gzdoom-gles/src/swrenderer/drawers/r_draw_rgba.h

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/*
** Drawer commands for the RT family of drawers
** 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 "r_draw.h"
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#include "v_palette.h"
#include "r_thread.h"
#include "swrenderer/viewport/r_skydrawer.h"
#include "swrenderer/viewport/r_spandrawer.h"
#include "swrenderer/viewport/r_walldrawer.h"
#include "swrenderer/viewport/r_spritedrawer.h"
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#ifdef __arm__
#define NO_SSE
#endif
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#ifndef NO_SSE
#include <immintrin.h>
#endif
struct FSpecialColormap;
EXTERN_CVAR(Bool, r_mipmap)
EXTERN_CVAR(Float, r_lod_bias)
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namespace swrenderer
{
// Give the compiler a strong hint we want these functions inlined:
#ifndef FORCEINLINE
#if defined(_MSC_VER)
#define FORCEINLINE __forceinline
#elif defined(__GNUC__)
#define FORCEINLINE __attribute__((always_inline)) inline
#else
#define FORCEINLINE inline
#endif
#endif
// Promise compiler we have no aliasing of this pointer
#ifndef RESTRICT
#if defined(_MSC_VER)
#define RESTRICT __restrict
#elif defined(__GNUC__)
#define RESTRICT __restrict__
#else
#define RESTRICT
#endif
#endif
// Force the compiler to use a calling convention that works for vector types
#if defined(_MSC_VER)
#define VECTORCALL __vectorcall
#else
#define VECTORCALL
#endif
class DrawFuzzColumnRGBACommand : public DrawerCommand
{
int _x;
int _yl;
int _yh;
uint8_t * RESTRICT _destorg;
int _pitch;
int _fuzzpos;
int _fuzzviewheight;
public:
DrawFuzzColumnRGBACommand(const SpriteDrawerArgs &drawerargs);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
};
class FillSpanRGBACommand : public DrawerCommand
{
int _x1;
int _x2;
int _y;
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uint8_t * RESTRICT _dest;
fixed_t _light;
int _color;
public:
FillSpanRGBACommand(const SpanDrawerArgs &drawerargs);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
};
class DrawFogBoundaryLineRGBACommand : public DrawerCommand
{
int _y;
int _x;
int _x2;
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uint8_t * RESTRICT _line;
fixed_t _light;
ShadeConstants _shade_constants;
public:
DrawFogBoundaryLineRGBACommand(const SpanDrawerArgs &drawerargs);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
};
class DrawTiltedSpanRGBACommand : public DrawerCommand
{
int _x1;
int _x2;
int _y;
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uint8_t * RESTRICT _dest;
fixed_t _light;
ShadeConstants _shade_constants;
FVector3 _plane_sz;
FVector3 _plane_su;
FVector3 _plane_sv;
bool _plane_shade;
int _planeshade;
float _planelightfloat;
fixed_t _pviewx;
fixed_t _pviewy;
int _xbits;
int _ybits;
const uint32_t * RESTRICT _source;
RenderViewport *viewport;
public:
DrawTiltedSpanRGBACommand(const SpanDrawerArgs &drawerargs, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
};
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class DrawColoredSpanRGBACommand : public DrawerCommand
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{
int _y;
int _x1;
int _x2;
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uint8_t * RESTRICT _dest;
fixed_t _light;
int _color;
public:
DrawColoredSpanRGBACommand(const SpanDrawerArgs &drawerargs);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
};
class ApplySpecialColormapRGBACommand : public DrawerCommand
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{
uint8_t *buffer;
int pitch;
int width;
int height;
int start_red;
int start_green;
int start_blue;
int end_red;
int end_green;
int end_blue;
public:
ApplySpecialColormapRGBACommand(FSpecialColormap *colormap, DFrameBuffer *screen);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override { return "ApplySpecialColormapRGBACommand"; }
};
template<typename CommandType, typename BlendMode>
class DrawerBlendCommand : public CommandType
{
public:
void Execute(DrawerThread *thread) override
{
typename CommandType::LoopIterator loop(this, thread);
if (!loop) return;
BlendMode blend(*this, loop);
do
{
blend.Blend(*this, loop);
} while (loop.next());
}
};
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/////////////////////////////////////////////////////////////////////////////
class DrawParticleColumnRGBACommand : public DrawerCommand
{
public:
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DrawParticleColumnRGBACommand(uint32_t *dest, int dest_y, int pitch, int count, uint32_t fg, uint32_t alpha, uint32_t fracposx);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
private:
uint32_t *_dest;
int _dest_y;
int _pitch;
int _count;
uint32_t _fg;
uint32_t _alpha;
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uint32_t _fracposx;
};
/////////////////////////////////////////////////////////////////////////////
class SWTruecolorDrawers : public SWPixelFormatDrawers
{
public:
using SWPixelFormatDrawers::SWPixelFormatDrawers;
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void DrawWallColumn(const WallDrawerArgs &args) override;
void DrawWallMaskedColumn(const WallDrawerArgs &args) override;
void DrawWallAddColumn(const WallDrawerArgs &args) override;
void DrawWallAddClampColumn(const WallDrawerArgs &args) override;
void DrawWallSubClampColumn(const WallDrawerArgs &args) override;
void DrawWallRevSubClampColumn(const WallDrawerArgs &args) override;
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void DrawSingleSkyColumn(const SkyDrawerArgs &args) override;
void DrawDoubleSkyColumn(const SkyDrawerArgs &args) override;
void DrawColumn(const SpriteDrawerArgs &args) override;
void FillColumn(const SpriteDrawerArgs &args) override;
void FillAddColumn(const SpriteDrawerArgs &args) override;
void FillAddClampColumn(const SpriteDrawerArgs &args) override;
void FillSubClampColumn(const SpriteDrawerArgs &args) override;
void FillRevSubClampColumn(const SpriteDrawerArgs &args) override;
void DrawFuzzColumn(const SpriteDrawerArgs &args) override;
void DrawAddColumn(const SpriteDrawerArgs &args) override;
void DrawTranslatedColumn(const SpriteDrawerArgs &args) override;
void DrawTranslatedAddColumn(const SpriteDrawerArgs &args) override;
void DrawShadedColumn(const SpriteDrawerArgs &args) override;
void DrawAddClampShadedColumn(const SpriteDrawerArgs &args) override;
void DrawAddClampColumn(const SpriteDrawerArgs &args) override;
void DrawAddClampTranslatedColumn(const SpriteDrawerArgs &args) override;
void DrawSubClampColumn(const SpriteDrawerArgs &args) override;
void DrawSubClampTranslatedColumn(const SpriteDrawerArgs &args) override;
void DrawRevSubClampColumn(const SpriteDrawerArgs &args) override;
void DrawRevSubClampTranslatedColumn(const SpriteDrawerArgs &args) override;
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void DrawSpan(const SpanDrawerArgs &args) override;
void DrawSpanMasked(const SpanDrawerArgs &args) override;
void DrawSpanTranslucent(const SpanDrawerArgs &args) override;
void DrawSpanMaskedTranslucent(const SpanDrawerArgs &args) override;
void DrawSpanAddClamp(const SpanDrawerArgs &args) override;
void DrawSpanMaskedAddClamp(const SpanDrawerArgs &args) override;
void FillSpan(const SpanDrawerArgs &args) override { Queue->Push<FillSpanRGBACommand>(args); }
void DrawTiltedSpan(const SpanDrawerArgs &args, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap) override
{
Queue->Push<DrawTiltedSpanRGBACommand>(args, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
}
void DrawColoredSpan(const SpanDrawerArgs &args) override { Queue->Push<DrawColoredSpanRGBACommand>(args); }
void DrawFogBoundaryLine(const SpanDrawerArgs &args) override { Queue->Push<DrawFogBoundaryLineRGBACommand>(args); }
};
/////////////////////////////////////////////////////////////////////////////
// Pixel shading inline functions:
class LightBgra
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{
public:
// calculates the light constant passed to the shade_pal_index function
FORCEINLINE static uint32_t calc_light_multiplier(dsfixed_t light)
{
return 256 - (light >> (FRACBITS - 8));
}
// Calculates a ARGB8 color for the given palette index and light multiplier
FORCEINLINE static uint32_t shade_pal_index_simple(uint32_t index, uint32_t light)
{
const PalEntry &color = GPalette.BaseColors[index];
uint32_t red = color.r;
uint32_t green = color.g;
uint32_t blue = color.b;
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
return 0xff000000 | (red << 16) | (green << 8) | blue;
}
// Calculates a ARGB8 color for the given palette index, light multiplier and dynamic colormap
FORCEINLINE static uint32_t shade_pal_index(uint32_t index, uint32_t light, const ShadeConstants &constants)
{
const PalEntry &color = GPalette.BaseColors[index];
uint32_t alpha = color.d & 0xff000000;
uint32_t red = color.r;
uint32_t green = color.g;
uint32_t blue = color.b;
if (constants.simple_shade)
{
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
}
else
{
uint32_t inv_light = 256 - light;
uint32_t inv_desaturate = 256 - constants.desaturate;
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uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
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red = (red * inv_desaturate + intensity) / 256;
green = (green * inv_desaturate + intensity) / 256;
blue = (blue * inv_desaturate + intensity) / 256;
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red = (constants.fade_red * inv_light + red * light) / 256;
green = (constants.fade_green * inv_light + green * light) / 256;
blue = (constants.fade_blue * inv_light + blue * light) / 256;
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red = (red * constants.light_red) / 256;
green = (green * constants.light_green) / 256;
blue = (blue * constants.light_blue) / 256;
}
return alpha | (red << 16) | (green << 8) | blue;
}
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FORCEINLINE static uint32_t shade_bgra_simple(uint32_t color, uint32_t light)
{
uint32_t red = RPART(color) * light / 256;
uint32_t green = GPART(color) * light / 256;
uint32_t blue = BPART(color) * light / 256;
return 0xff000000 | (red << 16) | (green << 8) | blue;
}
FORCEINLINE static uint32_t shade_bgra(uint32_t color, uint32_t light, const ShadeConstants &constants)
{
uint32_t alpha = color & 0xff000000;
uint32_t red = (color >> 16) & 0xff;
uint32_t green = (color >> 8) & 0xff;
uint32_t blue = color & 0xff;
if (constants.simple_shade)
{
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
}
else
{
uint32_t inv_light = 256 - light;
uint32_t inv_desaturate = 256 - constants.desaturate;
uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
red = (red * inv_desaturate + intensity) / 256;
green = (green * inv_desaturate + intensity) / 256;
blue = (blue * inv_desaturate + intensity) / 256;
red = (constants.fade_red * inv_light + red * light) / 256;
green = (constants.fade_green * inv_light + green * light) / 256;
blue = (constants.fade_blue * inv_light + blue * light) / 256;
red = (red * constants.light_red) / 256;
green = (green * constants.light_green) / 256;
blue = (blue * constants.light_blue) / 256;
}
return alpha | (red << 16) | (green << 8) | blue;
}
};
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/////////////////////////////////////////////////////////////////////////////
// Vector classes for non-SSE drawers that behave like their SSE counterparts
namespace drawervectors
{
struct vec4ui
{
vec4ui() {}
vec4ui(uint32_t v) : a(v), r(v), g(v), b(v) { }
vec4ui(uint32_t a, uint32_t r, uint32_t g, uint32_t b) : a(a), r(r), g(g), b(b) { }
uint32_t a, r, g, b;
};
struct vec8us
{
vec8us() {}
vec8us(uint16_t v) : a0(v), r0(v), g0(v), b0(v) { }
vec8us(uint16_t a0, uint16_t r0, uint16_t g0, uint16_t b0, uint16_t a1, uint16_t r1, uint16_t g1, uint16_t b1) : a0(a0), r0(r0), g0(g0), b0(b0), a1(a1), r1(r1), g1(g1), b1(b1) { }
uint16_t a0, r0, g0, b0, a1, r1, g1, b1;
};
inline vec8us unpack(uint32_t lo, uint32_t hi) { return vec8us(APART(lo), RPART(lo), GPART(lo), BPART(lo), APART(hi), RPART(hi), GPART(hi), BPART(hi)); }
inline vec4ui unpacklo(vec8us v) { return vec4ui(v.a0, v.r0, v.g0, v.b0); }
inline vec4ui unpackhi(vec8us v) { return vec4ui(v.a1, v.r1, v.g1, v.b1); }
inline vec8us pack(vec4ui lo, vec4ui hi)
{
return vec8us(lo.a, lo.r, lo.g, lo.b, hi.a, hi.r, hi.g, hi.b);
}
inline uint32_t packlo(vec8us v)
{
return MAKEARGB((uint32_t)clamp<int16_t>(v.a0, 0, 255), (uint32_t)clamp<int16_t>(v.r0, 0, 255), (uint32_t)clamp<int16_t>(v.g0, 0, 255), (uint32_t)clamp<int16_t>(v.b0, 0, 255));
}
inline uint32_t packhi(vec8us v)
{
return MAKEARGB((uint32_t)clamp<int16_t>(v.a1, 0, 255), (uint32_t)clamp<int16_t>(v.r1, 0, 255), (uint32_t)clamp<int16_t>(v.g1, 0, 255), (uint32_t)clamp<int16_t>(v.b1, 0, 255));
}
inline vec8us operator+(vec8us a, vec8us b)
{
return vec8us(a.a0 + b.a0, a.r0 + b.r0, a.g0 + b.g0, a.b0 + b.b0, a.a1 + b.a1, a.r1 + b.r1, a.g1 + b.g1, a.b1 + b.b1);
}
inline vec8us operator-(vec8us a, vec8us b)
{
return vec8us(a.a0 - b.a0, a.r0 - b.r0, a.g0 - b.g0, a.b0 - b.b0, a.a1 - b.a1, a.r1 - b.r1, a.g1 - b.g1, a.b1 - b.b1);
}
inline vec8us operator*(vec8us a, vec8us b)
{
return vec8us(a.a0 * b.a0, a.r0 * b.r0, a.g0 * b.g0, a.b0 * b.b0, a.a1 * b.a1, a.r1 * b.r1, a.g1 * b.g1, a.b1 * b.b1);
}
inline vec8us operator<<(vec8us a, int bits)
{
return vec8us(a.a0 << bits, a.r0 << bits, a.g0 << bits, a.b0 << bits, a.a1 << bits, a.r1 << bits, a.g1 << bits, a.b1 << bits);
}
inline vec8us operator>>(vec8us a, int bits)
{
return vec8us(a.a0 >> bits, a.r0 >> bits, a.g0 >> bits, a.b0 >> bits, a.a1 >> bits, a.r1 >> bits, a.g1 >> bits, a.b1 >> bits);
}
}
}