gzdoom-gles/src/swrenderer/drawers/r_draw_wall32_sse2.h

415 lines
17 KiB
C++

/*
** Drawer commands for walls
** 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 "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_walldrawer.h"
namespace swrenderer
{
namespace DrawWall32TModes
{
enum class WallBlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp };
struct OpaqueWall { static const int Mode = (int)WallBlendModes::Opaque; };
struct MaskedWall { static const int Mode = (int)WallBlendModes::Masked; };
struct AddClampWall { static const int Mode = (int)WallBlendModes::AddClamp; };
struct SubClampWall { static const int Mode = (int)WallBlendModes::SubClamp; };
struct RevSubClampWall { static const int Mode = (int)WallBlendModes::RevSubClamp; };
enum class FilterModes { Nearest, Linear };
struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
enum class ShadeMode { Simple, Advanced };
struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
}
template<typename BlendT>
class DrawWall32T : public DrawerCommand
{
protected:
WallDrawerArgs args;
public:
DrawWall32T(const WallDrawerArgs &drawerargs) : args(drawerargs) { }
void Execute(DrawerThread *thread) override
{
using namespace DrawWall32TModes;
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
bool is_nearest_filter = (source2 == nullptr);
auto shade_constants = args.ColormapConstants();
if (shade_constants.simple_shade)
{
if (is_nearest_filter)
Loop<SimpleShade, NearestFilter>(thread, shade_constants);
else
Loop<SimpleShade, LinearFilter>(thread, shade_constants);
}
else
{
if (is_nearest_filter)
Loop<AdvancedShade, NearestFilter>(thread, shade_constants);
else
Loop<AdvancedShade, LinearFilter>(thread, shade_constants);
}
}
template<typename ShadeModeT, typename FilterModeT>
FORCEINLINE void VECTORCALL Loop(DrawerThread *thread, ShadeConstants shade_constants)
{
using namespace DrawWall32TModes;
const uint32_t *source = (const uint32_t*)args.TexturePixels();
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
int textureheight = args.TextureHeight();
uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
// Shade constants
int light = 256 - (args.Light() >> (FRACBITS - 8));
__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
__m128i inv_desaturate, shade_fade, shade_light;
int desaturate;
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
{
inv_desaturate = _mm_setr_epi16(256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate);
shade_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);
shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
shade_light = _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);
desaturate = shade_constants.desaturate;
}
else
{
inv_desaturate = _mm_setzero_si128();
shade_fade = _mm_setzero_si128();
shade_fade = _mm_setzero_si128();
shade_light = _mm_setzero_si128();
desaturate = 0;
}
int count = args.Count();
int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
uint32_t fracstep = args.TextureVStep();
uint32_t frac = args.TextureVPos();
uint32_t texturefracx = args.TextureUPos();
uint32_t *dest = (uint32_t*)args.Dest();
int dest_y = args.DestY();
auto lights = args.dc_lights;
auto num_lights = args.dc_num_lights;
float vpz = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y);
float stepvpz = args.dc_viewpos_step.Z * thread->num_cores;
__m128 viewpos_z = _mm_setr_ps(vpz, vpz + stepvpz, 0.0f, 0.0f);
__m128 step_viewpos_z = _mm_set1_ps(stepvpz * 2.0f);
count = thread->count_for_thread(dest_y, count);
if (count <= 0) return;
frac += thread->skipped_by_thread(dest_y) * fracstep;
dest = thread->dest_for_thread(dest_y, pitch, dest);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
if (FilterModeT::Mode == (int)FilterModes::Linear)
{
frac -= one / 2;
}
uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
int ssecount = count / 2;
for (int index = 0; index < ssecount; index++)
{
int offset = index * pitch * 2;
uint32_t desttmp[2];
desttmp[0] = dest[offset];
desttmp[1] = dest[offset + pitch];
__m128i bgcolor;
if (BlendT::Mode != (int)WallBlendModes::Opaque)
{
bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
}
else
{
bgcolor = _mm_setzero_si128();
}
unsigned int ifgcolor[2];
ifgcolor[0] = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
frac += fracstep;
ifgcolor[1] = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
frac += fracstep;
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
_mm_storel_epi64((__m128i*)desttmp, outcolor);
dest[offset] = desttmp[0];
dest[offset + pitch] = desttmp[1];
viewpos_z = _mm_add_ps(viewpos_z, step_viewpos_z);
}
if (ssecount * 2 != count)
{
int index = ssecount * 2;
int offset = index * pitch;
__m128i bgcolor;
if (BlendT::Mode != (int)WallBlendModes::Opaque)
{
bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
}
else
{
bgcolor = _mm_setzero_si128();
}
unsigned int ifgcolor[2];
ifgcolor[0] = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
ifgcolor[1] = 0;
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
dest[offset] = _mm_cvtsi128_si32(outcolor);
}
}
template<typename FilterModeT>
FORCEINLINE unsigned int VECTORCALL Sample(uint32_t frac, const uint32_t *source, const uint32_t *source2, int textureheight, uint32_t one, uint32_t texturefracx)
{
using namespace DrawWall32TModes;
if (FilterModeT::Mode == (int)FilterModes::Nearest)
{
int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
return source[sample_index];
}
else
{
unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
unsigned int y0 = frac_y0 >> FRACBITS;
unsigned int y1 = frac_y1 >> FRACBITS;
unsigned int p00 = source[y0];
unsigned int p01 = source[y1];
unsigned int p10 = source2[y0];
unsigned int p11 = source2[y1];
unsigned int inv_b = texturefracx;
unsigned int inv_a = (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;
return (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
}
}
template<typename ShadeModeT>
FORCEINLINE __m128i VECTORCALL Shade(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light, const DrawerLight *lights, int num_lights, __m128 viewpos_z)
{
using namespace DrawWall32TModes;
__m128i material = fgcolor;
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 AddLights(material, fgcolor, lights, num_lights, viewpos_z);
}
FORCEINLINE __m128i VECTORCALL AddLights(__m128i material, __m128i fgcolor, const DrawerLight *lights, int num_lights, __m128 viewpos_z)
{
using namespace DrawWall32TModes;
__m128i lit = _mm_setzero_si128();
for (int i = 0; i != num_lights; i++)
{
__m128 light_x = _mm_set1_ps(lights[i].x);
__m128 light_y = _mm_set1_ps(lights[i].y);
__m128 light_z = _mm_set1_ps(lights[i].z);
__m128 light_radius = _mm_set1_ps(lights[i].radius);
__m128 m256 = _mm_set1_ps(256.0f);
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
__m128 Lxy2 = light_x; // L.x*L.x + L.y*L.y
__m128 Lz = _mm_sub_ps(light_z, viewpos_z);
__m128 dist2 = _mm_add_ps(Lxy2, _mm_mul_ps(Lz, Lz));
__m128 rcp_dist = _mm_rsqrt_ps(dist2);
__m128 dist = _mm_mul_ps(dist2, rcp_dist);
__m128 distance_attenuation = _mm_sub_ps(m256, _mm_min_ps(_mm_mul_ps(dist, light_radius), m256));
// The simple light type
__m128 simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
__m128 point_attenuation = _mm_mul_ps(_mm_mul_ps(light_y, rcp_dist), distance_attenuation);
__m128 is_attenuated = _mm_cmpeq_ps(light_y, _mm_setzero_ps());
__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, simple_attenuation), _mm_andnot_ps(is_attenuated, point_attenuation)));
attenuation = _mm_packs_epi32(_mm_shuffle_epi32(attenuation, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1, 1, 1, 1)));
__m128i light_color = _mm_cvtsi32_si128(lights[i].color);
light_color = _mm_unpacklo_epi8(light_color, _mm_setzero_si128());
light_color = _mm_shuffle_epi32(light_color, _MM_SHUFFLE(1, 0, 1, 0));
lit = _mm_add_epi16(lit, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenuation), 8));
}
fgcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(material, lit), 8));
fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(255));
return fgcolor;
}
FORCEINLINE __m128i VECTORCALL Blend(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, uint32_t srcalpha, uint32_t destalpha)
{
using namespace DrawWall32TModes;
if (BlendT::Mode == (int)WallBlendModes::Opaque)
{
__m128i outcolor = fgcolor;
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
return outcolor;
}
else if (BlendT::Mode == (int)WallBlendModes::Masked)
{
#if 0 // leaving this in for alpha texture support (todo: fix in texture manager later?)
__m128i alpha = _mm_shufflelo_epi16(fgcolor, _MM_SHUFFLE(3, 3, 3, 3));
alpha = _mm_shufflehi_epi16(alpha, _MM_SHUFFLE(3, 3, 3, 3));
alpha = _mm_add_epi16(alpha, _mm_srli_epi16(alpha, 7)); // 255 -> 256
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
return outcolor;
#endif
__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
{
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)WallBlendModes::AddClamp)
{
out_lo = _mm_add_epi32(fg_lo, bg_lo);
out_hi = _mm_add_epi32(fg_hi, bg_hi);
}
else if (BlendT::Mode == (int)WallBlendModes::SubClamp)
{
out_lo = _mm_sub_epi32(fg_lo, bg_lo);
out_hi = _mm_sub_epi32(fg_hi, bg_hi);
}
else if (BlendT::Mode == (int)WallBlendModes::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;
}
}
FString DebugInfo() override { return "DrawWall32T"; }
};
typedef DrawWall32T<DrawWall32TModes::OpaqueWall> DrawWall32Command;
typedef DrawWall32T<DrawWall32TModes::MaskedWall> DrawWallMasked32Command;
typedef DrawWall32T<DrawWall32TModes::AddClampWall> DrawWallAddClamp32Command;
typedef DrawWall32T<DrawWall32TModes::SubClampWall> DrawWallSubClamp32Command;
typedef DrawWall32T<DrawWall32TModes::RevSubClampWall> DrawWallRevSubClamp32Command;
}