Prepare triangle setup to be used by LLVM drawers

This commit is contained in:
Magnus Norddahl 2016-12-13 19:26:13 +01:00
commit 145c0a6d9e
4 changed files with 127 additions and 112 deletions

View file

@ -35,6 +35,7 @@
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_poly_triangle.h"
#include "r_draw_rgba.h"
int PolyTriangleDrawer::viewport_x;
int PolyTriangleDrawer::viewport_y;
@ -368,6 +369,8 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
thread_data.pass_start_y = thread->pass_start_y;
thread_data.pass_end_y = thread->pass_end_y;
thread_data.temp = thread->dc_temp_rgba;
thread_data.FullSpans = thread->FullSpansBuffer.data();
thread_data.PartialBlocks = thread->PartialBlocksBuffer.data();
PolyTriangleDrawer::draw_arrays(args, variant, blendmode, &thread_data);
}
@ -598,12 +601,12 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
int clipbottom = args->clipbottom;
int stencilPitch = args->stencilPitch;
uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
ScreenTriangleFullSpan *span = FullSpans;
ScreenTrianglePartialBlock *partial = PartialBlocks;
TriFullSpan * RESTRICT span = thread->FullSpans;
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
@ -639,8 +642,8 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
{
NumFullSpans = 0;
NumPartialBlocks = 0;
thread->NumFullSpans = 0;
thread->NumPartialBlocks = 0;
return;
}
@ -667,8 +670,8 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
StartX = minx;
StartY = miny;
thread->StartX = minx;
thread->StartY = miny;
span->Length = 0;
// Loop through blocks
@ -824,8 +827,8 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
}
}
NumFullSpans = (int)(span - FullSpans);
NumPartialBlocks = (int)(partial - PartialBlocks);
thread->NumFullSpans = (int)(span - thread->FullSpans);
thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
}
void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
@ -837,15 +840,16 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
int clipbottom = args->clipbottom;
int stencilPitch = args->stencilPitch;
uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
int32_t pitch = args->pitch;
ScreenTriangleFullSpan *span = FullSpans;
ScreenTrianglePartialBlock *partial = PartialBlocks;
TriFullSpan * RESTRICT span = thread->FullSpans;
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
@ -881,8 +885,8 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
{
NumFullSpans = 0;
NumPartialBlocks = 0;
thread->NumFullSpans = 0;
thread->NumPartialBlocks = 0;
return;
}
@ -909,8 +913,8 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
StartX = minx;
StartY = miny;
thread->StartX = minx;
thread->StartY = miny;
span->Length = 0;
// Loop through blocks
@ -966,7 +970,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
{
// Totally covered block still needs a subsector coverage test:
uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
uint32_t *subsector = subsectorGBuffer + x + y * pitch;
uint32_t mask0 = 0;
uint32_t mask1 = 0;
@ -1026,7 +1030,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
int CY2 = C2 + DX23 * y0 - DY23 * x0;
int CY3 = C3 + DX31 * y0 - DY31 * x0;
uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
uint32_t *subsector = subsectorGBuffer + x + y * pitch;
uint32_t mask0 = 0;
uint32_t mask1 = 0;
@ -1113,20 +1117,25 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
}
}
NumFullSpans = (int)(span - FullSpans);
NumPartialBlocks = (int)(partial - PartialBlocks);
thread->NumFullSpans = (int)(span - thread->FullSpans);
thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
}
void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint32_t stencilWriteValue = args->stencilWriteValue;
uint32_t stencilPitch = args->stencilPitch;
for (int i = 0; i < NumFullSpans; i++)
int numSpans = thread->NumFullSpans;
auto fullSpans = thread->FullSpans;
int numBlocks = thread->NumPartialBlocks;
auto partialBlocks = thread->PartialBlocks;
for (int i = 0; i < numSpans; i++)
{
const auto &span = FullSpans[i];
const auto &span = fullSpans[i];
int block = span.X / 8 + span.Y / 8 * stencilPitch;
uint8_t *stencilBlock = &stencilValues[block * 64];
@ -1137,9 +1146,9 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
stencilBlockMask[x] = 0xffffff00 | stencilWriteValue;
}
for (int i = 0; i < NumPartialBlocks; i++)
for (int i = 0; i < numBlocks; i++)
{
const auto &block = PartialBlocks[i];
const auto &block = partialBlocks[i];
uint32_t mask0 = block.Mask0;
uint32_t mask1 = block.Mask1;
@ -1182,16 +1191,22 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
}
}
void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args)
void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
int pitch = args->pitch;
for (int i = 0; i < NumFullSpans; i++)
int numSpans = thread->NumFullSpans;
auto fullSpans = thread->FullSpans;
int numBlocks = thread->NumPartialBlocks;
auto partialBlocks = thread->PartialBlocks;
for (int i = 0; i < numSpans; i++)
{
const auto &span = FullSpans[i];
const auto &span = fullSpans[i];
uint32_t *subsector = args->subsectorGBuffer + span.X + span.Y * args->pitch;
int pitch = args->pitch;
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
int width = span.Length * 8;
int height = 8;
for (int y = 0; y < height; y++)
@ -1202,12 +1217,11 @@ void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args)
}
}
for (int i = 0; i < NumPartialBlocks; i++)
for (int i = 0; i < numBlocks; i++)
{
const auto &block = PartialBlocks[i];
const auto &block = partialBlocks[i];
uint32_t *subsector = args->subsectorGBuffer + block.X + block.Y * args->pitch;
int pitch = args->pitch;
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
uint32_t mask0 = block.Mask0;
uint32_t mask1 = block.Mask1;
for (int y = 0; y < 4; y++)
@ -1247,8 +1261,15 @@ float ScreenTriangle::FindGradientY(float x0, float y0, float x1, float y1, floa
return top / bottom;
}
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
int numSpans = thread->NumFullSpans;
auto fullSpans = thread->FullSpans;
int numBlocks = thread->NumPartialBlocks;
auto partialBlocks = thread->PartialBlocks;
int startX = thread->StartX;
int startY = thread->StartY;
// Calculate gradients
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
@ -1258,38 +1279,41 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
ScreenTriangleStepVariables start;
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
start.W = v1.w + gradientX.W * (StartX - v1.x) + gradientY.W * (StartY - v1.y);
start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
for (int i = 0; i < TriVertex::NumVarying; i++)
{
gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (StartX - v1.x) + gradientY.Varying[i] * (StartY - v1.y);
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
}
const uint32_t *texPixels = (const uint32_t *)args->texturePixels;
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
uint32_t texWidth = args->textureWidth;
uint32_t texHeight = args->textureHeight;
uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
uint32_t * RESTRICT subsectorGBuffer = (uint32_t*)args->subsectorGBuffer;
int pitch = args->pitch;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
uint32_t light = args->uniforms->light;
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
float globVis = 1706.0f;
for (int i = 0; i < NumFullSpans; i++)
for (int i = 0; i < numSpans; i++)
{
const auto &span = FullSpans[i];
const auto &span = fullSpans[i];
uint32_t *dest = (uint32_t*)args->dest + span.X + span.Y * args->pitch;
uint32_t *subsector = args->subsectorGBuffer + span.X + span.Y * args->pitch;
int pitch = args->pitch;
uint32_t *dest = destOrg + span.X + span.Y * pitch;
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
int width = span.Length;
int height = 8;
ScreenTriangleStepVariables blockPosY;
blockPosY.W = start.W + gradientX.W * (span.X - StartX) + gradientY.W * (span.Y - StartY);
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - StartX) + gradientY.Varying[j] * (span.Y - StartY);
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
for (int y = 0; y < height; y++)
{
@ -1351,18 +1375,17 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
}
}
for (int i = 0; i < NumPartialBlocks; i++)
for (int i = 0; i < numBlocks; i++)
{
const auto &block = PartialBlocks[i];
const auto &block = partialBlocks[i];
ScreenTriangleStepVariables blockPosY;
blockPosY.W = start.W + gradientX.W * (block.X - StartX) + gradientY.W * (block.Y - StartY);
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - StartX) + gradientY.Varying[j] * (block.Y - StartY);
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
uint32_t *dest = (uint32_t*)args->dest + block.X + block.Y * args->pitch;
uint32_t *subsector = args->subsectorGBuffer + block.X + block.Y * args->pitch;
int pitch = args->pitch;
uint32_t *dest = destOrg + block.X + block.Y * pitch;
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
uint32_t mask0 = block.Mask0;
uint32_t mask1 = block.Mask1;
for (int y = 0; y < 4; y++)
@ -1486,37 +1509,27 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
}
}
static ScreenTriangle triangle[8];
void ScreenTriangle::DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].SetupNormal(args, thread);
triangle[thread->core].Draw(args);
SetupNormal(args, thread);
Draw(args, thread);
}
void ScreenTriangle::DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].SetupSubsector(args, thread);
triangle[thread->core].Draw(args);
SetupSubsector(args, thread);
Draw(args, thread);
}
void ScreenTriangle::StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].SetupNormal(args, thread);
triangle[thread->core].StencilWrite(args);
SetupNormal(args, thread);
StencilWrite(args, thread);
}
void ScreenTriangle::StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].SetupNormal(args, thread);
triangle[thread->core].StencilWrite(args);
triangle[thread->core].SubsectorWrite(args);
}
ScreenTriangle::ScreenTriangle()
{
FullSpansBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8));
PartialBlocksBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8));
FullSpans = FullSpansBuffer.data();
PartialBlocks = PartialBlocksBuffer.data();
SetupNormal(args, thread);
StencilWrite(args, thread);
SubsectorWrite(args, thread);
}