Triangle setup function for subsector based drawing

This commit is contained in:
Magnus Norddahl 2016-12-13 12:57:04 +01:00
parent dfc43bcb83
commit be357e1c98
2 changed files with 304 additions and 6 deletions

View File

@ -92,7 +92,8 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
switch (variant)
{
default:
//case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? &ScreenTriangle::DrawFunc : llvm->TriDrawNormal8[bmode]; break;
//case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? &ScreenTriangle::DrawFunc : llvm->TriDrawNormal8[bmode]; break;
//case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? &ScreenTriangle::DrawSubsectorFunc : llvm->TriDrawSubsector8[bmode]; break;
//case TriDrawVariant::Stencil: drawfunc = &ScreenTriangle::StencilFunc; break;
//case TriDrawVariant::StencilClose: drawfunc = &ScreenTriangle::StencilCloseFunc; break;
case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break;
@ -588,7 +589,7 @@ void PolyVertexBuffer::Clear()
/////////////////////////////////////////////////////////////////////////////
void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
@ -827,6 +828,295 @@ void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *th
NumPartialBlocks = (int)(partial - PartialBlocks);
}
void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
int clipright = args->clipright;
int clipbottom = args->clipbottom;
int stencilPitch = args->stencilPitch;
uint8_t *stencilValues = args->stencilValues;
uint32_t *stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
int32_t pitch = args->pitch;
ScreenTriangleFullSpan *span = FullSpans;
ScreenTrianglePartialBlock *partial = PartialBlocks;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
const int Y2 = (int)round(16.0f * v2.y);
const int Y3 = (int)round(16.0f * v3.y);
const int X1 = (int)round(16.0f * v1.x);
const int X2 = (int)round(16.0f * v2.x);
const int X3 = (int)round(16.0f * v3.x);
// Deltas
const int DX12 = X1 - X2;
const int DX23 = X2 - X3;
const int DX31 = X3 - X1;
const int DY12 = Y1 - Y2;
const int DY23 = Y2 - Y3;
const int DY31 = Y3 - Y1;
// Fixed-point deltas
const int FDX12 = DX12 << 4;
const int FDX23 = DX23 << 4;
const int FDX31 = DX31 << 4;
const int FDY12 = DY12 << 4;
const int FDY23 = DY23 << 4;
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
{
NumFullSpans = 0;
NumPartialBlocks = 0;
return;
}
// Block size, standard 8x8 (must be power of two)
const int q = 8;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
// Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1;
int C2 = DY23 * X2 - DX23 * Y2;
int C3 = DY31 * X3 - DX31 * Y3;
// Correct for fill convention
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// First block line for this thread
int core = thread->core;
int num_cores = thread->num_cores;
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
StartX = minx;
StartY = miny;
span->Length = 0;
// Loop through blocks
for (int y = miny; y < maxy; y += q * num_cores)
{
for (int x = minx; x < maxx; x += q)
{
// Corners of block
int x0 = x << 4;
int x1 = (x + q - 1) << 4;
int y0 = y << 4;
int y1 = (y + q - 1) << 4;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Stencil test the whole block, if possible
int block = x / 8 + y / 8 * stencilPitch;
uint8_t *stencilBlock = &stencilValues[block * 64];
uint32_t *stencilBlockMask = &stencilMasks[block];
bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
// Skip block when outside an edge
if (a == 0 || b == 0 || c == 0 || skipBlock)
{
if (span->Length != 0)
{
span++;
span->Length = 0;
}
continue;
}
// Accept whole block when totally covered
if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
{
// Totally covered block still needs a subsector coverage test:
uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
uint32_t mask0 = 0;
uint32_t mask1 = 0;
for (int iy = 0; iy < 4; iy++)
{
for (int ix = 0; ix < q; ix++)
{
bool covered = subsector[ix] >= subsectorDepth;
mask0 <<= 1;
mask0 |= (uint32_t)covered;
}
subsector += pitch;
}
for (int iy = 4; iy < q; iy++)
{
for (int ix = 0; ix < q; ix++)
{
bool covered = subsector[ix] >= subsectorDepth;
mask1 <<= 1;
mask1 |= (uint32_t)covered;
}
subsector += pitch;
}
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
{
if (span->Length > 0)
{
span++;
span->Length = 0;
}
partial->X = x;
partial->Y = y;
partial->Mask0 = mask0;
partial->Mask1 = mask1;
partial++;
}
else if (span->Length != 0)
{
span->Length++;
}
else
{
span->X = x;
span->Y = y;
span->Length = 1;
}
}
else // Partially covered block
{
x0 = x << 4;
x1 = (x + q - 1) << 4;
int CY1 = C1 + DX12 * y0 - DY12 * x0;
int CY2 = C2 + DX23 * y0 - DY23 * x0;
int CY3 = C3 + DX31 * y0 - DY31 * x0;
uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
uint32_t mask0 = 0;
uint32_t mask1 = 0;
for (int iy = 0; iy < 4; iy++)
{
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
for (int ix = 0; ix < q; ix++)
{
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
mask0 <<= 1;
mask0 |= (uint32_t)covered;
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
subsector += pitch;
}
for (int iy = 4; iy < q; iy++)
{
int CX1 = CY1;
int CX2 = CY2;
int CX3 = CY3;
for (int ix = 0; ix < q; ix++)
{
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
mask1 <<= 1;
mask1 |= (uint32_t)covered;
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
subsector += pitch;
}
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
{
if (span->Length > 0)
{
span++;
span->Length = 0;
}
partial->X = x;
partial->Y = y;
partial->Mask0 = mask0;
partial->Mask1 = mask1;
partial++;
}
else if (span->Length != 0)
{
span->Length++;
}
else
{
span->X = x;
span->Y = y;
span->Length = 1;
}
}
}
if (span->Length != 0)
{
span++;
span->Length = 0;
}
}
NumFullSpans = (int)(span - FullSpans);
NumPartialBlocks = (int)(partial - PartialBlocks);
}
void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
{
uint8_t *stencilValues = args->stencilValues;
@ -1200,19 +1490,25 @@ static ScreenTriangle triangle[8];
void ScreenTriangle::DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].Setup(args, thread);
triangle[thread->core].SetupNormal(args, thread);
triangle[thread->core].Draw(args);
}
void ScreenTriangle::DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].SetupSubsector(args, thread);
triangle[thread->core].Draw(args);
}
void ScreenTriangle::StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].Setup(args, thread);
triangle[thread->core].SetupNormal(args, thread);
triangle[thread->core].StencilWrite(args);
}
void ScreenTriangle::StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
triangle[thread->core].Setup(args, thread);
triangle[thread->core].SetupNormal(args, thread);
triangle[thread->core].StencilWrite(args);
triangle[thread->core].SubsectorWrite(args);
}

View File

@ -290,12 +290,14 @@ class ScreenTriangle
{
public:
static void DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
ScreenTriangle();
void Setup(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
void Draw(const TriDrawTriangleArgs *args);
void StencilWrite(const TriDrawTriangleArgs *args);
void SubsectorWrite(const TriDrawTriangleArgs *args);