/* ** 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. ** */ #pragma once #include "screen_triangle.h" template class TriScreenDrawer32 { public: static void Execute(const TriDrawTriangleArgs *args, WorkerThreadData *thread) { using namespace TriScreenDrawerModes; auto flags = args->uniforms->flags; bool is_simple_shade = (flags & TriUniforms::simple_shade) == TriUniforms::simple_shade; if (SamplerT::Mode == (int)Samplers::Texture) { bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter; if (is_simple_shade) { if (is_nearest_filter) Loop(args, thread); else Loop(args, thread); } else { if (is_nearest_filter) Loop(args, thread); else Loop(args, thread); } } else // no linear filtering for translated, shaded, fill or skycap { if (is_simple_shade) { Loop(args, thread); } else { Loop(args, thread); } } } template FORCEINLINE static void VECTORCALL Loop(const TriDrawTriangleArgs *args, WorkerThreadData *thread) { using namespace TriScreenDrawerModes; 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_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light; uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff; auto colormaps = args->colormaps; uint32_t srcalpha = args->uniforms->srcalpha; uint32_t destalpha = args->uniforms->destalpha; // 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); } // Output uint32_t * RESTRICT destOrg = (uint32_t*)args->dest; int pitch = args->pitch; // Light 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); // Sampling stuff uint32_t color = args->uniforms->color; const uint32_t * RESTRICT translation = (const uint32_t *)args->translation; const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels; uint32_t texWidth = args->textureWidth; uint32_t texHeight = args->textureHeight; uint32_t oneU, oneV; if (SamplerT::Mode != (int)Samplers::Fill) { oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1; oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1; } else { oneU = 0; oneV = 0; } // Shade constants __m128i inv_desaturate, shade_fade, shade_light; int desaturate; if (ShadeModeT::Mode == (int)ShadeMode::Advanced) { inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate); shade_fade = _mm_set_epi16(args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue, args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue); shade_light = _mm_set_epi16(args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue, args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue); desaturate = args->uniforms->desaturate; } else { inv_desaturate = _mm_setzero_si128(); shade_fade = _mm_setzero_si128(); shade_fade = _mm_setzero_si128(); shade_light = _mm_setzero_si128(); desaturate = 0; } for (int i = 0; i < numSpans; i++) { const auto &span = fullSpans[i]; uint32_t *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); fixed_t 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; } fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; for (int ix = 0; ix < 4; ix++) { // Load bgcolor __m128i bgcolor; if (BlendT::Mode != (int)BlendModes::Opaque) bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)(dest + x * 8 + ix * 2)), _mm_setzero_si128()); else bgcolor = _mm_setzero_si128(); // Sample fgcolor unsigned int ifgcolor[2]; ifgcolor[0] = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; ifgcolor[1] = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; // Setup light int lightpos0 = lightpos >> 8; lightpos += lightstep; int lightpos1 = lightpos >> 8; lightpos += lightstep; __m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0); __m128i shade_fade_lit; if (ShadeModeT::Mode == (int)ShadeMode::Advanced) { __m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight); shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light); } else { shade_fade_lit = _mm_setzero_si128(); } // Shade and blend __m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128()); fgcolor = Shade(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light); __m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha); // Store result _mm_storel_epi64((__m128i*)(dest + x * 8 + ix * 2), outcolor); } } 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); uint32_t *dest = destOrg + block.X + block.Y * pitch; uint32_t mask0 = block.Mask0; uint32_t mask1 = block.Mask1; // mask0 loop: 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); fixed_t lightpos = FRACUNIT - (fixed_t)(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; } fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; for (int x = 0; x < 4; x++) { // Load bgcolor uint32_t desttmp[2]; if (mask0 & (1 << 31)) desttmp[0] = dest[x * 2]; if (mask0 & (1 << 30)) desttmp[1] = dest[x * 2 + 1]; __m128i bgcolor; if (BlendT::Mode != (int)BlendModes::Opaque) bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128()); else bgcolor = _mm_setzero_si128(); // Sample fgcolor unsigned int ifgcolor[2]; ifgcolor[0] = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; ifgcolor[1] = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; // Setup light int lightpos0 = lightpos >> 8; lightpos += lightstep; int lightpos1 = lightpos >> 8; lightpos += lightstep; __m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0); __m128i shade_fade_lit; if (ShadeModeT::Mode == (int)ShadeMode::Advanced) { __m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight); shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light); } else { shade_fade_lit = _mm_setzero_si128(); } // Shade and blend __m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128()); fgcolor = Shade(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light); __m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha); // Store result _mm_storel_epi64((__m128i*)desttmp, outcolor); if (mask0 & (1 << 31)) dest[x * 2] = desttmp[0]; if (mask0 & (1 << 30)) dest[x * 2 + 1] = desttmp[1]; mask0 <<= 2; } blockPosY.W += gradientY.W; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] += gradientY.Varying[j]; dest += pitch; } // mask1 loop: 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); fixed_t lightpos = FRACUNIT - (fixed_t)(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; } fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT); fixed_t lightstep = (lightnext - lightpos) / 8; lightstep = lightstep & lightmask; for (int x = 0; x < 4; x++) { // Load bgcolor uint32_t desttmp[2]; if (mask1 & (1 << 31)) desttmp[0] = dest[x * 2]; if (mask1 & (1 << 30)) desttmp[1] = dest[x * 2 + 1]; __m128i bgcolor; if (BlendT::Mode != (int)BlendModes::Opaque) bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128()); else bgcolor = _mm_setzero_si128(); // Sample fgcolor unsigned int ifgcolor[2]; ifgcolor[0] = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; ifgcolor[1] = Sample(varyingPos[0], varyingPos[1], texPixels, texWidth, texHeight, oneU, oneV, color, translation); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] += varyingStep[j]; // Setup light int lightpos0 = lightpos >> 8; lightpos += lightstep; int lightpos1 = lightpos >> 8; lightpos += lightstep; __m128i mlight = _mm_set_epi16(256, lightpos1, lightpos1, lightpos1, 256, lightpos0, lightpos0, lightpos0); __m128i shade_fade_lit; if (ShadeModeT::Mode == (int)ShadeMode::Advanced) { __m128i inv_light = _mm_sub_epi16(_mm_set_epi16(0, 256, 256, 256, 0, 256, 256, 256), mlight); shade_fade_lit = _mm_mullo_epi16(shade_fade, inv_light); } else { shade_fade_lit = _mm_setzero_si128(); } // Shade and blend __m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128()); fgcolor = Shade(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light); __m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha); // Store result _mm_storel_epi64((__m128i*)desttmp, outcolor); if (mask1 & (1 << 31)) dest[x * 2] = desttmp[0]; if (mask1 & (1 << 30)) dest[x * 2 + 1] = desttmp[1]; mask1 <<= 2; } blockPosY.W += gradientY.W; for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] += gradientY.Varying[j]; dest += pitch; } } } private: template FORCEINLINE static unsigned int VECTORCALL Sample(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation) { using namespace TriScreenDrawerModes; uint32_t texel; if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Fill) { return color; } else if (SamplerT::Mode == (int)Samplers::Translated) { const uint8_t *texpal = (const uint8_t *)texPixels; uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16; uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16; return translation[texpal[texelX * texHeight + texelY]]; } else if (FilterModeT::Mode == (int)FilterModes::Nearest) { uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16; uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16; texel = texPixels[texelX * texHeight + texelY]; } else { u -= oneU >> 1; v -= oneV >> 1; unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth; unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth; unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight; unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight; unsigned int x0 = frac_x0 >> FRACBITS; unsigned int x1 = frac_x1 >> FRACBITS; unsigned int y0 = frac_y0 >> FRACBITS; unsigned int y1 = frac_y1 >> FRACBITS; unsigned int p00 = texPixels[x0 * texHeight + y0]; unsigned int p01 = texPixels[x0 * texHeight + y1]; unsigned int p10 = texPixels[x1 * texHeight + y0]; unsigned int p11 = texPixels[x1 * texHeight + y1]; unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15; unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15; unsigned int a = 16 - inv_a; unsigned int b = 16 - inv_b; unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8; unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8; unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8; unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8; texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; } if (SamplerT::Mode == (int)Samplers::Skycap) { int start_fade = 2; // How fast it should fade out int alpha_top = clamp(v >> (16 - start_fade), 0, 256); int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256); int a = MIN(alpha_top, alpha_bottom); int inv_a = 256 - a; uint32_t r = RPART(texel); uint32_t g = GPART(texel); uint32_t b = BPART(texel); uint32_t fg_a = APART(texel); uint32_t bg_red = RPART(color); uint32_t bg_green = GPART(color); uint32_t bg_blue = BPART(color); 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; return MAKEARGB(fg_a, r, g, b); } else { return texel; } } template FORCEINLINE static __m128i VECTORCALL Shade(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light) { using namespace TriScreenDrawerModes; if (ShadeModeT::Mode == (int)ShadeMode::Simple) { fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); } else { int blue0 = BPART(ifgcolor0); int green0 = GPART(ifgcolor0); int red0 = RPART(ifgcolor0); int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate; int blue1 = BPART(ifgcolor1); int green1 = GPART(ifgcolor1); int red1 = RPART(ifgcolor1); int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate; __m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0); fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); fgcolor = _mm_mullo_epi16(fgcolor, mlight); fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8); fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); } return fgcolor; } FORCEINLINE static __m128i VECTORCALL Blend(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, uint32_t srcalpha, uint32_t destalpha) { using namespace TriScreenDrawerModes; if (BlendT::Mode == (int)BlendModes::Opaque) { __m128i outcolor = fgcolor; outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); return outcolor; } else if (BlendT::Mode == (int)BlendModes::Masked) { __m128i mask = _mm_cmpeq_epi32(_mm_packus_epi16(fgcolor, _mm_setzero_si128()), _mm_setzero_si128()); mask = _mm_unpacklo_epi8(mask, _mm_setzero_si128()); __m128i outcolor = _mm_or_si128(_mm_and_si128(mask, bgcolor), _mm_andnot_si128(mask, fgcolor)); outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); return outcolor; } else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor) { __m128i inv_srccolor = _mm_sub_epi16(_mm_set1_epi16(256), _mm_add_epi16(fgcolor, _mm_srli_epi16(fgcolor, 7))); __m128i outcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(bgcolor, inv_srccolor), 8)); outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); return outcolor; } else { uint32_t alpha0 = APART(ifgcolor0); uint32_t alpha1 = APART(ifgcolor1); alpha0 += alpha0 >> 7; // 255->256 alpha1 += alpha1 >> 7; // 255->256 uint32_t inv_alpha0 = 256 - alpha0; uint32_t inv_alpha1 = 256 - alpha1; uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8; uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8; uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8; uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8; __m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0); __m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0); fgcolor = _mm_mullo_epi16(fgcolor, fgalpha); bgcolor = _mm_mullo_epi16(bgcolor, bgalpha); __m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128()); __m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128()); __m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128()); __m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128()); __m128i out_lo, out_hi; if (BlendT::Mode == (int)BlendModes::AddClamp) { out_lo = _mm_add_epi32(fg_lo, bg_lo); out_hi = _mm_add_epi32(fg_hi, bg_hi); } else if (BlendT::Mode == (int)BlendModes::SubClamp) { out_lo = _mm_sub_epi32(fg_lo, bg_lo); out_hi = _mm_sub_epi32(fg_hi, bg_hi); } else if (BlendT::Mode == (int)BlendModes::RevSubClamp) { out_lo = _mm_sub_epi32(bg_lo, fg_lo); out_hi = _mm_sub_epi32(bg_hi, fg_hi); } out_lo = _mm_srai_epi32(out_lo, 8); out_hi = _mm_srai_epi32(out_hi, 8); __m128i outcolor = _mm_packs_epi32(out_lo, out_hi); outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); return outcolor; } } 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; } };