Feature #7962: Significantly improve sprite sorter performance

pull/217/head
dP 4 years ago committed by Patric Stout
parent 4c1ee264a6
commit 5ca8a0bda9

@ -89,7 +89,9 @@
#include "network/network_func.h"
#include "framerate_type.h"
#include <forward_list>
#include <map>
#include <stack>
#include "table/strings.h"
#include "table/string_colours.h"
@ -726,7 +728,6 @@ void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w,
ps.zmin = z + bb_offset_z;
ps.zmax = z + max(bb_offset_z, dz) - 1;
ps.comparison_done = false;
ps.first_child = -1;
_vd.last_child = &ps.first_child;
@ -1498,64 +1499,127 @@ static bool ViewportSortParentSpritesChecker()
return true;
}
/** Sort parent sprites pointer array */
/** Sort parent sprites pointer array replicating the way original sorter did it. */
static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
{
auto psdvend = psdv->end();
auto psd = psdv->begin();
while (psd != psdvend) {
ParentSpriteToDraw *ps = *psd;
if (psdv->size() < 2) return;
if (ps->comparison_done) {
psd++;
/* We rely on sprites being, for the most part, already ordered.
* So we don't need to move many of them and can keep track of their
* order efficiently by using stack. We always move sprites to the front
* of the current position, i.e. to the top of the stack.
* Also use special constants to indicate sorting state without
* adding extra fields to ParentSpriteToDraw structure.
*/
const uint32 ORDER_COMPARED = UINT32_MAX; // Sprite was compared but we still need to compare the ones preceding it
const uint32 ORDER_RETURNED = UINT32_MAX - 1; // Makr sorted sprite in case there are other occurrences of it in the stack
std::stack<ParentSpriteToDraw *> sprite_order;
uint32 next_order = 0;
std::forward_list<std::pair<int64, ParentSpriteToDraw *>> sprite_list; // We store sprites in a list sorted by xmin+ymin
/* Initialize sprite list and order. */
for (auto p = psdv->rbegin(); p != psdv->rend(); p++) {
sprite_list.push_front(std::make_pair((*p)->xmin + (*p)->ymin, *p));
sprite_order.push(*p);
(*p)->order = next_order++;
}
sprite_list.sort();
std::vector<ParentSpriteToDraw*> preceding; // Temporarily stores sprites that precede current and their position in the list
auto preceding_prev = sprite_list.begin(); // Store iterator in case we need to delete a single preciding sprite
auto out = psdv->begin(); // Iterator to output sorted sprites
while (!sprite_order.empty()) {
auto s = sprite_order.top();
sprite_order.pop();
/* Sprite is already sorted, ignore it. */
if (s->order == ORDER_RETURNED) continue;
/* Sprite was already compared, just need to output it. */
if (s->order == ORDER_COMPARED) {
*(out++) = s;
s->order = ORDER_RETURNED;
continue;
}
ps->comparison_done = true;
for (auto psd2 = psd + 1; psd2 != psdvend; psd2++) {
ParentSpriteToDraw *ps2 = *psd2;
if (ps2->comparison_done) continue;
/* Decide which comparator to use, based on whether the bounding
* boxes overlap
*/
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?
/* 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;
}
} else {
/* We only change the order, if it is definite.
* I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
* That is: If one partial order says ps behind ps2, do not change the order.
*/
if (ps->xmax < ps2->xmin ||
ps->ymax < ps2->ymin ||
ps->zmax < ps2->zmin) {
preceding.clear();
/* We only need sprites with xmin <= s->xmax && ymin <= s->ymax && zmin <= s->zmax
* So by iterating sprites with xmin + ymin <= s->xmax + s->ymax
* we get all we need and some more that we filter out later.
* We don't include zmin into the sum as there are usually more neighbors on x and y than z
* so including it will actually increase the amount of false positives.
* Also min coordinates can be > max so using max(xmin, xmax) + max(ymin, ymax)
* to ensure that we iterate the current sprite as we need to remove it from the list.
*/
auto ssum = max(s->xmax, s->xmin) + max(s->ymax, s->ymin);
auto prev = sprite_list.before_begin();
auto x = sprite_list.begin();
while (x != sprite_list.end() && ((*x).first <= ssum)) {
auto p = (*x).second;
if (p == s) {
/* We found the current sprite, remove it and move on. */
x = sprite_list.erase_after(prev);
continue;
}
auto p_prev = prev;
prev = x++;
if (s->xmax < p->xmin || s->ymax < p->ymin || s->zmax < p->zmin) continue;
if (s->xmin <= p->xmax && // overlap in X?
s->ymin <= p->ymax && // overlap in Y?
s->zmin <= p->zmax) { // overlap in Z?
if (s->xmin + s->xmax + s->ymin + s->ymax + s->zmin + s->zmax <=
p->xmin + p->xmax + p->ymin + p->ymax + p->zmin + p->zmax) {
continue;
}
}
preceding.push_back(p);
preceding_prev = p_prev;
}
if (preceding.empty()) {
/* No preceding sprites, add current one to the output */
*(out++) = s;
s->order = ORDER_RETURNED;
continue;
}
/* Move ps2 in front of ps */
ParentSpriteToDraw *temp = ps2;
for (auto psd3 = psd2; psd3 > psd; psd3--) {
*psd3 = *(psd3 - 1);
/* Optimization for the case when we only have 1 sprite to move. */
if (preceding.size() == 1) {
auto p = preceding[0];
/* We can only output the preceding sprite if there can't be any other sprites preceding it. */
if (p->xmax <= s->xmax && p->ymax <= s->ymax && p->zmax <= s->zmax) {
p->order = ORDER_RETURNED;
s->order = ORDER_RETURNED;
sprite_list.erase_after(preceding_prev);
*(out++) = p;
*(out++) = s;
continue;
}
*psd = temp;
}
/* Sort all preceding sprites by order and assign new orders in reverse (as original sorter did). */
std::sort(preceding.begin(), preceding.end(), [](const ParentSpriteToDraw *a, const ParentSpriteToDraw *b) {
return a->order > b->order;
});
s->order = ORDER_COMPARED;
sprite_order.push(s); // Still need to output so push it back for now
for (auto p: preceding) {
p->order = next_order++;
sprite_order.push(p);
}
}
}
static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
{
for (const ParentSpriteToDraw *ps : *psd) {

@ -36,7 +36,7 @@ struct ParentSpriteToDraw {
int32 top; ///< minimal screen Y coordinate of sprite (= y + sprite->y_offs), reference point for child sprites
int32 first_child; ///< the first child to draw.
bool comparison_done; ///< Used during sprite sorting: true if sprite has been compared with all other sprites
uint32 order; ///< Used during sprite sorting
};
typedef std::vector<ParentSpriteToDraw*> ParentSpriteToSortVector;

@ -13,6 +13,9 @@
#include "cpu.h"
#include "smmintrin.h"
#include "viewport_sprite_sorter.h"
#include <forward_list>
#include <map>
#include <stack>
#include "safeguards.h"
@ -23,74 +26,145 @@
# define LOAD_128 _mm_loadu_si128
#endif
/** Sort parent sprites pointer array using SSE4.1 optimizations. */
void ViewportSortParentSpritesSSE41(ParentSpriteToSortVector *psdv)
{
if (psdv->size() < 2) return;
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++;
/* We rely on sprites being, for the most part, already ordered.
* So we don't need to move many of them and can keep track of their
* order efficiently by using stack. We always move sprites to the front
* of the current position, i.e. to the top of the stack.
* Also use special constants to indicate sorting state without
* adding extra fields to ParentSpriteToDraw structure.
*/
const uint32 ORDER_COMPARED = UINT32_MAX; // Sprite was compared but we still need to compare the ones preceding it
const uint32 ORDER_RETURNED = UINT32_MAX - 1; // Mark sorted sprite in case there are other occurrences of it in the stack
std::stack<ParentSpriteToDraw *> sprite_order;
uint32 next_order = 0;
std::forward_list<std::pair<int64, ParentSpriteToDraw *>> sprite_list; // We store sprites in a list sorted by xmin+ymin
/* Initialize sprite list and order. */
for (auto p = psdv->rbegin(); p != psdv->rend(); p++) {
sprite_list.push_front(std::make_pair((*p)->xmin + (*p)->ymin, *p));
sprite_order.push(*p);
(*p)->order = next_order++;
}
sprite_list.sort();
std::vector<ParentSpriteToDraw*> preceding; // Temporarily stores sprites that precede current and their position in the list
auto preceding_prev = sprite_list.begin(); // Store iterator in case we need to delete a single preciding sprite
auto out = psdv->begin(); // Iterator to output sorted sprites
while (!sprite_order.empty()) {
auto s = sprite_order.top();
sprite_order.pop();
/* Sprite is already sorted, ignore it. */
if (s->order == ORDER_RETURNED) continue;
/* Sprite was already compared, just need to output it. */
if (s->order == ORDER_COMPARED) {
*(out++) = s;
s->order = ORDER_RETURNED;
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))
preceding.clear();
/* We only need sprites with xmin <= s->xmax && ymin <= s->ymax && zmin <= s->zmax
* So by iterating sprites with xmin + ymin <= s->xmax + s->ymax
* we get all we need and some more that we filter out later.
* We don't include zmin into the sum as there are usually more neighbors on x and y than z
* so including it will actually increase the amount of false positives.
* Also min coordinates can be > max so using max(xmin, xmax) + max(ymin, ymax)
* to ensure that we iterate the current sprite as we need to remove it from the list.
*/
auto ssum = max(s->xmax, s->xmin) + max(s->ymax, s->ymin);
auto prev = sprite_list.before_begin();
auto x = sprite_list.begin();
while (x != sprite_list.end() && ((*x).first <= ssum)) {
auto p = (*x).second;
if (p == s) {
/* We found the current sprite, remove it and move on. */
x = sprite_list.erase_after(prev);
continue;
}
auto p_prev = prev;
prev = x++;
/* Check that p->xmin <= s->xmax && p->ymin <= s->ymax && p->zmin <= s->zmax */
__m128i s_max = LOAD_128((__m128i*) &s->xmax);
__m128i p_min = LOAD_128((__m128i*) &p->xmin);
__m128i r1 = _mm_cmplt_epi32(s_max, p_min);
if (!_mm_testz_si128(mask_ptest, r1))
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)) {
/* Check if sprites overlap, i.e.
* s->xmin <= p->xmax && s->ymin <= p->ymax && s->zmin <= p->zmax
*/
__m128i s_min = LOAD_128((__m128i*) &s->xmin);
__m128i p_max = LOAD_128((__m128i*) &p->xmax);
__m128i r2 = _mm_cmplt_epi32(p_max, s_min);
if (_mm_testz_si128(mask_ptest, r2)) {
/* 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) {
if (s->xmin + s->xmax + s->ymin + s->ymax + s->zmin + s->zmax <=
p->xmin + p->xmax + p->ymin + p->ymax + p->zmin + p->zmax) {
continue;
}
}
/* Move ps2 in front of ps */
ParentSpriteToDraw * const temp = ps2;
for (auto psd3 = psd2; psd3 > psd; psd3--) {
*psd3 = *(psd3 - 1);
preceding.push_back(p);
preceding_prev = p_prev;
}
if (preceding.empty()) {
/* No preceding sprites, add current one to the output */
*(out++) = s;
s->order = ORDER_RETURNED;
continue;
}
/* Optimization for the case when we only have 1 sprite to move. */
if (preceding.size() == 1) {
auto p = preceding[0];
/* We can only output the preceding sprite if there can't be any other sprites preceding it. */
if (p->xmax <= s->xmax && p->ymax <= s->ymax && p->zmax <= s->zmax) {
p->order = ORDER_RETURNED;
s->order = ORDER_RETURNED;
sprite_list.erase_after(preceding_prev);
*(out++) = p;
*(out++) = s;
continue;
}
*psd = temp;
}
/* Sort all preceding sprites by order and assign new orders in reverse (as original sorter did). */
std::sort(preceding.begin(), preceding.end(), [](const ParentSpriteToDraw *a, const ParentSpriteToDraw *b) {
return a->order > b->order;
});
s->order = ORDER_COMPARED;
sprite_order.push(s); // Still need to output so push it back for now
for (auto p: preceding) {
p->order = next_order++;
sprite_order.push(p);
}
}
}
/**
* Check whether the current CPU supports SSE 4.1.
* @return True iff the CPU supports SSE 4.1.

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