// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __R_DRAW_RGBA__ #define __R_DRAW_RGBA__ #include "r_draw.h" #include "v_palette.h" #include #include #include #include #include ///////////////////////////////////////////////////////////////////////////// // Drawer functions: void rt_initcols_rgba(BYTE *buffer); void rt_span_coverage_rgba(int x, int start, int stop); void rt_copy1col_rgba(int hx, int sx, int yl, int yh); void rt_copy4cols_rgba(int sx, int yl, int yh); void rt_shaded1col_rgba(int hx, int sx, int yl, int yh); void rt_shaded4cols_rgba(int sx, int yl, int yh); void rt_map1col_rgba(int hx, int sx, int yl, int yh); void rt_add1col_rgba(int hx, int sx, int yl, int yh); void rt_addclamp1col_rgba(int hx, int sx, int yl, int yh); void rt_subclamp1col_rgba(int hx, int sx, int yl, int yh); void rt_revsubclamp1col_rgba(int hx, int sx, int yl, int yh); void rt_tlate1col_rgba(int hx, int sx, int yl, int yh); void rt_tlateadd1col_rgba(int hx, int sx, int yl, int yh); void rt_tlateaddclamp1col_rgba(int hx, int sx, int yl, int yh); void rt_tlatesubclamp1col_rgba(int hx, int sx, int yl, int yh); void rt_tlaterevsubclamp1col_rgba(int hx, int sx, int yl, int yh); void rt_map4cols_rgba(int sx, int yl, int yh); void rt_add4cols_rgba(int sx, int yl, int yh); void rt_addclamp4cols_rgba(int sx, int yl, int yh); void rt_subclamp4cols_rgba(int sx, int yl, int yh); void rt_revsubclamp4cols_rgba(int sx, int yl, int yh); void rt_tlate4cols_rgba(int sx, int yl, int yh); void rt_tlateadd4cols_rgba(int sx, int yl, int yh); void rt_tlateaddclamp4cols_rgba(int sx, int yl, int yh); void rt_tlatesubclamp4cols_rgba(int sx, int yl, int yh); void rt_tlaterevsubclamp4cols_rgba(int sx, int yl, int yh); void R_DrawColumnHoriz_rgba(); void R_DrawColumn_rgba(); void R_DrawFuzzColumn_rgba(); void R_DrawTranslatedColumn_rgba(); void R_DrawShadedColumn_rgba(); void R_FillColumn_rgba(); void R_FillAddColumn_rgba(); void R_FillAddClampColumn_rgba(); void R_FillSubClampColumn_rgba(); void R_FillRevSubClampColumn_rgba(); void R_DrawAddColumn_rgba(); void R_DrawTlatedAddColumn_rgba(); void R_DrawAddClampColumn_rgba(); void R_DrawAddClampTranslatedColumn_rgba(); void R_DrawSubClampColumn_rgba(); void R_DrawSubClampTranslatedColumn_rgba(); void R_DrawRevSubClampColumn_rgba(); void R_DrawRevSubClampTranslatedColumn_rgba(); void R_DrawSpan_rgba(void); void R_DrawSpanMasked_rgba(void); void R_DrawSpanTranslucent_rgba(); void R_DrawSpanMaskedTranslucent_rgba(); void R_DrawSpanAddClamp_rgba(); void R_DrawSpanMaskedAddClamp_rgba(); void R_FillSpan_rgba(); void R_DrawFogBoundary_rgba(int x1, int x2, short *uclip, short *dclip); DWORD vlinec1_rgba(); void vlinec4_rgba(); DWORD mvlinec1_rgba(); void mvlinec4_rgba(); fixed_t tmvline1_add_rgba(); void tmvline4_add_rgba(); fixed_t tmvline1_addclamp_rgba(); void tmvline4_addclamp_rgba(); fixed_t tmvline1_subclamp_rgba(); void tmvline4_subclamp_rgba(); fixed_t tmvline1_revsubclamp_rgba(); void tmvline4_revsubclamp_rgba(); void R_FillColumnHoriz_rgba(); void R_FillSpan_rgba(); ///////////////////////////////////////////////////////////////////////////// // Multithreaded rendering infrastructure: // Redirect drawer commands to worker threads void R_BeginDrawerCommands(); // Wait until all drawers finished executing void R_EndDrawerCommands(); struct FSpecialColormap; class DrawerCommandQueue; // Worker data for each thread executing drawer commands class DrawerThread { public: std::thread thread; // Thread line index of this thread int core = 0; // Number of active threads int num_cores = 1; // Range of rows processed this pass int pass_start_y = 0; int pass_end_y = MAXHEIGHT; uint32_t dc_temp_rgbabuff_rgba[MAXHEIGHT * 4]; uint32_t *dc_temp_rgba; // Checks if a line is rendered by this thread bool line_skipped_by_thread(int line) { return line < pass_start_y || line >= pass_end_y || line % num_cores != core; } // The number of lines to skip to reach the first line to be rendered by this thread int skipped_by_thread(int first_line) { int pass_skip = MAX(pass_start_y - first_line, 0); int core_skip = (num_cores - (first_line + pass_skip - core) % num_cores) % num_cores; return pass_skip + core_skip; } // The number of lines to be rendered by this thread int count_for_thread(int first_line, int count) { int lines_until_pass_end = MAX(pass_end_y - first_line, 0); count = MIN(count, lines_until_pass_end); int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores; return MAX(c, 0); } // Calculate the dest address for the first line to be rendered by this thread uint32_t *dest_for_thread(int first_line, int pitch, uint32_t *dest) { return dest + skipped_by_thread(first_line) * pitch; } }; // Task to be executed by each worker thread class DrawerCommand { protected: int _dest_y; public: DrawerCommand() { _dest_y = static_cast((dc_dest - dc_destorg) / (dc_pitch * 4)); } virtual void Execute(DrawerThread *thread) = 0; }; EXTERN_CVAR(Bool, r_multithreaded) // Manages queueing up commands and executing them on worker threads class DrawerCommandQueue { enum { memorypool_size = 4 * 1024 * 1024 }; char memorypool[memorypool_size]; size_t memorypool_pos = 0; std::vector commands; std::vector threads; std::mutex start_mutex; std::condition_variable start_condition; std::vector active_commands; bool shutdown_flag = false; int run_id = 0; std::mutex end_mutex; std::condition_variable end_condition; size_t finished_threads = 0; int threaded_render = 0; DrawerThread single_core_thread; int num_passes = 2; int rows_in_pass = 540; void StartThreads(); void StopThreads(); void Finish(); static DrawerCommandQueue *Instance(); ~DrawerCommandQueue(); public: // Allocate memory valid for the duration of a command execution static void* AllocMemory(size_t size); // Queue command to be executed by drawer worker threads template static void QueueCommand(Types &&... args) { auto queue = Instance(); if (queue->threaded_render == 0 || !r_multithreaded) { T command(std::forward(args)...); command.Execute(&queue->single_core_thread); } else { void *ptr = AllocMemory(sizeof(T)); if (!ptr) return; T *command = new (ptr)T(std::forward(args)...); queue->commands.push_back(command); } } // Redirects all drawing commands to worker threads until End is called // Begin/End blocks can be nested. static void Begin(); // End redirection and wait until all worker threads finished executing static void End(); // Waits until all worker threads finished executing static void WaitForWorkers(); }; ///////////////////////////////////////////////////////////////////////////// // Drawer commands: class ApplySpecialColormapRGBACommand : public DrawerCommand { BYTE *buffer; int pitch; int width; int height; int start_red; int start_green; int start_blue; int end_red; int end_green; int end_blue; public: ApplySpecialColormapRGBACommand(FSpecialColormap *colormap, DFrameBuffer *screen); void Execute(DrawerThread *thread) override; }; ///////////////////////////////////////////////////////////////////////////// // Pixel shading macros and inline functions: // Give the compiler a strong hint we want these functions inlined: #ifndef FORCEINLINE #if defined(_MSC_VER) #define FORCEINLINE __forceinline #elif defined(__GNUC__) #define FORCEINLINE __attribute__((always_inline)) inline #else #define FORCEINLINE inline #endif #endif // calculates the light constant passed to the shade_pal_index function FORCEINLINE uint32_t calc_light_multiplier(dsfixed_t light) { return 256 - (light >> (FRACBITS - 8)); } // Calculates a ARGB8 color for the given palette index and light multiplier FORCEINLINE uint32_t shade_pal_index_simple(uint32_t index, uint32_t light) { const PalEntry &color = GPalette.BaseColors[index]; uint32_t red = color.r; uint32_t green = color.g; uint32_t blue = color.b; red = red * light / 256; green = green * light / 256; blue = blue * light / 256; return 0xff000000 | (red << 16) | (green << 8) | blue; } FORCEINLINE uint32_t shade_bgra_simple(uint32_t color, uint32_t light) { uint32_t red = (color >> 16) & 0xff; uint32_t green = (color >> 8) & 0xff; uint32_t blue = color & 0xff; red = red * light / 256; green = green * light / 256; blue = blue * light / 256; return 0xff000000 | (red << 16) | (green << 8) | blue; } // Calculates a ARGB8 color for the given palette index, light multiplier and dynamic colormap FORCEINLINE uint32_t shade_pal_index(uint32_t index, uint32_t light, const ShadeConstants &constants) { const PalEntry &color = GPalette.BaseColors[index]; uint32_t red = color.r; uint32_t green = color.g; uint32_t blue = color.b; if (constants.simple_shade) { red = red * light / 256; green = green * light / 256; blue = blue * light / 256; } else { uint32_t inv_light = 256 - light; uint32_t inv_desaturate = 256 - constants.desaturate; uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate; red = (red * inv_desaturate + intensity) / 256; green = (green * inv_desaturate + intensity) / 256; blue = (blue * inv_desaturate + intensity) / 256; red = (constants.fade_red * inv_light + red * light) / 256; green = (constants.fade_green * inv_light + green * light) / 256; blue = (constants.fade_blue * inv_light + blue * light) / 256; red = (red * constants.light_red) / 256; green = (green * constants.light_green) / 256; blue = (blue * constants.light_blue) / 256; } return 0xff000000 | (red << 16) | (green << 8) | blue; } FORCEINLINE uint32_t shade_bgra(uint32_t color, uint32_t light, const ShadeConstants &constants) { uint32_t red = (color >> 16) & 0xff; uint32_t green = (color >> 8) & 0xff; uint32_t blue = color & 0xff; if (constants.simple_shade) { red = red * light / 256; green = green * light / 256; blue = blue * light / 256; } else { uint32_t inv_light = 256 - light; uint32_t inv_desaturate = 256 - constants.desaturate; uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate; red = (red * inv_desaturate + intensity) / 256; green = (green * inv_desaturate + intensity) / 256; blue = (blue * inv_desaturate + intensity) / 256; red = (constants.fade_red * inv_light + red * light) / 256; green = (constants.fade_green * inv_light + green * light) / 256; blue = (constants.fade_blue * inv_light + blue * light) / 256; red = (red * constants.light_red) / 256; green = (green * constants.light_green) / 256; blue = (blue * constants.light_blue) / 256; } return 0xff000000 | (red << 16) | (green << 8) | blue; } FORCEINLINE uint32_t alpha_blend(uint32_t fg, uint32_t bg) { uint32_t fg_alpha = (fg >> 24) & 0xff; uint32_t fg_red = (fg >> 16) & 0xff; uint32_t fg_green = (fg >> 8) & 0xff; uint32_t fg_blue = fg & 0xff; uint32_t alpha = fg_alpha + (fg_alpha >> 7); // 255 -> 256 uint32_t inv_alpha = 256 - alpha; uint32_t bg_red = (bg >> 16) & 0xff; uint32_t bg_green = (bg >> 8) & 0xff; uint32_t bg_blue = bg & 0xff; uint32_t red = ((fg_red * alpha) + (bg_red * inv_alpha)) / 256; uint32_t green = ((fg_green * alpha) + (bg_green * inv_alpha)) / 256; uint32_t blue = ((fg_blue * alpha) + (bg_blue * inv_alpha)) / 256; return 0xff000000 | (red << 16) | (green << 8) | blue; } // Calculate constants for a simple shade #define SSE_SHADE_SIMPLE_INIT(light) \ __m128i mlight_hi = _mm_set_epi16(256, light, light, light, 256, light, light, light); \ __m128i mlight_lo = mlight_hi; // Calculate constants for a simple shade with different light levels for each pixel #define SSE_SHADE_SIMPLE_INIT4(light3, light2, light1, light0) \ __m128i mlight_hi = _mm_set_epi16(256, light1, light1, light1, 256, light0, light0, light0); \ __m128i mlight_lo = _mm_set_epi16(256, light3, light3, light3, 256, light2, light2, light2); // Simple shade 4 pixels #define SSE_SHADE_SIMPLE(fg) { \ __m128i fg_hi = _mm_unpackhi_epi8(fg, _mm_setzero_si128()); \ __m128i fg_lo = _mm_unpacklo_epi8(fg, _mm_setzero_si128()); \ fg_hi = _mm_mullo_epi16(fg_hi, mlight_hi); \ fg_hi = _mm_srli_epi16(fg_hi, 8); \ fg_lo = _mm_mullo_epi16(fg_lo, mlight_lo); \ fg_lo = _mm_srli_epi16(fg_lo, 8); \ fg = _mm_packus_epi16(fg_lo, fg_hi); \ } // Calculate constants for a complex shade #define SSE_SHADE_INIT(light, shade_constants) \ __m128i mlight_hi = _mm_set_epi16(256, light, light, light, 256, light, light, light); \ __m128i mlight_lo = mlight_hi; \ __m128i color = _mm_set_epi16( \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue); \ __m128i fade = _mm_set_epi16( \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue); \ __m128i fade_amount_hi = _mm_mullo_epi16(fade, _mm_subs_epu16(_mm_set1_epi16(256), mlight_hi)); \ __m128i fade_amount_lo = fade_amount_hi; \ __m128i inv_desaturate = _mm_set1_epi16(256 - shade_constants.desaturate); \ // Calculate constants for a complex shade with different light levels for each pixel #define SSE_SHADE_INIT4(light3, light2, light1, light0, shade_constants) \ __m128i mlight_hi = _mm_set_epi16(256, light1, light1, light1, 256, light0, light0, light0); \ __m128i mlight_lo = _mm_set_epi16(256, light3, light3, light3, 256, light2, light2, light2); \ __m128i color = _mm_set_epi16( \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue); \ __m128i fade = _mm_set_epi16( \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue); \ __m128i fade_amount_hi = _mm_mullo_epi16(fade, _mm_subs_epu16(_mm_set1_epi16(256), mlight_hi)); \ __m128i fade_amount_lo = _mm_mullo_epi16(fade, _mm_subs_epu16(_mm_set1_epi16(256), mlight_lo)); \ __m128i inv_desaturate = _mm_set1_epi16(256 - shade_constants.desaturate); \ // Complex shade 4 pixels #define SSE_SHADE(fg, shade_constants) { \ __m128i fg_hi = _mm_unpackhi_epi8(fg, _mm_setzero_si128()); \ __m128i fg_lo = _mm_unpacklo_epi8(fg, _mm_setzero_si128()); \ \ __m128i intensity_hi = _mm_mullo_epi16(fg_hi, _mm_set_epi16(0, 77, 143, 37, 0, 77, 143, 37)); \ uint16_t intensity_hi0 = ((_mm_extract_epi16(intensity_hi, 2) + _mm_extract_epi16(intensity_hi, 1) + _mm_extract_epi16(intensity_hi, 0)) >> 8) * shade_constants.desaturate; \ uint16_t intensity_hi1 = ((_mm_extract_epi16(intensity_hi, 6) + _mm_extract_epi16(intensity_hi, 5) + _mm_extract_epi16(intensity_hi, 4)) >> 8) * shade_constants.desaturate; \ intensity_hi = _mm_set_epi16(intensity_hi1, intensity_hi1, intensity_hi1, intensity_hi1, intensity_hi0, intensity_hi0, intensity_hi0, intensity_hi0); \ \ fg_hi = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_hi, inv_desaturate), intensity_hi), 8); \ fg_hi = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_hi, mlight_hi), fade_amount_hi), 8); \ fg_hi = _mm_srli_epi16(_mm_mullo_epi16(fg_hi, color), 8); \ \ __m128i intensity_lo = _mm_mullo_epi16(fg_lo, _mm_set_epi16(0, 77, 143, 37, 0, 77, 143, 37)); \ uint16_t intensity_lo0 = ((_mm_extract_epi16(intensity_lo, 2) + _mm_extract_epi16(intensity_lo, 1) + _mm_extract_epi16(intensity_lo, 0)) >> 8) * shade_constants.desaturate; \ uint16_t intensity_lo1 = ((_mm_extract_epi16(intensity_lo, 6) + _mm_extract_epi16(intensity_lo, 5) + _mm_extract_epi16(intensity_lo, 4)) >> 8) * shade_constants.desaturate; \ intensity_lo = _mm_set_epi16(intensity_lo1, intensity_lo1, intensity_lo1, intensity_lo1, intensity_lo0, intensity_lo0, intensity_lo0, intensity_lo0); \ \ fg_lo = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_lo, inv_desaturate), intensity_lo), 8); \ fg_lo = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_lo, mlight_lo), fade_amount_lo), 8); \ fg_lo = _mm_srli_epi16(_mm_mullo_epi16(fg_lo, color), 8); \ \ fg = _mm_packus_epi16(fg_lo, fg_hi); \ } #endif