summaryrefslogtreecommitdiff
path: root/src/viewport_sprite_sorter_sse4.cpp
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2014-01-02 16:48:16 +0000
committerrubidium <rubidium@openttd.org>2014-01-02 16:48:16 +0000
commit3c94485ba0dcf8bb26f94f3a8e74369cd5619c01 (patch)
tree1c45ff84d185eac6392ea561cf7eb7ceb53b709d /src/viewport_sprite_sorter_sse4.cpp
parentc98a94da447a34f33894f3d5a7ec7cbe869a726a (diff)
downloadopenttd-3c94485ba0dcf8bb26f94f3a8e74369cd5619c01.tar.xz
(svn r26205) -Feature: SSE 4.1 sprite sorter, improving the sorting performance significantly (MJP)
For example with GCC 4.8, x86_64 Linux, Intel i5-3337U this patch improves the performance of Pile, Treham and Hamac test save games by about 10% in over-all run time at fast forward at 1920x1080 when zoomed out and when trees are not disabled.
Diffstat (limited to 'src/viewport_sprite_sorter_sse4.cpp')
-rw-r--r--src/viewport_sprite_sorter_sse4.cpp109
1 files changed, 109 insertions, 0 deletions
diff --git a/src/viewport_sprite_sorter_sse4.cpp b/src/viewport_sprite_sorter_sse4.cpp
new file mode 100644
index 000000000..40bbca87d
--- /dev/null
+++ b/src/viewport_sprite_sorter_sse4.cpp
@@ -0,0 +1,109 @@
+/* $Id$ */
+
+/*
+ * 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_sse.cpp Sprite sorter that uses SSE4.1. */
+
+#ifdef WITH_SSE
+
+#include "stdafx.h"
+#include "cpu.h"
+#include "smmintrin.h"
+#include "viewport_sprite_sorter.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);
+ ParentSpriteToDraw ** const psdvend = psdv->End();
+ ParentSpriteToDraw **psd = psdv->Begin();
+ while (psd != psdvend) {
+ ParentSpriteToDraw * const ps = *psd;
+
+ if (ps->comparison_done) {
+ psd++;
+ continue;
+ }
+
+ ps->comparison_done = true;
+
+ for (ParentSpriteToDraw **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 (ParentSpriteToDraw **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()
+{
+ int cpu_info[4] = {-1};
+ ottd_cpuid(cpu_info, 0);
+ unsigned int max_info_type = cpu_info[0];
+ if (max_info_type < 1) return false;
+
+ ottd_cpuid(cpu_info, 1);
+ return (cpu_info[2] & (1 << 19)) != 0;
+}
+
+#endif /* WITH_SSE */