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A little bit of SSE to speed it slightly more
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1 changed files with 33 additions and 0 deletions
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@ -638,6 +638,10 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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int textureHeight = args->textureHeight;
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uint32_t light = args->uniforms->light;
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#if !defined(NO_SSE)
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__m128i mlight = _mm_set1_epi16(light);
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#endif
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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@ -781,6 +785,7 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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varyingStep[i] = (uint32_t)(step * 0x100000000LL);
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}
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#if NO_SSE
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for (int ix = x; ix < x + q; ix++)
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{
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uint32_t ufrac = varying[0];
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@ -802,6 +807,34 @@ void ScreenPolyTriangleDrawer::draw32(const ScreenPolyTriangleDrawerArgs *args,
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for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] += varyingStep[i];
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}
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#else
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for (int sse = 0; sse < q / 4; sse++)
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{
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uint32_t fg[4];
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for (int ix = 0; ix < 4; ix++)
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{
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uint32_t ufrac = varying[0];
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uint32_t vfrac = varying[1];
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uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
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uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
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uint32_t uvoffset = upos * textureHeight + vpos;
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fg[ix] = texturePixels[uvoffset];
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for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] += varyingStep[i];
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}
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__m128i mfg = _mm_loadu_si128((const __m128i*)fg);
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__m128i mfg0 = _mm_unpacklo_epi8(mfg, _mm_setzero_si128());
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__m128i mfg1 = _mm_unpackhi_epi8(mfg, _mm_setzero_si128());
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__m128i mout0 = _mm_srli_epi16(_mm_mullo_epi16(mfg0, mlight), 8);
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__m128i mout1 = _mm_srli_epi16(_mm_mullo_epi16(mfg1, mlight), 8);
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__m128i mout = _mm_packus_epi16(mout0, mout1);
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__m128i mmask0 = _mm_shufflehi_epi16(_mm_shufflelo_epi16(mfg0, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
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__m128i mmask1 = _mm_shufflehi_epi16(_mm_shufflelo_epi16(mfg1, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
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__m128i mmask = _mm_cmplt_epi8(_mm_packus_epi16(mmask0, mmask1), _mm_setzero_si128());
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_mm_maskmoveu_si128(mout, mmask, (char*)(&buffer[x + sse * 4]));
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}
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#endif
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buffer += pitch;
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}
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