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nv2a: Speed up software swizzling
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61e29a0678
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@ -26,10 +26,23 @@
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#include "swizzle.h"
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/* This should be pretty straightforward.
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* It creates a bit pattern like ..zyxzyxzyx from ..xxx, ..yyy and ..zzz
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* If there are no bits left from any component it will pack the other masks
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* more tighly (Example: zzxzxzyx = Fewer x than z and even fewer y)
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/*
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* Helpers for converting to and from swizzled (Z-ordered) texture formats.
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* Swizzled textures store pixels in a more cache-friendly layout for rendering
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* than linear textures.
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* Width, height, and depth must be powers of two.
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* See also:
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* https://en.wikipedia.org/wiki/Z-order_curve
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*/
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/*
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* Create masks representing the interleaving of each linear texture dimension (x, y, z).
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* These can be used to map linear texture coordinates to a swizzled "Z" offset.
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* For example, a 2D 8x32 texture needs 3 bits for x, and 5 bits for y:
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* mask_x: 00010101
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* mask_y: 11101010
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* mask_z: 00000000
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* for "Z": yyyxyxyx
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*/
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static void generate_swizzle_masks(unsigned int width,
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unsigned int height,
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@ -49,40 +62,12 @@ static void generate_swizzle_masks(unsigned int width,
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if (bit < depth) { z |= mask_bit; mask_bit <<= 1; done = false; }
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bit <<= 1;
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} while(!done);
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assert((x ^ y ^ z) == (mask_bit - 1));
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assert((x ^ y ^ z) == (mask_bit - 1)); /* masks are mutually exclusive */
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*mask_x = x;
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*mask_y = y;
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*mask_z = z;
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}
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/* This fills a pattern with a value if your value has bits abcd and your
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* pattern is 11010100100 this will return: 0a0b0c00d00
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*/
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static uint32_t fill_pattern(uint32_t pattern, uint32_t value)
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{
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uint32_t result = 0;
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uint32_t bit = 1;
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while(value) {
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if (pattern & bit) {
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/* Copy bit to result */
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result |= value & 1 ? bit : 0;
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value >>= 1;
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}
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bit <<= 1;
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}
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return result;
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}
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static unsigned int get_swizzled_offset(
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unsigned int x, unsigned int y, unsigned int z,
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uint32_t mask_x, uint32_t mask_y, uint32_t mask_z,
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unsigned int bytes_per_pixel)
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{
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return bytes_per_pixel * (fill_pattern(mask_x, x)
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| fill_pattern(mask_y, y)
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| fill_pattern(mask_z, z));
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}
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void swizzle_box(
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const uint8_t *src_buf,
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unsigned int width,
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@ -96,19 +81,36 @@ void swizzle_box(
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uint32_t mask_x, mask_y, mask_z;
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generate_swizzle_masks(width, height, depth, &mask_x, &mask_y, &mask_z);
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/*
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* Map linear texture to swizzled texture using swizzle masks.
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* https://fgiesen.wordpress.com/2011/01/17/texture-tiling-and-swizzling/
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*/
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int x, y, z;
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int off_z = 0;
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for (z = 0; z < depth; z++) {
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int off_y = 0;
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for (y = 0; y < height; y++) {
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int off_x = 0;
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const uint8_t *src_tmp = src_buf + y * row_pitch;
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uint8_t *dst_tmp = dst_buf + (off_y + off_z) * bytes_per_pixel;
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for (x = 0; x < width; x++) {
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const uint8_t *src = src_buf
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+ y * row_pitch + x * bytes_per_pixel;
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uint8_t *dst = dst_buf +
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get_swizzled_offset(x, y, z, mask_x, mask_y, mask_z,
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bytes_per_pixel);
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const uint8_t *src = src_tmp + x * bytes_per_pixel;
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uint8_t *dst = dst_tmp + off_x * bytes_per_pixel;
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memcpy(dst, src, bytes_per_pixel);
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/*
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* Increment x offset, letting the increment
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* ripple through bits that aren't in the mask.
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* Equivalent to:
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* off_x = (off_x + (~mask_x + 1)) & mask_x;
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*/
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off_x = (off_x - mask_x) & mask_x;
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}
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off_y = (off_y - mask_y) & mask_y;
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}
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src_buf += slice_pitch;
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off_z = (off_z - mask_z) & mask_z;
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}
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}
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@ -126,17 +128,24 @@ void unswizzle_box(
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generate_swizzle_masks(width, height, depth, &mask_x, &mask_y, &mask_z);
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int x, y, z;
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int off_z = 0;
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for (z = 0; z < depth; z++) {
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int off_y = 0;
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for (y = 0; y < height; y++) {
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int off_x = 0;
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const uint8_t *src_tmp = src_buf + (off_y + off_z) * bytes_per_pixel;
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uint8_t *dst_tmp = dst_buf + y * row_pitch;
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for (x = 0; x < width; x++) {
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const uint8_t *src = src_buf
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+ get_swizzled_offset(x, y, z, mask_x, mask_y, mask_z,
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bytes_per_pixel);
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uint8_t *dst = dst_buf + y * row_pitch + x * bytes_per_pixel;
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const uint8_t *src = src_tmp + off_x * bytes_per_pixel;
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uint8_t *dst = dst_tmp + x * bytes_per_pixel;
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memcpy(dst, src, bytes_per_pixel);
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off_x = (off_x - mask_x) & mask_x;
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}
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off_y = (off_y - mask_y) & mask_y;
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}
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dst_buf += slice_pitch;
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off_z = (off_z - mask_z) & mask_z;
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}
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}
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