azur: progress on tex2d as bopti, custom command sorter

This commit is contained in:
Lephe 2021-08-27 14:23:53 +02:00 committed by Lephenixnoir
parent 33e6a44578
commit 0fec6da1c4
Signed by: Lephenixnoir
GPG Key ID: 1BBA026E13FC0495
5 changed files with 218 additions and 64 deletions

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@ -113,6 +113,8 @@ extern int azrp_width, azrp_height;
extern int azrp_frag_count;
/* Offset of first fragment. */
extern int azrp_frag_offset;
/* Height of fragments. */
extern int azrp_frag_height;
/* azrp_config_scale(): Select the renderer's super-scaling factor
@ -178,7 +180,11 @@ extern uint8_t AZRP_SHADER_TEX2D;
void azrp_clear(uint16_t color);
/* azrp_image(): Queue image command [AZRP_SHADER_TEX2D] */
void azrp_image(int x, int y, uint16_t *pixels, int w, int h, int stride);
void azrp_image(int x, int y, bopti_image_t const *image);
/* azrp_subimage(): Queue image subsection command [AZRP_SHADER_TEX2D] */
void azrp_subimage(int x, int y, bopti_image_t const *image,
int left, int top, int width, int height, int flags);
/* Functions to update uniforms for these shaders. You should call them when:
* AZRP_SHADER_CLEAR: Changing super-scaling settings.
@ -254,15 +260,14 @@ struct azrp_shader_tex2d_command {
uint8_t fragment_id;
/* Pixels per line */
int16_t columns;
/* Already offset by start row and column */
void *input;
/* Address of the image structure */
bopti_image_t const *image;
/* Destination in XRAM (offset) */
uint16_t output;
/* Number of lines */
int16_t lines;
/* Distance between two lines (columns excluded) */
int16_t stride;
} GPACKED(2);
/* Already offset by start row and column */
void const *input;
};
AZUR_END_DECLS

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@ -17,6 +17,10 @@ int azrp_width, azrp_height;
/* Offset of first fragment for alignment, and number of fragments. */
int azrp_frag_offset;
int azrp_frag_count;
/* Height of fragment. */
int azrp_frag_height;
/* TODO: Either make command queue private or use azrp_ prefix */
/* Number and total size of queued commands. */
GXRAM int commands_count = 0, commands_length = 0;
@ -48,26 +52,45 @@ void azrp_clear_commands(void)
commands_length = 0;
}
static int compare_commands(void const *c1, void const *c2)
/* Custom quick sort for commands */
static inline int compare(int8_t *c1, int8_t *c2)
{
uint16_t offset1 = *(uint16_t *)c1;
uint16_t offset2 = *(uint16_t *)c2;
int d = c1[1] - c2[1];
return (d ? d : c1 - c2);
}
uint8_t *ptr1 = (uint8_t *)(0xe5017000 + offset1);
uint8_t *ptr2 = (uint8_t *)(0xe5017000 + offset2);
static void cmdsort(int low, int high)
{
if(low >= high) return;
int diff_fragments = (int)ptr1[1] - (int)ptr2[1];
if(diff_fragments) return diff_fragments;
int8_t *pivot = YRAM + commands_array[(low + high) >> 1];
return (int)offset1 - (int)offset2;
int i = low - 1;
int j = high + 1;
while(1) {
do i++;
while(compare(YRAM + commands_array[i], pivot) < 0);
do j--;
while(compare(YRAM + commands_array[j], pivot) > 0);
if(i >= j) break;
uint16_t tmp = commands_array[i];
commands_array[i] = commands_array[j];
commands_array[j] = tmp;
}
cmdsort(low, j);
cmdsort(j+1, high);
}
void azrp_sort_commands(void)
{
prof_enter(azrp_perf_sort);
/* TODO: azrp_sort_commands: Use a custom sorter */
qsort(commands_array, commands_count, sizeof commands_array[0],
compare_commands);
cmdsort(0, commands_count - 1);
prof_leave(azrp_perf_sort);
}
@ -95,6 +118,7 @@ void azrp_render_fragments(void)
}
else {
prof_enter(azrp_perf_r61524);
/* TODO: Consider xram_frame() by DMA in parallel? */
xram_frame(azrp_frag, 396 * 8);
prof_leave(azrp_perf_r61524);
frag++;
@ -129,11 +153,11 @@ static void update_frag_count(void)
static void update_size(void)
{
if(azrp_scale == 1)
azrp_width = 396, azrp_height = 198;
azrp_width = 396, azrp_height = 198, azrp_frag_height = 8;
else if(azrp_scale == 2)
azrp_width = 198, azrp_height = 112;
azrp_width = 198, azrp_height = 112, azrp_frag_height = 16;
else if(azrp_scale == 3)
azrp_width = 132, azrp_height = 75;
azrp_width = 132, azrp_height = 75, azrp_frag_height = 16;
}
void azrp_config_scale(int scale)

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@ -11,15 +11,7 @@ static void register_shader(void)
void azrp_shader_clear_configure(void)
{
int longs_in_fragment = 0;
if(azrp_scale == 1)
longs_in_fragment = (396 * 2) * 8 / 4;
else if(azrp_scale == 2)
longs_in_fragment = (198 * 2) * 16 / 4;
else if(azrp_scale == 3)
longs_in_fragment = (132 * 2) * 16 / 4;
int longs_in_fragment = (azrp_width * azrp_frag_height / 2);
azrp_set_uniforms(AZRP_SHADER_CLEAR, (void *)longs_in_fragment);
}
@ -35,6 +27,8 @@ struct command {
void azrp_clear(uint16_t color)
{
prof_enter(azrp_perf_cmdgen);
struct command cmd;
cmd.shader_id = AZRP_SHADER_CLEAR;
cmd.color = color;
@ -43,4 +37,6 @@ void azrp_clear(uint16_t color)
cmd.fragment_id = i;
azrp_queue_command(&cmd, sizeof cmd);
}
prof_leave(azrp_perf_cmdgen);
}

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@ -1,58 +1,70 @@
.global _azrp_shader_tex2d
.align 4
/* Profile values from bopti */
#define PX_RGB565 0
#define PX_RGB565A 1
#define PX_P8 2
#define PX_P4 3
/* Register assignment
r0: (temporary)
r1: Lines
r2: Output
r3: Input
r4: Output stride (initially uniform: azrp_width*2)
r5: Command queue; (temporary)
r6: (temporary) (initially azrp_frag)
r4: [parameter] azrp_width*2; output stride
r5: [parameter] Command queue; (temporary)
r6: [parameter] azrp_frag; (temporary)
r7: Columns
r8: Input stride */
r8: Input stride
r9: Image profile */
_azrp_shader_tex2d:
mov.l r8, @-r15
add #2, r5
mov.w @r5+, r7 /* Columns */
mov.l r9, @-r15
mov.l r8, @-r15
mov.w @r5+, r7 /* command.columns */
mov.w @r5+, r0 /* Input (1/2) */
mov.l @r5+, r8 /* command.image */
mov.w @r5+, r2 /* command.output (offset) */
sub r7, r4
mov.w @r5+, r3 /* Input (2/2) */
mov.w @r5+, r1 /* command.lines */
sub r7, r4
mov.w @r5+, r2 /* Output offset */
mov.w @r5+, r1 /* Lines */
shll16 r3
xtrct r0, r3
mov.w @r5+, r8 /* Input stride */
mov #8, r0 /* Maximum width for naive method */
mov.w @r8+, r0 /* image.profile */
add r6, r2
cmp/ge r7, r0
bt.s .naive
mov #2, r0
mov.w @r8+, r6 /* image.alpha */
cmp/eq #PX_P4, r0
/* The following variations are named based on the parity of each parameter:
* w[eo] (width even, width odd)
* d[eo] (data even, data odd)
where even/odd means 4-aligned/2-aligned in terms of pointers.
mov.w @r8, r8 /* image.width */
When the destination and source have identical parity, the copy is pretty
direct and takes 2 cycles to copy 4 bytes. When they have opposite parity
however, longwords need to be rearranged, which is a problem: arithmetic
operations under a RAW dependency take 3 cycles, so there's no way to
complete the 4-byte copy in less than 4 cycles unless iterations are opened
and weaved, which would add too much sub-cases. So in this case the naive
method that copies 4 bytes in 4 cycles is used. A very heavy image renderer
like a tileset shader should consider the optimized route though. */
mov.l @r5+, r3 /* command.input (pointer) */
sub r7, r8
bt.s .format_P4
shll r8
cmp/eq #PX_P8, r0
bt .format_P8
cmp/eq #PX_RGB565A, r0
bt .format_RGB565A
/* Default below is .format_RGB565 */
/* [Loop macros]
The following macros implement the main loop of the image renderer.
* Each line is rendered in the tight loop between 2: and 3: (both included).
* r2 is the output (with stride r4, in bytes)
* r3 is the input (with stride r8, in bytes)
* There are r1 rows with r7 iterations each */
#define TEX2D_START() \
ldrs 2f; \
@ -66,10 +78,41 @@ _azrp_shader_tex2d:
bf.s 1b; \
add r8, r3; \
\
mov.l @r15+, r9; \
rts; \
mov.l @r15+, r8
.case_analysis:
/* [Rendering strategy for the RGB565 format]
In RGB565, all pixels are copied verbatim. This is a 2D memcpy, which we can
optimize by moving longwords. Since longwords are pairs of pixels, there are
variations and subcases based on the parity of each parameter:
* w[eo] denotes whether the width of the image is even or odd;
* d[eo] denotes whether the memory accesses to the source and destination
are even (4-aligned) or odd (2-aligned).
When the destination and source have identical parity, the d[eo] variation
can be defined. In this case the copy is pretty direct, it's a longword copy
and it takes 2 cycles to copy 4 bytes, plus some extra at the edges if the
start or end address if 2-aligned.
However, when they have opposite parity, each longword read matches up with
a 2-aligned write (or vice-versa). Rearranging words with arithmetic does
not help because of the stall cycle between loading a register and using it
in the ALU, which makes the minimum time 4 cycles for 2 pixels (the same as
the word-based copy). Weaving iterations could help but would be too complex
here (adding sub-cases); a super-heavy renderer with more hypotheses (like a
tileset shader) should aim for that route though. Also, movua.l followed by
mov.l is even slower (5 cycles). */
.format_RGB565:
mov #8, r0 /* Maximum width for naive method */
cmp/ge r7, r0
bt.s .naive
mov #2, r0
/* Use naive method for opposite source/destination parity */
mov r2, r6
xor r3, r6
@ -131,3 +174,37 @@ _azrp_shader_tex2d:
2: movs.w @r3+, x0
3: movs.w x0, @r2+
TEX2D_END()
/* [Rendering strategy for the RGB565A format]
Since we have to check for the alpha value in each pixel, there's really no
longword-based optimization. Instead, we just go as fast as possible with
each pixels, using DSP instructions. Branchless jump is pretty useful.
TODO: Opening iterations will definitely save at least 1 cycle per pixel; it
just requires a subcase for extremely small images (width = 1). */
.format_RGB565A:
mov r2, r5
TEX2D_START()
/* In the comparison, DC=1 if x0 == image.alpha */
2: movs.w @r3+, x0
pcmp x0, y0 movx.w @r5, x1
dct pcopy x1, x0
3: movx.w x0, @r5+
TEX2D_END()
/* [Rendering strategy for the P8 format] */
.format_P8:
TEX2D_START()
2:
3:
TEX2D_END()
/* [Rendering strategy for the P4 format] */
.format_P4:
TEX2D_START()
2:
3:
TEX2D_END()

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@ -1,4 +1,5 @@
#include <azur/gint/render.h>
#include <gint/defs/util.h>
uint8_t AZRP_SHADER_TEX2D = -1;
@ -15,3 +16,54 @@ void azrp_shader_tex2d_configure(void)
}
//---
/* Profile values from bopti */
#define PX_RGB565 0
#define PX_RGB565A 1
#define PX_P8 2
#define PX_P4 3
void azrp_image(int x, int y, bopti_image_t const *image)
{
azrp_subimage(x, y, image, 0, 0, image->width, image->height, 0);
}
void azrp_subimage(int x, int y, bopti_image_t const *image,
int left, int top, int width, int height, int flags)
{
prof_enter(azrp_perf_cmdgen);
if(!(flags & DIMAGE_NOCLIP)) {
/* TODO: tex2d: clip function */
}
struct azrp_shader_tex2d_command cmd;
cmd.shader_id = AZRP_SHADER_TEX2D;
cmd.columns = width;
cmd.image = image;
int input_multiplier = 1;
if(image->profile == PX_P8) input_multiplier = 0;
if(image->profile == PX_P4) input_multiplier = -1;
/* This divides by azrp_frag_height */
cmd.fragment_id = (azrp_scale == 1) ? (y >> 3) : (y >> 4);
while(height > 0) {
cmd.lines = min(height, azrp_frag_height - (y & (azrp_frag_height-1)));
int input_offset = (image->width * top + left) << input_multiplier;
cmd.input = (void *)image->data + input_offset;
cmd.output = 2 * (azrp_width * (y & (azrp_frag_height-1)) + x);
y += cmd.lines;
top += cmd.lines;
height -= cmd.lines;
azrp_queue_command(&cmd, sizeof cmd);
cmd.fragment_id++;
}
prof_leave(azrp_perf_cmdgen);
}