Add php drawer for the poly renderer

This commit is contained in:
Magnus Norddahl 2017-02-21 09:08:51 +01:00
parent e73031b3c9
commit c918950ff6
5 changed files with 15589 additions and 6 deletions

File diff suppressed because it is too large Load diff

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@ -0,0 +1,386 @@
/*
** Projected triangle drawer
** 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.
**
*/
/*
Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
*/
#pragma once
#include "screen_triangle.h"
static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
{
float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
return top / bottom;
}
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
{
float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
return top / bottom;
}
<?
OutputDrawers(true, true, false);
OutputDrawers(true, false, false);
OutputDrawers(false, true, false);
OutputDrawers(false, false, false);
OutputDrawers(true, true, true);
OutputDrawers(true, false, true);
OutputDrawers(false, true, true);
OutputDrawers(false, false, true);
function OutputDrawers($isTruecolor, $isColorFill, $isListEntry)
{
$namePrefix = "";
if ($isTruecolor == true && $isColorFill == true)
{
$namePrefix = "TriFill32";
}
else if ($isTruecolor == true)
{
$namePrefix = "TriDraw32";
}
else if ($isColorFill == true)
{
$namePrefix = "TriFill8";
}
else
{
$namePrefix = "TriDraw8";
}
if ($isListEntry)
{ ?>
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::<?=$namePrefix?> =
{
<? }
OutputDrawer($namePrefix."Copy", "opaque", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."AlphaBlend", "masked", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."AddSolid", "translucent", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."Add", "add", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."Sub", "sub", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."RevSub", "revsub", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."Stencil", "stencil", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."Shaded", "shaded", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."TranslateCopy", "translate", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."TranslateAlphaBlend", "translatemasked", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."TranslateAdd", "translateadd", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."TranslateSub", "translatesub", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."TranslateRevSub", "translaterevsub", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."AddSrcColorOneMinusSrcColor", "addsrccolor", $isTruecolor, $isColorFill, $isListEntry);
OutputDrawer($namePrefix."Skycap", "skycap", $isTruecolor, $isColorFill, $isListEntry);
if ($isListEntry)
{ ?>
};
<? }
}
function OutputDrawer($drawerName, $blendmode, $isTruecolor, $isColorFill, $isListEntry)
{
if ($isListEntry)
{ ?>
&<?=$drawerName?>,
<? }
else
{
GenerateDrawer($drawerName, $blendmode, $isTruecolor, $isColorFill);
}
}
function GenerateDrawer($drawerName, $blendmode, $isTruecolor, $isColorFill)
{
$pixeltype = $isTruecolor ? "uint32_t" : "uint8_t";
?>
static void <?=$drawerName?>(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
int numSpans = thread->NumFullSpans;
auto fullSpans = thread->FullSpans;
int numBlocks = thread->NumPartialBlocks;
auto partialBlocks = thread->PartialBlocks;
int startX = thread->StartX;
int startY = thread->StartY;
auto flags = args->uniforms->flags;
bool is_simple_shade = (flags & TriUniforms::simple_shade) == TriUniforms::simple_shade;
bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter;
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
auto colormaps = args->colormaps;
// Calculate gradients
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
ScreenTriangleStepVariables gradientX;
ScreenTriangleStepVariables gradientY;
ScreenTriangleStepVariables start;
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
for (int i = 0; i < TriVertex::NumVarying; i++)
{
gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
}
const <?=$pixeltype?> * RESTRICT texPixels = (const <?=$pixeltype?> *)args->texturePixels;
uint32_t texWidth = args->textureWidth;
uint32_t texHeight = args->textureHeight;
<?=$pixeltype?> * RESTRICT destOrg = (<?=$pixeltype?>*)args->dest;
int pitch = args->pitch;
uint32_t light = args->uniforms->light;
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
<?=$pixeltype?> color = args->uniforms->color;
for (int i = 0; i < numSpans; i++)
{
const auto &span = fullSpans[i];
<?=$pixeltype?> *dest = destOrg + span.X + span.Y * pitch;
int width = span.Length;
int height = 8;
ScreenTriangleStepVariables blockPosY;
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
for (int y = 0; y < height; y++)
{
ScreenTriangleStepVariables blockPosX = blockPosY;
float rcpW = 0x01000000 / blockPosX.W;
int32_t varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
int lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
for (int x = 0; x < width; x++)
{
blockPosX.W += gradientX.W * 8;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
rcpW = 0x01000000 / blockPosX.W;
int32_t varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
int lightnext = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
int lightstep = (lightnext - lightpos) / 8;
lightstep = lightstep & lightmask;
for (int ix = 0; ix < 8; ix++)
{
<? if ($isColorFill)
{ ?>
<?=$pixeltype?> fg = color;
<? }
else
{ ?>
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
<?=$pixeltype?> fg = texPixels[texelX * texHeight + texelY];
<? }
if ($isTruecolor)
{ ?>
uint32_t r = RPART(fg);
uint32_t g = GPART(fg);
uint32_t b = BPART(fg);
r = (r * lightpos) >> 16;
g = (g * lightpos) >> 16;
b = (b * lightpos) >> 16;
<? if ($blendmode != "opaque")
{ ?>
uint32_t a = APART(fg);
a += a >> 7;
uint32_t inv_a = 256 - a;
uint32_t bg = dest[x * 8 + ix];
uint32_t bg_red = RPART(bg);
uint32_t bg_green = GPART(bg);
uint32_t bg_blue = BPART(bg);
r = (r * a + bg_red * inv_a + 127) >> 8;
g = (g * a + bg_green * inv_a + 127) >> 8;
b = (b * a + bg_blue * inv_a + 127) >> 8;
fg = 0xff000000 | (r << 16) | (g << 8) | b;
<? }
else
{ ?>
fg = 0xff000000 | (r << 16) | (g << 8) | b;
<? }
}
else
{ ?>
int colormapindex = MIN(((256 - (lightpos >> 8)) * 32) >> 8, 31) << 8;
fg = colormaps[colormapindex + fg];
<? } ?>
dest[x * 8 + ix] = fg;
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] += varyingStep[j];
lightpos += lightstep;
}
}
blockPosY.W += gradientY.W;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] += gradientY.Varying[j];
dest += pitch;
}
}
for (int i = 0; i < numBlocks; i++)
{
const auto &block = partialBlocks[i];
ScreenTriangleStepVariables blockPosY;
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
<?=$pixeltype?> *dest = destOrg + block.X + block.Y * pitch;
uint32_t mask0 = block.Mask0;
uint32_t mask1 = block.Mask1;
<?
for ($i = 0; $i < 2; $i++)
{
$coveragemask = ($i == 0) ? "mask0" : "mask1";
?>
for (int y = 0; y < 4; y++)
{
ScreenTriangleStepVariables blockPosX = blockPosY;
float rcpW = 0x01000000 / blockPosX.W;
int32_t varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
int lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
blockPosX.W += gradientX.W * 8;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] += gradientX.Varying[j] * 8;
rcpW = 0x01000000 / blockPosX.W;
int32_t varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
int32_t nextPos = (int32_t)(blockPosX.Varying[j] * rcpW);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
int lightnext = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
int lightstep = (lightnext - lightpos) / 8;
lightstep = lightstep & lightmask;
for (int x = 0; x < 8; x++)
{
if (<?=$coveragemask?> & (1 << 31))
{
<? if ($isColorFill)
{ ?>
<?=$pixeltype?> fg = color;
<? }
else
{ ?>
int texelX = ((((uint32_t)varyingPos[0] << 8) >> 16) * texWidth) >> 16;
int texelY = ((((uint32_t)varyingPos[1] << 8) >> 16) * texHeight) >> 16;
<?=$pixeltype?> fg = texPixels[texelX * texHeight + texelY];
<? }
if ($isTruecolor)
{ ?>
uint32_t r = RPART(fg);
uint32_t g = GPART(fg);
uint32_t b = BPART(fg);
r = (r * lightpos) >> 16;
g = (g * lightpos) >> 16;
b = (b * lightpos) >> 16;
<? if ($blendmode != "opaque")
{ ?>
uint32_t a = APART(fg);
a += a >> 7;
uint32_t inv_a = 256 - a;
uint32_t bg = dest[x];
uint32_t bg_red = RPART(bg);
uint32_t bg_green = GPART(bg);
uint32_t bg_blue = BPART(bg);
r = (r * a + bg_red * inv_a + 127) >> 8;
g = (g * a + bg_green * inv_a + 127) >> 8;
b = (b * a + bg_blue * inv_a + 127) >> 8;
fg = 0xff000000 | (r << 16) | (g << 8) | b;
<? }
else
{ ?>
fg = 0xff000000 | (r << 16) | (g << 8) | b;
<? }
}
else
{ ?>
int colormapindex = MIN(((256 - (lightpos >> 8)) * 32) >> 8, 31) << 8;
fg = colormaps[colormapindex + fg];
<? } ?>
dest[x] = fg;
}
<?=$coveragemask?> <<= 1;
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] += varyingStep[j];
lightpos += lightstep;
}
blockPosY.W += gradientY.W;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] += gradientY.Varying[j];
dest += pitch;
}
<? } ?>
}
}
<?
}
?>

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@ -85,13 +85,13 @@ void PolyTriangleDrawer::draw(const PolyDrawArgs &args)
PolyRenderer::Instance()->Thread.DrawQueue->Push<DrawPolyTrianglesCommand>(args, mirror); PolyRenderer::Instance()->Thread.DrawQueue->Push<DrawPolyTrianglesCommand>(args, mirror);
} }
EXTERN_CVAR(Bool, r_phpdrawers);
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadData *thread) void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadData *thread)
{ {
if (drawargs.vcount < 3) if (drawargs.vcount < 3)
return; return;
auto llvm = Drawers::Instance();
PolyDrawFuncPtr drawfuncs[4]; PolyDrawFuncPtr drawfuncs[4];
int num_drawfuncs = 0; int num_drawfuncs = 0;
@ -100,11 +100,22 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadD
if (!r_debug_trisetup) // For profiling how much time is spent in setup vs drawal if (!r_debug_trisetup) // For profiling how much time is spent in setup vs drawal
{ {
int bmode = (int)drawargs.blendmode; int bmode = (int)drawargs.blendmode;
if (r_phpdrawers)
{
if (drawargs.writeColor && drawargs.texturePixels)
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriDraw32[bmode] : ScreenTriangle::TriDraw8[bmode];
else if (drawargs.writeColor)
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriFill32[bmode] : ScreenTriangle::TriFill8[bmode];
}
else
{
auto llvm = Drawers::Instance();
if (drawargs.writeColor && drawargs.texturePixels) if (drawargs.writeColor && drawargs.texturePixels)
drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriDraw32[bmode] : llvm->TriDraw8[bmode]; drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriDraw32[bmode] : llvm->TriDraw8[bmode];
else if (drawargs.writeColor) else if (drawargs.writeColor)
drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriFill32[bmode] : llvm->TriFill8[bmode]; drawfuncs[num_drawfuncs++] = dest_bgra ? llvm->TriFill32[bmode] : llvm->TriFill8[bmode];
} }
}
if (drawargs.writeStencil) if (drawargs.writeStencil)
drawfuncs[num_drawfuncs++] = &ScreenTriangle::StencilWrite; drawfuncs[num_drawfuncs++] = &ScreenTriangle::StencilWrite;

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@ -36,6 +36,7 @@
#include "poly_triangle.h" #include "poly_triangle.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
#include "screen_triangle.h" #include "screen_triangle.h"
#include "poly_drawers.h"
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread) void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{ {

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@ -31,6 +31,11 @@ public:
static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread); static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread); static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread); static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriDraw8;
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriDraw32;
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriFill8;
static std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> TriFill32;
}; };
struct ScreenTriangleStepVariables struct ScreenTriangleStepVariables