- replaced the softpoly drawers with templated versions

This commit is contained in:
Magnus Norddahl 2017-03-21 14:12:19 +01:00
commit d437b342db
14 changed files with 1134 additions and 16132 deletions

View file

@ -36,7 +36,10 @@
#include "poly_triangle.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "screen_triangle.h"
#include "poly_drawers.h"
#ifndef NO_SSE
#include "poly_drawer32_sse2.h"
#endif
#include "poly_drawer8.h"
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
@ -702,265 +705,87 @@ void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThrea
}
}
#if 0
float ScreenTriangle::FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw8 =
{
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
return top / bottom;
}
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Copy", "opaque", false
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AlphaBlend", "masked", false
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSolid", "translucent", false
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Add", "add", false
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Sub", "sub", false
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "RevSub", "revsub", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
&TriScreenDrawer8<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute // "Skycap", "skycap", false
};
float ScreenTriangle::FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill8 =
{
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
return top / bottom;
}
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Copy", "opaque", false
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AlphaBlend", "masked", false
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSolid", "translucent", false
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Add", "add", false
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Sub", "sub", false
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "RevSub", "revsub", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
&TriScreenDrawer8<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute // "Skycap", "skycap", false
};
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
#ifdef NO_SSE
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw32;
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill32;
#else
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw32 =
{
int numSpans = thread->NumFullSpans;
auto fullSpans = thread->FullSpans;
int numBlocks = thread->NumPartialBlocks;
auto partialBlocks = thread->PartialBlocks;
int startX = thread->StartX;
int startY = thread->StartY;
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Copy", "opaque", false
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AlphaBlend", "masked", false
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSolid", "translucent", false
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Add", "add", false
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Sub", "sub", false
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "RevSub", "revsub", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
&TriScreenDrawer32<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute // "Skycap", "skycap", false
};
// Calculate gradients
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
ScreenTriangleStepVariables gradientX;
ScreenTriangleStepVariables gradientY;
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);
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);
}
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill32 =
{
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Copy", "opaque", false
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AlphaBlend", "masked", false
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSolid", "translucent", false
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Add", "add", false
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Sub", "sub", false
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "RevSub", "revsub", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
&TriScreenDrawer32<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute // "Skycap", "skycap", false
};
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 < numSpans; i++)
{
const auto &span = fullSpans[i];
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);
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);
for (int y = 0; y < height; y++)
{
ScreenTriangleStepVariables blockPosX = blockPosY;
float rcpW = 0x01000000 / blockPosX.W;
int32_t varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
for (int x = 0; x < width; x++)
{
blockPosX.W += gradientX.W * 8;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
rcpW = 0x01000000 / blockPosX.W;
int32_t varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
int lightstep = (lightnext - lightpos) / 8;
for (int ix = 0; ix < 8; ix++)
{
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
uint32_t fg = texPixels[texelX * texHeight + texelY];
uint32_t r = RPART(fg);
uint32_t g = GPART(fg);
uint32_t b = BPART(fg);
r = r * lightpos / 256;
g = g * lightpos / 256;
b = b * lightpos / 256;
fg = 0xff000000 | (r << 16) | (g << 8) | b;
dest[x * 8 + ix] = fg;
subsector[x * 8 + ix] = subsectorDepth;
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] += varyingStep[j];
lightpos += lightstep;
}
}
blockPosY.W += gradientY.W;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] += gradientY.Varying[j];
dest += pitch;
subsector += pitch;
}
}
for (int i = 0; i < numBlocks; i++)
{
const auto &block = partialBlocks[i];
ScreenTriangleStepVariables blockPosY;
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);
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++)
{
ScreenTriangleStepVariables blockPosX = blockPosY;
float rcpW = 0x01000000 / blockPosX.W;
int32_t varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
blockPosX.W += gradientX.W * 8;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
rcpW = 0x01000000 / blockPosX.W;
int32_t varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
int lightstep = (lightnext - lightpos) / 8;
for (int x = 0; x < 8; x++)
{
if (mask0 & (1 << 31))
{
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
uint32_t fg = texPixels[texelX * texHeight + texelY];
uint32_t r = RPART(fg);
uint32_t g = GPART(fg);
uint32_t b = BPART(fg);
r = r * lightpos / 256;
g = g * lightpos / 256;
b = b * lightpos / 256;
fg = 0xff000000 | (r << 16) | (g << 8) | b;
dest[x] = fg;
subsector[x] = subsectorDepth;
}
mask0 <<= 1;
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] += varyingStep[j];
lightpos += lightstep;
}
blockPosY.W += gradientY.W;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] += gradientY.Varying[j];
dest += pitch;
subsector += pitch;
}
for (int y = 4; y < 8; y++)
{
ScreenTriangleStepVariables blockPosX = blockPosY;
float rcpW = 0x01000000 / blockPosX.W;
int32_t varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
blockPosX.W += gradientX.W * 8;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
rcpW = 0x01000000 / blockPosX.W;
int32_t varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
int lightnext = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
int lightstep = (lightnext - lightpos) / 8;
for (int x = 0; x < 8; x++)
{
if (mask1 & (1 << 31))
{
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
uint32_t fg = texPixels[texelX * texHeight + texelY];
uint32_t r = RPART(fg);
uint32_t g = GPART(fg);
uint32_t b = BPART(fg);
r = r * lightpos / 256;
g = g * lightpos / 256;
b = b * lightpos / 256;
fg = 0xff000000 | (r << 16) | (g << 8) | b;
dest[x] = fg;
subsector[x] = subsectorDepth;
}
mask1 <<= 1;
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] += varyingStep[j];
lightpos += lightstep;
}
blockPosY.W += gradientY.W;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] += gradientY.Varying[j];
dest += pitch;
subsector += pitch;
}
}
}
#endif