Removed use of LUT16to32 in HQx asm versions, replacing some MMX code with 'plain' x86 code. Advantage: got rid of a 256kb table (reduces cache load, so over here the code is about as fast as before; in particular, since the affected interpolators are not used that often, it seems). Moreover, the new code is more accurate than the old ASM code, which actually differed from what our C++ HQx did (sacrificing precision for speed, i.e., cheating ;-)

svn-id: r36078
This commit is contained in:
Max Horn 2009-01-26 18:31:06 +00:00
parent 80ba7ec844
commit 4098ff66aa
3 changed files with 288 additions and 154 deletions

View File

@ -53,17 +53,26 @@ extern "C" {
#if !defined(_WIN32) && !defined(MACOSX) && !defined(__OS2__)
#define RGBtoYUV _RGBtoYUV
#define LUT16to32 _LUT16to32
#define hqx_highbits _hqx_highbits
#define hqx_lowbits _hqx_lowbits
#define hqx_low2bits _hqx_low2bits
#define hqx_low3bits _hqx_low3bits
#define hqx_greenMask _hqx_greenMask
#define hqx_redBlueMask _hqx_redBlueMask
#define hqx_green_redBlue_Mask _hqx_green_redBlue_Mask
#endif
#endif
uint32 hqx_highbits = 0xF7DEF7DE;
uint32 hqx_lowbits = 0x0821;
uint32 hqx_low2bits = 0x0C63;
uint32 hqx_low3bits = 0x1CE7;
uint32 hqx_greenMask = 0;
uint32 hqx_redBlueMask = 0;
uint32 hqx_green_redBlue_Mask = 0;
// FIXME/TODO: The following two tables suck up 512 KB. This is bad.
// FIXME/TODO: The RGBtoYUV table sucks up 256 KB. This is bad.
// In addition we never free them...
//
// Note: a memory lookup table is *not* necessarily faster than computing
@ -72,14 +81,7 @@ uint32 hqx_lowbits = 0x0821;
// systems, so main memory has to be accessed, which is about the worst thing
// that can happen to code which tries to be fast...
//
// So we should think about ways to get these smaller / removed. The LUT16to32
// is only used by the HQX asm right now; maybe somebody can modify the code
// there to work w/o it (and do some benchmarking, too?). To do that, just
// do the conversion on the fly, or even do w/o it (as the C++ code manages to),
// by making different versions of the code based on gBitFormat (or by writing
// bit masks into registers which are computed based on gBitFormat).
//
// RGBtoYUV is also used by the C(++) version of the HQX code. Maybe we can
// So we should think about ways to get these smaller / removed. Maybe we can
// use the same technique which is employed by our MPEG code to reduce the
// size of the lookup tables at the cost of some additional computations? That
// might actually result in a speedup, too, if done right (and the code code
@ -89,7 +91,6 @@ uint32 hqx_lowbits = 0x0821;
// differences are likely to vary a lot between different architectures and
// CPUs.
uint32 *RGBtoYUV = 0;
uint32 *LUT16to32 = 0;
}
void InitLUT(Graphics::PixelFormat format) {
@ -101,18 +102,29 @@ void InitLUT(Graphics::PixelFormat format) {
// Allocate the YUV/LUT buffers on the fly if needed.
if (RGBtoYUV == 0)
RGBtoYUV = (uint32 *)malloc(65536 * sizeof(uint32));
if (LUT16to32 == 0)
LUT16to32 = (uint32 *)malloc(65536 * sizeof(uint32));
for (int color = 0; color < 65536; ++color) {
format.colorToRGB(color, r, g, b);
LUT16to32[color] = (r << 16) | (g << 8) | b;
Y = (r + g + b) >> 2;
u = 128 + ((r - b) >> 2);
v = 128 + ((-r + 2 * g - b) >> 3);
RGBtoYUV[color] = (Y << 16) | (u << 8) | v;
}
#ifdef USE_NASM
hqx_lowbits = (1 << format.rShift) | (1 << format.gShift) | (1 << format.bShift),
hqx_low2bits = (3 << format.rShift) | (3 << format.gShift) | (3 << format.bShift),
hqx_low3bits = (7 << format.rShift) | (7 << format.gShift) | (7 << format.bShift),
hqx_highbits = format.RGBToColor(255,255,255) ^ hqx_lowbits;
// FIXME: The following code only does the right thing
// if the color order is RGB or BGR, i.e., green is in the middle.
hqx_greenMask = format.RGBToColor(0,255,0);
hqx_redBlueMask = format.RGBToColor(255,0,255);
hqx_green_redBlue_Mask = (hqx_greenMask << 16) | hqx_redBlueMask;
#endif
}
#endif
@ -121,24 +133,11 @@ void InitScalers(uint32 BitFormat) {
gBitFormat = BitFormat;
#ifndef DISABLE_HQ_SCALERS
#undef kHighBitsMask
#undef kLowBitsMask
if (gBitFormat == 555) {
InitLUT(Graphics::createPixelFormat<555>());
#ifdef USE_NASM
hqx_highbits = Graphics::ColorMasks<555>::kHighBitsMask;
hqx_lowbits = Graphics::ColorMasks<555>::kLowBitsMask & 0xFFFF;
#endif
}
if (gBitFormat == 565) {
InitLUT(Graphics::createPixelFormat<565>());
#ifdef USE_NASM
// The uint32 cast here is needed to silence an MSVC warning
// (warning C4245: '=': conversion from '' to 'uint32', signed/unsigned mismatch
hqx_highbits = (uint32)Graphics::ColorMasks<565>::kHighBitsMask;
hqx_lowbits = Graphics::ColorMasks<565>::kLowBitsMask & 0xFFFF;
#endif
}
#endif
}
@ -146,9 +145,7 @@ void InitScalers(uint32 BitFormat) {
void DestroyScalers(){
#ifndef DISABLE_HQ_SCALERS
free(RGBtoYUV);
free(LUT16to32);
RGBtoYUV = 0;
LUT16to32 = 0;
#endif
}

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@ -20,10 +20,14 @@
GLOBAL _hq2x_16
EXTERN _LUT16to32
EXTERN _RGBtoYUV
EXTERN _hqx_highbits
EXTERN _hqx_lowbits
EXTERN _hqx_low2bits
EXTERN _hqx_low3bits
EXTERN _hqx_greenMask
EXTERN _hqx_redBlueMask
EXTERN _hqx_green_redBlue_Mask
SECTION .bss
linesleft resd 1
@ -165,103 +169,186 @@ SECTION .text
; interpolate16_3<bitFormat,5,2,1>
; Mix three pixels with weight 5, 2, and 1, respectively: (c1*5+c2*2+c3)/8;
%macro Interp6 3
mov ecx, [_LUT16to32]
movd mm1, [ecx+eax*4]
mov edx, %2
movd mm2, [ecx+edx*4]
mov edx, %3
movd mm3, [ecx+edx*4]
punpcklbw mm1, [reg_blank]
punpcklbw mm2, [reg_blank]
punpcklbw mm3, [reg_blank]
pmullw mm1, [const5]
psllw mm2, 1
paddw mm1, mm3
paddw mm1, mm2
psrlw mm1, 5
packuswb mm1, [reg_blank]
movd edx, mm1
shl dl, 2
shr edx, 1
shl dx, 3
shr edx, 5
mov %1, dx
; Unpack eax to ecx and multiply by 5
mov eax, [w5]
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
; multiply c1 by 5
;imul ecx, 5 ; imul works, too, but might be slower on older systems?
mov edx, ecx
shl ecx, 2
add ecx, edx
; unpack c2 to edx
mov eax, %2
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; add 2*c2 to c1*5
add ecx, edx
add ecx, edx
; unpack c3 to edx
mov eax, %3
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; add c3 and 2*c2+c1*5, divide by 8, mask the result
add edx, ecx
shr edx, 3
and edx, [_hqx_green_redBlue_Mask]
; finally, repack the mixed pixel
mov ecx, edx
shr ecx, 16
or edx, ecx
mov %1, dx
%endmacro
; interpolate16_3<bitFormat,6,1,1>
; Mix three pixels with weight 6, 1, and 1, respectively: (c1*6+c2+c3)/8;
%macro Interp7 3
mov ecx, [_LUT16to32]
movd mm1, [ecx+eax*4]
mov edx, %2
movd mm2, [ecx+edx*4]
mov edx, %3
movd mm3, [ecx+edx*4]
punpcklbw mm1, [reg_blank]
punpcklbw mm2, [reg_blank]
punpcklbw mm3, [reg_blank]
pmullw mm1, [const6]
paddw mm2, mm3
paddw mm1, mm2
psrlw mm1, 5
packuswb mm1, [reg_blank]
movd edx, mm1
shl dl, 2
shr edx, 1
shl dx, 3
shr edx, 5
mov %1, dx
; Unpack eax to ecx and multiply by 6
mov eax, [w5]
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
; multiply c1 by 6
;imul ecx, 6 ; imul works, too, but might be slower on older systems?
mov edx, ecx
add ecx, ecx
add ecx, edx
add ecx, ecx
; unpack c2 to edx
mov eax, %2
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; add c2 to c1*3
add ecx, edx
; unpack c3 to edx
mov eax, %3
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; add c3 and c2+c1*3, divide by 8, mask the result
add edx, ecx
shr edx, 3
and edx, [_hqx_green_redBlue_Mask]
; finally, repack the mixed pixel
mov ecx, edx
shr ecx, 16
or edx, ecx
mov %1, dx
%endmacro
; interpolate16_3<bitFormat,2,3,3>
; Mix three pixels with weight 2, 3, and 3, respectively: (c1*2+(c2+c3)*3)/8;
%macro Interp9 3
mov ecx, [_LUT16to32]
movd mm1, [ecx+eax*4]
mov edx, %2
movd mm2, [ecx+edx*4]
mov edx, %3
movd mm3, [ecx+edx*4]
punpcklbw mm1, [reg_blank]
punpcklbw mm2, [reg_blank]
punpcklbw mm3, [reg_blank]
psllw mm1, 1
paddw mm2, mm3
pmullw mm2, [const3]
paddw mm1, mm2
psrlw mm1, 5
packuswb mm1, [reg_blank]
movd edx, mm1
shl dl, 2
shr edx, 1
shl dx, 3
shr edx, 5
mov %1, dx
; unpack c2
mov eax, %2
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; unpack c3
mov eax, %3
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
; sum c2 and c3
add edx, ecx
; multiply (c2+c3) by 3
;imul edx, 3 ; imul works, too, but might be slower on older systems?
mov ecx, edx
add edx, edx
add edx, ecx
; Restore eax, unpack it and multiply by 2
mov eax, [w5]
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
add ecx, ecx ; multiply by 2
; sum 2*eax + 3*(c2+c3), divide by 8, mask the result
add edx, ecx
shr edx, 3
and edx, [_hqx_green_redBlue_Mask]
; finally, repack the mixed pixel
mov ecx, edx
shr ecx, 16
or edx, ecx
mov %1, dx
%endmacro
; interpolate16_3<bitFormat,14,1,1>
; Mix three pixels with weight 14, 1, and 1, respectively: (c1*14+c2+c3)/16;
%macro Interp10 3
mov ecx, [_LUT16to32]
movd mm1, [ecx+eax*4]
mov edx, %2
movd mm2, [ecx+edx*4]
mov edx, %3
movd mm3, [ecx+edx*4]
punpcklbw mm1, [reg_blank]
punpcklbw mm2, [reg_blank]
punpcklbw mm3, [reg_blank]
pmullw mm1, [const14]
paddw mm2, mm3
paddw mm1, mm2
psrlw mm1, 6
packuswb mm1, [reg_blank]
movd edx, mm1
shl dl, 2
shr edx, 1
shl dx, 3
shr edx, 5
mov %1, dx
; Unpack eax to ecx and multiply by 14
mov eax, [w5]
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
; multiply c1 by 14
;imul ecx, 14 ; imul works, too, but might be slower on older systems?
mov edx, ecx
shl ecx, 3
sub ecx, edx
add ecx, ecx
; unpack c2 to edx
mov eax, %2
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; add c2 to c1*14
add ecx, edx
; unpack c3 to edx
mov eax, %3
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; add c3 and c2+c1*14, divide by 16, mask the result
add edx, ecx
shr edx, 4
and edx, [_hqx_green_redBlue_Mask]
; finally, repack the mixed pixel
mov ecx, edx
shr ecx, 16
or edx, ecx
mov %1, dx
%endmacro
%macro PIXEL00_0 0

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@ -20,10 +20,14 @@
GLOBAL _hq3x_16
EXTERN _LUT16to32
EXTERN _RGBtoYUV
EXTERN _hqx_highbits
EXTERN _hqx_lowbits
EXTERN _hqx_low2bits
EXTERN _hqx_low3bits
EXTERN _hqx_greenMask
EXTERN _hqx_redBlueMask
EXTERN _hqx_green_redBlue_Mask
SECTION .bss
linesleft resd 1
@ -41,6 +45,8 @@ w7 resd 1
w8 resd 1
w9 resd 1
tmpData resd 1
SECTION .data
reg_blank dd 0,0
@ -162,48 +168,87 @@ SECTION .text
; interpolate16_2<bitFormat,7,1>
; Mix two pixels with weight 7 and 1, respectively: (c1*7+c2)/8;
%macro Interp3 2
mov ecx, [_LUT16to32]
movd mm1, [ecx+eax*4]
mov edx, %2
movd mm2, [ecx+edx*4]
punpcklbw mm1, [reg_blank]
punpcklbw mm2, [reg_blank]
pmullw mm1, [const7]
paddw mm1, mm2
psrlw mm1, 5
packuswb mm1, [reg_blank]
movd edx, mm1
shl dl, 2
shr edx, 1
shl dx, 3
shr edx, 5
mov %1, dx
; ((p1&kLowBitsMask)<<2)
mov ecx,eax
and ecx,[_hqx_lowbits]
shl ecx,2
; + ((p1&kLow2Bits)<<1)
mov edx,eax
and edx,[_hqx_low2bits]
shl edx,1
add ecx,edx
; + (p1&kLow3Bits)
mov edx,eax
and edx,[_hqx_low3bits]
add ecx,edx
; + (p2&kLow3Bits)
mov edx,%2
and edx,[_hqx_low3bits]
add ecx,edx
; & kLow3Bits -> ecx
and ecx,[_hqx_low3bits]
; compute ((p1*7+p2) - ecx) >> 3;
mov edx,eax
shl edx,3
sub edx,eax
sub edx,ecx
mov ecx,%2
add edx,ecx
shr edx,3
mov %1,dx
%endmacro
; interpolate16_3<bitFormat,2,7,7>
; Mix three pixels with weight 2, 7, and 7, respectively: (c1*2+(c2+c3)*7)/16;
%macro Interp4 3
mov ecx, [_LUT16to32]
movd mm1, [ecx+eax*4]
mov edx, %2
movd mm2, [ecx+edx*4]
mov edx, %3
movd mm3, [ecx+edx*4]
punpcklbw mm1, [reg_blank]
punpcklbw mm2, [reg_blank]
punpcklbw mm3, [reg_blank]
psllw mm1, 1
paddw mm2, mm3
pmullw mm2, [const7]
paddw mm1, mm2
psrlw mm1, 6
packuswb mm1, [reg_blank]
movd edx, mm1
shl dl, 2
shr edx, 1
shl dx, 3
shr edx, 5
mov %1, dx
; unpack c2
mov eax, %2
mov edx, eax
shl edx, 16
or edx, eax
and edx, [_hqx_green_redBlue_Mask]
; unpack c3
mov eax, %3
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
; sum c2 and c3
add edx, ecx
; multiply (c2+c3) by 7
;imul edx, 7 ; imul works, too, but might be slower on older systems?
mov ecx, edx
shl edx, 3
sub edx, ecx
; Restore eax, unpack it and multiply by 2
mov eax, [w5]
mov ecx, eax
shl ecx, 16
or ecx, eax
and ecx, [_hqx_green_redBlue_Mask]
add ecx, ecx ; multiply by 2
; sum 2*eax + 7*(c2+c3), divide by 16, mask the result
add edx, ecx
shr edx, 4
and edx, [_hqx_green_redBlue_Mask]
; finally, repack the mixed pixel
mov ecx, edx
shr ecx, 16
or edx, ecx
mov %1, dx
%endmacro
; interpolate16_2<bitFormat,1,1>
@ -211,9 +256,14 @@ SECTION .text
%macro Interp5 3
mov edx,%2
mov ecx,%3
and edx,[_hqx_highbits]
and ecx,[_hqx_highbits]
add edx,ecx
xor edx,ecx ; xor pixels
mov [tmpData],edx ; store tmp result
xor edx,ecx ; restore original value of edx (avoids a reload)
add edx,ecx ; sum pixels
mov ecx,[tmpData]
and ecx,[_hqx_lowbits]
sub edx,ecx
shr edx,1
mov %1,dx
%endmacro