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@ r24171:b76f3d07eedd
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Location: cpp/openttd-patchpack/source/src/viewport_sprite_sorter_sse4.cpp
r24171:b76f3d07eedd
4.1 KiB
text/x-c
Codechange: Use a dynamic copyright year
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 | /*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file viewport_sprite_sorter_sse4.cpp Sprite sorter that uses SSE4.1. */
#ifdef WITH_SSE
#include "stdafx.h"
#include "cpu.h"
#include "smmintrin.h"
#include "viewport_sprite_sorter.h"
#include "safeguards.h"
#ifdef _SQ64
assert_compile((sizeof(ParentSpriteToDraw) % 16) == 0);
#define LOAD_128 _mm_load_si128
#else
#define LOAD_128 _mm_loadu_si128
#endif
/** Sort parent sprites pointer array using SSE4.1 optimizations. */
void ViewportSortParentSpritesSSE41(ParentSpriteToSortVector *psdv)
{
const __m128i mask_ptest = _mm_setr_epi8(-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0);
auto const psdvend = psdv->end();
auto psd = psdv->begin();
while (psd != psdvend) {
ParentSpriteToDraw * const ps = *psd;
if (ps->comparison_done) {
psd++;
continue;
}
ps->comparison_done = true;
for (auto psd2 = psd + 1; psd2 != psdvend; psd2++) {
ParentSpriteToDraw * const ps2 = *psd2;
if (ps2->comparison_done) continue;
/*
* Decide which comparator to use, based on whether the bounding boxes overlap
*
* Original code:
* if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
* ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
* ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
*
* Above conditions are equivalent to:
* 1/ !( (ps->xmax >= ps2->xmin) && (ps->ymax >= ps2->ymin) && (ps->zmax >= ps2->zmin) && (ps->xmin <= ps2->xmax) && (ps->ymin <= ps2->ymax) && (ps->zmin <= ps2->zmax) )
* 2/ !( (ps->xmax >= ps2->xmin) && (ps->ymax >= ps2->ymin) && (ps->zmax >= ps2->zmin) && (ps2->xmax >= ps->xmin) && (ps2->ymax >= ps->ymin) && (ps2->zmax >= ps->zmin) )
* 3/ !( ( (ps->xmax >= ps2->xmin) && (ps->ymax >= ps2->ymin) && (ps->zmax >= ps2->zmin) ) && ( (ps2->xmax >= ps->xmin) && (ps2->ymax >= ps->ymin) && (ps2->zmax >= ps->zmin) ) )
* 4/ !( !( (ps->xmax < ps2->xmin) || (ps->ymax < ps2->ymin) || (ps->zmax < ps2->zmin) ) && !( (ps2->xmax < ps->xmin) || (ps2->ymax < ps->ymin) || (ps2->zmax < ps->zmin) ) )
* 5/ PTEST <---------------------------------- rslt1 ----------------------------------> <------------------------------ rslt2 -------------------------------------->
*/
__m128i ps1_max = LOAD_128((__m128i*) &ps->xmax);
__m128i ps2_min = LOAD_128((__m128i*) &ps2->xmin);
__m128i rslt1 = _mm_cmplt_epi32(ps1_max, ps2_min);
if (!_mm_testz_si128(mask_ptest, rslt1))
continue;
__m128i ps1_min = LOAD_128((__m128i*) &ps->xmin);
__m128i ps2_max = LOAD_128((__m128i*) &ps2->xmax);
__m128i rslt2 = _mm_cmplt_epi32(ps2_max, ps1_min);
if (_mm_testz_si128(mask_ptest, rslt2)) {
/* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
* the screen and with higher Z elevation, are drawn in front.
* Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
* i.e. X=(left+right)/2, etc.
* However, since we only care about order, don't actually divide / 2
*/
if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
continue;
}
}
/* Move ps2 in front of ps */
ParentSpriteToDraw * const temp = ps2;
for (auto psd3 = psd2; psd3 > psd; psd3--) {
*psd3 = *(psd3 - 1);
}
*psd = temp;
}
}
}
/**
* Check whether the current CPU supports SSE 4.1.
* @return True iff the CPU supports SSE 4.1.
*/
bool ViewportSortParentSpritesSSE41Checker()
{
return HasCPUIDFlag(1, 2, 19);
}
#endif /* WITH_SSE */
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