mirror of
https://github.com/ZDoom/gzdoom-gles.git
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791 lines
27 KiB
C++
791 lines
27 KiB
C++
/*
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** Triangle drawers
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stddef.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "st_stuff.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "poly_triangle.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "screen_triangle.h"
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#ifndef NO_SSE
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#include "poly_drawer32_sse2.h"
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#endif
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#include "poly_drawer8.h"
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void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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int clipright = args->clipright;
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int clipbottom = args->clipbottom;
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int stencilPitch = args->stencilPitch;
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uint8_t * RESTRICT stencilValues = args->stencilValues;
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uint32_t * RESTRICT stencilMasks = args->stencilMasks;
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uint8_t stencilTestValue = args->stencilTestValue;
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TriFullSpan * RESTRICT span = thread->FullSpans;
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TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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if (minx >= maxx || miny >= maxy)
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{
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thread->NumFullSpans = 0;
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thread->NumPartialBlocks = 0;
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return;
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}
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// First block line for this thread
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int core = thread->core;
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int num_cores = thread->num_cores;
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int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
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miny += core_skip * q;
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thread->StartX = minx;
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thread->StartY = miny;
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span->Length = 0;
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// Loop through blocks
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for (int y = miny; y < maxy; y += q * num_cores)
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{
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Stencil test the whole block, if possible
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int block = x / 8 + y / 8 * stencilPitch;
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uint8_t *stencilBlock = &stencilValues[block * 64];
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uint32_t *stencilBlockMask = &stencilMasks[block];
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bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
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bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
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// Skip block when outside an edge
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if (a == 0 || b == 0 || c == 0 || skipBlock)
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{
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if (span->Length != 0)
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{
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span++;
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span->Length = 0;
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}
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continue;
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}
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// Accept whole block when totally covered
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if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
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{
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if (span->Length != 0)
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{
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span->Length++;
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}
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else
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{
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span->X = x;
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span->Y = y;
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span->Length = 1;
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}
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}
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else // Partially covered block
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{
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x0 = x << 4;
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x1 = (x + q - 1) << 4;
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int CY1 = C1 + DX12 * y0 - DY12 * x0;
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int CY2 = C2 + DX23 * y0 - DY23 * x0;
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int CY3 = C3 + DX31 * y0 - DY31 * x0;
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uint32_t mask0 = 0;
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uint32_t mask1 = 0;
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for (int iy = 0; iy < 4; iy++)
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{
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int CX1 = CY1;
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int CX2 = CY2;
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int CX3 = CY3;
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for (int ix = 0; ix < q; ix++)
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{
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
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bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest);
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mask0 <<= 1;
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mask0 |= (uint32_t)covered;
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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}
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for (int iy = 4; iy < q; iy++)
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{
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int CX1 = CY1;
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int CX2 = CY2;
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int CX3 = CY3;
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for (int ix = 0; ix < q; ix++)
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{
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
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bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest);
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mask1 <<= 1;
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mask1 |= (uint32_t)covered;
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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}
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if (mask0 != 0xffffffff || mask1 != 0xffffffff)
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{
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if (span->Length > 0)
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{
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span++;
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span->Length = 0;
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}
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if (mask0 == 0 && mask1 == 0)
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continue;
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partial->X = x;
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partial->Y = y;
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partial->Mask0 = mask0;
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partial->Mask1 = mask1;
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partial++;
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}
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else if (span->Length != 0)
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{
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span->Length++;
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}
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else
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{
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span->X = x;
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span->Y = y;
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span->Length = 1;
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}
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}
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}
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if (span->Length != 0)
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{
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span++;
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span->Length = 0;
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}
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}
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thread->NumFullSpans = (int)(span - thread->FullSpans);
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thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
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}
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void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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int clipright = args->clipright;
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int clipbottom = args->clipbottom;
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int stencilPitch = args->stencilPitch;
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uint8_t * RESTRICT stencilValues = args->stencilValues;
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uint32_t * RESTRICT stencilMasks = args->stencilMasks;
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uint8_t stencilTestValue = args->stencilTestValue;
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uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
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uint32_t subsectorDepth = args->uniforms->subsectorDepth;
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int32_t pitch = args->pitch;
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TriFullSpan * RESTRICT span = thread->FullSpans;
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TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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if (minx >= maxx || miny >= maxy)
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{
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thread->NumFullSpans = 0;
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thread->NumPartialBlocks = 0;
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return;
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}
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// First block line for this thread
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int core = thread->core;
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int num_cores = thread->num_cores;
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int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
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miny += core_skip * q;
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thread->StartX = minx;
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thread->StartY = miny;
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span->Length = 0;
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// Loop through blocks
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for (int y = miny; y < maxy; y += q * num_cores)
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{
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Stencil test the whole block, if possible
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int block = x / 8 + y / 8 * stencilPitch;
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uint8_t *stencilBlock = &stencilValues[block * 64];
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uint32_t *stencilBlockMask = &stencilMasks[block];
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bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
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bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) < stencilTestValue;
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// Skip block when outside an edge
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if (a == 0 || b == 0 || c == 0 || skipBlock)
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{
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if (span->Length != 0)
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{
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span++;
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span->Length = 0;
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}
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continue;
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}
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// Accept whole block when totally covered
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if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
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{
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// Totally covered block still needs a subsector coverage test:
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uint32_t *subsector = subsectorGBuffer + x + y * pitch;
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uint32_t mask0 = 0;
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uint32_t mask1 = 0;
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for (int iy = 0; iy < 4; iy++)
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{
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for (int ix = 0; ix < q; ix++)
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{
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bool covered = subsector[ix] >= subsectorDepth;
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mask0 <<= 1;
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mask0 |= (uint32_t)covered;
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}
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subsector += pitch;
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}
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for (int iy = 4; iy < q; iy++)
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{
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for (int ix = 0; ix < q; ix++)
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{
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bool covered = subsector[ix] >= subsectorDepth;
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mask1 <<= 1;
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mask1 |= (uint32_t)covered;
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}
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subsector += pitch;
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}
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if (mask0 != 0xffffffff || mask1 != 0xffffffff)
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{
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if (span->Length > 0)
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{
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span++;
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span->Length = 0;
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}
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if (mask0 == 0 && mask1 == 0)
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continue;
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partial->X = x;
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partial->Y = y;
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partial->Mask0 = mask0;
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partial->Mask1 = mask1;
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partial++;
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}
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else if (span->Length != 0)
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{
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span->Length++;
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}
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else
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{
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span->X = x;
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span->Y = y;
|
|
span->Length = 1;
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
x0 = x << 4;
|
|
x1 = (x + q - 1) << 4;
|
|
int CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
int CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
int CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
uint32_t *subsector = subsectorGBuffer + x + y * pitch;
|
|
|
|
uint32_t mask0 = 0;
|
|
uint32_t mask1 = 0;
|
|
|
|
for (int iy = 0; iy < 4; iy++)
|
|
{
|
|
int CX1 = CY1;
|
|
int CX2 = CY2;
|
|
int CX3 = CY3;
|
|
|
|
for (int ix = 0; ix < q; ix++)
|
|
{
|
|
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] >= stencilTestValue;
|
|
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
|
|
mask0 <<= 1;
|
|
mask0 |= (uint32_t)covered;
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
subsector += pitch;
|
|
}
|
|
|
|
for (int iy = 4; iy < q; iy++)
|
|
{
|
|
int CX1 = CY1;
|
|
int CX2 = CY2;
|
|
int CX3 = CY3;
|
|
|
|
for (int ix = 0; ix < q; ix++)
|
|
{
|
|
bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] >= stencilTestValue;
|
|
bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
|
|
mask1 <<= 1;
|
|
mask1 |= (uint32_t)covered;
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
subsector += pitch;
|
|
}
|
|
|
|
if (mask0 != 0xffffffff || mask1 != 0xffffffff)
|
|
{
|
|
if (span->Length > 0)
|
|
{
|
|
span++;
|
|
span->Length = 0;
|
|
}
|
|
|
|
if (mask0 == 0 && mask1 == 0)
|
|
continue;
|
|
|
|
partial->X = x;
|
|
partial->Y = y;
|
|
partial->Mask0 = mask0;
|
|
partial->Mask1 = mask1;
|
|
partial++;
|
|
}
|
|
else if (span->Length != 0)
|
|
{
|
|
span->Length++;
|
|
}
|
|
else
|
|
{
|
|
span->X = x;
|
|
span->Y = y;
|
|
span->Length = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (span->Length != 0)
|
|
{
|
|
span++;
|
|
span->Length = 0;
|
|
}
|
|
}
|
|
|
|
thread->NumFullSpans = (int)(span - thread->FullSpans);
|
|
thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
|
|
}
|
|
|
|
void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
|
{
|
|
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
|
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
|
uint32_t stencilWriteValue = args->stencilWriteValue;
|
|
uint32_t stencilPitch = args->stencilPitch;
|
|
|
|
int numSpans = thread->NumFullSpans;
|
|
auto fullSpans = thread->FullSpans;
|
|
int numBlocks = thread->NumPartialBlocks;
|
|
auto partialBlocks = thread->PartialBlocks;
|
|
|
|
for (int i = 0; i < numSpans; i++)
|
|
{
|
|
const auto &span = fullSpans[i];
|
|
|
|
int block = span.X / 8 + span.Y / 8 * stencilPitch;
|
|
uint8_t *stencilBlock = &stencilValues[block * 64];
|
|
uint32_t *stencilBlockMask = &stencilMasks[block];
|
|
|
|
int width = span.Length;
|
|
for (int x = 0; x < width; x++)
|
|
stencilBlockMask[x] = 0xffffff00 | stencilWriteValue;
|
|
}
|
|
|
|
for (int i = 0; i < numBlocks; i++)
|
|
{
|
|
const auto &block = partialBlocks[i];
|
|
|
|
uint32_t mask0 = block.Mask0;
|
|
uint32_t mask1 = block.Mask1;
|
|
|
|
int sblock = block.X / 8 + block.Y / 8 * stencilPitch;
|
|
uint8_t *stencilBlock = &stencilValues[sblock * 64];
|
|
uint32_t *stencilBlockMask = &stencilMasks[sblock];
|
|
|
|
bool isSingleValue = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
|
|
if (isSingleValue)
|
|
{
|
|
uint8_t value = (*stencilBlockMask) & 0xff;
|
|
for (int v = 0; v < 64; v++)
|
|
stencilBlock[v] = value;
|
|
*stencilBlockMask = 0;
|
|
}
|
|
|
|
int count = 0;
|
|
for (int v = 0; v < 32; v++)
|
|
{
|
|
if ((mask0 & (1 << 31)) || stencilBlock[v] == stencilWriteValue)
|
|
{
|
|
stencilBlock[v] = stencilWriteValue;
|
|
count++;
|
|
}
|
|
mask0 <<= 1;
|
|
}
|
|
for (int v = 32; v < 64; v++)
|
|
{
|
|
if ((mask1 & (1 << 31)) || stencilBlock[v] == stencilWriteValue)
|
|
{
|
|
stencilBlock[v] = stencilWriteValue;
|
|
count++;
|
|
}
|
|
mask1 <<= 1;
|
|
}
|
|
|
|
if (count == 64)
|
|
*stencilBlockMask = 0xffffff00 | stencilWriteValue;
|
|
}
|
|
}
|
|
|
|
void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
|
{
|
|
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
|
|
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
|
int pitch = args->pitch;
|
|
|
|
int numSpans = thread->NumFullSpans;
|
|
auto fullSpans = thread->FullSpans;
|
|
int numBlocks = thread->NumPartialBlocks;
|
|
auto partialBlocks = thread->PartialBlocks;
|
|
|
|
for (int i = 0; i < numSpans; i++)
|
|
{
|
|
const auto &span = fullSpans[i];
|
|
|
|
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
|
|
int width = span.Length * 8;
|
|
int height = 8;
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
for (int x = 0; x < width; x++)
|
|
subsector[x] = subsectorDepth;
|
|
subsector += pitch;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < numBlocks; i++)
|
|
{
|
|
const auto &block = partialBlocks[i];
|
|
|
|
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
|
|
uint32_t mask0 = block.Mask0;
|
|
uint32_t mask1 = block.Mask1;
|
|
for (int y = 0; y < 4; y++)
|
|
{
|
|
for (int x = 0; x < 8; x++)
|
|
{
|
|
if (mask0 & (1 << 31))
|
|
subsector[x] = subsectorDepth;
|
|
mask0 <<= 1;
|
|
}
|
|
subsector += pitch;
|
|
}
|
|
for (int y = 4; y < 8; y++)
|
|
{
|
|
for (int x = 0; x < 8; x++)
|
|
{
|
|
if (mask1 & (1 << 31))
|
|
subsector[x] = subsectorDepth;
|
|
mask1 <<= 1;
|
|
}
|
|
subsector += pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw8 =
|
|
{
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Copy", "opaque", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AlphaBlend", "masked", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSolid", "translucent", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Add", "add", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Sub", "sub", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "RevSub", "revsub", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute // "Skycap", "skycap", false
|
|
};
|
|
|
|
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill8 =
|
|
{
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Copy", "opaque", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AlphaBlend", "masked", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSolid", "translucent", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Add", "add", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Sub", "sub", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "RevSub", "revsub", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
|
&TriScreenDrawer8<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
|
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute // "Skycap", "skycap", false
|
|
};
|
|
|
|
#ifdef NO_SSE
|
|
|
|
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw32;
|
|
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill32;
|
|
|
|
#else
|
|
|
|
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriDraw32 =
|
|
{
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Copy", "opaque", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AlphaBlend", "masked", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSolid", "translucent", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Add", "add", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "Sub", "sub", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "RevSub", "revsub", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute // "Skycap", "skycap", false
|
|
};
|
|
|
|
std::vector<void(*)(const TriDrawTriangleArgs *, WorkerThreadData *)> ScreenTriangle::TriFill32 =
|
|
{
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Copy", "opaque", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AlphaBlend", "masked", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSolid", "translucent", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Add", "add", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "Sub", "sub", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // "RevSub", "revsub", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateRevSub", "revsub", true
|
|
&TriScreenDrawer32<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // "AddSrcColorOneMinusSrcColor", "addsrccolor", false
|
|
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute // "Skycap", "skycap", false
|
|
};
|
|
|
|
#endif
|