(svn r26212) -Add: specialised non-animated SSSE3 blitter (MJP)
With 32bpp base set about 35% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 6 and 1% of total run timereplace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
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fb05674cb7
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71a81a8762
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file 32bpp_ssse3.cpp Implementation of the SSSE3 32 bpp blitter. */
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#ifdef WITH_SSE
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#include "../stdafx.h"
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#include "../zoom_func.h"
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#include "../settings_type.h"
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#include "32bpp_ssse3.hpp"
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/** Instantiation of the SSSE3 32bpp blitter factory. */
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static FBlitter_32bppSSSE3 iFBlitter_32bppSSSE3;
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#if defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-variable"
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#endif
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/**
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* Draws a sprite to a (screen) buffer. It is templated to allow faster operation.
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*
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* @tparam mode blitter mode
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* @param bp further blitting parameters
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* @param zoom zoom level at which we are drawing
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*/
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template <BlitterMode mode, Blitter_32bppSSE2::ReadMode read_mode, Blitter_32bppSSE2::BlockType bt_last>
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inline void Blitter_32bppSSSE3::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
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{
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const byte * const remap = bp->remap;
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Colour *dst_line = (Colour *) bp->dst + bp->top * bp->pitch + bp->left;
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int effective_width = bp->width;
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/* Find where to start reading in the source sprite */
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const SpriteData * const sd = (const SpriteData *) bp->sprite;
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const SpriteInfo * const si = &sd->infos[zoom];
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const MapValue *src_mv_line = (const MapValue *) &sd->data[si->mv_offset] + bp->skip_top * si->sprite_width;
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const Colour *src_rgba_line = (const Colour *) ((const byte *) &sd->data[si->sprite_offset] + bp->skip_top * si->sprite_line_size);
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if (read_mode != RM_WITH_MARGIN) {
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src_rgba_line += bp->skip_left;
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src_mv_line += bp->skip_left;
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}
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/* Load these variables into register before loop. */
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const __m128i a_cm = ALPHA_CONTROL_MASK;
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const __m128i pack_hi_cm = PACK_HIGH_CONTROL_MASK;
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const __m128i briAB_cm = BRIGHTNESS_LOW_CONTROL_MASK;
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const __m128i div_cleaner = BRIGHTNESS_DIV_CLEANER;
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const __m128i ob_check = OVERBRIGHT_PRESENCE_MASK;
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const __m128i ob_mask = OVERBRIGHT_VALUE_MASK;
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const __m128i ob_cm = OVERBRIGHT_CONTROL_MASK;
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for (int y = bp->height; y != 0; y--) {
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Colour *dst = dst_line;
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const Colour *src = src_rgba_line + META_LENGTH;
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const MapValue *src_mv = src_mv_line;
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switch (mode) {
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default: {
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switch (read_mode) {
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case RM_WITH_MARGIN: {
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src += src_rgba_line[0].data;
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dst += src_rgba_line[0].data;
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const int width_diff = si->sprite_width - bp->width;
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effective_width = bp->width - (int) src_rgba_line[0].data;
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const int delta_diff = (int) src_rgba_line[1].data - width_diff;
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const int new_width = effective_width - (delta_diff & ~1);
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effective_width = delta_diff > 0 ? new_width : effective_width;
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if (effective_width <= 0) break;
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/* FALLTHROUGH */
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}
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case RM_WITH_SKIP: {
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__m128i srcABCD = _mm_loadu_si128((const __m128i*) src);
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__m128i dstABCD = _mm_loadu_si128((__m128i*) dst);
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for (uint x = (uint) effective_width / 2; x > 0; x--) {
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ALPHA_BLEND_2(pack_hi_cm);
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/* With high repack, srcABCD have its 2 blended pixels like: [S0 S1 S2 S3] -> [-- -- BS0 BS1]
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* dstABCD shuffled: [D0 D1 D2 D3] -> [D2 D3 D0 D0]
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* PALIGNR takes what's in (): [-- -- (BS0 BS1] [D2 D3) D0 D0]
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*/
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dstABCD = _mm_shuffle_epi32(dstABCD, 0x0E);
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srcABCD = _mm_alignr_epi8(dstABCD, srcABCD, 8);
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Colour *old_dst = dst;
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src += 2;
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dst += 2;
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/* It is VERY important to read next data before it gets invalidated in cpu cache. */
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dstABCD = _mm_loadu_si128((__m128i*) dst);
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_mm_storeu_si128((__m128i *) old_dst, srcABCD);
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srcABCD = _mm_loadu_si128((const __m128i*) src);
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}
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if (bt_last == BT_ODD) {
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ALPHA_BLEND_2(pack_hi_cm);
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(*dst).data = EXTR32(srcABCD, 2);
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}
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break;
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}
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default: NOT_REACHED();
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}
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break;
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}
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case BM_COLOUR_REMAP: {
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switch (read_mode) {
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case RM_WITH_MARGIN: {
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src += src_rgba_line[0].data;
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src_mv += src_rgba_line[0].data;
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dst += src_rgba_line[0].data;
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const int width_diff = si->sprite_width - bp->width;
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effective_width = bp->width - (int) src_rgba_line[0].data;
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const int delta_diff = (int) src_rgba_line[1].data - width_diff;
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const int nd = effective_width - delta_diff;
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effective_width = delta_diff > 0 ? nd : effective_width;
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if (effective_width <= 0) break;
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/* FALLTHROUGH */
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}
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case RM_WITH_SKIP: {
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__m128i srcABCD = _mm_loadu_si128((const __m128i*) src);
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__m128i dstABCD = _mm_loadu_si128((__m128i*) dst);
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uint32 mvX2 = *((uint32 *) const_cast<MapValue *>(src_mv));
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for (uint x = (uint) effective_width / 2; x > 0; x--) {
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/* Remap colours. */
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if (mvX2 & 0x00FF00FF) {
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/* Written so the compiler uses CMOV. */
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const Colour src0 = src[0];
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const uint m0 = (byte) mvX2;
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const uint r0 = remap[m0];
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const Colour c0map = (this->LookupColourInPalette(r0).data & 0x00FFFFFF) | (src0.data & 0xFF000000);
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Colour c0 = 0; // Use alpha of 0 to keep dst as is.
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c0 = r0 == 0 ? c0 : c0map;
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c0 = m0 != 0 ? c0 : src0;
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INSR32(c0.data, srcABCD, 0);
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const Colour src1 = src[1];
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const uint m1 = (byte) (mvX2 >> 16);
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const uint r1 = remap[m1];
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const Colour c1map = (this->LookupColourInPalette(r1).data & 0x00FFFFFF) | (src1.data & 0xFF000000);
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Colour c1 = 0;
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c1 = r1 == 0 ? c1 : c1map;
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c1 = m1 != 0 ? c1 : src1;
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INSR32(c1.data, srcABCD, 1);
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if ((mvX2 & 0xFF00FF00) != 0x80008000) {
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ADJUST_BRIGHTNESS_2(srcABCD, mvX2);
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}
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}
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/* Blend colours. */
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ALPHA_BLEND_2(pack_hi_cm);
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dstABCD = _mm_shuffle_epi32(dstABCD, 0x0E);
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srcABCD = _mm_alignr_epi8(dstABCD, srcABCD, 8);
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Colour *old_dst = dst;
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dst += 2;
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src += 2;
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src_mv += 2;
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dstABCD = _mm_loadu_si128((__m128i*) dst);
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_mm_storeu_si128((__m128i *) old_dst, srcABCD);
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mvX2 = *((uint32 *) const_cast<MapValue *>(src_mv));
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srcABCD = _mm_loadu_si128((const __m128i*) src);
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}
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if (effective_width & 1) {
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (src_mv->m == 0) {
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if (src->a < 255) {
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ALPHA_BLEND_2(pack_hi_cm);
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(*dst).data = EXTR32(srcABCD, 2);
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} else {
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*dst = src->data;
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}
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} else {
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const uint r = remap[src_mv->m];
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if (r != 0) {
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Colour remapped_colour = AdjustBrightness(this->LookupColourInPalette(r), src_mv->v);
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if (src->a < 255) {
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remapped_colour.a = src->a;
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INSR32(remapped_colour.data, srcABCD, 0);
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ALPHA_BLEND_2(pack_hi_cm);
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(*dst).data = EXTR32(srcABCD, 2);
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} else
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*dst = remapped_colour;
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}
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}
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}
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break;
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}
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default: NOT_REACHED();
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}
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src_mv_line += si->sprite_width;
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break;
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}
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case BM_TRANSPARENT:
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/* Make the current colour a bit more black, so it looks like this image is transparent */
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for (int x = bp->width; x != 0; x--) {
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if (src->a == 255) {
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*dst = MakeTransparent(*dst, 3, 4);
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} else {
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*dst = MakeTransparent(*dst, (256 * 4 - src->a), 256 * 4);
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}
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dst++;
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src++;
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}
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break;
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}
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src_rgba_line = (const Colour*) ((const byte*) src_rgba_line + si->sprite_line_size);
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dst_line += bp->pitch;
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}
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}
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#if defined(__GNUC__)
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#pragma GCC diagnostic pop
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#endif
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/**
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* Draws a sprite to a (screen) buffer. Calls adequate templated function.
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*
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* @param bp further blitting parameters
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* @param mode blitter mode
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* @param zoom zoom level at which we are drawing
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*/
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void Blitter_32bppSSSE3::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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switch (mode) {
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case BM_NORMAL: {
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const BlockType bt_last = (BlockType) (bp->width & 1);
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if (bp->skip_left != 0 || bp->width <= MARGIN_NORMAL_THRESHOLD) {
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switch (bt_last) {
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case BT_EVEN: Draw<BM_NORMAL, RM_WITH_SKIP, BT_EVEN>(bp, zoom); return;
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case BT_ODD: Draw<BM_NORMAL, RM_WITH_SKIP, BT_ODD>(bp, zoom); return;
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default: NOT_REACHED();
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}
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} else {
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switch (bt_last) {
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case BT_EVEN: Draw<BM_NORMAL, RM_WITH_MARGIN, BT_EVEN>(bp, zoom); return;
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case BT_ODD: Draw<BM_NORMAL, RM_WITH_MARGIN, BT_ODD>(bp, zoom); return;
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default: NOT_REACHED();
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}
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}
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break;
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}
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case BM_COLOUR_REMAP:
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if (bp->skip_left != 0 || bp->width <= MARGIN_REMAP_THRESHOLD) {
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Draw<BM_COLOUR_REMAP, RM_WITH_SKIP, BT_NONE>(bp, zoom); return;
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} else {
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Draw<BM_COLOUR_REMAP, RM_WITH_MARGIN, BT_NONE>(bp, zoom); return;
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}
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case BM_TRANSPARENT: Draw<BM_TRANSPARENT, RM_NONE, BT_NONE>(bp, zoom); return;
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default: NOT_REACHED();
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}
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}
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#endif /* WITH_SSE */
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@ -0,0 +1,94 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file 32bpp_ssse3.hpp SSSE3 32 bpp blitter. */
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#ifndef BLITTER_32BPP_SSSE3_HPP
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#define BLITTER_32BPP_SSSE3_HPP
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#ifdef WITH_SSE
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#include "32bpp_sse2.hpp"
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#include "tmmintrin.h"
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/* Alpha blend 2 pixels. */
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#undef ALPHA_BLEND_2
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#define ALPHA_BLEND_2(m_pack_mask) { \
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__m128i srcAB = _mm_unpacklo_epi8(srcABCD, _mm_setzero_si128()); /* PUNPCKLBW, expand each uint8 into uint16 */ \
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__m128i dstAB = _mm_unpacklo_epi8(dstABCD, _mm_setzero_si128()); \
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\
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__m128i alphaAB = _mm_cmpgt_epi16(srcAB, _mm_setzero_si128()); /* PCMPGTW, if (alpha > 0) a++; */ \
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alphaAB = _mm_srli_epi16(alphaAB, 15); \
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alphaAB = _mm_add_epi16(alphaAB, srcAB); \
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alphaAB = _mm_shuffle_epi8(alphaAB, a_cm); /* PSHUFB, put alpha in front of each rgb */ \
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\
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srcAB = _mm_sub_epi16(srcAB, dstAB); /* PSUBW, (r - Cr) */ \
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srcAB = _mm_mullo_epi16(srcAB, alphaAB); /* PMULLW, a*(r - Cr) */ \
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srcAB = _mm_srli_epi16(srcAB, 8); /* PSRLW, a*(r - Cr)/256 */ \
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srcAB = _mm_add_epi16(srcAB, dstAB); /* PADDW, a*(r - Cr)/256 + Cr */ \
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srcABCD = _mm_shuffle_epi8(srcAB, m_pack_mask); /* PSHUFB, pack 2 Colour (without saturation) */ \
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}
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/* Adjust brightness of 2 pixels. */
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#define ADJUST_BRIGHTNESS_2(colourX2, brightnessX2) \
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/* The following dataflow differs from the one of AdjustBrightness() only for alpha.
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* In order to keep alpha in colAB, insert a 1 in a unused brightness byte (a*1->a).
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* OK, not a 1 but DEFAULT_BRIGHTNESS to compensate the div.
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*/ \
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brightnessX2 &= 0xFF00FF00; \
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brightnessX2 += DEFAULT_BRIGHTNESS; \
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\
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__m128i zero = _mm_setzero_si128(); \
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__m128i colAB = _mm_unpacklo_epi8(colourX2, zero); \
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\
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__m128i briAB; \
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INSR64(brightnessX2, briAB, 0); \
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briAB = _mm_shuffle_epi8(briAB, briAB_cm); /* DEFAULT_BRIGHTNESS in 0, 0x00 in 2. */ \
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colAB = _mm_mullo_epi16(colAB, briAB); \
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__m128i colAB_ob = _mm_srli_epi16(colAB, 8+7); \
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colAB = _mm_srli_epi16(colAB, 7); \
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\
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/* Sum overbright.
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* Maximum for each rgb is 508 => 9 bits. The highest bit tells if there is overbright.
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* -255 is changed in -256 so we just have to take the 8 lower bits into account.
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*/ \
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colAB = _mm_and_si128(colAB, div_cleaner); \
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colAB_ob = _mm_and_si128(colAB_ob, ob_check); \
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colAB_ob = _mm_mullo_epi16(colAB_ob, ob_mask); \
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colAB_ob = _mm_and_si128(colAB_ob, colAB); \
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__m128i obAB = _mm_hadd_epi16(_mm_hadd_epi16(colAB_ob, zero), zero); \
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\
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obAB = _mm_srli_epi16(obAB, 1); /* Reduce overbright strength. */ \
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obAB = _mm_shuffle_epi8(obAB, ob_cm); \
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__m128i retAB = ob_mask; /* ob_mask is equal to white. */ \
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retAB = _mm_subs_epu16(retAB, colAB); /* (255 - rgb) */ \
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retAB = _mm_mullo_epi16(retAB, obAB); /* ob*(255 - rgb) */ \
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retAB = _mm_srli_epi16(retAB, 8); /* ob*(255 - rgb)/256 */ \
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retAB = _mm_add_epi16(retAB, colAB); /* ob*(255 - rgb)/256 + rgb */ \
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\
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colourX2 = _mm_packus_epi16(retAB, retAB);
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/** The SSSE3 32 bpp blitter (without palette animation). */
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class Blitter_32bppSSSE3 : public Blitter_32bppSSE2 {
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public:
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/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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template <BlitterMode mode, ReadMode read_mode, BlockType bt_last>
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void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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/* virtual */ const char *GetName() { return "32bpp-ssse3"; }
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};
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/** Factory for the SSSE3 32 bpp blitter (without palette animation). */
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class FBlitter_32bppSSSE3: public BlitterFactory {
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public:
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FBlitter_32bppSSSE3() : BlitterFactory("32bpp-ssse3", "32bpp SSSE3 Blitter (no palette animation)", HasCPUIDFlag(1, 2, 9)) {}
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/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppSSSE3(); }
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};
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#endif /* WITH_SSE */
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#endif /* BLITTER_32BPP_SSSE3_HPP */
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