mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
This commit is contained in:
commit
dc2bd8a5e3
6 changed files with 293 additions and 370 deletions
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@ -837,233 +837,6 @@ _R_DrawFuzzColumnP_ASM:
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ret
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;*----------------------------------------------------------------------
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;*
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;* R_DrawColumnHorizP_ASM
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;*
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;*----------------------------------------------------------------------
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GLOBAL @R_DrawColumnHorizP_ASM@0
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GLOBAL _R_DrawColumnHorizP_ASM
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GLOBAL R_DrawColumnHorizP_ASM
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align 16
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@R_DrawColumnHorizP_ASM@0:
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_R_DrawColumnHorizP_ASM:
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R_DrawColumnHorizP_ASM:
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; count = dc_yh - dc_yl;
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mov eax,[dc_yh]
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mov ecx,[dc_yl]
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sub eax,ecx
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mov edx,[dc_x]
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jl near .leave ; count < 0: nothing to do, so leave
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push ebp ; save registers
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push ebx
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push edi
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push esi
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inc eax ; make 0 count mean 0 pixels
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and edx,3
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push eax
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mov eax,[dc_temp]
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mov esi,[dc_ctspan+edx*4]
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add eax,edx
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lea eax,[eax+ecx*4] ; eax = top of column in buffer
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mov ebp,[dc_yh]
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mov [esi],ecx
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mov [esi+4],ebp
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add esi,8
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mov edi,[dc_source]
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mov [dc_ctspan+edx*4],esi
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mov esi,[dc_iscale]
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mov ecx,[dc_texturefrac] ; ecx = frac
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mov dl,[edi] ; load cache
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mov ebx,[esp]
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and ebx,0xfffffff8
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jnz .mthan8
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; Register usage in the following code is:
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;
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; eax: dest
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; edi: source
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; ecx: frac (16.16)
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; esi: fracstep (16.16)
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; ebx: add1
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; ebp: add2
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; dl: texel1
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; dh: texel2
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;[esp] count
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; there are fewer than 8 pixels to draw
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mov ebx,[esp]
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.lthan8 shr ebx,1
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jnc .even
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; do one pixel before loop (little opportunity for pairing)
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mov ebp,ecx ; copy frac to ebx
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add ecx,esi ; increment frac
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shr ebp,16 ; shift frac over to low end
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add eax,4
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mov dl,[edi+ebp]
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mov [eax-4],dl
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.even test ebx,ebx
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jz near .done
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.loop2 mov [esp],ebx ; save counter
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mov ebx,ecx ; copy frac for texel1 to ebx
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shr ebx,16 ; shift frac for texel1 to low end
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add ecx,esi ; increment frac
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mov ebp,ecx ; copy frac for texel2 to ebp
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shr ebp,16 ; shift frac for texel2 to low end
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add ecx,esi ; increment frac
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mov dl,[edi+ebx] ; read texel1
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mov ebx,[esp] ; fetch counter
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mov dh,[edi+ebp] ; read texel2
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mov [eax],dl ; write texel1
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mov [eax+4],dh ; write texel2
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add eax,8 ; increment dest
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dec ebx ; decrement counter
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jnz .loop2 ; loop until it hits 0
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jmp .done
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; there are more than 8 pixels to draw. position eax as close to a 32 byte
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; boundary as possible, then do whatever is left.
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.mthan8 test eax,4
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jz .try2
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mov ebp,ecx ; frac: in ebp
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add ecx,esi ; step
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shr ebp,16 ; frac: shift
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add eax,4 ; increment dest
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mov ebx,[esp] ; fetch counter
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mov dl,[edi+ebp] ; tex: read
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dec ebx ; decrement counter
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mov [eax-4],dl ; tex: write
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mov [esp],ebx ; store counter
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.try2 test eax,8
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jz .try4
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mov ebx,ecx ; frac1: in ebx
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add ecx,esi ; step
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shr ebx,16 ; frac1: shift
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mov ebp,ecx ; frac2: in ebp
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shr ebp,16 ; frac2: shift
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add ecx,esi ; step
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mov dl,[edi+ebx] ; tex1: read
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mov ebx,[esp] ; fetch counter
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mov dh,[edi+ebp] ; tex2: read
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mov [eax],dl ; tex1: write
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mov [eax+4],dh ; tex2: write
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sub ebx,2 ; decrement counter
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add eax,8 ; increment dest
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mov [esp],ebx ; store counter
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.try4 test eax,16
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jz .try8
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mov ebx,ecx ; frac1: in ebx
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add ecx,esi ; step
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shr ebx,16 ; frac1: shift
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mov ebp,ecx ; frac2: in ebp
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shr ebp,16 ; frac2: shift
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add ecx,esi ; step
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mov dl,[edi+ebx] ; tex1: read
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mov ebx,ecx ; frac3: in ebx
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shr ebx,16 ; frac3: shift
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mov dh,[edi+ebp] ; tex2: read
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add ecx,esi ; step
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mov [eax],dl ; tex1: write
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mov [eax+4],dh ; tex2: write
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mov ebp,ecx ; frac4: in ebp
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shr ebp,16 ; frac4: shift
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add ecx,esi ; step
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mov dl,[edi+ebx] ; tex3: read
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mov ebx,[esp] ; fetch counter
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mov dh,[edi+ebp] ; tex4: read
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sub ebx,4 ; decrement counter
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mov [esp],ebx ; store counter
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mov [eax+8],dl ; tex3: write
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mov [eax+12],dh ; tex4: write
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add eax,16 ; increment dest
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.try8 mov ebx,[esp] ; make counter count groups of 8
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sub esp,4
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shr ebx,3
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jmp .tail8
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align 16
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.loop8 mov [esp],ebx ; save counter
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mov ebx,ecx ; frac1: in ebx
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shr ebx,16 ; frac1: shift
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add ecx,esi ; step
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mov ebp,ecx ; frac2: in ebp
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shr ebp,16 ; frac2: shift
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add ecx,esi ; step
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mov dl,[edi+ebx] ; tex1: read
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mov ebx,ecx ; frac3: in ebx
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mov dh,[edi+ebp] ; tex2: read
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shr ebx,16 ; frac3: shift
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add ecx,esi ; step
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mov [eax],dl ; tex1: write
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mov [eax+4],dh ; tex2: write
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mov ebp,ecx ; frac4: in ebp
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shr ebp,16 ; frac4: shift
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add ecx,esi ; step
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mov dl,[edi+ebx] ; tex3: read
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mov ebx,ecx ; frac5: in ebx
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mov dh,[edi+ebp] ; tex4: read
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shr ebx,16 ; frac5: shift
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mov [eax+8],dl ; tex3: write
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mov [eax+12],dh ; tex4: write
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add ecx,esi ; step
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mov ebp,ecx ; frac6: in ebp
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shr ebp,16 ; frac6: shift
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mov dl,[edi+ebx] ; tex5: read
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add ecx,esi ; step
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mov ebx,ecx ; frac7: in ebx
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mov [eax+16],dl ; tex5: write
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shr ebx,16 ; frac7: shift
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mov dh,[edi+ebp] ; tex6: read
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add ecx,esi ; step
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mov ebp,ecx ; frac8: in ebp
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mov [eax+20],dh ; tex6: write
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shr ebp,16 ; frac8: shift
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add eax,32 ; increment dest pointer
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mov dl,[edi+ebx] ; tex7: read
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mov ebx,[esp] ; fetch counter
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mov [eax-8],dl ; tex7: write
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mov dh,[edi+ebp] ; tex8: read
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add ecx,esi ; step
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mov [eax-4],dh ; tex8: write
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mov dl,[eax] ; load cache
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dec ebx ; decrement counter
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.tail8 jnz near .loop8 ; loop if more to do
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pop ebp
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mov ebx,[esp]
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and ebx,7
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jnz near .lthan8
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.done pop eax
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pop esi
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pop edi
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pop ebx
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pop ebp
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.leave ret
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;*----------------------------------------------------------------------
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;*
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;* rt_copy1col_asm
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@ -1144,7 +1144,7 @@ CCMD(currentpos)
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}
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else
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{
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Printf("You are not in game!");
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Printf("You are not in game!\n");
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}
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}
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337
src/r_draw.cpp
337
src/r_draw.cpp
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@ -2300,59 +2300,126 @@ void R_DrawSingleSkyCol1(uint32_t solid_top, uint32_t solid_bottom)
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void R_DrawSingleSkyCol4(uint32_t solid_top, uint32_t solid_bottom)
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{
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for (int col = 0; col < 4; col++)
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uint8_t *dest = dc_dest;
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int count = dc_count;
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int pitch = dc_pitch;
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const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] };
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int textureheight0 = bufheight[0];
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const uint32_t *palette = (const uint32_t *)GPalette.BaseColors;
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int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] };
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int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] };
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uint8_t output[4];
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int start_fade = 2; // How fast it should fade out
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int solid_top_r = RPART(solid_top);
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int solid_top_g = GPART(solid_top);
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int solid_top_b = BPART(solid_top);
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int solid_bottom_r = RPART(solid_bottom);
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int solid_bottom_g = GPART(solid_bottom);
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int solid_bottom_b = BPART(solid_bottom);
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uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)];
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uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)];
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solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill;
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solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill;
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// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
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int fade_length = (1 << (24 - start_fade));
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int start_fadetop_y = (-frac[0]) / fracstep[0];
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int end_fadetop_y = (fade_length - frac[0]) / fracstep[0];
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int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0];
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int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0];
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for (int col = 1; col < 4; col++)
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{
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uint8_t *dest = dc_dest + col;
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int count = dc_count;
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int pitch = dc_pitch;
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const uint8_t *source0 = bufplce[col];
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int textureheight0 = bufheight[0];
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start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]);
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end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]);
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start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]);
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end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]);
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}
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start_fadetop_y = clamp(start_fadetop_y, 0, count);
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end_fadetop_y = clamp(end_fadetop_y, 0, count);
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start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
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end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
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int32_t frac = vplce[col];
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int32_t fracstep = vince[col];
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// Top solid color:
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for (int index = 0; index < start_fadetop_y; index++)
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{
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*((uint32_t*)dest) = solid_top_fill;
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dest += pitch;
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for (int col = 0; col < 4; col++)
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frac[col] += fracstep[col];
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}
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int start_fade = 2; // How fast it should fade out
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int solid_top_r = RPART(solid_top);
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int solid_top_g = GPART(solid_top);
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int solid_top_b = BPART(solid_top);
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int solid_bottom_r = RPART(solid_bottom);
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int solid_bottom_g = GPART(solid_bottom);
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int solid_bottom_b = BPART(solid_bottom);
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for (int index = 0; index < count; index++)
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// Top fade:
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for (int index = start_fadetop_y; index < end_fadetop_y; index++)
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{
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for (int col = 0; col < 4; col++)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[sample_index];
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[col][sample_index];
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int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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uint32_t c = palette[fg];
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int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0);
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int inv_alpha_top = 256 - alpha_top;
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int c_red = RPART(c);
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int c_green = GPART(c);
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int c_blue = BPART(c);
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c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
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c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
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c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
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output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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if (alpha_top == 256 && alpha_bottom == 256)
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{
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*dest = fg;
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}
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else
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{
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int inv_alpha_top = 256 - alpha_top;
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int inv_alpha_bottom = 256 - alpha_bottom;
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const auto &c = GPalette.BaseColors[fg];
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int c_red = c.r;
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int c_green = c.g;
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int c_blue = c.b;
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c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
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c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
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c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
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c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
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c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
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c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
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*dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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}
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frac += fracstep;
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dest += pitch;
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Textured center:
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for (int index = end_fadetop_y; index < start_fadebottom_y; index++)
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{
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for (int col = 0; col < 4; col++)
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{
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uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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output[col] = source0[col][sample_index];
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frac[col] += fracstep[col];
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}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Fade bottom:
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for (int index = start_fadebottom_y; index < end_fadebottom_y; index++)
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||||
{
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||||
for (int col = 0; col < 4; col++)
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||||
{
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||||
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint8_t fg = source0[col][sample_index];
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uint32_t c = palette[fg];
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int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0);
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int inv_alpha_bottom = 256 - alpha_bottom;
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int c_red = RPART(c);
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int c_green = GPART(c);
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int c_blue = BPART(c);
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c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
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c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
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c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
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output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
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frac[col] += fracstep[col];
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||||
}
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*((uint32_t*)dest) = *((uint32_t*)output);
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dest += pitch;
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}
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// Bottom solid color:
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for (int index = end_fadebottom_y; index < count; index++)
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{
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*((uint32_t*)dest) = solid_bottom_fill;
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||||
dest += pitch;
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||||
}
|
||||
}
|
||||
|
||||
|
@ -2420,66 +2487,146 @@ void R_DrawDoubleSkyCol1(uint32_t solid_top, uint32_t solid_bottom)
|
|||
|
||||
void R_DrawDoubleSkyCol4(uint32_t solid_top, uint32_t solid_bottom)
|
||||
{
|
||||
for (int col = 0; col < 4; col++)
|
||||
uint8_t *dest = dc_dest;
|
||||
int count = dc_count;
|
||||
int pitch = dc_pitch;
|
||||
const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] };
|
||||
const uint8_t *source1[4] = { bufplce2[0], bufplce2[1], bufplce2[2], bufplce2[3] };
|
||||
int textureheight0 = bufheight[0];
|
||||
uint32_t maxtextureheight1 = bufheight[1] - 1;
|
||||
const uint32_t *palette = (const uint32_t *)GPalette.BaseColors;
|
||||
int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] };
|
||||
int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] };
|
||||
uint8_t output[4];
|
||||
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int solid_top_r = RPART(solid_top);
|
||||
int solid_top_g = GPART(solid_top);
|
||||
int solid_top_b = BPART(solid_top);
|
||||
int solid_bottom_r = RPART(solid_bottom);
|
||||
int solid_bottom_g = GPART(solid_bottom);
|
||||
int solid_bottom_b = BPART(solid_bottom);
|
||||
uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)];
|
||||
uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)];
|
||||
solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill;
|
||||
solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill;
|
||||
|
||||
// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
|
||||
int fade_length = (1 << (24 - start_fade));
|
||||
int start_fadetop_y = (-frac[0]) / fracstep[0];
|
||||
int end_fadetop_y = (fade_length - frac[0]) / fracstep[0];
|
||||
int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0];
|
||||
int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0];
|
||||
for (int col = 1; col < 4; col++)
|
||||
{
|
||||
uint8_t *dest = dc_dest + col;
|
||||
int count = dc_count;
|
||||
int pitch = dc_pitch;
|
||||
const uint8_t *source0 = bufplce[col];
|
||||
const uint8_t *source1 = bufplce2[col];
|
||||
int textureheight0 = bufheight[0];
|
||||
uint32_t maxtextureheight1 = bufheight[1] - 1;
|
||||
start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]);
|
||||
end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]);
|
||||
start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]);
|
||||
end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]);
|
||||
}
|
||||
start_fadetop_y = clamp(start_fadetop_y, 0, count);
|
||||
end_fadetop_y = clamp(end_fadetop_y, 0, count);
|
||||
start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
|
||||
end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
|
||||
|
||||
int32_t frac = vplce[col];
|
||||
int32_t fracstep = vince[col];
|
||||
// Top solid color:
|
||||
for (int index = 0; index < start_fadetop_y; index++)
|
||||
{
|
||||
*((uint32_t*)dest) = solid_top_fill;
|
||||
dest += pitch;
|
||||
for (int col = 0; col < 4; col++)
|
||||
frac[col] += fracstep[col];
|
||||
}
|
||||
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int solid_top_r = RPART(solid_top);
|
||||
int solid_top_g = GPART(solid_top);
|
||||
int solid_top_b = BPART(solid_top);
|
||||
int solid_bottom_r = RPART(solid_bottom);
|
||||
int solid_bottom_g = GPART(solid_bottom);
|
||||
int solid_bottom_b = BPART(solid_bottom);
|
||||
|
||||
for (int index = 0; index < count; index++)
|
||||
// Top fade:
|
||||
for (int index = start_fadetop_y; index < end_fadetop_y; index++)
|
||||
{
|
||||
for (int col = 0; col < 4; col++)
|
||||
{
|
||||
uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
|
||||
uint8_t fg = source0[sample_index];
|
||||
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
|
||||
uint8_t fg = source0[col][sample_index];
|
||||
if (fg == 0)
|
||||
{
|
||||
uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
|
||||
fg = source1[sample_index2];
|
||||
fg = source1[col][sample_index2];
|
||||
}
|
||||
output[col] = fg;
|
||||
|
||||
int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0);
|
||||
int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
|
||||
uint32_t c = palette[fg];
|
||||
int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0);
|
||||
int inv_alpha_top = 256 - alpha_top;
|
||||
int c_red = RPART(c);
|
||||
int c_green = GPART(c);
|
||||
int c_blue = BPART(c);
|
||||
c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
|
||||
c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
|
||||
c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
|
||||
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
|
||||
|
||||
if (alpha_top == 256 && alpha_bottom == 256)
|
||||
{
|
||||
*dest = fg;
|
||||
}
|
||||
else
|
||||
{
|
||||
int inv_alpha_top = 256 - alpha_top;
|
||||
int inv_alpha_bottom = 256 - alpha_bottom;
|
||||
|
||||
const auto &c = GPalette.BaseColors[fg];
|
||||
int c_red = c.r;
|
||||
int c_green = c.g;
|
||||
int c_blue = c.b;
|
||||
c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
|
||||
c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
|
||||
c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
|
||||
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
|
||||
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
|
||||
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
|
||||
*dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
|
||||
}
|
||||
|
||||
frac += fracstep;
|
||||
dest += pitch;
|
||||
frac[col] += fracstep[col];
|
||||
}
|
||||
*((uint32_t*)dest) = *((uint32_t*)output);
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// Textured center:
|
||||
for (int index = end_fadetop_y; index < start_fadebottom_y; index++)
|
||||
{
|
||||
for (int col = 0; col < 4; col++)
|
||||
{
|
||||
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
|
||||
uint8_t fg = source0[col][sample_index];
|
||||
if (fg == 0)
|
||||
{
|
||||
uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
|
||||
fg = source1[col][sample_index2];
|
||||
}
|
||||
output[col] = fg;
|
||||
|
||||
frac[col] += fracstep[col];
|
||||
}
|
||||
|
||||
*((uint32_t*)dest) = *((uint32_t*)output);
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// Fade bottom:
|
||||
for (int index = start_fadebottom_y; index < end_fadebottom_y; index++)
|
||||
{
|
||||
for (int col = 0; col < 4; col++)
|
||||
{
|
||||
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
|
||||
uint8_t fg = source0[col][sample_index];
|
||||
if (fg == 0)
|
||||
{
|
||||
uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
|
||||
fg = source1[col][sample_index2];
|
||||
}
|
||||
output[col] = fg;
|
||||
|
||||
uint32_t c = palette[fg];
|
||||
int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0);
|
||||
int inv_alpha_bottom = 256 - alpha_bottom;
|
||||
int c_red = RPART(c);
|
||||
int c_green = GPART(c);
|
||||
int c_blue = BPART(c);
|
||||
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
|
||||
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
|
||||
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
|
||||
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
|
||||
|
||||
frac[col] += fracstep[col];
|
||||
}
|
||||
*((uint32_t*)dest) = *((uint32_t*)output);
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// Bottom solid color:
|
||||
for (int index = end_fadebottom_y; index < count; index++)
|
||||
{
|
||||
*((uint32_t*)dest) = solid_bottom_fill;
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -247,6 +247,8 @@ extern void (*R_DrawFogBoundary)(int x1, int x2, short *uclip, short *dclip);
|
|||
void R_DrawFogBoundary_C (int x1, int x2, short *uclip, short *dclip);
|
||||
|
||||
|
||||
void R_DrawColumnHorizP_C(void);
|
||||
|
||||
#ifdef X86_ASM
|
||||
|
||||
extern "C" void R_DrawColumnP_Unrolled (void);
|
||||
|
@ -260,7 +262,6 @@ extern "C" void R_DrawSpanMaskedP_ASM (void);
|
|||
|
||||
#else
|
||||
|
||||
void R_DrawColumnHorizP_C (void);
|
||||
void R_DrawColumnP_C (void);
|
||||
void R_DrawFuzzColumnP_C (void);
|
||||
void R_DrawTranslatedColumnP_C (void);
|
||||
|
|
|
@ -863,66 +863,34 @@ void FString::Insert (size_t index, const char *instr, size_t instrlen)
|
|||
|
||||
void FString::ReplaceChars (char oldchar, char newchar)
|
||||
{
|
||||
size_t i, j;
|
||||
if (oldchar == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (i = 0, j = Len(); i < j; ++i)
|
||||
{
|
||||
if (Chars[i] == oldchar)
|
||||
{
|
||||
Chars[i] = newchar;
|
||||
}
|
||||
}
|
||||
UnlockBuffer();
|
||||
ReplaceChars([&oldchar](char c){ return c == oldchar; }, newchar);
|
||||
}
|
||||
|
||||
void FString::ReplaceChars (const char *oldcharset, char newchar)
|
||||
{
|
||||
size_t i, j;
|
||||
if (oldcharset == NULL || oldcharset[0] == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (i = 0, j = Len(); i < j; ++i)
|
||||
{
|
||||
if (strchr (oldcharset, Chars[i]) != NULL)
|
||||
{
|
||||
Chars[i] = newchar;
|
||||
}
|
||||
}
|
||||
UnlockBuffer();
|
||||
ReplaceChars([&oldcharset](char c){ return strchr(oldcharset, c) != NULL; }, newchar);
|
||||
}
|
||||
|
||||
void FString::StripChars (char killchar)
|
||||
{
|
||||
size_t read, write, mylen;
|
||||
if (killchar == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (read = write = 0, mylen = Len(); read < mylen; ++read)
|
||||
{
|
||||
if (Chars[read] != killchar)
|
||||
{
|
||||
Chars[write++] = Chars[read];
|
||||
}
|
||||
}
|
||||
Chars[write] = '\0';
|
||||
ReallocBuffer (write);
|
||||
UnlockBuffer();
|
||||
StripChars([&killchar](char c){ return c == killchar; });
|
||||
}
|
||||
|
||||
void FString::StripChars (const char *killchars)
|
||||
void FString::StripChars (const char *killcharset)
|
||||
{
|
||||
size_t read, write, mylen;
|
||||
if (killcharset == NULL || killcharset[0] == '\0')
|
||||
return;
|
||||
|
||||
LockBuffer();
|
||||
for (read = write = 0, mylen = Len(); read < mylen; ++read)
|
||||
{
|
||||
if (strchr (killchars, Chars[read]) == NULL)
|
||||
{
|
||||
Chars[write++] = Chars[read];
|
||||
}
|
||||
}
|
||||
Chars[write] = '\0';
|
||||
ReallocBuffer (write);
|
||||
UnlockBuffer();
|
||||
StripChars([&killcharset](char c){ return strchr(killcharset, c) != NULL; });
|
||||
}
|
||||
|
||||
void FString::MergeChars (char merger)
|
||||
|
|
|
@ -236,11 +236,45 @@ public:
|
|||
void Insert (size_t index, const char *instr);
|
||||
void Insert (size_t index, const char *instr, size_t instrlen);
|
||||
|
||||
template<typename Func>
|
||||
void ReplaceChars (Func IsOldChar, char newchar)
|
||||
{
|
||||
size_t i, j;
|
||||
|
||||
LockBuffer();
|
||||
for (i = 0, j = Len(); i < j; ++i)
|
||||
{
|
||||
if (IsOldChar(Chars[i]))
|
||||
{
|
||||
Chars[i] = newchar;
|
||||
}
|
||||
}
|
||||
UnlockBuffer();
|
||||
}
|
||||
|
||||
void ReplaceChars (char oldchar, char newchar);
|
||||
void ReplaceChars (const char *oldcharset, char newchar);
|
||||
|
||||
template<typename Func>
|
||||
void StripChars (Func IsKillChar)
|
||||
{
|
||||
size_t read, write, mylen;
|
||||
|
||||
LockBuffer();
|
||||
for (read = write = 0, mylen = Len(); read < mylen; ++read)
|
||||
{
|
||||
if (!IsKillChar(Chars[read]))
|
||||
{
|
||||
Chars[write++] = Chars[read];
|
||||
}
|
||||
}
|
||||
Chars[write] = '\0';
|
||||
ReallocBuffer (write);
|
||||
UnlockBuffer();
|
||||
}
|
||||
|
||||
void StripChars (char killchar);
|
||||
void StripChars (const char *killchars);
|
||||
void StripChars (const char *killcharset);
|
||||
|
||||
void MergeChars (char merger);
|
||||
void MergeChars (char merger, char newchar);
|
||||
|
|
Loading…
Reference in a new issue