闂佽 鍋撻柟顖滃椤ワ拷 (0) +1 闁荤姍宥嗗 (0) +1 闂傚⿴浜烽幏锟� (0) +1
闂佽 鍋撻柟顖滃椤ユ垿鏌熺€涙ê濮囧┑顕嗘嫹闂佸搫琚崕鍐诧耿閸涙潙缁╅柟顖滃椤ワ拷>>

正在阅读:可能是最快的算法alpha blend汇编源代码可能是最快的算法alpha blend汇编源代码

2004-02-14 09:34 出处:PConline 作者:阿鬼/翻译 责任编辑:zwg
作者 Intel 关键字 alpha blend 源代码 原作者姓名 Intel 文章原始出处 http://www.intel.com 介绍 我从 http://www.gameres.com/Visual/2D/IntelAlpha.htm 此处copy而来 正文 Intel官方网站有一个ablend_565的快速汇编算法,理论上是是把一块32bit RGBA渲染到16bit的buffer上,我的机器是PIII800,函数在system menory中进行,640*480的256级alpha blending,达到100fps,我想可以满足绝大部分的要求了,在这里,我提供了这个算法的应用,希望可以对大家有所帮助。 ablend_565函数,源代码可以直接编译使用,无需其他库函数,感谢intel提供这么好的东西。 首先,我提供一些本人编写的把32bit tga文件读入pRGBABuffer的函数 文件尺寸保存在 width,height //----------------------------------------------------------------------- // Name: LoadTgaFile( TCHAR* strPathname, DWORD** pRGBABuffer, long* width, long* height ) // Desc: 读取32bit tga文件到DWORD缓冲里,返回其尺寸 // Time: 2002.06.22 00:36 // Author: RealRender // Para: // Return: // Note: 这段代码来自directx 7.0 sample中的d3dtextr.cpp,我把他提取了出来 // 方便使用 //----------------------------------------------------------------------- BOOL LoadTgaFile( TCHAR* strPathname, DWORD** pRGBABuffer, long* width, long* height ) { FILE* file = fopen( strPathname, "rb" ); if( NULL == file ) return false; struct TargaHeader { BYTE IDLength; BYTE ColormapType; BYTE ImageType; BYTE ColormapSpecification[5]; WORD XOrigin; WORD YOrigin; WORD ImageWidth; WORD ImageHeight; BYTE PixelDepth; BYTE ImageDescriptor; } tga; fread( &tga, sizeof(TargaHeader), 1, file ); // Only true color, non-mapped images are supported if( ( 0 != tga.ColormapType ) || ( tga.ImageType != 10 && tga.ImageType != 2 ) ) { fclose( file ); return false; } // Skip the ID field. The first byte of the header is the length of this field if( tga.IDLength ) fseek( file, tga.IDLength, SEEK_CUR ); DWORD m_dwWidth = tga.ImageWidth; DWORD m_dwHeight = tga.ImageHeight; DWORD m_dwBPP = tga.PixelDepth; DWORD *m_pRGBAData = new DWORD[m_dwWidth*m_dwHeight]; if( m_pRGBAData == NULL ) { fclose(file); return false; } for( DWORD y=0; y 把32bit buffer分割为rgb和alpha的代码。 注意,分割后的pBitmap一定要是8字节对齐,这是优化的一个重要条件,所以,我的算法中: BYTE* p = new BYTE[lSize*2+8]; BYTE* pOrig = p; p += (DWORD)p%8; WORD* color = (WORD*)p; 这是不规范的写法,把指针强行改变为8位对齐,实际使用的时候,要记住释放的原始指针不是p,而是pOrig,在这里,我没有释放分配的内存,请谅解。 //----------------------------------------------------------------------- // Name: SplitRGBA( DWORD* pRGBABuffer, LPBYTE* pAlpha, LPWORD* pBitmap, long lWidth, long lHeight ) // Desc: // Time: 2002.06.22 00:36 // Author: RealRender // Para: // Return: // Note: 把从32bit的缓冲建立16bit的565缓冲和8bit的alpha通道 //----------------------------------------------------------------------- void SplitRGBA( DWORD* pRGBABuffer, LPBYTE* pAlpha, LPWORD* pBitmap, long lWidth, long lHeight ) { long lSize = lWidth*lHeight; BYTE* alpha = new BYTE[lSize]; BYTE* p = new BYTE[lSize*2+8]; // 强行转换为8字节对齐 p += (DWORD)p%8; WORD* color = (WORD*)p; DWORD dwPixel; DWORD r, g, b, a; for( int i = 0; i < lSize; i++ ) { dwPixel = pRGBABuffer[i]; r = ((dwPixel>>24)&0x000000ff); g = ((dwPixel>>16)&0x000000ff); b = ((dwPixel>> 8)&0x000000ff); a = ((dwPixel>> 0)&0x000000ff); alpha[i] = a; // 888i转化为565 color[i] = RGBTo16( r, g, b ); } *pAlpha = alpha; *pBitmap = color; } // 这个视intel官方提供的函数,函数的描述,用我的话来说就是把一个带有256级alpha通道的565颜色数据绘制到16位目标页面。 函数说明: unsigned char *lpAlpha, // 256 级alpha通道 unsigned int iAlpPitch, // alpha通道的pitch unsigned char *lpSrc, // 原色彩缓冲 unsigned int iSrcX, // unsigned int iSrcY, // 原色彩位置 unsigned int iSrcPitch, // 原色彩pitch unsigned char *lpDst, // 目标缓冲 unsigned int iDstX, unsigned int iDstY, // 目标位置 unsigned int iDstW, unsigned int iDstH, // 目标缓冲的尺寸 unsigned int iDstPitch // 目标缓冲的pitch void ablend_565(unsigned char *lpAlpha,unsigned int iAlpPitch, unsigned char *lpSrc,unsigned int iSrcX, unsigned int iSrcY, unsigned int iSrcPitch, unsigned char *lpDst, unsigned int iDstX, unsigned int iDstY, unsigned int iDstW, unsigned int iDstH, unsigned int iDstPitch) { //Mask for isolating the red,green, and blue components static __int64 MASKB=0x001F001F001F001F; static __int64 MASKG=0x07E007E007E007E0; static __int64 MASKSHIFTG=0x03F003F003F003F0; static __int64 MASKR=0xF800F800F800F800; //constants used by the integer alpha blending equation static __int64 SIXTEEN=0x0010001000100010; static __int64 FIVETWELVE=0x0200020002000200; static __int64 SIXONES=0x003F003F003F003F; unsigned char *lpLinearDstBp=(iDstX<<1)+(iDstY*iDstPitch)+lpDst; //base pointer for linear destination unsigned char *lpLinearSrcBp=(iSrcX<<1)+(iSrcY*iSrcPitch)+lpSrc; //base pointer for linear source unsigned char *lpLinearAlpBp=iSrcX+(iSrcY*iAlpPitch)+lpAlpha; //base pointer for linear alpha _asm{ mov esi,lpLinearSrcBp; //src mov edi,lpLinearDstBp; //dst mov eax,lpLinearAlpBp; //alpha mov ecx,iDstH; //ecx=number of lines to copy mov ebx,iDstW; //ebx=span width to copy test esi,6; //check if source address is qword aligned //since addr coming in is always word aligned(16bit) jnz done; //if not qword aligned we don't do anything primeloop: movd mm1,[eax]; //mm1=00 00 00 00 a3 a2 a1 a0 pxor mm2,mm2; //mm2=0; movq mm4,[esi]; //g1: mm4=src3 src2 src1 src0 punpcklbw mm1,mm2; //mm1=00a3 00a2 00a1 00a0 loopqword: mov edx,[eax]; test ebx,0xFFFFFFFC; //check if only 3 pixels left jz checkback; //3 or less pixels left //early out tests cmp edx,0xffffffff; //test for alpha value of 1 je copyback; //if 1's copy the source pixels to the destination test edx,0xffffffff; //test for alpha value of 0 jz leavefront; //if so go to the next 4 pixels //the alpha blend starts //green //i=a*sg+(63-a)*dg; //i=(i+32)+((i+32)>>6)>>6; //red //i=a*sr+(31-a)*dr; //i=(i+16)+((i+16)>>5)>>5; movq mm5,[edi]; //g2: mm5=dst3 dst2 dst1 dst0 psrlw mm1,2; //mm1=a?>>2 nuke out lower 2 bits movq mm7,MASKSHIFTG; //g3: mm7=1 bit shifted green mask psrlw mm4,1; //g3a: move src green down by 1 so that we won't overflow movq mm0,mm1; //mm0=00a3 00a2 00a1 00a0 psrlw mm5,1; //g3b: move dst green down by 1 so that we won't overflow psrlw mm1,1; //mm1=a?>>1 nuke out lower 1 bits pand mm4,mm7; //g5: mm4=sg3 sg2 sg1 sg0 movq mm2,SIXONES;//g4: mm2=63 pand mm5,mm7; //g7: mm5=dg3 dg2 dg1 dg0 movq mm3,[esi]; //b1: mm3=src3 src2 src1 src0 psubsb mm2,mm0; //g6: mm2=63-a3 63-a2 63-a1 63-a0 movq mm7,MASKB; //b2: mm7=BLUE MASK pmullw mm4,mm0; //g8: mm4=sg?*a? movq mm0,[edi]; //b3: mm0=dst3 dst2 dst1 dst0 pmullw mm5,mm2; //g9: mm5=dg?*(1-a?) movq mm2,mm7; //b4: mm2=fiveones pand mm3,mm7; //b4: mm3=sb3 sb2 sb1 sb0 pmullw mm3,mm1; //b6: mm3=sb?*a? pand mm0,mm7; //b5: mm0=db3 db2 db1 db0 movq mm7,[esi]; //r1: mm7=src3 src2 src1 src0 paddw mm4,mm5; //g10: mm4=sg?*a?+dg?*(1-a?) pand mm7,MASKR; //r2: mm7=sr3 sr2 sr1 sr0  psubsb mm2,mm1; //b5a: mm2=31-a3 31-a2 31-a1 31-a0 paddw mm4,FIVETWELVE; //g11: mm4=(mm4+512) green pmullw mm0,mm2; //b7: mm0=db?*(1-a?) movq mm5,mm4; //g12: mm5=mm4 green psrlw mm7,11; //r4: shift src red down to position 0 psrlw mm4,6; //g13: mm4=mm4>>6 paddw mm4,mm5; //g14: mm4=mm4+mm5 green paddw mm0,mm3; //b8: mm0=sb?*a?+db?*(1-a?) movq mm5,[edi]; //r3: mm5=dst3 dst2 dst1 dst0 paddw mm0,SIXTEEN; //b9: mm0=(mm0+16) blue pand mm5,MASKR; //r5: mm5=dr3 dr2 dr1 dr0 psrlw mm4,5; //g15: mm4=0?g0 0?g0 0?g0 0?g0 green movq mm3,mm0; //b10: mm3=mm0 blue psrlw mm0,5; //b11: mm0=mm0>>5 blue psrlw mm5,11; //r6: shift dst red down to position 0 paddw mm0,mm3; //b12: mm0=mm3+mm0 blue psrlw mm0,5; //b13: mm0=000b 000b 000b 000b blue pmullw mm7,mm1; //mm7=sr?*a? pand mm4,MASKG; //g16: mm4=00g0 00g0 00g0 00g0 green pmullw mm5,mm2; //r7: mm5=dr?*(31-a?) por mm0,mm4; //mm0=00gb 00gb 00gb 00gb add eax,4; //move to next 4 alphas add esi,8; //move to next 4 pixels in src add edi,8; //move to next 4 pixels in dst movd mm1,[eax]; //mm1=00 00 00 00 a3 a2 a1 a0 paddw mm5,mm7; //r8: mm5=sr?*a?+dr?*(31-a?) paddw mm5,SIXTEEN; //r9: mm5=(mm5+16) red pxor mm2,mm2; //mm2=0; movq mm7,mm5; //r10: mm7=mm5 red psrlw mm5,5; //r11: mm5=mm5>>5 red movq mm4,[esi]; //g1: mm4=src3 src2 src1 src0 paddw mm5,mm7; //r12: mm5=mm7+mm5 red punpcklbw mm1,mm2; //mm1=00a3 00a2 00a1 00a0 psrlw mm5,5; //r13: mm5=mm5>>5 red psllw mm5,11; //r14: mm5=mm5<<10 red por mm0,mm5; //mm0=0rgb 0rgb 0rgb 0rgb sub ebx,4; //polished off 4 pixels movq [edi-8],mm0; //dst=0rgb 0rgb 0rgb 0rgb jmp loopqword; //go back to start copyback: movq [edi],mm4; //copy source to destination leavefront: add edi,8; //advance destination by 4 pixels add eax,4; //advance alpha by 4 add esi,8; //advance source by 4 pixels sub ebx,4; //decrease pixel count by 4 jmp primeloop; checkback: test ebx,0xFF; //check if 0 pixels left jz nextline; //done with this span //backalign: //work out back end pixels movq mm5,[edi]; //g2: mm5=dst3 dst2 dst1 dst0 psrlw mm1,2; //mm1=a?>>2 nuke out lower 2 bits movq mm7,MASKSHIFTG; //g3: mm7=shift 1 bit green mask psrlw mm4,1; //g3a: move src green down by 1 so that we won't overflow movq mm0,mm1; //mm0=00a3 00a2 00a1 00a0 psrlw mm5,1; //g3b: move dst green down by 1 so that we won't overflow psrlw mm1,1; //mm1=a?>>1 nuke out lower 1 bits pand mm4,mm7; //g5: mm4=sg3 sg2 sg1 sg0 movq mm2,SIXONES;//g4: mm2=63 pand mm5,mm7; //g7: mm5=dg3 dg2 dg1 dg0 movq mm3,[esi]; //b1: mm3=src3 src2 src1 src0 psubsb mm2,mm0; //g6: mm2=63-a3 63-a2 63-a1 63-a0 movq mm7,MASKB; //b2: mm7=BLUE MASK pmullw mm4,mm0; //g8: mm4=sg?*a? movq mm0,[edi]; //b3: mm0=dst3 dst2 dst1 dst0 pmullw mm5,mm2; //g9: mm5=dg?*(1-a?) movq mm2,mm7; //b4: mm2=fiveones pand mm3,mm7; //b4: mm3=sr3 sr2 sr1 sr0 pmullw mm3,mm1; //b6: mm3=sb?*a? pand mm0,mm7; //b5: mm0=db3 db2 db1 db0 movq mm7,[esi]; //r1: mm7=src3 src2 src1 src0 paddw mm4,mm5; //g10: mm4=sg?*a?+dg?*(1-a?) pand mm7,MASKR; //r2: mm7=sr3 sr2 sr1 sr0 psubsb mm2,mm1; //b5a: mm2=31-a3 31-a2 31-a1 31-a0 paddw mm4,FIVETWELVE; //g11: mm4=(i+512) green pmullw mm0,mm2; //b7: mm0=db?*(1-a?) movq mm5,mm4; //g12: mm5=(i+512) green psrlw mm7,11; //r4: shift src red down to position 0 psrlw mm4,6; //g13: mm4=(i+512)>>6 paddw mm4,mm5; //g14: mm4=(i+512)+((i+512)>>6) green paddw mm0,mm3; //b8: mm0=sb?*a?+db?*(1-a?) movq mm5,[edi]; //r3: mm5=dst3 dst2 dst1 dst0 paddw mm0,SIXTEEN; //b9: mm0=(i+16) blue pand mm5,MASKR; //r5: mm5=dr3 dr2 dr1 dr0 psrlw mm4,5; //g15: mm4=0?g0 0?g0 0?g0 0?g0 green movq mm3,mm0; //b10: mm3=(i+16) blue psrlw mm0,5; //b11: mm0=(i+16)>>5 blue psrlw mm5,11; //r6: shift dst red down to position 0 paddw mm0,mm3; //b12: mm0=(i+16)+(i+16)>>5 blue psrlw mm0,5; //b13: mm0=000r 000r 000r 000r blue pmullw mm7,mm1; //mm7=sr?*a? pand mm4,MASKG; //g16: mm4=00g0 00g0 00g0 00g0 green pmullw mm5,mm2; //r7: mm5=dr?*(31-a?) por mm0,mm4; //mm0=00gb 00gb 00gb 00gb add eax,4; //move to next 4 alphas //stall paddw mm5,mm7; //r8: mm5=sr?*a?+dr?*(31-a?) paddw mm5,SIXTEEN; //r9: mm5=(i+16) red movq mm7,mm5; //r10: mm7=(i+16) red psrlw mm5,5; //r11: mm5=(i+16)>>5 red paddw mm5,mm7; //r12: mm5=(i+16)+((i+16)>>5) red psrlw mm5,5; //r13: mm5=(i+16)+((i+16)>>5)>>5 red psllw mm5,11; //r14: mm5=mm5<<10 red por mm0,mm5; //mm0=0rgb 0rgb 0rgb 0rgb test ebx,2; //check if there are 2 pixels jz oneendpixel; //goto one pixel if that's it movd [edi],mm0; //dst=0000 0000 0rgb 0rgb psrlq mm0,32; //mm0>>32 add edi,4; //edi=edi+4 sub ebx,2; //saved 2 pixels jz nextline; //all done goto next line oneendpixel: //work on last pixel movd edx,mm0; //edx=0rgb mov [edi],dx; //dst=0rgb nextline: //goto next line dec ecx; //nuke one line jz done; //all done mov eax,lpLinearAlpBp; //alpha mov esi,lpLinearSrcBp; //src mov edi,lpLinearDstBp; //dst add eax,iAlpPitch; //inc alpha ptr by 1 line add esi,iSrcPitch; //inc src ptr by 1 line add edi,iDstPitch; //inc dst ptr by 1 line mov lpLinearAlpBp,eax; //save new alpha base ptr mov ebx,iDstW; //ebx=span width to copy mov lpLinearSrcBp,esi; //save new src base ptr mov lpLinearDstBp,edi; //save new dst base ptr jmp primeloop; //start the next span done: emms } } 正文完

相关文章

关注我们

最新资讯离线随时看 聊天吐槽赢奖品
闂佸綊娼ч鍡椻攦閳ь剟鎮规担鍛婂仴婵☆偓鎷�闂佹悶鍎抽崑娑㈠春鐏炰勘浜滈柛顐f礀閸旓拷