Optimize identity raster paths

This commit is contained in:
gamer147
2026-07-11 15:31:56 -04:00
parent 0cb72e0d5e
commit 1f18a378d3
3 changed files with 190 additions and 4 deletions

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@@ -1337,3 +1337,28 @@ The normal-speed FPS samples were effectively unchanged from quick win 2 (54/26/
backbuffer landed. The cleanup removes needless Godot objects/copies and helps future layer-heavy scenes,
but the measured next target is the general inverse-affine per-pixel path—especially identity-transform,
opaque-copy, and axis-aligned fill fast paths.
**Quick win 4 initial raster fast path implemented (2026-07-11).** `SoftwareAffineRasterizer` now detects
exact identity matrices with integral translation and bypasses inverse-matrix construction, floating-point
coordinate application, `Floor`, and per-pixel geometric rejection. Both `BlitRgba` and `FillRgba` use
direct clipped integer indexing for that case while retaining the exact existing tint, multiplicative tint,
source alpha, object opacity, destination blend, and alpha-accumulation arithmetic. Scale, rotation,
fractional translation, singular transforms, and all other geometry retain the original affine fallback.
Zero-opacity draws also return before scanning pixels.
Six new differential cases compare the fast paths byte-for-byte against a retained copy of the pre-fast-path
algorithm across positive/negative clipping, existing destination pixels, ordinary and multiplicative tint,
partial source/object alpha, and solid fills. The full engine suite is **141/141**; Godot builds with zero
warnings and threaded `SELFTEST OK`. The differential SC0000 page image retains SHA-256
`E669355772D4D9118BE80AC93595F78BB467B088659DEA4CC2D2B7D0F05B62BE`, subject to the automated-shot
presentation-state caveat above.
Because the console SC0000 state does not match the user's ordinary interactive CG presentation, no
whole-scene FPS claim is made for this slice. An isolated Release-mode 800x600 tinted/alpha identity-blit
kernel comparison measured **2.737 ms** for the new path versus **4.217 ms** for the retained general loop,
or **1.54x** for that layer type. Manual-path fade responsiveness is validated below. A later bounded step
may add a fully opaque/unmodulated row-copy path as optional incremental work.
**Manual validation:** the user tested the ordinary interactive path—the path whose CG state and fade
cadence differ from the console capture—and reported a **massive improvement**. This confirms the identity
blit/fill fast path materially improves real fade responsiveness, not merely the isolated kernel benchmark.

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@@ -3,6 +3,48 @@ using Xunit;
public class SoftwareAffineRasterizerTests
{
[Theory]
[InlineData(-1, 2, false)]
[InlineData(4, -1, false)]
[InlineData(1, 1, true)]
public void BlitRgba_IntegerTranslationFastPath_MatchesGeneralAffine(int tx, int ty, bool multiplyTint)
{
byte[] src = new byte[5 * 4 * 4];
for (int i = 0; i < src.Length; i += 4)
{
src[i] = (byte)(20 + i % 211); src[i + 1] = (byte)(70 + i % 173);
src[i + 2] = (byte)(130 + i % 107); src[i + 3] = (byte)(40 + i % 216);
}
byte[] expected = new byte[6 * 5 * 4];
for (int i = 0; i < expected.Length; i++) expected[i] = (byte)(i * 17 + 3);
byte[] actual = (byte[])expected.Clone();
var translation = new Affine2D(1, 0, 0, 1, tx, ty);
ReferenceBlit(expected, 6, 5, src, 5, 1, 1, 3, 2, translation,
0x4080c0, 0.35f, 0.6f, multiplyTint);
SoftwareAffineRasterizer.BlitRgba(actual, 6, 5, src, 5, 4, 1, 1, 3, 2, translation,
0x4080c0, 0.35f, 0.6f, multiplyTint);
Assert.Equal(expected, actual);
}
[Theory]
[InlineData(-2, 1)]
[InlineData(4, -1)]
[InlineData(1, 2)]
public void FillRgba_IntegerTranslationFastPath_MatchesGeneralAffine(int tx, int ty)
{
byte[] expected = new byte[6 * 5 * 4];
for (int i = 0; i < expected.Length; i++) expected[i] = (byte)(i * 11 + 5);
byte[] actual = (byte[])expected.Clone();
var translation = new Affine2D(1, 0, 0, 1, tx, ty);
ReferenceFill(expected, 6, 5, 4, 3, translation, 0x9a4f21, 0.42f);
SoftwareAffineRasterizer.FillRgba(actual, 6, 5, 4, 3, translation, 0x9a4f21, 0.42f);
Assert.Equal(expected, actual);
}
[Fact]
public void BlitRgba_RotatesTwoPixelsClockwiseWithNearestSampling()
{
@@ -56,4 +98,62 @@ public class SoftwareAffineRasterizerTests
identity, 0xffffff, 0, 0, multiplyTint: true);
Assert.Equal(new byte[4], hidden);
}
// Pre-fast-path affine algorithm retained here as an independent differential oracle.
private static void ReferenceBlit(byte[] dst, int dstW, int dstH, byte[] src, int srcW,
int srcX, int srcY, int width, int height, Affine2D transform,
long tint, float tintStrength, float opacity, bool multiplyTint)
{
if (!transform.TryInverse(out var inv)) return;
ReferenceBounds(transform, width, height, dstW, dstH, out int x0, out int y0, out int x1, out int y1);
int istr = (int)(System.Math.Clamp(tintStrength, 0f, 1f) * 255);
int ia = (int)(System.Math.Clamp(opacity, 0f, 1f) * 255);
int tr = (int)(tint >> 16 & 255), tg = (int)(tint >> 8 & 255), tb = (int)(tint & 255);
for (int y = y0; y < y1; y++) for (int x = x0; x < x1; x++)
{
var p = inv.Apply(x + 0.5, y + 0.5);
int u = (int)System.Math.Floor(p.X), v = (int)System.Math.Floor(p.Y);
if ((uint)u >= (uint)width || (uint)v >= (uint)height) continue;
int si = ((srcY + v) * srcW + (srcX + u)) * 4, di = (y * dstW + x) * 4;
int sa = src[si + 3] * ia / 255;
if (sa == 0) continue;
int sr = multiplyTint ? src[si] * tr / 255 : (src[si] * (255 - istr) + tr * istr) / 255;
int sg = multiplyTint ? src[si + 1] * tg / 255 : (src[si + 1] * (255 - istr) + tg * istr) / 255;
int sb = multiplyTint ? src[si + 2] * tb / 255 : (src[si + 2] * (255 - istr) + tb * istr) / 255;
ReferenceBlend(dst, di, sr, sg, sb, sa);
}
}
private static void ReferenceFill(byte[] dst, int dstW, int dstH, int width, int height,
Affine2D transform, long color, float opacity)
{
if (!transform.TryInverse(out var inv)) return;
ReferenceBounds(transform, width, height, dstW, dstH, out int x0, out int y0, out int x1, out int y1);
int a = (int)(System.Math.Clamp(opacity, 0f, 1f) * 255);
int r = (int)(color >> 16 & 255), g = (int)(color >> 8 & 255), b = (int)(color & 255);
for (int y = y0; y < y1; y++) for (int x = x0; x < x1; x++)
{
var p = inv.Apply(x + 0.5, y + 0.5);
if (p.X >= 0 && p.X < width && p.Y >= 0 && p.Y < height)
ReferenceBlend(dst, (y * dstW + x) * 4, r, g, b, a);
}
}
private static void ReferenceBounds(Affine2D m, int w, int h, int dw, int dh,
out int x0, out int y0, out int x1, out int y1)
{
var a = m.Apply(0, 0); var b = m.Apply(w, 0); var c = m.Apply(0, h); var d = m.Apply(w, h);
x0 = System.Math.Max(0, (int)System.Math.Floor(System.Math.Min(System.Math.Min(a.X, b.X), System.Math.Min(c.X, d.X))));
y0 = System.Math.Max(0, (int)System.Math.Floor(System.Math.Min(System.Math.Min(a.Y, b.Y), System.Math.Min(c.Y, d.Y))));
x1 = System.Math.Min(dw, (int)System.Math.Ceiling(System.Math.Max(System.Math.Max(a.X, b.X), System.Math.Max(c.X, d.X))));
y1 = System.Math.Min(dh, (int)System.Math.Ceiling(System.Math.Max(System.Math.Max(a.Y, b.Y), System.Math.Max(c.Y, d.Y))));
}
private static void ReferenceBlend(byte[] dst, int i, int r, int g, int b, int a)
{
dst[i] = (byte)((r * a + dst[i] * (255 - a)) / 255);
dst[i + 1] = (byte)((g * a + dst[i + 1] * (255 - a)) / 255);
dst[i + 2] = (byte)((b * a + dst[i + 2] * (255 - a)) / 255);
dst[i + 3] = (byte)System.Math.Min(255, dst[i + 3] + a);
}
}

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@@ -7,11 +7,19 @@ public static class SoftwareAffineRasterizer
int srcX, int srcY, int width, int height, Affine2D localToDest,
long tint, float tintStrength, float opacity, bool multiplyTint = false)
{
if (width <= 0 || height <= 0 || !localToDest.TryInverse(out var inv)) return;
Bounds(localToDest, width, height, dstW, dstH, out int x0, out int y0, out int x1, out int y1);
if (width <= 0 || height <= 0) return;
int istr = (int)(System.Math.Clamp(tintStrength, 0f, 1f) * 255);
int ia = (int)(System.Math.Clamp(opacity, 0f, 1f) * 255);
if (ia == 0) return;
int tr=(int)(tint>>16&255), tg=(int)(tint>>8&255), tb=(int)(tint&255);
if (TryIntegerTranslation(localToDest, out int tx, out int ty))
{
BlitTranslated(dst, dstW, dstH, src, srcW, srcX, srcY, width, height,
tx, ty, tr, tg, tb, istr, ia, multiplyTint);
return;
}
if (!localToDest.TryInverse(out var inv)) return;
Bounds(localToDest, width, height, dstW, dstH, out int x0, out int y0, out int x1, out int y1);
for (int y=y0; y<y1; y++) for (int x=x0; x<x1; x++)
{
var p = inv.Apply(x + 0.5, y + 0.5);
@@ -29,16 +37,69 @@ public static class SoftwareAffineRasterizer
public static void FillRgba(byte[] dst, int dstW, int dstH, int width, int height,
Affine2D localToDest, long color, float opacity)
{
if (width <= 0 || height <= 0 || !localToDest.TryInverse(out var inv)) return;
Bounds(localToDest,width,height,dstW,dstH,out int x0,out int y0,out int x1,out int y1);
if (width <= 0 || height <= 0) return;
int a=(int)(System.Math.Clamp(opacity,0f,1f)*255); if(a==0)return;
int r=(int)(color>>16&255),g=(int)(color>>8&255),b=(int)(color&255);
if (TryIntegerTranslation(localToDest, out int tx, out int ty))
{
FillTranslated(dst, dstW, dstH, width, height, tx, ty, r, g, b, a);
return;
}
if (!localToDest.TryInverse(out var inv)) return;
Bounds(localToDest,width,height,dstW,dstH,out int x0,out int y0,out int x1,out int y1);
for(int y=y0;y<y1;y++)for(int x=x0;x<x1;x++){
var p=inv.Apply(x+.5,y+.5);
if(p.X>=0&&p.X<width&&p.Y>=0&&p.Y<height) Blend(dst,(y*dstW+x)*4,r,g,b,a);
}
}
private static bool TryIntegerTranslation(Affine2D m, out int tx, out int ty)
{
tx = ty = 0;
if (m.XX != 1 || m.XY != 0 || m.YX != 0 || m.YY != 1 ||
m.TX != System.Math.Truncate(m.TX) || m.TY != System.Math.Truncate(m.TY) ||
m.TX < int.MinValue || m.TX > int.MaxValue || m.TY < int.MinValue || m.TY > int.MaxValue)
return false;
tx = (int)m.TX;
ty = (int)m.TY;
return true;
}
private static void BlitTranslated(byte[] dst, int dstW, int dstH, byte[] src, int srcW,
int srcX, int srcY, int width, int height, int tx, int ty,
int tr, int tg, int tb, int istr, int ia, bool multiplyTint)
{
int x0 = System.Math.Max(0, tx), y0 = System.Math.Max(0, ty);
int x1 = (int)System.Math.Min(dstW, (long)tx + width);
int y1 = (int)System.Math.Min(dstH, (long)ty + height);
for (int y = y0; y < y1; y++)
{
int v = y - ty;
for (int x = x0; x < x1; x++)
{
int u = x - tx;
int si = ((srcY + v) * srcW + (srcX + u)) * 4, di = (y * dstW + x) * 4;
int sa = src[si + 3] * ia / 255;
if (sa == 0) continue;
int sr = multiplyTint ? src[si] * tr / 255 : (src[si] * (255 - istr) + tr * istr) / 255;
int sg = multiplyTint ? src[si + 1] * tg / 255 : (src[si + 1] * (255 - istr) + tg * istr) / 255;
int sb = multiplyTint ? src[si + 2] * tb / 255 : (src[si + 2] * (255 - istr) + tb * istr) / 255;
Blend(dst, di, sr, sg, sb, sa);
}
}
}
private static void FillTranslated(byte[] dst, int dstW, int dstH, int width, int height,
int tx, int ty, int r, int g, int b, int a)
{
int x0 = System.Math.Max(0, tx), y0 = System.Math.Max(0, ty);
int x1 = (int)System.Math.Min(dstW, (long)tx + width);
int y1 = (int)System.Math.Min(dstH, (long)ty + height);
for (int y = y0; y < y1; y++)
for (int x = x0; x < x1; x++)
Blend(dst, (y * dstW + x) * 4, r, g, b, a);
}
private static void Bounds(Affine2D m,int w,int h,int dw,int dh,out int x0,out int y0,out int x1,out int y1)
{
var a=m.Apply(0,0);var b=m.Apply(w,0);var c=m.Apply(0,h);var d=m.Apply(w,h);