Re: Can I get a more in-depth guide about the inline assembler?
On Wednesday, 1 June 2016 at 23:23:49 UTC, ZILtoid1991 wrote: Here's the assembly code for my alpha-blending routine: ubyte[4] src = *cast(ubyte[4]*)(palette.ptr + 4 * *c); ubyte[4] *p = cast(ubyte[4]*)(workpad + (offsetX + x)*4 + offsetY); asm{//moving the values to their destinations movdMM0, p; movdMM1, src; movqMM5, alpha; movqMM7, alphaMMXmul_const1; movqMM6, alphaMMXmul_const2; punpcklbw MM2, MM0; punpcklbw MM3, MM1; paddw MM6, MM5; //1 + alpha psubw MM7, MM5; //256 - alpha pmulhuw MM2, MM6; //src * (1 + alpha) pmulhuw MM3, MM7; //dest * (256 - alpha) paddw MM3, MM2; //(src * (1 + alpha)) + (dest * (256 - alpha)) psrlw MM3, 8; //(src * (1 + alpha)) + (dest * (256 - alpha)) / 256 //moving the result to its place; packuswbMM4, MM3; movdp, MM4; emms; } The two constants being referred here: static immutable ushort[4] alphaMMXmul_const1 = [256,256,256,256]; static immutable ushort[4] alphaMMXmul_const2 = [1,1,1,1]; alpha is a ushort[4] containing the alpha value four times. After some debugging, I found out that the p pointer becomes null at the end instead of pointing to a value. I have no experience with using in-line assemblers (although I made a few Hello World programs for MS-Dos with a stand-alone assembler), so I don't know when and how the compiler will interpret the types from D. Problem solved. Current assembly code: asm{ //moving the values to their destinations mov EBX, p[EBP]; movdMM0, src; movdMM1, [EBX]; movqMM5, alpha; movqMM7, alphaMMXmul_const256; movqMM6, alphaMMXmul_const1; pxorMM2, MM2; punpcklbw MM0, MM2; punpcklbw MM1, MM2; paddusw MM6, MM5; //1 + alpha psubusw MM7, MM5; //256 - alpha pmullw MM0, MM6; //src * (1 + alpha) pmullw MM1, MM7; //dest * (256 - alpha) paddusw MM0, MM1; //(src * (1 + alpha)) + (dest * (256 - alpha)) psrlw MM0, 8; //(src * (1 + alpha)) + (dest * (256 - alpha)) / 256 //moving the result to its place; //pxor MM2, MM2; packuswbMM0, MM2; movd[EBX], MM0; emms; } The actual problem was the poor documentation of MMX instructions as it never really caught on, and the disappearance of assembly programming from the mainstream. The end result was a quick alpha-blending algorithm that barely has any extra performance penalty compared to just copying the pixels. I currently have no plans on translating the whole sprite displaying algorithm to assembly, instead I'll work on the editor for the game engine.
Re: Can I get a more in-depth guide about the inline assembler?
On Thursday, 2 June 2016 at 07:17:23 UTC, Johan Engelen wrote: On Wednesday, 1 June 2016 at 23:23:49 UTC, ZILtoid1991 wrote: Here's the assembly code for my alpha-blending routine: Could you also paste the D version of your code? Perhaps the compiler (LDC, GDC) will generate similarly vectorized code that is inlinable, etc. -Johan ubyte[4] dest2 = *p; dest2[1] = to!ubyte((src[1] * (src[0] + 1) + dest2[1] * (256 - src[0]))>>8); dest2[2] = to!ubyte((src[2] * (src[0] + 1) + dest2[2] * (256 - src[0]))>>8); dest2[3] = to!ubyte((src[3] * (src[0] + 1) + dest2[3] * (256 - src[0]))>>8); *p = dest2; The main problem with this is that it's much slower, even if I would calculate the alpha blending values once. The assembly code does not seem to have higher impact than the "replace if alpha = 255" algorithm: if(src[0] == 255){ *p = src; } It also seems I have a quite few problems with the assembly code, mostly with the pmulhuw command (it returns the higher 16 bit of the result, I need the lower 16 bit as unsigned), also with the pointers, as the read outs and write backs doesn't land to their correct places, sometimes resulting in a flickering screen or wrong colors affecting neighboring pixels. Current assembly code: //ushort[4] alpha = [src[0],src[0],src[0],src[0]]; //replace it if there's a faster method for this ushort[4] alpha = [100,100,100,100]; //src[3] = 255; ubyte[4] *p2 = cast(ubyte[4]*)src2.ptr; ushort[4] *p3 = cast(ushort[4]*)alpha.ptr; ushort[4] *pc_1 = cast(ushort[4]*)alphaMMXmul_const1.ptr; ushort[4] *pc_256 = cast(ushort[4]*)alphaMMXmul_const256.ptr; asm{ //moving the values to their destinations mov ESI, p2[EBP]; mov EDI, p[EBP]; movdMM0, [ESI]; movdMM1, [EDI]; mov ESI, p3[EBP]; movqMM5, [ESI]; mov ESI, pc_256[EBP]; movqMM7, [ESI]; mov ESI, pc_1[EBP]; movqMM6, [ESI]; punpcklbw MM2, MM0; punpcklbw MM3, MM1; paddw MM6, MM5; //1 + alpha psubw MM7, MM5; //256 - alpha //psllw MM2, 2; //psllw MM3, 2; psrlw MM6, 1; psrlw MM7, 1; pmullw MM2, MM6; //src * (1 + alpha) pmullw MM3, MM7; //dest * (256 - alpha) paddw MM3, MM2; //(src * (1 + alpha)) + (dest * (256 - alpha)) psrlw MM3, 8; //(src * (1 + alpha)) + (dest * (256 - alpha)) / 256 //moving the result to its place; packuswbMM4, MM3; movd[EDI-3], MM4; emms; } Tried to get the correct result with trial and error, but there's no real improvement.
Re: Can I get a more in-depth guide about the inline assembler?
On Thursday, 2 June 2016 at 00:51:15 UTC, ZILtoid1991 wrote: On Wednesday, 1 June 2016 at 23:35:40 UTC, Era Scarecrow wrote: On Wednesday, 1 June 2016 at 23:23:49 UTC, ZILtoid1991 wrote: I could get the code working with a bug after replacing pmulhuw with pmullw, but due to integer overflow I get a glitched image. I try to get around the fact that pmulhuw stores the high bits of the result either with multiplication or with bit shifting. I forgot to mention that I had to make pointers for the arrays I used in order to be able to load them.
Re: Can I get a more in-depth guide about the inline assembler?
On Wednesday, 1 June 2016 at 23:35:40 UTC, Era Scarecrow wrote: On Wednesday, 1 June 2016 at 23:23:49 UTC, ZILtoid1991 wrote: After some debugging, I found out that the p pointer becomes null at the end instead of pointing to a value. I have no experience with using in-line assemblers (although I made a few Hello World programs for MS-Dos with a stand-alone assembler), so I don't know when and how the compiler will interpret the types from D. In the assembler the variable names actually become just the offset to where they are in the stack in relation to BP. So if you want the full pointer you actually need to convert it into a register first and then just use that register instead. So This should be correct. //unless you are going to actually use ubyte[4] here, just making a pointer will work instead, so cast(uint*) probably ubyte[4] src = *cast(ubyte[4]*)(palette.ptr + 4 * *c); ubyte[4] *p = cast(ubyte[4]*)(workpad + (offsetX + x)*4 + offsetY); asm{//moving the values to their destinations movd ESI, src[EBP]; //get source pointer movd EDI, p[EBP]; //get destination pointer movd MM0,[EDI]; //use directly movd MM1,[ESI]; movqMM5, alpha; movqMM7, alphaMMXmul_const1; movqMM6, alphaMMXmul_const2; movd [EDI], MM4; } I could get the code working with a bug after replacing pmulhuw with pmullw, but due to integer overflow I get a glitched image. I try to get around the fact that pmulhuw stores the high bits of the result either with multiplication or with bit shifting.
Can I get a more in-depth guide about the inline assembler?
Here's the assembly code for my alpha-blending routine: ubyte[4] src = *cast(ubyte[4]*)(palette.ptr + 4 * *c); ubyte[4] *p = cast(ubyte[4]*)(workpad + (offsetX + x)*4 + offsetY); asm{//moving the values to their destinations movdMM0, p; movdMM1, src; movqMM5, alpha; movqMM7, alphaMMXmul_const1; movqMM6, alphaMMXmul_const2; punpcklbw MM2, MM0; punpcklbw MM3, MM1; paddw MM6, MM5; //1 + alpha psubw MM7, MM5; //256 - alpha pmulhuw MM2, MM6; //src * (1 + alpha) pmulhuw MM3, MM7; //dest * (256 - alpha) paddw MM3, MM2; //(src * (1 + alpha)) + (dest * (256 - alpha)) psrlw MM3, 8; //(src * (1 + alpha)) + (dest * (256 - alpha)) / 256 //moving the result to its place; packuswbMM4, MM3; movdp, MM4; emms; } The two constants being referred here: static immutable ushort[4] alphaMMXmul_const1 = [256,256,256,256]; static immutable ushort[4] alphaMMXmul_const2 = [1,1,1,1]; alpha is a ushort[4] containing the alpha value four times. After some debugging, I found out that the p pointer becomes null at the end instead of pointing to a value. I have no experience with using in-line assemblers (although I made a few Hello World programs for MS-Dos with a stand-alone assembler), so I don't know when and how the compiler will interpret the types from D.
Is it any faster to read array slices than just elements of an array?
While I technically finished the 0.2 version of my graphics engine which has a reasonable speed at low internal resolutions and with only a couple of sprites, but it still gets bottlenecked a lot. First I'll throw out the top-down determination algorhythm as it requires constant memory paging (alrought it made much more sense when the engine was full OO and even slower). Instead I'll use a overwriting (bottom-up) method. It still needs constant updates and I have to remove the per sprite transparency key and use a per layer key, however it requires much less paging, and still have the ability of unbound layer numbers and sprite count with unbound sizes. I also came up with the idea of reading slices out from the graphical elements to potentially speed up the process a bit, especially as the custom bitmaps it uses are 16bit for palette operations, so per pixel read operations would waste a portion of memory bus. So should I write a method for the bitmap class which gets a line from it? (an array slice as it contains the data in a single 1D array to avoid jagged arrays on a future expansion for a scaler) And can I write an array slice at a position of an array? (to reduce writeback calls)