fteqw/engine/sw/sw_rast.c

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#include "quakedef.h"
#ifdef SWQUAKE
#include "sw.h"
#include "gl_draw.h"
#include "shader.h"
#include "renderque.h"
#include "glquake.h"
#if __STDC_VERSION__ >= 199901L
//no need to do anything
#elif defined(_MSC_VER)
#define restrict __restrict
#else
#define restrict
#endif
#define ZI_MAX 0xffff
/*
Our software rendering basically works like this:
main thread builds command:
command contains vertex data in the command block
main thread runs the vertex programs (much like q3) and performs matrix transforms (much like d3d)
worker threads read each command sequentially:
clip to viewport
division of labour between worker threads works by interlacing.
each thread gets a different set of scanlines to render.
we can also trivially implement interlacing with this method
*/
cvar_t sw_interlace = CVAR("sw_interlace", "0");
cvar_t sw_vthread = CVAR("sw_vthread", "0");
cvar_t sw_fthreads = CVAR("sw_fthreads", "0");
struct workqueue_s commandqueue;
struct workqueue_s spanqueue;
static void WT_Triangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
{
//affine vs correct:
//to correct perspective, divide interpolants by z.
//per pixel, divide by interpolated 1 (actually 1/z)
unsigned int tpix;
#if 1
#define PERSPECTIVE(v) (v>>16)
#else
#define PERSPECTIVE(v) (v/zi)
#define SPAN_ZI
#endif
#define SPAN_ST
#define SPAN_Z
#define PLOT_PIXEL(o) \
{ \
if (*zb >= z) \
{ \
*zb = z; \
tpix = img->data[ \
((unsigned)PERSPECTIVE(s)&img->pwidthmask) \
+ (((unsigned)PERSPECTIVE(t)&img->pheightmask) * img->pitch) \
]; \
if (tpix&0xff000000) \
o = tpix; \
} \
}
#ifdef MSVCWORKSPROPERLY
#include "sw_spans.h"
#else
/*
this file is expected to be #included as the body of a real function
to define create a new pixel shader, define PLOT_PIXEL(outval) at the top of your function and you're good to go
//modifiers:
SPAN_ST - interpolates S+T across the span. access with 'sc' and 'tc'
affine... no perspective correction.
*/
{
swvert_t *vt;
int y;
int secondhalf;
//l=value on left
//ld=change per y (on left)
//d=change per x
int xl,xld, xr,xrd;
#ifdef SPAN_ST
int sl,sld, sd;
int tl,tld, td;
#endif
#ifdef SPAN_ZI
int zil, zild, zid;
#endif
#ifdef SPAN_Z
int zl,zld, zd;
#endif
unsigned int *restrict outbuf;
unsigned int *restrict ti;
int i;
const swvert_t *vlt,*vlb,*vrt,*vrb;
int spanlen;
int numspans;
unsigned int *vplout;
int dx, dy;
int recalcside;
int interlace;
float fdx1,fdy1,fdx2,fdy2,fz,d1,d2;
if (!img)
return;
/*we basically render a diamond
that is, the single triangle is split into two triangles, outwards towards the midpoint and inwards to the final position.
*/
/*reorder the verticies for height*/
if (v1->scoord[1] > v2->scoord[1])
{
vt = v1;
v1 = v2;
v2 = vt;
}
if (v1->scoord[1] > v3->scoord[1])
{
vt = v1;
v1 = v3;
v3 = vt;
}
if (v2->scoord[1] > v3->scoord[1])
{
vt = v3;
v3 = v2;
v2 = vt;
}
{
const swvert_t *v[3];
v[0] = v1;
v[1] = v2;
v[2] = v3;
//reject triangles with any point offscreen, for now
for (i = 0; i < 3; i++)
{
if (v[i]->scoord[0] < 0 || v[i]->scoord[0] > th->vpwidth)
return;
if (v[i]->scoord[1] < 0 || v[i]->scoord[1] > th->vpheight)
return;
if (v[i]->zicoord < 0)
return;
}
for (i = 0; i < 2; i++)
{
if (v[i]->scoord[1] > v[i+1]->scoord[1])
return;
}
}
fdx1 = v2->scoord[0] - v1->scoord[0];
fdy1 = v2->scoord[1] - v1->scoord[1];
fdx2 = v3->scoord[0] - v1->scoord[0];
fdy2 = v3->scoord[1] - v1->scoord[1];
fz = fdx1*fdy2 - fdx2*fdy1;
if (fz == 0)
{
//weird angle...
return;
}
fz = 1.0 / fz;
fdx1 *= fz;
fdy1 *= fz;
fdx2 *= fz;
fdy2 *= fz;
#ifdef SPAN_ST //affine
d1 = (v2->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
d2 = (v3->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
sld = fdx1*d2 - fdx2*d1;
sd = fdy2*d1 - fdy1*d2;
d1 = (v2->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
d2 = (v3->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
tld = fdx1*d2 - fdx2*d1;
td = fdy2*d1 - fdy1*d2;
#endif
#ifdef SPAN_ZI
d1 = (1<<16);
d2 = (1<<16);
zild = 0;//fdx1*d2 - fdx2*d1;
zid = 0;//fdy2*d1 - fdy1*d2;
#endif
#ifdef SPAN_Z
d1 = (v2->zicoord - v1->zicoord)*(1<<16);
d2 = (v3->zicoord - v1->zicoord)*(1<<16);
zld = fdx1*d2 - fdx2*d1;
zd = fdy2*d1 - fdy1*d2;
#endif
ti = img->data;
y = v1->scoord[1];
for (secondhalf = 0; secondhalf <= 1; secondhalf++)
{
if (secondhalf)
{
// return;
if (numspans < 0)
{
interlace = -numspans;
y+=interlace;
numspans-=interlace;
xl += xld*interlace;
xr += xrd*interlace;
vplout += th->vpcstride*interlace;
#ifdef SPAN_ST
sl += sld*interlace;
tl += tld*interlace;
#endif
#ifdef SPAN_ZI
zil += zild*interlace;
#endif
#ifdef SPAN_Z
zl += zld*interlace;
#endif
}
/*v2->v3*/
if (fz <= 0)
{
vlt = v2;
//vrt == v1;
vlb = v3;
//vrb == v3;
recalcside = 1;
#ifdef SPAN_ST
sld -= (((long long)sd*xld)>>16);
tld -= (((long long)td*xld)>>16);
#endif
#ifdef SPAN_ZI
zild -= (((long long)zid*xld)>>16);
#endif
#ifdef SPAN_Z
zld -= (((long long)zd*xld)>>16);
#endif
}
else
{
//vlt == v1;
vrt = v2;
///vlb == v3;
vrb = v3;
recalcside = 2;
}
//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
numspans = v3->scoord[1] - y;
}
else
{
vlt = v1;
vrt = v1;
/*v1->v2*/
if (fz < 0)
{
vlb = v2;
vrb = v3;
}
else
{
vlb = v3;
vrb = v2;
}
recalcside = 3;
//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
numspans = v2->scoord[1] - y;
}
if (recalcside & 1)
{
dx = (vlb->scoord[0] - vlt->scoord[0]);
dy = (vlb->scoord[1] - vlt->scoord[1]);
if (dy > 0)
xld = (dx<<16) / dy;
else
xld = 0;
xl = (int)vlt->scoord[0]<<16;
#ifdef SPAN_ST
sl = vlt->tccoord[0] * (img->pwidth<<16);
sld = sld + (((long long)sd*xld+32767)>>16);
tl = vlt->tccoord[1] * (img->pheight<<16);
tld = tld + (((long long)td*xld+32767)>>16);
#endif
#ifdef SPAN_ZI
zil = (1<<16);///vlt->zicoord;
zild = zild + (((long long)zid*xld)>>16);
#endif
#ifdef SPAN_Z
zl = vlt->zicoord * (1<<16);
zld = zld + (((long long)zd*xld)>>16);
#endif
}
if (recalcside & 2)
{
dx = (vrb->scoord[0] - vrt->scoord[0]);
dy = (vrb->scoord[1] - vrt->scoord[1]);
if (dy)
xrd = (dx<<16) / dy;
else
xrd = 0;
xr = (int)vrt->scoord[0]<<16;
}
if (y + numspans > th->vpheight)
numspans = th->vpheight - y;
if (numspans <= 0)
continue;
vplout = th->vpcbuf + y * th->vpcstride; //this is a pointer to the left of the viewport buffer.
interlace = ((y + th->interlaceline) % th->interlacemod);
if (interlace)
{
if (interlace > numspans)
{
interlace = numspans;
y+=interlace;
}
else
{
y+=interlace;
numspans-=interlace;
}
xl += xld*interlace;
xr += xrd*interlace;
vplout += th->vpcstride*interlace;
#ifdef SPAN_ST
sl += sld*interlace;
tl += tld*interlace;
#endif
#ifdef SPAN_ZI
zil += zild*interlace;
#endif
#ifdef SPAN_Z
zl += zld*interlace;
#endif
}
for (; numspans > 0;
numspans -= th->interlacemod
,xl += xld*th->interlacemod
,xr += xrd*th->interlacemod
,vplout += th->vpcstride*th->interlacemod
,y += th->interlacemod
#ifdef SPAN_ST
,sl += sld*th->interlacemod
,tl += tld*th->interlacemod
#endif
#ifdef SPAN_ZI
,zil += zild*th->interlacemod
#endif
#ifdef SPAN_Z
,zl += zld*th->interlacemod
#endif
)
{
#ifdef SPAN_ST
unsigned int s = sl;
unsigned int t = tl;
#endif
#ifdef SPAN_ZI
unsigned int zi = zil;
#else
const unsigned int zi = (1<<16);
#endif
#ifdef SPAN_Z
unsigned int z = zl;
unsigned int *restrict zb = th->vpdbuf + y * th->vpwidth + (xl>>16);
#endif
spanlen = (xr - xl)>>16;
outbuf = vplout + (xl>>16);
while(spanlen-->0)
{
PLOT_PIXEL(*outbuf);
outbuf++;
#ifdef SPAN_ST
s += sd;
t += td;
#endif
#ifdef SPAN_ZI
zi += zid;
#endif
#ifdef SPAN_Z
z += zd;
zb++;
#endif
}
}
}
}
#undef SPAN_ST
#undef PLOT_PIXEL
#endif
}
static void WT_Clip_Top(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (0 - in->scoord[1]) /
(float)(out->scoord[1] - in->scoord[1]);
Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
result->scoord[1] = 0;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Bottom(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = ((th->vpheight) - in->scoord[1]) /
(float)(out->scoord[1] - in->scoord[1]);
Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
result->scoord[1] = th->vpheight;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Left(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (0 - in->scoord[0]) /
(float)(out->scoord[0] - in->scoord[0]);
Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
result->scoord[0] = 0;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Right(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = ((th->vpwidth) - in->scoord[0]) /
(float)(out->scoord[0] - in->scoord[0]);
Vector2Interpolate(in->scoord, frac, out->scoord, result->scoord);
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
result->scoord[0] = th->vpwidth;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Near(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float nearclip = 0;
double frac;
frac = (nearclip - in->zicoord) /
(out->zicoord - in->zicoord);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
result->zicoord = nearclip;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Far(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float farclip = 1;
double frac;
frac = (farclip - in->zicoord) /
(out->zicoord - in->zicoord);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
FloatInterpolate(in->zicoord, frac, out->zicoord, result->zicoord);
result->zicoord = farclip;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static int WT_ClipPoly(swthread_t *th, int incount, swvert_t *inv, swvert_t *outv, int flag, void (*clip)(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result))
{
int p, c;
int result = 0;
int pf, cf;
if (incount < 3)
return 0;
for (p = incount - 1, c = 0; c < incount; p = c, c++)
{
pf = inv[p].clipflags & flag;
cf = inv[c].clipflags & flag;
if (pf && cf)
continue; //both clipped, skip it now
if (pf ^ cf)
{
//crossed... emit a new vertex on the boundary
if (cf) //new is offscreen
clip(th, &inv[c], &inv[p], &outv[result]);
else
clip(th, &inv[p], &inv[c], &outv[result]);
outv[result].clipflags = 0;
if (outv[result].scoord[0] < 0)
outv[result].clipflags |= CLIP_LEFT_FLAG;
if (outv[result].scoord[0] > th->vpwidth)
outv[result].clipflags |= CLIP_RIGHT_FLAG;
if (outv[result].scoord[1] < 0)
outv[result].clipflags |= CLIP_TOP_FLAG;
if (outv[result].scoord[1] > th->vpheight)
outv[result].clipflags |= CLIP_BOTTOM_FLAG;
if (outv[result].zicoord < 0)
outv[result].clipflags |= CLIP_NEAR_FLAG;
if (outv[result].zicoord > ZI_MAX)
outv[result].clipflags |= CLIP_FAR_FLAG;
result++;
}
if (!cf)
{
outv[result] = inv[c];
result++;
}
}
return result;
}
//transform the vertex and calculate its final position.
static int WT_TransformVertXY(swthread_t *th, swvert_t *v)
{
int result = 0;
vec4_t tr;
Matrix4x4_CM_Transform34(th->u.matrix, v->vcoord, tr);
if (tr[3] != 1)
{
tr[0] /= tr[3];
tr[1] /= tr[3];
tr[2] /= tr[3];
}
v->scoord[0] = (tr[0]+1)/2 * th->vpwidth;
if (v->scoord[0] < 0)
result |= CLIP_LEFT_FLAG;
if (v->scoord[0] > th->vpwidth)
result |= CLIP_RIGHT_FLAG;
v->scoord[1] = (tr[1]+1)/2 * th->vpheight;
if (v->scoord[1] < 0)
result |= CLIP_TOP_FLAG;
if (v->scoord[1] > th->vpheight)
result |= CLIP_BOTTOM_FLAG;
v->clipflags = result;
return result;
}
static void WT_ClipTriangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
{
unsigned int cflags;
swvert_t final[2][64];
int list = 0;
int i;
int count;
//check the near/far planes.
v1->zicoord = DotProduct(v1->vcoord, th->u.viewplane) - th->u.viewplane[3];
if (v1->zicoord < 0) v1->clipflags = CLIP_NEAR_FLAG; else if (v1->zicoord >= ZI_MAX) v1->clipflags = CLIP_FAR_FLAG; else v1->clipflags = 0;
v2->zicoord = DotProduct(v2->vcoord, th->u.viewplane) - th->u.viewplane[3];
if (v2->zicoord < 0) v2->clipflags = CLIP_NEAR_FLAG; else if (v2->zicoord >= ZI_MAX) v2->clipflags = CLIP_FAR_FLAG; else v2->clipflags = 0;
v3->zicoord = DotProduct(v3->vcoord, th->u.viewplane) - th->u.viewplane[3];
if (v3->zicoord < 0) v3->clipflags = CLIP_NEAR_FLAG; else if (v3->zicoord >= ZI_MAX) v3->clipflags = CLIP_FAR_FLAG; else v3->clipflags = 0;
if (v1->clipflags & v2->clipflags & v3->clipflags)
return; //all verticies are off at least one plane
cflags = v1->clipflags | v2->clipflags | v3->clipflags;
if (0)//!cflags)
{
//figure out the final 2d positions
cflags = 0;
for (i = 0; i < count; i++)
cflags |= WT_TransformVertXY(th, &final[list][i]);
}
else
{
final[list][0] = *v1;
final[list][1] = *v2;
final[list][2] = *v3;
count = 3;
//clip to the screen
if (cflags & CLIP_NEAR_FLAG)
{
// return;
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_NEAR_FLAG, WT_Clip_Near);
list ^= 1;
}
if (cflags & CLIP_FAR_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_FAR_FLAG, WT_Clip_Far);
list ^= 1;
}
//figure out the final 2d positions
cflags = 0;
for (i = 0; i < count; i++)
cflags |= WT_TransformVertXY(th, &final[list][i]);
}
//and clip those by the screen (instead of by plane, to try to prevent crashes)
if (cflags & CLIP_TOP_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_TOP_FLAG, WT_Clip_Top);
list ^= 1;
}
if (cflags & CLIP_BOTTOM_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_BOTTOM_FLAG, WT_Clip_Bottom);
list ^= 1;
}
if (cflags & CLIP_LEFT_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_LEFT_FLAG, WT_Clip_Left);
list ^= 1;
}
if (cflags & CLIP_RIGHT_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_RIGHT_FLAG, WT_Clip_Right);
list ^= 1;
}
//draw the damn thing. FIXME: generate spans and push to a fragment thread.
for (i = 2; i < count; i++)
{
WT_Triangle(th, img, &final[list][0], &final[list][i-1], &final[list][i]);
}
}
void WQ_ClearBuffer(swthread_t *t, unsigned int *mbuf, qintptr_t stride, unsigned int clearval)
{
int y;
int x;
unsigned int *buf;
for (y = t->interlaceline; y < t->vpheight; y += t->interlacemod)
{
buf = mbuf + stride*y;
for (x = 0; x < (t->vpwidth & ~15);)
{
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
}
for (; x < t->vpwidth; )
buf[x++] = clearval;
}
}
qboolean WT_HandleCommand(swthread_t *t, wqcom_t *com)
{
index_t *idx;
int i;
switch(com->com.command)
{
case WTC_DIE:
t->readpoint += com->com.cmdsize;
return 1;
case WTC_NOOP:
break;
case WTC_NEWFRAME:
break;
case WTC_UNIFORMS:
memcpy(&t->u, &com->uniforms.u, sizeof(t->u));
break;
case WTC_VIEWPORT:
t->vpcbuf = com->viewport.cbuf;
t->vpdbuf = com->viewport.dbuf;
t->vpwidth = com->viewport.width;
t->vpheight = com->viewport.height;
t->vpcstride = com->viewport.stride;
if (!t->wq->numthreads)
{
t->interlacemod = com->viewport.interlace; //this many vthreads
t->interlaceline = com->viewport.framenum%com->viewport.interlace; //this vthread
}
else
{
t->interlacemod = t->wq->numthreads*com->viewport.interlace; //this many vthreads
t->interlaceline = (t->threadnum*com->viewport.interlace) + (com->viewport.framenum%com->viewport.interlace); //this vthread
}
if (com->viewport.clearcolour)
{
WQ_ClearBuffer(t, t->vpcbuf, t->vpcstride, 0);
}
if (com->viewport.cleardepth)
{
WQ_ClearBuffer(t, t->vpdbuf, t->vpwidth, ~0u);
}
break;
case WTC_TRIFAN:
for (i = 2; i < com->trifan.numverts; i++)
{
WT_ClipTriangle(t, com->trifan.texture, &com->trifan.verts[0], &com->trifan.verts[i-1], &com->trifan.verts[i]);
}
break;
case WTC_TRISOUP:
idx = (index_t*)(com->trisoup.verts + com->trisoup.numverts);
for (i = 0; i < com->trisoup.numidx; i+=3, idx+=3)
{
WT_ClipTriangle(t, com->trisoup.texture, &com->trisoup.verts[idx[0]], &com->trisoup.verts[idx[1]], &com->trisoup.verts[idx[2]]);
}
break;
case WTC_SPANS:
break;
default:
Sys_Printf("Unknown render command!\n");
break;
}
t->readpoint += com->com.cmdsize;
return false;
}
int WT_Main(void *ptr)
{
wqcom_t *com;
swthread_t *t = ptr;
for(;;)
{
if (t->readpoint == t->wq->pos)
{
Sys_Sleep(0);
continue;
}
com = (wqcom_t*)&t->wq->queue[t->readpoint & WQ_MASK];
if (WT_HandleCommand(t, com))
break;
}
return 0;
}
void SWRast_EndCommand(struct workqueue_s *wq, wqcom_t *com)
{
wq->pos += com->com.cmdsize;
if (!wq->numthreads)
{
//immediate mode
WT_HandleCommand(wq->swthreads, com);
}
}
wqcom_t *SWRast_BeginCommand(struct workqueue_s *wq, int cmdtype, unsigned int size)
{
wqcom_t *com;
//round the command size up, so we always have space for a noop/wrap if needed
size = (size + sizeof(com->align)) & ~(sizeof(com->align)-1);
//generate a noop if we don't have enough space for the command
if ((wq->pos&WQ_MASK) + size > WQ_SIZE)
{
// SWRast_Sync();
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
com->com.cmdsize = WQ_SIZE - wq->pos&WQ_MASK;
com->com.command = WTC_NOOP;
SWRast_EndCommand(wq, com);
}
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
com->com.cmdsize = size;
com->com.command = cmdtype;
return com;
}
void SWRast_Sync(struct workqueue_s *wq)
{
int i;
swthread_t *t;
for (i = 0; i < wq->numthreads; i++)
{
t = &wq->swthreads[i];
while (t->readpoint != wq->pos)
;
}
//all worker threads are up to speed
}
void SWRast_CreateThreadPool(struct workqueue_s *wq, int numthreads)
{
int i = 0;
swthread_t *t;
wq->pos = 0;
numthreads = ((numthreads > WQ_MAXTHREADS)?WQ_MAXTHREADS:numthreads);
#ifdef MULTITHREAD
for (i = 0; i < numthreads; i++)
{
t = &wq->swthreads[i];
t->threadnum = i;
t->thread = Sys_CreateThread("swrast", WT_Main, t, THREADP_NORMAL, 0);
if (!t->thread)
break;
}
#else
numthreads = 0;
#endif
wq->numthreads = i;
if (i == 0)
numthreads = 1;
else
numthreads = i;
for (i = 0; i < numthreads; i++)
{
wq->swthreads[i].readpoint = wq->pos;
wq->swthreads[i].wq = wq;
}
}
void SWRast_TerminateThreadPool(struct workqueue_s *wq)
{
int i;
wqcom_t *com = SWRast_BeginCommand(wq, WTC_DIE, sizeof(com->com));
SWRast_EndCommand(wq, com);
#ifdef MULTITHREAD
for (i = 0; i < wq->numthreads; i++)
{
Sys_WaitOnThread(wq->swthreads[i].thread);
}
#endif
wq->numthreads = 0;
}
void SW_Draw_Init(void)
{
R2D_Init();
R_InitFlashblends();
}
void SW_Draw_Shutdown(void)
{
R2D_Shutdown();
}
void SW_R_Init(void)
{
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
sw_vthread.modified = true;
}
void SW_R_DeInit(void)
{
SWRast_TerminateThreadPool(&commandqueue);
}
void SW_R_RenderView(void)
{
extern cvar_t gl_screenangle;
extern cvar_t gl_mindist;
vec3_t newa;
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= RDF_NOWORLDMODEL;
// R_SetupGL ();
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
if (r_refdef.useperspective)
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, r_refdef.fov_x, r_refdef.fov_y, gl_mindist.value);
else
{
if (gl_maxdist.value>=1)
Matrix4x4_CM_Orthographic(r_refdef.m_projection, -r_refdef.fov_x/2, r_refdef.fov_x/2, -r_refdef.fov_y/2, r_refdef.fov_y/2, -gl_maxdist.value, gl_maxdist.value);
else
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}
VectorCopy(r_refdef.viewangles, newa);
newa[0] = r_refdef.viewangles[0];
newa[1] = r_refdef.viewangles[1];
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_refdef.vieworg);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
Surf_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
R_RenderDlights ();
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
}
qboolean SW_SCR_UpdateScreen(void)
{
wqcom_t *com;
extern cvar_t gl_screenangle;
float w = vid.width, h = vid.height;
r_refdef.time = realtime;
SWBE_Set2D();
SWRast_Sync(&commandqueue);
SWRast_Sync(&spanqueue);
SW_VID_SwapBuffers();
if (sw_vthread.modified)
{
SWRast_TerminateThreadPool(&commandqueue);
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
sw_vthread.modified = false;
}
if (sw_fthreads.modified)
{
SWRast_TerminateThreadPool(&spanqueue);
SWRast_CreateThreadPool(&spanqueue, sw_fthreads.ival);
sw_fthreads.modified = false;
}
com = SWRast_BeginCommand(&commandqueue, WTC_VIEWPORT, sizeof(com->viewport));
com->viewport.interlace = bound(0, sw_interlace.ival, 15)+1;
com->viewport.clearcolour = r_clear.ival;
com->viewport.cleardepth = true;
SW_VID_UpdateViewport(com);
SWRast_EndCommand(&commandqueue, com);
Shader_DoReload();
R2D_Font_Changed();
//FIXME: playfilm/editor+q3ui
SCR_SetUpToDrawConsole ();
if (cls.state == ca_active)
{
if (!CSQC_DrawView())
V_RenderView ();
R2D_PolyBlend ();
R2D_BrightenScreen();
}
SCR_DrawTwoDimensional(0, 0);
V_UpdatePalette (false);
return true;
}
void SW_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
{
}
void SW_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
}
void SW_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
{
}
void SW_VBO_Destroy(vboarray_t *vearray, void *mem)
{
}
void SWBE_Scissor(srect_t *rect)
{
}
rendererinfo_t swrendererinfo =
{
"Software Renderer",
{
"sw",
"Software",
"SoftRast",
},
QR_SOFTWARE,
SW_Draw_Init,
SW_Draw_Shutdown,
SW_UpdateFiltering,
SW_LoadTextureMips,
SW_DestroyTexture,
SW_R_Init,
SW_R_DeInit,
SW_R_RenderView,
SW_VID_Init,
SW_VID_DeInit,
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
SW_VID_SwapBuffers,
SW_VID_ApplyGammaRamps,
NULL,
NULL,
NULL,
SW_VID_SetWindowCaption,
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
SW_VID_GetRGBInfo,
SW_SCR_UpdateScreen,
SWBE_SelectMode,
SWBE_DrawMesh_List,
SWBE_DrawMesh_Single,
SWBE_SubmitBatch,
SWBE_GetTempBatch,
SWBE_DrawWorld,
SWBE_Init,
SWBE_GenBrushModelVBO,
SWBE_ClearVBO,
SWBE_UploadAllLightmaps,
SWBE_SelectEntity,
SWBE_SelectDLight,
SWBE_Scissor,
SWBE_LightCullModel,
SW_VBO_Begin,
SW_VBO_Data,
SW_VBO_Finish,
SW_VBO_Destroy,
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
SWBE_RenderToTextureUpdate2d,
"no more"
};
#endif