mirror of
https://github.com/ZDoom/gzdoom-gles.git
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415 lines
17 KiB
C++
415 lines
17 KiB
C++
/*
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** Drawer commands for walls
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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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#pragma once
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/viewport/r_walldrawer.h"
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namespace swrenderer
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{
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namespace DrawWall32TModes
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{
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enum class WallBlendModes { Opaque, Masked, AddClamp, SubClamp, RevSubClamp };
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struct OpaqueWall { static const int Mode = (int)WallBlendModes::Opaque; };
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struct MaskedWall { static const int Mode = (int)WallBlendModes::Masked; };
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struct AddClampWall { static const int Mode = (int)WallBlendModes::AddClamp; };
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struct SubClampWall { static const int Mode = (int)WallBlendModes::SubClamp; };
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struct RevSubClampWall { static const int Mode = (int)WallBlendModes::RevSubClamp; };
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enum class FilterModes { Nearest, Linear };
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struct NearestFilter { static const int Mode = (int)FilterModes::Nearest; };
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struct LinearFilter { static const int Mode = (int)FilterModes::Linear; };
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enum class ShadeMode { Simple, Advanced };
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struct SimpleShade { static const int Mode = (int)ShadeMode::Simple; };
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struct AdvancedShade { static const int Mode = (int)ShadeMode::Advanced; };
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}
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template<typename BlendT>
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class DrawWall32T : public DrawerCommand
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{
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protected:
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WallDrawerArgs args;
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public:
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DrawWall32T(const WallDrawerArgs &drawerargs) : args(drawerargs) { }
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void Execute(DrawerThread *thread) override
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{
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using namespace DrawWall32TModes;
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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bool is_nearest_filter = (source2 == nullptr);
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auto shade_constants = args.ColormapConstants();
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if (shade_constants.simple_shade)
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{
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if (is_nearest_filter)
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Loop<SimpleShade, NearestFilter>(thread, shade_constants);
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else
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Loop<SimpleShade, LinearFilter>(thread, shade_constants);
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}
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else
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{
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if (is_nearest_filter)
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Loop<AdvancedShade, NearestFilter>(thread, shade_constants);
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else
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Loop<AdvancedShade, LinearFilter>(thread, shade_constants);
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}
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}
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE void VECTORCALL Loop(DrawerThread *thread, ShadeConstants shade_constants)
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{
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using namespace DrawWall32TModes;
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const uint32_t *source = (const uint32_t*)args.TexturePixels();
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const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
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int textureheight = args.TextureHeight();
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uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
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// Shade constants
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int light = 256 - (args.Light() >> (FRACBITS - 8));
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__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
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__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
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__m128i inv_desaturate, shade_fade, shade_light;
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int desaturate;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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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);
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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);
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shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
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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);
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desaturate = shade_constants.desaturate;
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}
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else
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{
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inv_desaturate = _mm_setzero_si128();
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shade_fade = _mm_setzero_si128();
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shade_fade = _mm_setzero_si128();
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shade_light = _mm_setzero_si128();
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desaturate = 0;
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}
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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uint32_t fracstep = args.TextureVStep();
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uint32_t frac = args.TextureVPos();
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uint32_t texturefracx = args.TextureUPos();
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uint32_t *dest = (uint32_t*)args.Dest();
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int dest_y = args.DestY();
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auto lights = args.dc_lights;
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auto num_lights = args.dc_num_lights;
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float vpz = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y);
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float stepvpz = args.dc_viewpos_step.Z * thread->num_cores;
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__m128 viewpos_z = _mm_setr_ps(vpz, vpz + stepvpz, 0.0f, 0.0f);
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__m128 step_viewpos_z = _mm_set1_ps(stepvpz * 2.0f);
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count = thread->count_for_thread(dest_y, count);
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if (count <= 0) return;
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frac += thread->skipped_by_thread(dest_y) * fracstep;
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dest = thread->dest_for_thread(dest_y, pitch, dest);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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if (FilterModeT::Mode == (int)FilterModes::Linear)
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{
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frac -= one / 2;
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}
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uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
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uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
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int ssecount = count / 2;
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for (int index = 0; index < ssecount; index++)
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{
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int offset = index * pitch * 2;
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uint32_t desttmp[2];
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desttmp[0] = dest[offset];
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desttmp[1] = dest[offset + pitch];
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__m128i bgcolor;
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if (BlendT::Mode != (int)WallBlendModes::Opaque)
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{
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bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
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}
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else
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{
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bgcolor = _mm_setzero_si128();
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}
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unsigned int ifgcolor[2];
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ifgcolor[0] = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
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frac += fracstep;
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ifgcolor[1] = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
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frac += fracstep;
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
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__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
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_mm_storel_epi64((__m128i*)desttmp, outcolor);
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dest[offset] = desttmp[0];
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dest[offset + pitch] = desttmp[1];
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viewpos_z = _mm_add_ps(viewpos_z, step_viewpos_z);
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}
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if (ssecount * 2 != count)
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{
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int index = ssecount * 2;
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int offset = index * pitch;
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__m128i bgcolor;
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if (BlendT::Mode != (int)WallBlendModes::Opaque)
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{
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bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
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}
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else
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{
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bgcolor = _mm_setzero_si128();
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}
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unsigned int ifgcolor[2];
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ifgcolor[0] = Sample<FilterModeT>(frac, source, source2, textureheight, one, texturefracx);
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ifgcolor[1] = 0;
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__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
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fgcolor = Shade<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade, shade_light, lights, num_lights, viewpos_z);
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__m128i outcolor = Blend(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], srcalpha, destalpha);
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dest[offset] = _mm_cvtsi128_si32(outcolor);
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}
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}
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template<typename FilterModeT>
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FORCEINLINE unsigned int VECTORCALL Sample(uint32_t frac, const uint32_t *source, const uint32_t *source2, int textureheight, uint32_t one, uint32_t texturefracx)
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{
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using namespace DrawWall32TModes;
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if (FilterModeT::Mode == (int)FilterModes::Nearest)
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{
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int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
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return source[sample_index];
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}
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else
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{
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unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
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unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
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unsigned int y0 = frac_y0 >> FRACBITS;
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unsigned int y1 = frac_y1 >> FRACBITS;
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unsigned int p00 = source[y0];
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unsigned int p01 = source[y1];
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unsigned int p10 = source2[y0];
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unsigned int p11 = source2[y1];
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unsigned int inv_b = texturefracx;
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unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
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unsigned int a = 16 - inv_a;
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unsigned int b = 16 - inv_b;
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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;
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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;
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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;
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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;
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return (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
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}
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}
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template<typename ShadeModeT>
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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)
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{
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using namespace DrawWall32TModes;
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__m128i material = fgcolor;
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if (ShadeModeT::Mode == (int)ShadeMode::Simple)
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{
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
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}
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else
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{
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int blue0 = BPART(ifgcolor0);
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int green0 = GPART(ifgcolor0);
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int red0 = RPART(ifgcolor0);
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int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
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int blue1 = BPART(ifgcolor1);
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int green1 = GPART(ifgcolor1);
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int red1 = RPART(ifgcolor1);
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int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
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__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
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fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
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fgcolor = _mm_mullo_epi16(fgcolor, mlight);
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fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
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fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
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}
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return AddLights(material, fgcolor, lights, num_lights, viewpos_z);
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}
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FORCEINLINE __m128i VECTORCALL AddLights(__m128i material, __m128i fgcolor, const DrawerLight *lights, int num_lights, __m128 viewpos_z)
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{
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using namespace DrawWall32TModes;
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__m128i lit = _mm_setzero_si128();
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for (int i = 0; i != num_lights; i++)
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{
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__m128 light_x = _mm_set1_ps(lights[i].x);
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__m128 light_y = _mm_set1_ps(lights[i].y);
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__m128 light_z = _mm_set1_ps(lights[i].z);
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__m128 light_radius = _mm_set1_ps(lights[i].radius);
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__m128 m256 = _mm_set1_ps(256.0f);
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
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__m128 Lxy2 = light_x; // L.x*L.x + L.y*L.y
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__m128 Lz = _mm_sub_ps(light_z, viewpos_z);
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__m128 dist2 = _mm_add_ps(Lxy2, _mm_mul_ps(Lz, Lz));
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__m128 rcp_dist = _mm_rsqrt_ps(dist2);
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__m128 dist = _mm_mul_ps(dist2, rcp_dist);
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__m128 distance_attenuation = _mm_sub_ps(m256, _mm_min_ps(_mm_mul_ps(dist, light_radius), m256));
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// The simple light type
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__m128 simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = dot(N,L) * attenuation
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__m128 point_attenuation = _mm_mul_ps(_mm_mul_ps(light_y, rcp_dist), distance_attenuation);
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__m128 is_attenuated = _mm_cmpeq_ps(light_y, _mm_setzero_ps());
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__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, simple_attenuation), _mm_andnot_ps(is_attenuated, point_attenuation)));
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attenuation = _mm_packs_epi32(_mm_shuffle_epi32(attenuation, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1, 1, 1, 1)));
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__m128i light_color = _mm_cvtsi32_si128(lights[i].color);
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light_color = _mm_unpacklo_epi8(light_color, _mm_setzero_si128());
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light_color = _mm_shuffle_epi32(light_color, _MM_SHUFFLE(1, 0, 1, 0));
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lit = _mm_add_epi16(lit, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenuation), 8));
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}
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fgcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(material, lit), 8));
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fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(255));
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return fgcolor;
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}
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FORCEINLINE __m128i VECTORCALL Blend(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, uint32_t srcalpha, uint32_t destalpha)
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{
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using namespace DrawWall32TModes;
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if (BlendT::Mode == (int)WallBlendModes::Opaque)
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{
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__m128i outcolor = fgcolor;
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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return outcolor;
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}
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else if (BlendT::Mode == (int)WallBlendModes::Masked)
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{
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#if 0 // leaving this in for alpha texture support (todo: fix in texture manager later?)
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__m128i alpha = _mm_shufflelo_epi16(fgcolor, _MM_SHUFFLE(3, 3, 3, 3));
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alpha = _mm_shufflehi_epi16(alpha, _MM_SHUFFLE(3, 3, 3, 3));
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alpha = _mm_add_epi16(alpha, _mm_srli_epi16(alpha, 7)); // 255 -> 256
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__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
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fgcolor = _mm_mullo_epi16(fgcolor, alpha);
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bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
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__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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return outcolor;
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#endif
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__m128i mask = _mm_cmpeq_epi32(_mm_packus_epi16(fgcolor, _mm_setzero_si128()), _mm_setzero_si128());
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mask = _mm_unpacklo_epi8(mask, _mm_setzero_si128());
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__m128i outcolor = _mm_or_si128(_mm_and_si128(mask, bgcolor), _mm_andnot_si128(mask, fgcolor));
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outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
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outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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return outcolor;
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}
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else
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{
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uint32_t alpha0 = APART(ifgcolor0);
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uint32_t alpha1 = APART(ifgcolor1);
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alpha0 += alpha0 >> 7; // 255->256
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alpha1 += alpha1 >> 7; // 255->256
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uint32_t inv_alpha0 = 256 - alpha0;
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uint32_t inv_alpha1 = 256 - alpha1;
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uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
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uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
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uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
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uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
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__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
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__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
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fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
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bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
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|
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__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
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__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
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__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
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__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
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|
|
|
__m128i out_lo, out_hi;
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if (BlendT::Mode == (int)WallBlendModes::AddClamp)
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|
{
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out_lo = _mm_add_epi32(fg_lo, bg_lo);
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out_hi = _mm_add_epi32(fg_hi, bg_hi);
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|
}
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else if (BlendT::Mode == (int)WallBlendModes::SubClamp)
|
|
{
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out_lo = _mm_sub_epi32(fg_lo, bg_lo);
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|
out_hi = _mm_sub_epi32(fg_hi, bg_hi);
|
|
}
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|
else if (BlendT::Mode == (int)WallBlendModes::RevSubClamp)
|
|
{
|
|
out_lo = _mm_sub_epi32(bg_lo, fg_lo);
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|
out_hi = _mm_sub_epi32(bg_hi, fg_hi);
|
|
}
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|
|
|
out_lo = _mm_srai_epi32(out_lo, 8);
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|
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());
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|
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
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|
return outcolor;
|
|
}
|
|
}
|
|
|
|
FString DebugInfo() override { return "DrawWall32T"; }
|
|
};
|
|
|
|
typedef DrawWall32T<DrawWall32TModes::OpaqueWall> DrawWall32Command;
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|
typedef DrawWall32T<DrawWall32TModes::MaskedWall> DrawWallMasked32Command;
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typedef DrawWall32T<DrawWall32TModes::AddClampWall> DrawWallAddClamp32Command;
|
|
typedef DrawWall32T<DrawWall32TModes::SubClampWall> DrawWallSubClamp32Command;
|
|
typedef DrawWall32T<DrawWall32TModes::RevSubClampWall> DrawWallRevSubClamp32Command;
|
|
}
|