- cleanup of new colorization code.

- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
This commit is contained in:
Christoph Oelckers 2019-12-22 10:20:47 +01:00
parent 695ab81bca
commit f9d2dc51d0
4 changed files with 135 additions and 107 deletions

View file

@ -611,12 +611,64 @@ struct TextureManipulation
BlendOverlay = 3,
BlendHardLight = 4,
BlendMask = 7,
InvertBit = 8
InvertBit = 8,
ActiveBit = 16, // Must be set for the shader to do something
};
PalEntry AddColor; // Alpha contains the blend flags
PalEntry ModulateColor; // Alpha may contain a multiplier to get higher values than 1.0 without promoting this to 4 full floats.
PalEntry BlendColor;
float DesaturationFactor;
bool CheckIfEnabled() // check if this manipulation is doing something. NoOps do not need to be preserved, unless they override older setttings.
{
if (AddColor != 0 || // this includes a check for the blend mode without which BlendColor is not active
ModulateColor != 0x01ffffff || // 1 in alpha must be the default for a no-op.
DesaturationFactor != 0)
{
AddColor.a |= ActiveBit; // mark as active for the shader's benefit.
return true;
}
return false;
}
void SetTextureModulateColor(int slot, PalEntry rgb)
{
rgb.a = ModulateColor.a;
ModulateColor = rgb;
}
void SetTextureModulateScaleFactor(int slot, int fac)
{
ModulateColor.a = (uint8_t)fac;
}
void SetTextureAdditiveColor(int slot, PalEntry rgb)
{
rgb.a = AddColor.a;
AddColor = rgb;
}
void SetTextureBlendColor(int slot, PalEntry rgb)
{
BlendColor = rgb;
}
void SetTextureDesaturationFactor(int slot, double fac)
{
DesaturationFactor = (float)fac;
}
void SetTextureBlendMode(int slot, int mode)
{
AddColor.a = (AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
}
void SetTextureInvert(bool on)
{
AddColor.a |= TextureManipulation::InvertBit;
AddColor.a &= ~TextureManipulation::InvertBit;
}
};
struct sector_t
@ -1047,21 +1099,32 @@ public:
Flags &= ~SECF_SPECIALFLAGS;
}
void CheckExColorFlag();
void InitAllExcolors()
{
if (SpecialColors[sector_t::wallbottom] != 0xffffffff || SpecialColors[sector_t::walltop] != 0xffffffff || AdditiveColors[sector_t::walltop] != 0xffffffff) CheckExColorFlag();
}
void SetSpecialColor(int slot, int r, int g, int b)
{
SpecialColors[slot] = PalEntry(255, r, g, b);
if ((slot == sector_t::wallbottom || slot == sector_t::walltop) && SpecialColors[slot] != 0xffffffff) CheckExColorFlag();
}
void SetSpecialColor(int slot, PalEntry rgb)
{
rgb.a = 255;
SpecialColors[slot] = rgb;
if ((slot == sector_t::wallbottom || slot == sector_t::walltop) && rgb != 0xffffffff) CheckExColorFlag();
}
void SetAdditiveColor(int slot, PalEntry rgb)
{
rgb.a = 255;
AdditiveColors[slot] = rgb;
if ((slot == sector_t::walltop) && AdditiveColors[slot] != 0xffffffff) CheckExColorFlag(); // Wallbottom of this is not used.
}
// TextureFX parameters
@ -1071,44 +1134,6 @@ public:
planes[slot].TextureFx = tm; // this is for getting the data from a texture.
}
void SetTextureModulateColor(int slot, PalEntry rgb)
{
rgb.a = planes[slot].TextureFx.ModulateColor.a;
planes[slot].TextureFx.ModulateColor = rgb;
}
void SetTextureModulateScaleFactor(int slot, int fac)
{
planes[slot].TextureFx.ModulateColor.a = (uint8_t)fac;
}
void SetTextureAdditiveColor(int slot, PalEntry rgb)
{
rgb.a = planes[slot].TextureFx.AddColor.a;
planes[slot].TextureFx.AddColor = rgb;
}
void SetTextureBlendColor(int slot, PalEntry rgb)
{
planes[slot].TextureFx.BlendColor = rgb;
}
void SetTextureDesaturationFactor(int slot, double fac)
{
planes[slot].TextureFx.DesaturationFactor = (float)fac;
}
void SetTextureBlendMode(int slot, int mode)
{
planes[slot].TextureFx.AddColor.a = (planes[slot].TextureFx.AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
}
void SetTextureInvert(int slot, bool on)
{
if (on) planes[slot].TextureFx.AddColor.a |= TextureManipulation::InvertBit;
else planes[slot].TextureFx.AddColor.a &= ~TextureManipulation::InvertBit;
}
inline bool PortalBlocksView(int plane);
inline bool PortalBlocksSight(int plane);
@ -1194,6 +1219,7 @@ enum
WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
WALLF_EXTCOLOR = 256, // enables the extended color options (flagged to allow the renderer to easily skip the relevant code)
};
struct side_t
@ -1385,10 +1411,11 @@ struct side_t
void EnableAdditiveColor(int which, bool enable)
{
int flag = enable ? part::UseOwnAdditiveColor : 0;
const int flag = part::UseOwnAdditiveColor;
if (enable)
{
textures[which].flags |= flag;
Flags |= WALLF_EXTCOLOR;
}
else
{
@ -1402,42 +1429,10 @@ struct side_t
textures[which].AdditiveColor = rgb;
}
void SetTextureModulateColor(int slot, PalEntry rgb)
void SetTextureFx(int slot, const TextureManipulation& tm)
{
rgb.a = textures[slot].TextureFx.ModulateColor.a;
textures[slot].TextureFx.ModulateColor = rgb;
}
void SetTextureModulateScaleFactor(int slot, int fac)
{
textures[slot].TextureFx.ModulateColor.a = (uint8_t)fac;
}
void SetTextureAdditiveColor(int slot, PalEntry rgb)
{
rgb.a = textures[slot].TextureFx.AddColor.a;
textures[slot].TextureFx.AddColor = rgb;
}
void SetTextureBlendColor(int slot, PalEntry rgb)
{
textures[slot].TextureFx.BlendColor = rgb;
}
void SetTextureDesaturationFactor(int slot, double fac)
{
textures[slot].TextureFx.DesaturationFactor = (float)fac;
}
void SetTextureBlendMode(int slot, int mode)
{
textures[slot].TextureFx.AddColor.a = (textures[slot].TextureFx.AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
}
void SetTextureInvert(int slot, bool on)
{
if (on) textures[slot].TextureFx.AddColor.a |= TextureManipulation::InvertBit;
else textures[slot].TextureFx.AddColor.a &= ~TextureManipulation::InvertBit;
textures[slot].TextureFx = tm; // this is for getting the data from a texture.
if (tm.AddColor.a) Flags |= WALLF_EXTCOLOR;
}
PalEntry GetAdditiveColor(int which, sector_t *frontsector) const
@ -1785,5 +1780,15 @@ inline int sector_t::GetFloorLight() const { return ::GetFloorLight(this); }
inline int sector_t::GetCeilingLight() const { return ::GetCeilingLight(this); }
inline double sector_t::GetFriction(int plane, double *movefac) const { return ::GetFriction(this, plane, movefac); }
inline void sector_t::CheckExColorFlag()
{
for (auto ld : Lines)
{
if (ld->frontsector == this) ld->sidedef[0]->Flags |= WALLF_EXTCOLOR;
if (ld->backsector == this) ld->sidedef[1]->Flags |= WALLF_EXTCOLOR;
}
}
#endif

View file

@ -1308,7 +1308,8 @@ public:
break;
case NAME_useowncolors_top:
Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnSpecialColors, key);
if (Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnSpecialColors, key))
sd->Flags |= WALLF_EXTCOLOR;
break;
case NAME_uppercolor_top:
@ -1332,7 +1333,9 @@ public:
break;
case NAME_useowncolors_mid:
Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnSpecialColors, key);
if (Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnSpecialColors, key))
sd->Flags |= WALLF_EXTCOLOR;
break;
case NAME_uppercolor_mid:
@ -1356,7 +1359,8 @@ public:
break;
case NAME_useowncolors_bottom:
Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnSpecialColors, key);
if (Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnSpecialColors, key))
sd->Flags |= WALLF_EXTCOLOR;
break;
case NAME_uppercolor_bottom:
@ -1380,13 +1384,17 @@ public:
break;
case NAME_useowncoloradd_top:
sd->textures[side_t::top].flags |= side_t::part::UseOwnAdditiveColor * CheckBool(key);
Flag(sd->textures[side_t::top].flags, side_t::part::UseOwnAdditiveColor, key);
sd->Flags |= WALLF_EXTCOLOR;
case NAME_useowncoloradd_mid:
sd->textures[side_t::mid].flags |= side_t::part::UseOwnAdditiveColor * CheckBool(key);
if (Flag(sd->textures[side_t::mid].flags, side_t::part::UseOwnAdditiveColor, key))
sd->Flags |= WALLF_EXTCOLOR;
case NAME_useowncoloradd_bottom:
sd->textures[side_t::bottom].flags |= side_t::part::UseOwnAdditiveColor * CheckBool(key);
if (Flag(sd->textures[side_t::bottom].flags, side_t::part::UseOwnAdditiveColor, key))
sd->Flags |= WALLF_EXTCOLOR;
break;
default:
break;
@ -2284,6 +2292,11 @@ public:
// Create the real linedefs and decompress the sidedefs
ProcessLineDefs();
// enable the excolor flag on all sidedefs which need it for a gradient transfer from the sector.
for (auto& sec : Level->sectors)
{
sec.CheckExColorFlag();
}
}
};

View file

@ -23,12 +23,18 @@ protected:
const char *CheckString(const char *key);
template<typename T>
void Flag(T &value, int mask, const char *key)
bool Flag(T &value, int mask, const char *key)
{
if (CheckBool(key))
{
value |= mask;
return true;
}
else
{
value &= ~mask;
return false;
}
}
};

View file

@ -168,38 +168,42 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
if (type != RENDERWALL_COLOR && seg->sidedef != nullptr)
{
auto side = seg->sidedef;
auto tierndx = renderwalltotier[type];
auto &tier = side->textures[tierndx];
PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
state.SetObjectColor(color1);
state.SetObjectColor2((color1 != color2) ? color2 : PalEntry(0));
state.SetAddColor(side->GetAdditiveColor(tierndx, frontsector));
state.ApplyTextureManipulation(&side->textures[tierndx].TextureFx);
if (color1 != color2)
if (seg->sidedef->Flags & WALLF_EXTCOLOR) // this block incurs a costly cache miss, so only process if needed.
{
// Do gradient setup only if there actually is a gradient.
state.EnableGradient(true);
if ((tier.flags & side_t::part::ClampGradient) && backsector)
auto tierndx = renderwalltotier[type];
auto& tier = side->textures[tierndx];
PalEntry color1 = side->GetSpecialColor(tierndx, side_t::walltop, frontsector);
PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
state.SetObjectColor(color1);
state.SetObjectColor2((color1 != color2) ? color2 : PalEntry(0));
state.SetAddColor(side->GetAdditiveColor(tierndx, frontsector));
state.ApplyTextureManipulation(&tier.TextureFx);
if (color1 != color2)
{
if (tierndx == side_t::top)
// Do gradient setup only if there actually is a gradient.
state.EnableGradient(true);
if ((tier.flags & side_t::part::ClampGradient) && backsector)
{
state.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
if (tierndx == side_t::top)
{
state.SetGradientPlanes(frontsector->ceilingplane, backsector->ceilingplane);
}
else if (tierndx == side_t::mid)
{
state.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
}
else // side_t::bottom:
{
state.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
}
}
else if (tierndx == side_t::mid)
else
{
state.SetGradientPlanes(backsector->ceilingplane, backsector->floorplane);
state.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
}
else // side_t::bottom:
{
state.SetGradientPlanes(backsector->floorplane, frontsector->floorplane);
}
}
else
{
state.SetGradientPlanes(frontsector->ceilingplane, frontsector->floorplane);
}
}
}