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§ A Visual C++ x64 code generation peculiarity

Take an SSE2 routine to do some filtering:

#include <emmintrin.h>
void filter(__m128i *dst,
const __m128i *table,
const unsigned char *indices,
unsigned n)
{ __m128i acc0 = _mm_setzero_si128(); __m128i acc1 = _mm_setzero_si128(); while(n--) { const __m128i *kernel = &table[*indices++ * 2]; acc0 = _mm_add_epi16(acc1, kernel[0]); acc1 = kernel[1]; *dst++ = acc0; } }

What this routine does is that it uses each index to look up a premultiplied kernel, and adds that to a short output window (8 samples). The output stream has 4x rate compared to the input stream. In a real routine the kernels would typically be a bit longer, but an example of where you might use something like this is to simultaneously upsample and convert a row of pixels or a block of audio through a non-linear curve.

If we look at the output of the VC++ x86 compiler, the result is decent:

(Read more....)

§ Exploring Direct3D 9Ex and FLIPEX present mode

I recently went through converting Direct3D 9 based portions of VirtualDub to optionally use Direct3D 9Ex (formerly 9.L, and sometimes called Direct3D9Ex depending on the documentation writer's mood). This is an extended version of the Direct3D 9 API that enables additional functionality possible with the DirectX Graphics Infrastructure (DXGI) in Vista/7. Here's what I can say about it:

...BUT:

Long story short, if you've got a small amount of code to do GPU accelerated rendering, modifying it to use 9Ex to avoid the mode switch limitations isn't too bad, but I wouldn't convert a larger engine just for that. FLIPEX is more dubious and limited in advantage; I can see where it would help with a video player, but with a more complex display or rendering setup involved it's more of a pain to use. For the work involved and with VirtualDub's display code I'd be tempted to bypass 9Ex/FLIPEX and just try going to Direct3D 10.1 in 10level9 mode and DXGI, which has a more flexible swap chain interface.

(Read more....)