#include "32bpp_sse2.hpp"
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#include "tmmintrin.h"
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/* Alpha blend 2 pixels. */
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#undef ALPHA_BLEND_2
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#define ALPHA_BLEND_2(m_pack_mask) { \
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__m128i srcAB = _mm_unpacklo_epi8(srcABCD, _mm_setzero_si128()); /* PUNPCKLBW, expand each uint8 into uint16 */ \
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__m128i dstAB = _mm_unpacklo_epi8(dstABCD, _mm_setzero_si128()); \
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\
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__m128i alphaAB = _mm_cmpgt_epi16(srcAB, _mm_setzero_si128()); /* PCMPGTW, if (alpha > 0) a++; */ \
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alphaAB = _mm_srli_epi16(alphaAB, 15); \
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alphaAB = _mm_add_epi16(alphaAB, srcAB); \
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alphaAB = _mm_shuffle_epi8(alphaAB, a_cm); /* PSHUFB, put alpha in front of each rgb */ \
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\
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srcAB = _mm_sub_epi16(srcAB, dstAB); /* PSUBW, (r - Cr) */ \
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srcAB = _mm_mullo_epi16(srcAB, alphaAB); /* PMULLW, a*(r - Cr) */ \
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srcAB = _mm_srli_epi16(srcAB, 8); /* PSRLW, a*(r - Cr)/256 */ \
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srcAB = _mm_add_epi16(srcAB, dstAB); /* PADDW, a*(r - Cr)/256 + Cr */ \
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srcABCD = _mm_shuffle_epi8(srcAB, m_pack_mask); /* PSHUFB, pack 2 Colour (without saturation) */ \
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}
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/* Adjust brightness of 2 pixels. */
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#define ADJUST_BRIGHTNESS_2(colourX2, brightnessX2) \
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/* The following dataflow differs from the one of AdjustBrightness() only for alpha.
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* In order to keep alpha in colAB, insert a 1 in a unused brightness byte (a*1->a).
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* OK, not a 1 but DEFAULT_BRIGHTNESS to compensate the div.
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*/ \
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brightnessX2 &= 0xFF00FF00; \
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brightnessX2 += DEFAULT_BRIGHTNESS; \
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\
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__m128i zero = _mm_setzero_si128(); \
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__m128i colAB = _mm_unpacklo_epi8(colourX2, zero); \
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\
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__m128i briAB; \
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INSR64(brightnessX2, briAB, 0); \
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briAB = _mm_shuffle_epi8(briAB, briAB_cm); /* DEFAULT_BRIGHTNESS in 0, 0x00 in 2. */ \
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colAB = _mm_mullo_epi16(colAB, briAB); \
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__m128i colAB_ob = _mm_srli_epi16(colAB, 8+7); \
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colAB = _mm_srli_epi16(colAB, 7); \
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\
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/* Sum overbright.
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* Maximum for each rgb is 508 => 9 bits. The highest bit tells if there is overbright.
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* -255 is changed in -256 so we just have to take the 8 lower bits into account.
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*/ \
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colAB = _mm_and_si128(colAB, div_cleaner); \
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colAB_ob = _mm_and_si128(colAB_ob, ob_check); \
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colAB_ob = _mm_mullo_epi16(colAB_ob, ob_mask); \
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colAB_ob = _mm_and_si128(colAB_ob, colAB); \
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__m128i obAB = _mm_hadd_epi16(_mm_hadd_epi16(colAB_ob, zero), zero); \
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\
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obAB = _mm_srli_epi16(obAB, 1); /* Reduce overbright strength. */ \
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obAB = _mm_shuffle_epi8(obAB, ob_cm); \
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__m128i retAB = ob_mask; /* ob_mask is equal to white. */ \
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retAB = _mm_subs_epu16(retAB, colAB); /* (255 - rgb) */ \
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retAB = _mm_mullo_epi16(retAB, obAB); /* ob*(255 - rgb) */ \
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retAB = _mm_srli_epi16(retAB, 8); /* ob*(255 - rgb)/256 */ \
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retAB = _mm_add_epi16(retAB, colAB); /* ob*(255 - rgb)/256 + rgb */ \
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\
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colourX2 = _mm_packus_epi16(retAB, retAB);
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/** The SSSE3 32 bpp blitter (without palette animation). */
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class Blitter_32bppSSSE3 : public Blitter_32bppSSE2 {
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public:
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/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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template <BlitterMode mode, ReadMode read_mode, BlockType bt_last>
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void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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/* virtual */ const char *GetName() { return "32bpp-ssse3"; }
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};
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/** Factory for the SSSE3 32 bpp blitter (without palette animation). */
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class FBlitter_32bppSSSE3: public BlitterFactory {
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public:
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FBlitter_32bppSSSE3() : BlitterFactory("32bpp-ssse3", "32bpp SSSE3 Blitter (no palette animation)", HasCPUIDFlag(1, 2, 9)) {}
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/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppSSSE3(); }
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};
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#endif /* WITH_SSE */
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#endif /* BLITTER_32BPP_SSSE3_HPP */
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