I'm implementing bilinear interpolation in a tight loop and trying to optimize it with SSE, but I get zero speed-up from it.
Here is the code, the non-SIMD version uses a simple vector structure which could be defined as struct Vec3f { float x, y, z; }
with implemented multiplication and addition operators:
#ifdef USE_SIMD
const Color c11 = pixelCache[y1 * size.x + x1];
const Color c12 = pixelCache[y2 * size.x + x1];
const Color c22 = pixelCache[y2 * size.x + x2];
const Color c21 = pixelCache[y1 * size.x + x2];
__declspec(align(16)) float mc11[4] = { 1.0, c11.GetB(), c11.GetG(), c11.GetR() };
__declspec(align(16)) float mc12[4] = { 1.0, c12.GetB(), c12.GetG(), c12.GetR() };
__declspec(align(16)) float mc22[4] = { 1.0, c22.GetB(), c22.GetG(), c22.GetR() };
__declspec(align(16)) float mc21[4] = { 1.0, c21.GetB(), c21.GetG(), c21.GetR() };
// scalars in vector form for SSE
const float s11 = (x2-x)*(y2-y);
const float s12 = (x2-x)*(y-y1);
const float s22 = (x-x1)*(y-y1);
const float s21 = (x-x1)*(y2-y);
__declspec(align(16)) float ms11[4] = {1.0, s11, s11, s11};
__declspec(align(16)) float ms12[4] = {1.0, s12, s12, s12};
__declspec(align(16)) float ms22[4] = {1.0, s22, s22, s22};
__declspec(align(16)) float ms21[4] = {1.0, s21, s21, s21};
__asm {
movaps xmm0, mc11
movaps xmm1, mc12
movaps xmm2, mc22
movaps xmm3, mc21
movaps xmm4, ms11
movaps xmm5, ms12
movaps xmm6, ms22
movaps xmm7, ms21
mulps xmm0, xmm4
mulps xmm1, xmm5
mulps xmm2, xmm6
mulps xmm3, xmm7
addps xmm0, xmm1
addps xmm0, xmm2
addps xmm0, xmm3
movaps mc11, xmm0
}
#else
const Vec3f c11 = toFloat(pixelCache[y1 * size.x + x1]);
const Vec3f c12 = toFloat(pixelCache[y2 * size.x + x1]);
const Vec3f c22 = toFloat(pixelCache[y2 * size.x + x2]);
const Vec3f c21 = toFloat(pixelCache[y1 * size.x + x2]);
const Vec3f colour =
c11*(x2-x)*(y2-y) +
c21*(x-x1)*(y2-y) +
c12*(x2-x)*(y-y1) +
c22*(x-x1)*(y-y1);
#endif
Rearranging the asm code to reuse the registers(ended up with just three xmm registers) didn't give any effect. I've also tried using intrinsics:
// perform bilinear interpolation
const Vec3f c11 = toFloat(pixelCache[y1 * size.x + x1]);
const Vec3f c12 = toFloat(pixelCache[y2 * size.x + x1]);
const Vec3f c22 = toFloat(pixelCache[y2 * size.x + x2]);
const Vec3f c21 = toFloat(pixelCache[y1 * size.x + x2]);
// scalars in vector form for SSE
const float s11 = (x2-x)*(y2-y);
const float s12 = (x2-x)*(y-y1);
const float s22 = (x-x1)*(y-y1);
const float s21 = (x-x1)*(y2-y);
__m128 mc11 = _mm_set_ps(1.f, c11.b, c11.g, c11.r);
__m128 mc12 = _mm_set_ps(1.f, c12.b, c12.g, c12.r);
__m128 mc22 = _mm_set_ps(1.f, c22.b, c22.g, c22.r);
__m128 mc21 = _mm_set_ps(1.f, c21.b, c21.g, c21.r);
__m128 ms11 = _mm_set_ps(1.f, s11, s11, s11);
__m128 ms12 = _mm_set_ps(1.f, s12, s12, s12);
__m128 ms22 = _mm_set_ps(1.f, s22, s22, s22);
__m128 ms21 = _mm_set_ps(1.f, s21, s21, s21);
mc11 = _mm_mul_ps(mc11, ms11);
mc12 = _mm_mul_ps(mc12, ms12);
mc22 = _mm_mul_ps(mc22, ms22);
mc21 = _mm_mul_ps(mc21, ms21);
mc11 = _mm_add_ps(mc11, mc12);
mc11 = _mm_add_ps(mc11, mc22);
mc11 = _mm_add_ps(mc11, mc21);
Vec3f colour;
_mm_storeu_ps(colour.array, mc11);
And to no avail. Am I missing something, or it is impossible to gain any extra speed here?