gzdoom-gles/src/polyrenderer/drawers/screen_triangle.cpp
2017-03-22 09:11:21 +01:00

791 lines
27 KiB
C++

/*
** Triangle drawers
** 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.
**
*/
#include <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "i_system.h"
#include "w_wad.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "poly_triangle.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "screen_triangle.h"
#ifndef NO_SSE
#include "poly_drawer32_sse2.h"
#endif
#include "poly_drawer8.h"
void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
int clipright = args->clipright;
int clipbottom = args->clipbottom;
int stencilPitch = args->stencilPitch;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
TriFullSpan * RESTRICT span = thread->FullSpans;
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
const int Y2 = (int)round(16.0f * v2.y);
const int Y3 = (int)round(16.0f * v3.y);
const int X1 = (int)round(16.0f * v1.x);
const int X2 = (int)round(16.0f * v2.x);
const int X3 = (int)round(16.0f * v3.x);
// Deltas
const int DX12 = X1 - X2;
const int DX23 = X2 - X3;
const int DX31 = X3 - X1;
const int DY12 = Y1 - Y2;
const int DY23 = Y2 - Y3;
const int DY31 = Y3 - Y1;
// Fixed-point deltas
const int FDX12 = DX12 << 4;
const int FDX23 = DX23 << 4;
const int FDX31 = DX31 << 4;
const int FDY12 = DY12 << 4;
const int FDY23 = DY23 << 4;
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
{
thread->NumFullSpans = 0;
thread->NumPartialBlocks = 0;
return;
}
// Block size, standard 8x8 (must be power of two)
const int q = 8;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
// Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1;
int C2 = DY23 * X2 - DX23 * Y2;
int C3 = DY31 * X3 - DX31 * Y3;
// Correct for fill convention
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// First block line for this thread
int core = thread->core;
int num_cores = thread->num_cores;
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
thread->StartX = minx;
thread->StartY = miny;
span->Length = 0;
// Loop through blocks
for (int y = miny; y < maxy; y += q * num_cores)
{
for (int x = minx; x < maxx; x += q)
{
// Corners of block
int x0 = x << 4;
int x1 = (x + q - 1) << 4;
int y0 = y << 4;
int y1 = (y + q - 1) << 4;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Stencil test the whole block, if possible
int block = x / 8 + y / 8 * stencilPitch;
uint8_t *stencilBlock = &stencilValues[block * 64];
uint32_t *stencilBlockMask = &stencilMasks[block];
bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
// Skip block when outside an edge
if (a == 0 || b == 0 || c == 0 || skipBlock)
{
if (span->Length != 0)
{
span++;
span->Length = 0;
}
continue;
}
// Accept whole block when totally covered
if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
{
if (span->Length != 0)
{
span->Length++;
}
else
{
span->X = x;
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 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);
mask0 <<= 1;
mask0 |= (uint32_t)covered;
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
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);
mask1 <<= 1;
mask1 |= (uint32_t)covered;
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
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::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
const TriVertex &v1 = *args->v1;
const TriVertex &v2 = *args->v2;
const TriVertex &v3 = *args->v3;
int clipright = args->clipright;
int clipbottom = args->clipbottom;
int stencilPitch = args->stencilPitch;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
int32_t pitch = args->pitch;
TriFullSpan * RESTRICT span = thread->FullSpans;
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
// 28.4 fixed-point coordinates
const int Y1 = (int)round(16.0f * v1.y);
const int Y2 = (int)round(16.0f * v2.y);
const int Y3 = (int)round(16.0f * v3.y);
const int X1 = (int)round(16.0f * v1.x);
const int X2 = (int)round(16.0f * v2.x);
const int X3 = (int)round(16.0f * v3.x);
// Deltas
const int DX12 = X1 - X2;
const int DX23 = X2 - X3;
const int DX31 = X3 - X1;
const int DY12 = Y1 - Y2;
const int DY23 = Y2 - Y3;
const int DY31 = Y3 - Y1;
// Fixed-point deltas
const int FDX12 = DX12 << 4;
const int FDX23 = DX23 << 4;
const int FDX31 = DX31 << 4;
const int FDY12 = DY12 << 4;
const int FDY23 = DY23 << 4;
const int FDY31 = DY31 << 4;
// Bounding rectangle
int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
if (minx >= maxx || miny >= maxy)
{
thread->NumFullSpans = 0;
thread->NumPartialBlocks = 0;
return;
}
// Block size, standard 8x8 (must be power of two)
const int q = 8;
// Start in corner of 8x8 block
minx &= ~(q - 1);
miny &= ~(q - 1);
// Half-edge constants
int C1 = DY12 * X1 - DX12 * Y1;
int C2 = DY23 * X2 - DX23 * Y2;
int C3 = DY31 * X3 - DX31 * Y3;
// Correct for fill convention
if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// First block line for this thread
int core = thread->core;
int num_cores = thread->num_cores;
int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
miny += core_skip * q;
thread->StartX = minx;
thread->StartY = miny;
span->Length = 0;
// Loop through blocks
for (int y = miny; y < maxy; y += q * num_cores)
{
for (int x = minx; x < maxx; x += q)
{
// Corners of block
int x0 = x << 4;
int x1 = (x + q - 1) << 4;
int y0 = y << 4;
int y1 = (y + q - 1) << 4;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Stencil test the whole block, if possible
int block = x / 8 + y / 8 * stencilPitch;
uint8_t *stencilBlock = &stencilValues[block * 64];
uint32_t *stencilBlockMask = &stencilMasks[block];
bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) < stencilTestValue;
// Skip block when outside an edge
if (a == 0 || b == 0 || c == 0 || skipBlock)
{
if (span->Length != 0)
{
span++;
span->Length = 0;
}
continue;
}
// Accept whole block when totally covered
if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
{
// Totally covered block still needs a subsector coverage test:
uint32_t *subsector = subsectorGBuffer + x + y * pitch;
uint32_t mask0 = 0;
uint32_t mask1 = 0;
for (int iy = 0; iy < 4; iy++)
{
for (int ix = 0; ix < q; ix++)
{
bool covered = subsector[ix] >= subsectorDepth;
mask0 <<= 1;
mask0 |= (uint32_t)covered;
}
subsector += pitch;
}
for (int iy = 4; iy < q; iy++)
{
for (int ix = 0; ix < q; ix++)
{
bool covered = subsector[ix] >= subsectorDepth;
mask1 <<= 1;
mask1 |= (uint32_t)covered;
}
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;
}
}
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::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer8<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, 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::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer8<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer8<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer8<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer8<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer8<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer8<TriScreenDrawerModes::RevSubClampBlend, 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::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer32<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, 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::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Stencil", "stencil", false
&TriScreenDrawer32<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // "Shaded", "shaded", false
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateCopy", "opaque", true
&TriScreenDrawer32<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAlphaBlend", "masked", true
&TriScreenDrawer32<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateAdd", "add", true
&TriScreenDrawer32<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // "TranslateSub", "sub", true
&TriScreenDrawer32<TriScreenDrawerModes::RevSubClampBlend, 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