~93% speed improvement (over plain C++) in RGBA -> BGRA conversion for processors that support SSSE3 (Core or newer).

About 40% faster than the SSE2 implementation.

May not be required in future but good for reference.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6766 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
xsacha 2011-01-07 07:54:04 +00:00
parent b6a1e9376f
commit c4477f68e1

View File

@ -98,6 +98,48 @@ void ConvertRGBA_BGRA_SSE2(u32 *dst, const int dstPitch, u32 *pIn, const int wid
_mm_mfence();
}
void ConvertRGBA_BGRA_SSSE3(u32 *dst, const int dstPitch, u32 *pIn, const int width, const int height, const int pitch)
{
__m128i mask = _mm_set_epi8(15, 12, 13, 14, 11, 8, 9, 10, 7, 4, 5, 6, 3, 0, 1, 2);
for (int y = 0; y < height; y++, pIn += pitch)
{
u8 *pIn8 = (u8 *)pIn;
u8 *pBits = (u8 *)((u8*)dst + (y * dstPitch));
// Batch up loads/stores into 16 byte chunks to use SSE2 efficiently:
int ssse3blocks = (width * 4) / 16;
int ssse3remainder = (width * 4) & 15;
// Do conversions in batches of 16 bytes:
if (ssse3blocks > 0)
{
__m128i *src128 = (__m128i *)pIn8;
__m128i *dst128 = (__m128i *)pBits;
// Increment by 16 bytes at a time:
for (int i = 0; i < ssse3blocks; ++i, ++dst128, ++src128)
{
_mm_storeu_si128(dst128, _mm_shuffle_epi8(_mm_loadu_si128(src128), mask));
}
}
// Take the remainder colors at the end of the row that weren't able to
// be included into the last 16 byte chunk:
if (ssse3remainder > 0)
{
for (int x = (ssse3blocks * 16); x < (width * 4); x += 4)
{
pBits[x + 0] = pIn8[x + 2];
pBits[x + 1] = pIn8[x + 1];
pBits[x + 2] = pIn8[x + 0];
pBits[x + 3] = pIn8[x + 3];
}
}
}
// Memory fence to make sure the stores are good:
_mm_mfence();
}
LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b, int levels)
{
@ -194,10 +236,15 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
pIn += pitch;
}
} else {
#if 1
#if _M_SSE >= 0x301
// Note: Should we use CPUDetect.h and bSSSE3?
// Uses SSSE3 intrinsics to optimize RGBA -> BGRA swizzle:
ConvertRGBA_BGRA_SSSE3((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
#else
// Uses SSE2 intrinsics to optimize RGBA -> BGRA swizzle:
ConvertRGBA_BGRA_SSE2((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
#else
#endif
#if 0
for (int y = 0; y < height; y++)
{
u8 *pIn8 = (u8 *)pIn;
@ -275,10 +322,15 @@ void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int w
}
else
{
#if 1
#if _M_SSE >= 0x301
// Note: Should we use CPUDetect.h and bSSSE3?
// Uses SSSE3 intrinsics to optimize RGBA -> BGRA swizzle:
ConvertRGBA_BGRA_SSSE3((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
#else
// Uses SSE2 intrinsics to optimize RGBA -> BGRA swizzle:
ConvertRGBA_BGRA_SSE2((u32 *)Lock.pBits, Lock.Pitch, pIn, width, height, pitch);
#else
#endif
#if 0
for (int y = 0; y < height; y++)
{
u8 *pIn8 = (u8 *)pIn;