Improve performance and safety
This commit is contained in:
@@ -2,6 +2,8 @@ using Misaki.HighPerformance.Jobs;
|
||||
using Misaki.HighPerformance.Mathematics;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.Intrinsics;
|
||||
using System.Runtime.Intrinsics.X86;
|
||||
|
||||
namespace Misaki.HighPerformance.Test.Jobs;
|
||||
|
||||
@@ -12,7 +14,7 @@ internal unsafe struct NoiseJobVector : IJobParallelFor
|
||||
public int height;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static float Frac(float x)
|
||||
public static float Frac(float x)
|
||||
{
|
||||
return x - MathF.Truncate(x);
|
||||
}
|
||||
@@ -87,4 +89,102 @@ internal unsafe struct NoiseJobMath : IJobParallelFor
|
||||
var uv = new float2(x, y) / new float2(width, height);
|
||||
buffers[loopIndex] = GradientNoise(uv);
|
||||
}
|
||||
}
|
||||
|
||||
internal unsafe struct NoiseJobMathV : IJobParallelFor
|
||||
{
|
||||
public float* buffers;
|
||||
public int width;
|
||||
public int height;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static Vector256<float> Mod289(Vector256<float> x)
|
||||
{
|
||||
var div = x / Vector256.Create(289.0f);
|
||||
var flr = Vector256.Floor(div);
|
||||
return x - (flr * Vector256.Create(289.0f));
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static Vector256<float> Fade(Vector256<float> t)
|
||||
{
|
||||
return t * t * t * (t * (t * Vector256.Create(6.0f) - Vector256.Create(15.0f)) + Vector256.Create(10.0f));
|
||||
}
|
||||
|
||||
// HELPER: Calculate gradients for 8 pixels at once
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static Vector256<float> GradDot(Vector256<float> ix, Vector256<float> iy, Vector256<float> fx, Vector256<float> fy)
|
||||
{
|
||||
var hx = Mod289(ix);
|
||||
var hy = Mod289(iy);
|
||||
|
||||
var p = hx * Vector256.Create(34.0f) + Vector256.Create(1.0f);
|
||||
p = Mod289(p * hx + hy);
|
||||
p = p * Vector256.Create(34.0f) + Vector256.Create(1.0f);
|
||||
p = Mod289(p * hx);
|
||||
|
||||
var r = (p / 41.0f);
|
||||
r = (r - Vector256.Floor(r)) * 2.0f - Vector256<float>.One;
|
||||
|
||||
var gx = r - Vector256.Floor(r + Vector256.Create(0.5f));
|
||||
var gy = Vector256.Abs(r) - Vector256.Create(0.5f);
|
||||
|
||||
// Normalize
|
||||
var len = Vector256.Sqrt(gx * gx + gy * gy);
|
||||
gx /= len;
|
||||
gy /= len;
|
||||
|
||||
return gx * fx + gy * fy;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Vector256<float> GradientNoiseAVX(Vector256<float> uvX, Vector256<float> uvY)
|
||||
{
|
||||
var ipX = Vector256.Floor(uvX);
|
||||
var ipY = Vector256.Floor(uvY);
|
||||
var fpX = uvX - ipX;
|
||||
var fpY = uvY - ipY;
|
||||
|
||||
var uX = Fade(fpX);
|
||||
var uY = Fade(fpY);
|
||||
|
||||
var d00 = GradDot(ipX, ipY, fpX, fpY);
|
||||
var d01 = GradDot(ipX, ipY + Vector256<float>.One, fpX, fpY - Vector256<float>.One);
|
||||
var d10 = GradDot(ipX + Vector256<float>.One, ipY, fpX - Vector256<float>.One, fpY);
|
||||
var d11 = GradDot(ipX + Vector256<float>.One, ipY + Vector256<float>.One, fpX - Vector256<float>.One, fpY - Vector256<float>.One);
|
||||
|
||||
var lerpX1 = d00 + (d10 - d00) * uX;
|
||||
var lerpX2 = d01 + (d11 - d01) * uX;
|
||||
|
||||
return lerpX1 + (lerpX2 - lerpX1) * uY;
|
||||
}
|
||||
|
||||
public void Execute(int loopIndex, int threadIndex)
|
||||
{
|
||||
// ---------------------------------------------------------
|
||||
// IMPORTANT: Loop Stride is now 8!
|
||||
// ---------------------------------------------------------
|
||||
int baseIndex = loopIndex * 8;
|
||||
|
||||
// Safety check
|
||||
if (baseIndex + 7 >= width * height)
|
||||
return;
|
||||
|
||||
// Calculate Coords
|
||||
int y = baseIndex / width;
|
||||
int x = baseIndex % width;
|
||||
|
||||
// Sequence: 0, 1, 2, 3, 4, 5, 6, 7
|
||||
var vSeqX = Vector256.Create(0f, 1f, 2f, 3f, 4f, 5f, 6f, 7f);
|
||||
var vBaseX = Vector256.Create((float)x) + vSeqX;
|
||||
var vBaseY = Vector256.Create((float)y);
|
||||
|
||||
var vWidth = Vector256.Create((float)width);
|
||||
var vHeight = Vector256.Create((float)height);
|
||||
|
||||
var result = GradientNoiseAVX(vBaseX / vWidth, vBaseY / vHeight);
|
||||
|
||||
// Store 8 floats (32 bytes)
|
||||
Avx.Store(buffers + baseIndex, result);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user