mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Triangle setup function for subsector based drawing
This commit is contained in:
parent
dfc43bcb83
commit
be357e1c98
2 changed files with 304 additions and 6 deletions
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue