raze/source/common/rendering/polyrenderer/drawers/poly_thread.h

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/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include "poly_triangle.h"
struct PolyLight
{
uint32_t color;
float x, y, z;
float radius;
};
class PolyTriangleThreadData
{
public:
PolyTriangleThreadData(int32_t core, int32_t num_cores, int32_t numa_node, int32_t num_numa_nodes, int numa_start_y, int numa_end_y);
void ClearDepth(float value);
void ClearStencil(uint8_t value);
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, PolyDepthStencil *depthstencil, bool topdown);
void SetCullCCW(bool value) { ccw = value; }
void SetTwoSided(bool value) { twosided = value; }
void SetInputAssembly(PolyInputAssembly *input) { inputAssembly = input; }
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void SetVertexBuffer(const void *data, int offset0, int offset1) { vertices = data; frame0 = offset0; frame1 = offset1;} //[GEC] Save frame params
void SetIndexBuffer(const void *data) { elements = (const unsigned int *)data; }
void SetLightBuffer(const void *data) { lights = (const FVector4 *)data; }
void SetViewpointUniforms(const HWViewpointUniforms *uniforms);
void SetDepthClamp(bool on);
void SetDepthMask(bool on);
void SetDepthFunc(int func);
void SetDepthRange(float min, float max);
void SetDepthBias(float depthBiasConstantFactor, float depthBiasSlopeFactor);
void SetColorMask(bool r, bool g, bool b, bool a);
void SetStencil(int stencilRef, int op);
void SetCulling(int mode);
void EnableStencil(bool on);
void SetScissor(int x, int y, int w, int h);
void SetRenderStyle(FRenderStyle style);
void SetTexture(int unit, const void *pixels, int width, int height, bool bgra);
void SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader);
void UpdateClip();
void PushStreamData(const StreamData &data, const PolyPushConstants &constants);
void PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix);
void DrawIndexed(int index, int count, PolyDrawMode mode);
void Draw(int index, int vcount, PolyDrawMode mode);
int32_t core;
int32_t num_cores;
int32_t numa_node;
int32_t num_numa_nodes;
int numa_start_y;
int numa_end_y;
bool line_skipped_by_thread(int line)
{
return line < numa_start_y || line >= numa_end_y || line % num_cores != core;
}
int skipped_by_thread(int first_line)
{
int clip_first_line = MAX(first_line, numa_start_y);
int core_skip = (num_cores - (clip_first_line - core) % num_cores) % num_cores;
return clip_first_line + core_skip - first_line;
}
int count_for_thread(int first_line, int count)
{
count = MIN(count, numa_end_y - first_line);
int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores;
return MAX(c, 0);
}
struct Scanline
{
float W[MAXWIDTH];
uint16_t U[MAXWIDTH];
uint16_t V[MAXWIDTH];
float WorldX[MAXWIDTH];
float WorldY[MAXWIDTH];
float WorldZ[MAXWIDTH];
uint8_t vColorA[MAXWIDTH];
uint8_t vColorR[MAXWIDTH];
uint8_t vColorG[MAXWIDTH];
uint8_t vColorB[MAXWIDTH];
float GradientdistZ[MAXWIDTH];
uint32_t FragColor[MAXWIDTH];
uint32_t lightarray[MAXWIDTH];
uint8_t discard[MAXWIDTH];
} scanline;
static PolyTriangleThreadData *Get(DrawerThread *thread);
int dest_pitch = 0;
int dest_width = 0;
int dest_height = 0;
bool dest_bgra = false;
uint8_t *dest = nullptr;
PolyDepthStencil *depthstencil = nullptr;
bool topdown = true;
float depthbias = 0.0f;
int viewport_y = 0;
struct ClipRect
{
int left = 0;
int top = 0;
int right = 0;
int bottom = 0;
} clip, scissor;
FRenderStyle RenderStyle;
int SpecialEffect = EFF_NONE;
int EffectState = 0;
bool AlphaTest = false;
bool ColormapShader = false;
uint32_t AlphaThreshold = 0x7f000000;
const PolyPushConstants* PushConstants = nullptr;
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// [GEC] Add frame params, necessary to project frames and model interpolation correctly
int frame0 = 0;
int frame1 = 0;
const void *vertices = nullptr;
const unsigned int *elements = nullptr;
const FVector4 *lights = nullptr;
enum { maxPolyLights = 16 };
PolyLight polyLights[maxPolyLights];
int numPolyLights = 0;
PolyMainVertexShader mainVertexShader;
struct TextureUnit
{
const void* pixels = nullptr;
int width = 0;
int height = 0;
bool bgra = true;
} textures[16];
bool DepthTest = false;
bool StencilTest = true;
bool WriteStencil = true;
bool WriteColor = true;
bool WriteDepth = true;
uint8_t StencilTestValue = 0;
uint8_t StencilWriteValue = 0;
void (*FragmentShader)(int x0, int x1, PolyTriangleThreadData* thread) = nullptr;
void (*WriteColorFunc)(int y, int x0, int x1, PolyTriangleThreadData* thread) = nullptr;
private:
ShadedTriVertex ShadeVertex(int index);
void DrawShadedPoint(const ShadedTriVertex *const* vertex);
void DrawShadedLine(const ShadedTriVertex *const* vertices);
void DrawShadedTriangle(const ShadedTriVertex *const* vertices, bool ccw);
static bool IsDegenerate(const ShadedTriVertex *const* vertices);
static bool IsFrontfacing(TriDrawTriangleArgs *args);
int ClipEdge(const ShadedTriVertex *const* verts);
int viewport_x = 0;
int viewport_width = 0;
int viewport_height = 0;
bool ccw = true;
bool twosided = true;
PolyInputAssembly *inputAssembly = nullptr;
enum { max_additional_vertices = 16 };
float weightsbuffer[max_additional_vertices * 3 * 2];
float *weights = nullptr;
};