mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-12 05:11:45 +00:00
- implement depth bias
This commit is contained in:
parent
bc5b953633
commit
bd591c75fb
5 changed files with 69 additions and 57 deletions
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@ -108,7 +108,7 @@ void PolyRenderState::Clear(int targets)
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//if (targets & CT_Color)
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// PolyTriangleDrawer::ClearColor(GetPolyFrameBuffer()->GetDrawCommands());
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if (targets & CT_Depth)
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PolyTriangleDrawer::ClearDepth(GetPolyFrameBuffer()->GetDrawCommands(), 0.0f);
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PolyTriangleDrawer::ClearDepth(GetPolyFrameBuffer()->GetDrawCommands(), 65535.0f);
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if (targets & CT_Stencil)
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PolyTriangleDrawer::ClearStencil(GetPolyFrameBuffer()->GetDrawCommands(), 0);
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}
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@ -338,10 +338,18 @@ void PolyTriangleThreadData::SetDepthFunc(int func)
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void PolyTriangleThreadData::SetDepthRange(float min, float max)
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{
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// The only two variants used by hwrenderer layer
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if (min == 0.0f && max == 1.0f)
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{
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}
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else if (min == 1.0f && max == 1.0f)
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{
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}
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}
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void PolyTriangleThreadData::SetDepthBias(float depthBiasConstantFactor, float depthBiasSlopeFactor)
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{
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depthbias = (float)(depthBiasConstantFactor / 65536.0);
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}
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void PolyTriangleThreadData::SetColorMask(bool r, bool g, bool b, bool a)
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@ -121,7 +121,7 @@ public:
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void SetTransform(const Mat4f *objectToClip, const Mat4f *objectToWorld);
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void SetCullCCW(bool value) { ccw = value; }
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void SetTwoSided(bool value) { twosided = value; }
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void SetWeaponScene(bool value) { weaponScene = value; }
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void SetWeaponScene(bool value) { depthbias = value ? -1.0f : 0.0f; }
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void SetModelVertexShader(int frame1, int frame2, float interpolationFactor) { modelFrame1 = frame1; modelFrame2 = frame2; swVertexShader.modelInterpolationFactor = interpolationFactor; }
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void SetInputAssembly(PolyInputAssembly *input) { inputAssembly = input; }
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@ -187,6 +187,7 @@ public:
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int32_t texelV[MAXWIDTH];
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uint16_t lightarray[MAXWIDTH];
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uint32_t dynlights[MAXWIDTH];
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float depthvalues[MAXWIDTH];
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static PolyTriangleThreadData *Get(DrawerThread *thread);
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@ -195,7 +196,7 @@ public:
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int dest_height = 0;
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bool dest_bgra = false;
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uint8_t *dest = nullptr;
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bool weaponScene = false;
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float depthbias = 0.0f;
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int viewport_y = 0;
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@ -151,13 +151,37 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadDat
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TriangleDrawers[opt](args, thread, edges, topY, bottomY);
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}
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static void FillDepthValues(float *depthvalues, float posXW, float stepXW, int count, float depthbias)
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{
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#ifndef NO_SSE
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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__m128 mfirstStepXW = _mm_setr_ps(0.0f, stepXW, stepXW + stepXW, stepXW + stepXW + stepXW);
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__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
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__m128 mdepthbias = _mm_set1_ps(depthbias);
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while (count > 0)
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{
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_mm_storeu_ps(depthvalues, _mm_add_ps(_mm_rcp_ps(mposXW), mdepthbias));
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mposXW = _mm_add_ps(mposXW, mstepXW);
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depthvalues += 4;
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count -= 4;
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}
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#else
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while (count > 0)
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{
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*(depthvalues++) = 1.0f / posXW + depthbias;
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posXW += stepXW;
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count--;
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}
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#endif
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}
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template<typename OptT>
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void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread, int16_t *edges, int topY, int bottomY)
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{
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using namespace TriScreenDrawerModes;
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void(*drawfunc)(int y, int x0, int x1, const TriDrawTriangleArgs *args, PolyTriangleThreadData *thread);
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float stepXW, v1X, v1Y, v1W, posXW;
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float stepXW, v1X, v1Y, v1W;
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uint8_t stencilTestValue, stencilWriteValue;
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float *zbuffer;
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float *zbufferLine;
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@ -194,12 +218,14 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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if (OptT::Flags & SWTRI_WriteStencil)
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stencilWriteValue = args->uniforms->StencilWriteValue();
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float weaponWOffset;
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float depthbias;
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if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
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{
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weaponWOffset = thread->weaponScene ? 1.0f : 0.0f;
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depthbias = thread->depthbias;
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}
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float *depthvalues = thread->depthvalues;
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int num_cores = thread->num_cores;
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for (int y = topY; y < bottomY; y += num_cores)
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{
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@ -215,16 +241,11 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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float startX = x + (0.5f - v1X);
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float startY = y + (0.5f - v1Y);
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posXW = v1W + stepXW * startX + args->gradientY.W * startY + weaponWOffset;
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float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
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FillDepthValues(depthvalues + x, posXW, stepXW, xend - x, depthbias);
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}
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#ifndef NO_SSE
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__m128 mstepXW, mfirstStepXW;
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if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
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{
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mstepXW = _mm_set1_ps(stepXW * 4.0f);
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mfirstStepXW = _mm_setr_ps(0.0f, stepXW, stepXW + stepXW, stepXW + stepXW + stepXW);
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}
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while (x < xend)
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{
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int xstart = x;
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@ -232,9 +253,9 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
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{
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int xendsse = x + ((xend - x) / 4);
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__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
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__m128 mposXW;
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while (x < xendsse &&
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_mm_movemask_ps(_mm_cmple_ps(_mm_loadu_ps(zbufferLine + x), mposXW)) == 15 &&
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_mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 15 &&
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stencilLine[x] == stencilTestValue &&
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stencilLine[x + 1] == stencilTestValue &&
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stencilLine[x + 2] == stencilTestValue &&
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@ -242,37 +263,31 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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{
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if (OptT::Flags & SWTRI_WriteDepth)
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_mm_storeu_ps(zbufferLine + x, mposXW);
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mposXW = _mm_add_ps(mposXW, mstepXW);
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x += 4;
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}
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posXW = _mm_cvtss_f32(mposXW);
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while (zbufferLine[x] <= posXW && stencilLine[x] == stencilTestValue && x < xend)
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while (zbufferLine[x] >= depthvalues[x] && stencilLine[x] == stencilTestValue && x < xend)
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{
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if (OptT::Flags & SWTRI_WriteDepth)
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zbufferLine[x] = posXW;
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posXW += stepXW;
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zbufferLine[x] = depthvalues[x];
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x++;
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}
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}
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else if (OptT::Flags & SWTRI_DepthTest)
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{
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int xendsse = x + ((xend - x) / 4);
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__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
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while (x < xendsse && _mm_movemask_ps(_mm_cmple_ps(_mm_loadu_ps(zbufferLine + x), mposXW)) == 15)
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__m128 mposXW;
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while (x < xendsse && _mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 15)
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{
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if (OptT::Flags & SWTRI_WriteDepth)
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_mm_storeu_ps(zbufferLine + x, mposXW);
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mposXW = _mm_add_ps(mposXW, mstepXW);
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x += 4;
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}
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posXW = _mm_cvtss_f32(mposXW);
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while (zbufferLine[x] <= posXW && x < xend)
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while (zbufferLine[x] >= depthvalues[x] && x < xend)
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{
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if (OptT::Flags & SWTRI_WriteDepth)
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zbufferLine[x] = posXW;
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posXW += stepXW;
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zbufferLine[x] = depthvalues[x];
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x++;
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}
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}
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@ -315,8 +330,7 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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{
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for (int i = xstart; i < x; i++)
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{
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zbufferLine[i] = posXW;
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posXW += stepXW;
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zbufferLine[i] = depthvalues[i];
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}
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}
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}
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@ -324,39 +338,33 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
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{
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int xendsse = x + ((xend - x) / 4);
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__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
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__m128 mposXW;
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while (x < xendsse &&
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(_mm_movemask_ps(_mm_cmple_ps(_mm_loadu_ps(zbufferLine + x), mposXW)) == 0 ||
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(_mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 0 ||
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stencilLine[x] != stencilTestValue ||
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stencilLine[x + 1] != stencilTestValue ||
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stencilLine[x + 2] != stencilTestValue ||
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stencilLine[x + 3] != stencilTestValue))
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{
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mposXW = _mm_add_ps(mposXW, mstepXW);
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x += 4;
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}
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posXW = _mm_cvtss_f32(mposXW);
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while ((zbufferLine[x] > posXW || stencilLine[x] != stencilTestValue) && x < xend)
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while ((zbufferLine[x] < depthvalues[x] || stencilLine[x] != stencilTestValue) && x < xend)
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{
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posXW += stepXW;
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x++;
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}
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}
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else if (OptT::Flags & SWTRI_DepthTest)
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{
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int xendsse = x + ((xend - x) / 4);
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__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
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while (x < xendsse && _mm_movemask_ps(_mm_cmple_ps(_mm_loadu_ps(zbufferLine + x), mposXW)) == 0)
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__m128 mposXW;
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while (x < xendsse && _mm_movemask_ps(_mm_cmpge_ps(_mm_loadu_ps(zbufferLine + x), mposXW = _mm_loadu_ps(depthvalues + x))) == 0)
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{
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mposXW = _mm_add_ps(mposXW, mstepXW);
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x += 4;
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}
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posXW = _mm_cvtss_f32(mposXW);
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while (zbufferLine[x] > posXW && x < xend)
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while (zbufferLine[x] < depthvalues[x] && x < xend)
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{
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posXW += stepXW;
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x++;
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}
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}
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@ -381,21 +389,19 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
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{
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while (zbufferLine[x] <= posXW && stencilLine[x] == stencilTestValue && x < xend)
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while (zbufferLine[x] >= depthvalues[x] && stencilLine[x] == stencilTestValue && x < xend)
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{
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if (OptT::Flags & SWTRI_WriteDepth)
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zbufferLine[x] = posXW;
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posXW += stepXW;
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zbufferLine[x] = depthvalues[x];
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x++;
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}
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}
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else if (OptT::Flags & SWTRI_DepthTest)
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{
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while (zbufferLine[x] <= posXW && x < xend)
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while (zbufferLine[x] >= depthvalues[x] && x < xend)
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{
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if (OptT::Flags & SWTRI_WriteDepth)
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zbufferLine[x] = posXW;
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posXW += stepXW;
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zbufferLine[x] = depthvalues[x];
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x++;
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}
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}
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{
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for (int i = xstart; i < x; i++)
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{
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zbufferLine[i] = posXW;
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posXW += stepXW;
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zbufferLine[i] = depthvalues[i];
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}
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}
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}
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if ((OptT::Flags & SWTRI_DepthTest) && (OptT::Flags & SWTRI_StencilTest))
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{
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while ((zbufferLine[x] > posXW || stencilLine[x] != stencilTestValue) && x < xend)
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while ((zbufferLine[x] < depthvalues[x] || stencilLine[x] != stencilTestValue) && x < xend)
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{
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posXW += stepXW;
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x++;
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}
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}
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else if (OptT::Flags & SWTRI_DepthTest)
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{
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while (zbufferLine[x] > posXW && x < xend)
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while (zbufferLine[x] < depthvalues[x] && x < xend)
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{
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posXW += stepXW;
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x++;
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}
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}
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@ -220,7 +220,7 @@ namespace swrenderer
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class DepthColumnCommand : public DrawerCommand
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{
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public:
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DepthColumnCommand(const WallDrawerArgs &args, float idepth) : idepth(idepth)
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DepthColumnCommand(const WallDrawerArgs &args, float idepth) : idepth(1.0f / idepth)
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{
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auto rendertarget = args.Viewport()->RenderTarget;
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if (rendertarget->IsBgra())
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@ -244,7 +244,7 @@ namespace swrenderer
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count = args.Count();
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}
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DepthColumnCommand(const SkyDrawerArgs &args, float idepth) : idepth(idepth)
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DepthColumnCommand(const SkyDrawerArgs &args, float idepth) : idepth(1.0f / idepth)
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{
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auto rendertarget = args.Viewport()->RenderTarget;
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if (rendertarget->IsBgra())
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@ -319,7 +319,7 @@ namespace swrenderer
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if (idepth1 == idepth2)
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{
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float depth = idepth1;
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float depth = 1.0f / idepth1;
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#ifdef DEPTH_DEBUG
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uint32_t gray = clamp<int32_t>((int32_t)(1.0f / depth / 4.0f), 0, 255);
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uint32_t color = MAKEARGB(255, gray, gray, gray);
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@ -344,7 +344,7 @@ namespace swrenderer
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dest[x] = color;
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#endif
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values[x] = depth;
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values[x] = 1.0f / depth;
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depth += step;
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}
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}
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