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0ad/source/graphics/Color.cpp

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/**
* =========================================================================
* File : Color.cpp
* Project : 0 A.D.
* Description : Convert float RGB(A) colors to unsigned byte
* =========================================================================
*/
#include "precompiled.h"
#include "graphics/Color.h"
#include "maths/MathUtil.h"
#include "graphics/SColor.h"
#if ARCH_X86_X64
# include <xmmintrin.h>
# include "lib/sysdep/arch/x86_x64/x86_x64.h"
#endif
static SColor4ub fallback_ConvertRGBColorTo4ub(const RGBColor& src)
{
SColor4ub result;
result.R=clamp(int(src.X*255),0,255);
result.G=clamp(int(src.Y*255),0,255);
result.B=clamp(int(src.Z*255),0,255);
result.A=0xff;
return result;
}
// on IA32, this is replaced by an SSE assembly version in ia32.cpp
SColor4ub (*ConvertRGBColorTo4ub)(const RGBColor& src) = fallback_ConvertRGBColorTo4ub;
// Assembler-optimized function for color conversion
#if ARCH_X86_X64
static SColor4ub sse_ConvertRGBColorTo4ub(const RGBColor& src)
{
const __m128 zero = _mm_setzero_ps();
const __m128 _255 = _mm_set_ss(255.0f);
__m128 r = _mm_load_ss(&src.X);
__m128 g = _mm_load_ss(&src.Y);
__m128 b = _mm_load_ss(&src.Z);
// C = min(255, 255*max(C, 0)) ( == clamp(255*C, 0, 255) )
r = _mm_max_ss(r, zero);
g = _mm_max_ss(g, zero);
b = _mm_max_ss(b, zero);
r = _mm_mul_ss(r, _255);
g = _mm_mul_ss(g, _255);
b = _mm_mul_ss(b, _255);
r = _mm_min_ss(r, _255);
g = _mm_min_ss(g, _255);
b = _mm_min_ss(b, _255);
// convert to integer and combine channels using bit logic
int ri = _mm_cvtss_si32(r);
int gi = _mm_cvtss_si32(g);
int bi = _mm_cvtss_si32(b);
return SColor4ub(ri, gi, bi, 0xFF);
}
#endif
void ColorActivateFastImpl()
{
if(0)
{
}
#if ARCH_X86_X64
else if (x86_x64_cap(X86_X64_CAP_SSE))
{
ConvertRGBColorTo4ub = sse_ConvertRGBColorTo4ub;
}
#endif
else
{
debug_printf("No SSE available. Slow fallback routines will be used.\n");
}
}