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[ios] Using SIMD to replace vector_float types can boost CPU performance on mid-range models.

Allen 8 months ago
parent
commit
7629d7dd35

+ 14 - 19
spine-ios/Sources/Spine/Extensions/RenderCommand+Vertices.swift

@@ -1,10 +1,11 @@
 import SpineShadersStructs
 import Foundation
+import simd
 
 extension RenderCommand {
     func getVertices() -> [SpineVertex] {
         var vertices = [SpineVertex]()
-        
+
         let indices = indices
         let numVertices = numVertices
         let positions = positions(numVertices: numVertices)
@@ -13,36 +14,30 @@ extension RenderCommand {
         vertices.reserveCapacity(indices.count)
         for i in 0..<indices.count {
             let index = Int(indices[i])
-            
             let xIndex = 2 * index
             let yIndex = xIndex + 1
-            
-            let positionX = positions[xIndex]
-            let positionY = positions[yIndex]
-            let uvX = uvs[xIndex]
-            let uvY = uvs[yIndex]
+            let position = SIMD2<Float>(positions[xIndex], positions[yIndex])
+            let uv = SIMD2<Float>(uvs[xIndex], uvs[yIndex])
             let color = extractRGBA(from: colors[index])
-            
             let vertex = SpineVertex(
-                position: vector_float2(positionX, positionY),
+                position: position,
                 color: color,
-                uv: vector_float2(uvX, uvY)
+                uv: uv
             )
             vertices.append(vertex)
         }
         
         return vertices
     }
-    
-    private func extractRGBA(from color: Int32) -> vector_float4 {
+
+    private func extractRGBA(from color: Int32) -> SIMD4<Float> {
         guard color != -1 else {
-            return vector_float4(1.0, 1.0, 1.0, 1.0)
+            return SIMD4<Float>(1.0, 1.0, 1.0, 1.0)
         }
-        let alpha = (color >> 24) & 0xFF
-        let red = (color >> 16) & 0xFF
-        let green = (color >> 8) & 0xFF
-        let blue = color & 0xFF
-                
-        return vector_float4(Float(red)/255, Float(green)/255, Float(blue)/255, (Float(alpha)/255))
+        let alpha = Float((color >> 24) & 0xFF) / 255.0
+        let red = Float((color >> 16) & 0xFF) / 255.0
+        let green = Float((color >> 8) & 0xFF) / 255.0
+        let blue = Float(color & 0xFF) / 255.0
+        return SIMD4<Float>(red, green, blue, alpha)
     }
 }

+ 17 - 17
spine-ios/Sources/Spine/Metal/SpineShaders.metal

@@ -1,5 +1,5 @@
 #include <metal_stdlib>
-
+#include <simd/simd.h> 
 using namespace metal;
 
 typedef enum SpineVertexInputIndex {
@@ -13,21 +13,21 @@ typedef enum SpineTextureIndex {
 } SpineTextureIndex;
 
 typedef struct {
-    vector_float2 position;
-    vector_float4 color;
-    vector_float2 uv;
+    simd_float2 position;
+    simd_float4 color;
+    simd_float2 uv;
 } SpineVertex;
 
 typedef struct {
-    vector_float2 translation;
-    vector_float2 scale;
-    vector_float2 offset;
+    simd_float2 translation;
+    simd_float2 scale;
+    simd_float2 offset;
 } SpineTransform;
 
 struct RasterizerData {
-    float4 position [[position]];
-    float4 color;
-    float2 textureCoordinate;
+    simd_float4 position [[position]];
+    simd_float4 color;
+    simd_float2 textureCoordinate;
 };
 
 vertex RasterizerData
@@ -38,12 +38,12 @@ vertexShader(uint vertexID [[vertex_id]],
 {
     RasterizerData out;
 
-    float2 pixelSpacePosition = vertices[vertexID].position.xy;
+    simd_float2 pixelSpacePosition = vertices[vertexID].position.xy;
+
+    simd_float2 viewportSize = simd_float2(*viewportSizePointer);
+
+    out.position = simd_float4(0.0, 0.0, 0.0, 1.0);
 
-    vector_float2 viewportSize = vector_float2(*viewportSizePointer);
-    
-    out.position = vector_float4(0.0, 0.0, 0.0, 1.0);
-    
     out.position.xy = pixelSpacePosition;
     out.position.xy *= transform->scale;
     out.position.xy += transform->translation * transform->scale + transform->offset;
@@ -57,7 +57,7 @@ vertexShader(uint vertexID [[vertex_id]],
     return out;
 }
 
-fragment float4
+fragment simd_float4
 fragmentShader(RasterizerData in [[stage_in]],
                texture2d<half> colorTexture [[ texture(SpineTextureIndexBaseColor) ]])
 {
@@ -66,5 +66,5 @@ fragmentShader(RasterizerData in [[stage_in]],
     
     const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
     
-    return float4(colorSample) * in.color;
+    return simd_float4(colorSample) * in.color;
 }

+ 3 - 3
spine-ios/Sources/SpineShadersStructs/SpineShadersStructs.h

@@ -14,9 +14,9 @@ typedef enum SpineTextureIndex {
 } SpineTextureIndex;
 
 typedef struct {
-    vector_float2 position;
-    vector_float4 color;
-    vector_float2 uv;
+    simd_float2 position;
+    simd_float4 color;
+    simd_float2 uv;
 } SpineVertex;
 
 typedef struct {