ARB_draw_buffers
No, I don’t have any particular point to make. But I did not even get the t-shirt…
No, I don’t have any particular point to make. But I did not even get the t-shirt…
This was the function that I added:
void GUIView::MakeVistaDWMHappyDance()
{
// Looks like Vista has some bug in DWM. Whenever we maximize or dock
// a view, we must do something magic, otherwise
// white stuff appears in place of the view.
// See http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=4208117&SiteID;=1
bool earlierThanVista = systeminfo::GetOperatingSystemNumeric() < 600;
if( earlierThanVista )
return;
// What seems to work is drawing one pixel via GDI.
// We draw it at (1,1) with usual background color.
int grayColor = 0.61f * 255.0f;
PAINTSTRUCT ps;
BeginPaint(m_View, &ps;);
SetPixel(ps.hdc, 1, 1, RGB(grayColor,grayColor,grayColor));
EndPaint(m_View, &ps;);
}
I know. Reading from screen when Aero is on is slow, bad and wrong. But then, what do you do? It’s better than users staring an all-white window just because Vista decided to draw it white, no matter what you think you’re drawing into it.
…still, MakeVistaDWMHappyDance
is not nearly as cool as
internal interface ICanHazCustomMenu { ... }
that Nicholas added a while ago.
The other day at work there was a need to flip an image vertically, in a way that did not bring large portions of other code that deals with images. Flipping vertically is easy:
for( int y = 0; y < height/2; ++y ) {
memswap( img+y*width, img+(height-y-1)*width, width*img(arr[0]) );
}
memswap function was done this way:
// why isnt this in the std lib?
// using XOR to avoid tmp var
void memswap( void* m1, void* m2, size_t n )
{
char *p = (char*)m1; char *q = (char*)m2;
while ( n-- ) {
*p ^= *q; *q ^= *p; *p ^= *q;
p++; q++;
}
}
The comment above the function was what triggered my interest. I just added:
// because it can be slower (local variable is likely in register;
// whereas using XOR involves reads/writes to memory)
But then I got interested in this, I just had to check what happens in one or another case.
Using Apple’s gcc 4.0.1 on Core 2 Duo, the above memory swapping code takes about 12.5 clock cycles per swapped image pixel (pixel = 4 bytes). The inner loop is this:
movzx eax,BYTE PTR [edx-0x1]
xor al,BYTE PTR [ecx-0x1]
mov BYTE PTR [edx-0x1],al
xor al,BYTE PTR [ecx-0x1]
mov BYTE PTR [ecx-0x1],al
xor BYTE PTR [edx-0x1],al
dec ebx
inc edx
inc ecx
cmp ebx,0xffffffff
jne loopstart
So the loop is three memory reads, three writes and some increments of the pointers / loop counter. Visual C++ 2008 compiles it very similarly, just uses more complex addressing mode to save one loop counter:
movzx edx,byte ptr [ecx+eax]
xor byte ptr [eax],dl
mov dl,byte ptr [eax]
xor byte ptr [ecx+eax],dl
mov dl,byte ptr [ecx+eax]
xor byte ptr [eax],dl
dec esi
inc eax
test esi,esi
jne loopstart
What if we don’t do this “XOR trick”, and just swap the contents using a temporary variable?
// ...
char t = *p; *p = *q; *q = t;
// ...
Lo and behold, now it runs at 7 cycles / pixel (almost twice as fast), and the inner loop is two memory reads and two writes:
movzx edx,BYTE PTR [ebx-0x1]
movzx eax,BYTE PTR [ecx-0x1]
mov BYTE PTR [ebx-0x1],al
mov BYTE PTR [ecx-0x1],dl
// ... incrementing pointers / counter here, like in previous case
So yeah. The XOR trick is pretty much useless here - it’s twice as slow. Hey, it can even be slower as images get larger - if tested on a 2048x2048 image, regular swap still takes 7 cycles/pixel, but XOR trick takes 55 cycles/pixel!
I guess XOR trick is useful only in quite rare situations, for example when you’re inside of some inner loop and want to swap register values without spilling them to memory or using an additional register. Heh, Wikipedia has info on this, so I’m not saying anything new :)
Now of course, if we happen to know that our pixels are 32 bits in size, there’s no good reason to keep the loop in bytes. We can operate on integers instead:
void memswapI( void* m1, void* m2, size_t n )
{
size_t nn = n/sizeof(int);
int *p = (int*)m1; int *q = (int*)m2;
while ( nn-- ) {
int t = *p; *p = *q; *q = t;
p++; q++;
}
}
This runs at 1.5 cycles/pixel (XOR variant at 2.5 cycles/pixel). The assembly is pretty much the same, just with 32 bit registers.
Another option? If you use STL, just use:
std::swap_ranges(p, p+n, q);
on the pixel datatype. On 32 bit pixels, this also runs at 1.5 cycles/pixel.
So yeah. Don’t try to outsmart the compiler without measuring it.
Some of the stuff I’ve been working on last week:
Fixed import progress bar for movies with no audio
Fixed first context menu click not working on Windows
Eye dropper backend on Windows
Export Package actually works on Windows
Compare Binary works on Windows
Add checkbox to project wizard to always open it on startup
F1 in bundled text editor goes to scripting docs for current word
Fixed q/w/e/r keys in password fields and text areas toggling active Tool on Windows
Fixed panes not repainting on Windows after some change is done via context menu on them
…and so on.
Boring tiny little details.
This probably best summarizes where lion’s share of time goes when developing anything. I’m not working on some cool spherical harmonics lightmap compression. Or on cunning ways to encode shadow map information for better filtering. Or on using CUDA to compute something interesting.
In other words, I’m not working on cool technology. Instead I’m adding missing menu items. Fixing obscure corner cases. Fighting inconsistencies in operating system APIs. Spotting misplaced pixels. Adding missing keyboard shortcuts.
Nothing interesting to blog about!
But still, methinks the difference between software that is merely “good” and software that is “great” is in the details. And only in the details.
I’ll just take care of tons of more details. Maybe it will result in something good.
A few weeks ago it was all calm in the source control. Now it’s crunchtime!
I’m the master of svn deception. I do tons of useless commits just so that the stats look good. Yeah!
…ok, back to work.