Special colormap support for when no hw accel is available

This commit is contained in:
Magnus Norddahl 2016-06-12 22:54:23 +02:00
parent 350857a9f6
commit 0f0859b0b2
5 changed files with 181 additions and 3 deletions

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@ -581,4 +581,22 @@ public:
static void WaitForWorkers();
};
class ApplySpecialColormapRGBACommand : public DrawerCommand
{
BYTE *buffer;
int pitch;
int width;
int height;
int start_red;
int start_green;
int start_blue;
int end_red;
int end_green;
int end_blue;
public:
ApplySpecialColormapRGBACommand(FSpecialColormap *colormap, DFrameBuffer *screen);
void Execute(DrawerThread *thread) override;
};
#endif

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@ -3488,6 +3488,158 @@ public:
}
};
ApplySpecialColormapRGBACommand::ApplySpecialColormapRGBACommand(FSpecialColormap *colormap, DFrameBuffer *screen)
{
buffer = screen->GetBuffer();
pitch = screen->GetPitch();
width = screen->GetWidth();
height = screen->GetHeight();
start_red = (int)(colormap->ColorizeStart[0] * 255);
start_green = (int)(colormap->ColorizeStart[1] * 255);
start_blue = (int)(colormap->ColorizeStart[2] * 255);
end_red = (int)(colormap->ColorizeEnd[0] * 255);
end_green = (int)(colormap->ColorizeEnd[1] * 255);
end_blue = (int)(colormap->ColorizeEnd[2] * 255);
}
#ifdef NO_SSE
void ApplySpecialColormapRGBACommand::Execute(DrawerThread *thread)
{
int y = thread->skipped_by_thread(0);
int count = thread->count_for_thread(0, height);
while (count > 0)
{
BYTE *pixels = buffer + y * pitch * 4;
for (int x = 0; x < width; x++)
{
int fg_red = pixels[2];
int fg_green = pixels[1];
int fg_blue = pixels[0];
int gray = (fg_red * 77 + fg_green * 143 + fg_blue * 37) >> 8;
gray += (gray >> 7); // gray*=256/255
int inv_gray = 256 - gray;
int red = clamp((start_red * inv_gray + end_red * gray) >> 8, 0, 255);
int green = clamp((start_green * inv_gray + end_green * gray) >> 8, 0, 255);
int blue = clamp((start_blue * inv_gray + end_blue * gray) >> 8, 0, 255);
pixels[0] = (BYTE)blue;
pixels[1] = (BYTE)green;
pixels[2] = (BYTE)red;
pixels[3] = 0xff;
pixels += 4;
}
y += thread->num_cores;
count--;
}
}
#else
void ApplySpecialColormapRGBACommand::Execute(DrawerThread *thread)
{
int y = thread->skipped_by_thread(0);
int count = thread->count_for_thread(0, height);
__m128i gray_weight = _mm_set_epi16(256, 77, 143, 37, 256, 77, 143, 37);
__m128i start_end = _mm_set_epi16(255, start_red, start_green, start_blue, 255, end_red, end_green, end_blue);
while (count > 0)
{
BYTE *pixels = buffer + y * pitch * 4;
int sse_length = width / 4;
for (int x = 0; x < sse_length; x++)
{
// Unpack to integers:
__m128i p = _mm_loadu_si128((const __m128i*)pixels);
__m128i p16_0 = _mm_unpacklo_epi8(p, _mm_setzero_si128());
__m128i p16_1 = _mm_unpackhi_epi8(p, _mm_setzero_si128());
// Add gray weighting to colors
__m128i mullo0 = _mm_mullo_epi16(p16_0, gray_weight);
__m128i mullo1 = _mm_mullo_epi16(p16_1, gray_weight);
__m128i p32_0 = _mm_unpacklo_epi16(mullo0, _mm_setzero_si128());
__m128i p32_1 = _mm_unpackhi_epi16(mullo0, _mm_setzero_si128());
__m128i p32_2 = _mm_unpacklo_epi16(mullo1, _mm_setzero_si128());
__m128i p32_3 = _mm_unpackhi_epi16(mullo1, _mm_setzero_si128());
// Transpose to get color components in individual vectors:
__m128 tmpx = _mm_castsi128_ps(p32_0);
__m128 tmpy = _mm_castsi128_ps(p32_1);
__m128 tmpz = _mm_castsi128_ps(p32_2);
__m128 tmpw = _mm_castsi128_ps(p32_3);
_MM_TRANSPOSE4_PS(tmpx, tmpy, tmpz, tmpw);
__m128i blue = _mm_castps_si128(tmpx);
__m128i green = _mm_castps_si128(tmpy);
__m128i red = _mm_castps_si128(tmpz);
__m128i alpha = _mm_castps_si128(tmpw);
// Calculate gray and 256-gray values:
__m128i gray = _mm_srli_epi32(_mm_add_epi32(_mm_add_epi32(red, green), blue), 8);
__m128i inv_gray = _mm_sub_epi32(_mm_set1_epi32(256), gray);
// p32 = start * inv_gray + end * gray:
__m128i gray0 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(0, 0, 0, 0));
__m128i gray1 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(1, 1, 1, 1));
__m128i gray2 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(2, 2, 2, 2));
__m128i gray3 = _mm_shuffle_epi32(gray, _MM_SHUFFLE(3, 3, 3, 3));
__m128i inv_gray0 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(0, 0, 0, 0));
__m128i inv_gray1 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(1, 1, 1, 1));
__m128i inv_gray2 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(2, 2, 2, 2));
__m128i inv_gray3 = _mm_shuffle_epi32(inv_gray, _MM_SHUFFLE(3, 3, 3, 3));
__m128i gray16_0 = _mm_packs_epi32(gray0, inv_gray0);
__m128i gray16_1 = _mm_packs_epi32(gray1, inv_gray1);
__m128i gray16_2 = _mm_packs_epi32(gray2, inv_gray2);
__m128i gray16_3 = _mm_packs_epi32(gray3, inv_gray3);
__m128i gray16_0_mullo = _mm_mullo_epi16(gray16_0, start_end);
__m128i gray16_1_mullo = _mm_mullo_epi16(gray16_1, start_end);
__m128i gray16_2_mullo = _mm_mullo_epi16(gray16_2, start_end);
__m128i gray16_3_mullo = _mm_mullo_epi16(gray16_3, start_end);
__m128i gray16_0_mulhi = _mm_mulhi_epi16(gray16_0, start_end);
__m128i gray16_1_mulhi = _mm_mulhi_epi16(gray16_1, start_end);
__m128i gray16_2_mulhi = _mm_mulhi_epi16(gray16_2, start_end);
__m128i gray16_3_mulhi = _mm_mulhi_epi16(gray16_3, start_end);
p32_0 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_0_mullo, gray16_0_mulhi), _mm_unpackhi_epi16(gray16_0_mullo, gray16_0_mulhi)), 8);
p32_1 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_1_mullo, gray16_1_mulhi), _mm_unpackhi_epi16(gray16_1_mullo, gray16_1_mulhi)), 8);
p32_2 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_2_mullo, gray16_2_mulhi), _mm_unpackhi_epi16(gray16_2_mullo, gray16_2_mulhi)), 8);
p32_3 = _mm_srli_epi32(_mm_add_epi32(_mm_unpacklo_epi16(gray16_3_mullo, gray16_3_mulhi), _mm_unpackhi_epi16(gray16_3_mullo, gray16_3_mulhi)), 8);
p16_0 = _mm_packs_epi32(p32_0, p32_1);
p16_1 = _mm_packs_epi32(p32_2, p32_3);
p = _mm_packus_epi16(p16_0, p16_1);
_mm_storeu_si128((__m128i*)pixels, p);
pixels += 16;
}
for (int x = sse_length * 4; x < width; x++)
{
int fg_red = pixels[2];
int fg_green = pixels[1];
int fg_blue = pixels[0];
int gray = (fg_red * 77 + fg_green * 143 + fg_blue * 37) >> 8;
gray += (gray >> 7); // gray*=256/255
int inv_gray = 256 - gray;
int red = clamp((start_red * inv_gray + end_red * gray) >> 8, 0, 255);
int green = clamp((start_green * inv_gray + end_green * gray) >> 8, 0, 255);
int blue = clamp((start_blue * inv_gray + end_blue * gray) >> 8, 0, 255);
pixels[0] = (BYTE)blue;
pixels[1] = (BYTE)green;
pixels[2] = (BYTE)red;
pixels[3] = 0xff;
pixels += 4;
}
y += thread->num_cores;
count--;
}
}
#endif
/////////////////////////////////////////////////////////////////////////////
void R_BeginDrawerCommands()

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@ -459,7 +459,7 @@ void R_SetupColormap(player_t *player)
if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
{
realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D && r_shadercolormaps)
if (RenderTarget == screen && (r_swtruecolor || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
{
// Render everything fullbright. The copy to video memory will
// apply the special colormap, so it won't be restricted to the
@ -935,7 +935,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
// If we don't want shadered colormaps, NULL it now so that the
// copy to the screen does not use a special colormap shader.
if (!r_shadercolormaps)
if (!r_shadercolormaps && !r_swtruecolor)
{
realfixedcolormap = NULL;
}

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@ -43,6 +43,7 @@
#include "textures/textures.h"
#include "r_data/voxels.h"
EXTERN_CVAR(Bool, r_shadercolormaps)
class FArchive;
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
@ -166,6 +167,13 @@ void FSoftwareRenderer::RenderView(player_t *player)
R_RenderActorView (player->mo);
// [RH] Let cameras draw onto textures that were visible this frame.
FCanvasTextureInfo::UpdateAll ();
// Apply special colormap if the target cannot do it
if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
{
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
}
R_EndDrawerCommands();
}

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@ -1423,7 +1423,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
}
}
if (realfixedcolormap != NULL)
if (realfixedcolormap != NULL && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
vis->Style.BaseColormap = realfixedcolormap;
vis->Style.ColormapNum = 0;