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Prepare triangle setup to be used by LLVM drawers
This commit is contained in:
parent
be357e1c98
commit
145c0a6d9e
4 changed files with 126 additions and 111 deletions
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@ -26,7 +26,21 @@
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#include <vector>
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#include <vector>
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class FString;
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class FString;
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class DrawerThread;
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struct TriFullSpan
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{
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uint16_t X;
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uint16_t Y;
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uint32_t Length;
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};
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struct TriPartialBlock
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{
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uint16_t X;
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uint16_t Y;
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uint32_t Mask0;
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uint32_t Mask1;
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};
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struct WorkerThreadData
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struct WorkerThreadData
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{
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{
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@ -35,7 +49,14 @@ struct WorkerThreadData
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int32_t pass_start_y;
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int32_t pass_start_y;
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int32_t pass_end_y;
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int32_t pass_end_y;
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uint32_t *temp;
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uint32_t *temp;
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DrawerThread *drawer_thread;
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// Triangle working data:
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TriFullSpan *FullSpans;
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TriPartialBlock *PartialBlocks;
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uint32_t NumFullSpans;
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uint32_t NumPartialBlocks;
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int32_t StartX;
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int32_t StartY;
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};
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};
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struct DrawWallArgs
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struct DrawWallArgs
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@ -35,6 +35,7 @@
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#include "v_palette.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_data/colormaps.h"
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#include "r_poly_triangle.h"
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#include "r_poly_triangle.h"
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#include "r_draw_rgba.h"
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int PolyTriangleDrawer::viewport_x;
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int PolyTriangleDrawer::viewport_x;
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int PolyTriangleDrawer::viewport_y;
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int PolyTriangleDrawer::viewport_y;
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@ -368,6 +369,8 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
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thread_data.pass_start_y = thread->pass_start_y;
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thread_data.pass_start_y = thread->pass_start_y;
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thread_data.pass_end_y = thread->pass_end_y;
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thread_data.pass_end_y = thread->pass_end_y;
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thread_data.temp = thread->dc_temp_rgba;
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thread_data.temp = thread->dc_temp_rgba;
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thread_data.FullSpans = thread->FullSpansBuffer.data();
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thread_data.PartialBlocks = thread->PartialBlocksBuffer.data();
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PolyTriangleDrawer::draw_arrays(args, variant, blendmode, &thread_data);
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PolyTriangleDrawer::draw_arrays(args, variant, blendmode, &thread_data);
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}
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}
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@ -598,12 +601,12 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
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int clipbottom = args->clipbottom;
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int clipbottom = args->clipbottom;
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int stencilPitch = args->stencilPitch;
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int stencilPitch = args->stencilPitch;
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uint8_t *stencilValues = args->stencilValues;
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uint8_t * RESTRICT stencilValues = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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uint32_t * RESTRICT stencilMasks = args->stencilMasks;
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uint8_t stencilTestValue = args->stencilTestValue;
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uint8_t stencilTestValue = args->stencilTestValue;
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ScreenTriangleFullSpan *span = FullSpans;
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TriFullSpan * RESTRICT span = thread->FullSpans;
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ScreenTrianglePartialBlock *partial = PartialBlocks;
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TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
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// 28.4 fixed-point coordinates
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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 Y1 = (int)round(16.0f * v1.y);
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@ -639,8 +642,8 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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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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if (minx >= maxx || miny >= maxy)
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{
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{
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NumFullSpans = 0;
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thread->NumFullSpans = 0;
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NumPartialBlocks = 0;
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thread->NumPartialBlocks = 0;
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return;
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return;
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}
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}
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@ -667,8 +670,8 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
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int core_skip = (num_cores - ((miny / q) - core) % num_cores) % 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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miny += core_skip * q;
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StartX = minx;
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thread->StartX = minx;
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StartY = miny;
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thread->StartY = miny;
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span->Length = 0;
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span->Length = 0;
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// Loop through blocks
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// Loop through blocks
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@ -824,8 +827,8 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
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}
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}
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}
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}
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NumFullSpans = (int)(span - FullSpans);
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thread->NumFullSpans = (int)(span - thread->FullSpans);
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NumPartialBlocks = (int)(partial - PartialBlocks);
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thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
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}
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}
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void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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@ -837,15 +840,16 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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int clipbottom = args->clipbottom;
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int clipbottom = args->clipbottom;
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int stencilPitch = args->stencilPitch;
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int stencilPitch = args->stencilPitch;
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uint8_t *stencilValues = args->stencilValues;
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uint8_t * RESTRICT stencilValues = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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uint32_t * RESTRICT stencilMasks = args->stencilMasks;
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uint8_t stencilTestValue = args->stencilTestValue;
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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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uint32_t subsectorDepth = args->uniforms->subsectorDepth;
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int32_t pitch = args->pitch;
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int32_t pitch = args->pitch;
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ScreenTriangleFullSpan *span = FullSpans;
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TriFullSpan * RESTRICT span = thread->FullSpans;
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ScreenTrianglePartialBlock *partial = PartialBlocks;
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TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
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// 28.4 fixed-point coordinates
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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 Y1 = (int)round(16.0f * v1.y);
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@ -881,8 +885,8 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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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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if (minx >= maxx || miny >= maxy)
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{
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{
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NumFullSpans = 0;
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thread->NumFullSpans = 0;
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NumPartialBlocks = 0;
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thread->NumPartialBlocks = 0;
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return;
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return;
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}
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}
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@ -909,8 +913,8 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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int core_skip = (num_cores - ((miny / q) - core) % num_cores) % 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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miny += core_skip * q;
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StartX = minx;
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thread->StartX = minx;
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StartY = miny;
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thread->StartY = miny;
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span->Length = 0;
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span->Length = 0;
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// Loop through blocks
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// Loop through blocks
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@ -966,7 +970,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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{
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{
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// Totally covered block still needs a subsector coverage test:
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// Totally covered block still needs a subsector coverage test:
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uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
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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 mask0 = 0;
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uint32_t mask1 = 0;
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uint32_t mask1 = 0;
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@ -1026,7 +1030,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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int CY2 = C2 + DX23 * y0 - DY23 * 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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int CY3 = C3 + DX31 * y0 - DY31 * x0;
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uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
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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 mask0 = 0;
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uint32_t mask1 = 0;
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uint32_t mask1 = 0;
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@ -1113,20 +1117,25 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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}
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}
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}
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}
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NumFullSpans = (int)(span - FullSpans);
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thread->NumFullSpans = (int)(span - thread->FullSpans);
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NumPartialBlocks = (int)(partial - PartialBlocks);
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thread->NumPartialBlocks = (int)(partial - thread->PartialBlocks);
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}
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}
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void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
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void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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{
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uint8_t *stencilValues = args->stencilValues;
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uint8_t * RESTRICT stencilValues = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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uint32_t * RESTRICT stencilMasks = args->stencilMasks;
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uint32_t stencilWriteValue = args->stencilWriteValue;
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uint32_t stencilWriteValue = args->stencilWriteValue;
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uint32_t stencilPitch = args->stencilPitch;
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uint32_t stencilPitch = args->stencilPitch;
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for (int i = 0; i < NumFullSpans; i++)
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int numSpans = thread->NumFullSpans;
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auto fullSpans = thread->FullSpans;
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int numBlocks = thread->NumPartialBlocks;
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auto partialBlocks = thread->PartialBlocks;
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for (int i = 0; i < numSpans; i++)
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{
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{
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const auto &span = FullSpans[i];
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const auto &span = fullSpans[i];
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int block = span.X / 8 + span.Y / 8 * stencilPitch;
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int block = span.X / 8 + span.Y / 8 * stencilPitch;
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uint8_t *stencilBlock = &stencilValues[block * 64];
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uint8_t *stencilBlock = &stencilValues[block * 64];
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@ -1137,9 +1146,9 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
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stencilBlockMask[x] = 0xffffff00 | stencilWriteValue;
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stencilBlockMask[x] = 0xffffff00 | stencilWriteValue;
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}
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}
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for (int i = 0; i < NumPartialBlocks; i++)
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for (int i = 0; i < numBlocks; i++)
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{
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{
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const auto &block = PartialBlocks[i];
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const auto &block = partialBlocks[i];
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uint32_t mask0 = block.Mask0;
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uint32_t mask0 = block.Mask0;
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uint32_t mask1 = block.Mask1;
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uint32_t mask1 = block.Mask1;
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}
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}
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}
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}
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void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args)
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void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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{
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uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
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uint32_t subsectorDepth = args->uniforms->subsectorDepth;
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uint32_t subsectorDepth = args->uniforms->subsectorDepth;
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int pitch = args->pitch;
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for (int i = 0; i < NumFullSpans; i++)
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int numSpans = thread->NumFullSpans;
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auto fullSpans = thread->FullSpans;
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int numBlocks = thread->NumPartialBlocks;
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auto partialBlocks = thread->PartialBlocks;
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for (int i = 0; i < numSpans; i++)
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{
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{
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const auto &span = FullSpans[i];
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const auto &span = fullSpans[i];
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uint32_t *subsector = args->subsectorGBuffer + span.X + span.Y * args->pitch;
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uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
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int pitch = args->pitch;
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int width = span.Length * 8;
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int width = span.Length * 8;
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int height = 8;
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int height = 8;
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for (int y = 0; y < height; y++)
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for (int y = 0; y < height; y++)
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}
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}
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}
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}
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for (int i = 0; i < NumPartialBlocks; i++)
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for (int i = 0; i < numBlocks; i++)
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{
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{
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const auto &block = PartialBlocks[i];
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const auto &block = partialBlocks[i];
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uint32_t *subsector = args->subsectorGBuffer + block.X + block.Y * args->pitch;
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uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
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int pitch = args->pitch;
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uint32_t mask0 = block.Mask0;
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uint32_t mask0 = block.Mask0;
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uint32_t mask1 = block.Mask1;
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uint32_t mask1 = block.Mask1;
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for (int y = 0; y < 4; y++)
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for (int y = 0; y < 4; y++)
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@ -1247,8 +1261,15 @@ float ScreenTriangle::FindGradientY(float x0, float y0, float x1, float y1, floa
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return top / bottom;
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return top / bottom;
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}
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}
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void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
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void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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{
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int numSpans = thread->NumFullSpans;
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auto fullSpans = thread->FullSpans;
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int numBlocks = thread->NumPartialBlocks;
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auto partialBlocks = thread->PartialBlocks;
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int startX = thread->StartX;
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int startY = thread->StartY;
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// Calculate gradients
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v2 = *args->v2;
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ScreenTriangleStepVariables start;
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ScreenTriangleStepVariables start;
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
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start.W = v1.w + gradientX.W * (StartX - v1.x) + gradientY.W * (StartY - v1.y);
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start.W = v1.w + gradientX.W * (startX - v1.x) + gradientY.W * (startY - v1.y);
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for (int i = 0; i < TriVertex::NumVarying; i++)
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for (int i = 0; i < TriVertex::NumVarying; i++)
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{
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{
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gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
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start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (StartX - v1.x) + gradientY.Varying[i] * (StartY - v1.y);
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start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (startX - v1.x) + gradientY.Varying[i] * (startY - v1.y);
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}
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}
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const uint32_t *texPixels = (const uint32_t *)args->texturePixels;
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const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
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uint32_t texWidth = args->textureWidth;
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uint32_t texWidth = args->textureWidth;
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uint32_t texHeight = args->textureHeight;
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uint32_t texHeight = args->textureHeight;
|
||||||
|
|
||||||
|
uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
|
||||||
|
uint32_t * RESTRICT subsectorGBuffer = (uint32_t*)args->subsectorGBuffer;
|
||||||
|
int pitch = args->pitch;
|
||||||
|
|
||||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||||
|
|
||||||
uint32_t light = args->uniforms->light;
|
uint32_t light = args->uniforms->light;
|
||||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||||
float globVis = 1706.0f;
|
float globVis = 1706.0f;
|
||||||
|
|
||||||
for (int i = 0; i < NumFullSpans; i++)
|
for (int i = 0; i < numSpans; i++)
|
||||||
{
|
{
|
||||||
const auto &span = FullSpans[i];
|
const auto &span = fullSpans[i];
|
||||||
|
|
||||||
uint32_t *dest = (uint32_t*)args->dest + span.X + span.Y * args->pitch;
|
uint32_t *dest = destOrg + span.X + span.Y * pitch;
|
||||||
uint32_t *subsector = args->subsectorGBuffer + span.X + span.Y * args->pitch;
|
uint32_t *subsector = subsectorGBuffer + span.X + span.Y * pitch;
|
||||||
int pitch = args->pitch;
|
|
||||||
int width = span.Length;
|
int width = span.Length;
|
||||||
int height = 8;
|
int height = 8;
|
||||||
|
|
||||||
ScreenTriangleStepVariables blockPosY;
|
ScreenTriangleStepVariables blockPosY;
|
||||||
blockPosY.W = start.W + gradientX.W * (span.X - StartX) + gradientY.W * (span.Y - StartY);
|
blockPosY.W = start.W + gradientX.W * (span.X - startX) + gradientY.W * (span.Y - startY);
|
||||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - StartX) + gradientY.Varying[j] * (span.Y - StartY);
|
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (span.X - startX) + gradientY.Varying[j] * (span.Y - startY);
|
||||||
|
|
||||||
for (int y = 0; y < height; y++)
|
for (int y = 0; y < height; y++)
|
||||||
{
|
{
|
||||||
|
@ -1351,18 +1375,17 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < NumPartialBlocks; i++)
|
for (int i = 0; i < numBlocks; i++)
|
||||||
{
|
{
|
||||||
const auto &block = PartialBlocks[i];
|
const auto &block = partialBlocks[i];
|
||||||
|
|
||||||
ScreenTriangleStepVariables blockPosY;
|
ScreenTriangleStepVariables blockPosY;
|
||||||
blockPosY.W = start.W + gradientX.W * (block.X - StartX) + gradientY.W * (block.Y - StartY);
|
blockPosY.W = start.W + gradientX.W * (block.X - startX) + gradientY.W * (block.Y - startY);
|
||||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - StartX) + gradientY.Varying[j] * (block.Y - StartY);
|
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (block.X - startX) + gradientY.Varying[j] * (block.Y - startY);
|
||||||
|
|
||||||
uint32_t *dest = (uint32_t*)args->dest + block.X + block.Y * args->pitch;
|
uint32_t *dest = destOrg + block.X + block.Y * pitch;
|
||||||
uint32_t *subsector = args->subsectorGBuffer + block.X + block.Y * args->pitch;
|
uint32_t *subsector = subsectorGBuffer + block.X + block.Y * pitch;
|
||||||
int pitch = args->pitch;
|
|
||||||
uint32_t mask0 = block.Mask0;
|
uint32_t mask0 = block.Mask0;
|
||||||
uint32_t mask1 = block.Mask1;
|
uint32_t mask1 = block.Mask1;
|
||||||
for (int y = 0; y < 4; y++)
|
for (int y = 0; y < 4; y++)
|
||||||
|
@ -1486,37 +1509,27 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static ScreenTriangle triangle[8];
|
|
||||||
|
|
||||||
void ScreenTriangle::DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
void ScreenTriangle::DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||||
{
|
{
|
||||||
triangle[thread->core].SetupNormal(args, thread);
|
SetupNormal(args, thread);
|
||||||
triangle[thread->core].Draw(args);
|
Draw(args, thread);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScreenTriangle::DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
void ScreenTriangle::DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||||
{
|
{
|
||||||
triangle[thread->core].SetupSubsector(args, thread);
|
SetupSubsector(args, thread);
|
||||||
triangle[thread->core].Draw(args);
|
Draw(args, thread);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScreenTriangle::StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
void ScreenTriangle::StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||||
{
|
{
|
||||||
triangle[thread->core].SetupNormal(args, thread);
|
SetupNormal(args, thread);
|
||||||
triangle[thread->core].StencilWrite(args);
|
StencilWrite(args, thread);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScreenTriangle::StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
void ScreenTriangle::StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||||
{
|
{
|
||||||
triangle[thread->core].SetupNormal(args, thread);
|
SetupNormal(args, thread);
|
||||||
triangle[thread->core].StencilWrite(args);
|
StencilWrite(args, thread);
|
||||||
triangle[thread->core].SubsectorWrite(args);
|
SubsectorWrite(args, thread);
|
||||||
}
|
|
||||||
|
|
||||||
ScreenTriangle::ScreenTriangle()
|
|
||||||
{
|
|
||||||
FullSpansBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8));
|
|
||||||
PartialBlocksBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8));
|
|
||||||
FullSpans = FullSpansBuffer.data();
|
|
||||||
PartialBlocks = PartialBlocksBuffer.data();
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -271,21 +271,6 @@ struct ScreenTriangleStepVariables
|
||||||
float Varying[TriVertex::NumVarying];
|
float Varying[TriVertex::NumVarying];
|
||||||
};
|
};
|
||||||
|
|
||||||
struct ScreenTriangleFullSpan
|
|
||||||
{
|
|
||||||
uint16_t X;
|
|
||||||
uint16_t Y;
|
|
||||||
uint32_t Length;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ScreenTrianglePartialBlock
|
|
||||||
{
|
|
||||||
uint16_t X;
|
|
||||||
uint16_t Y;
|
|
||||||
uint32_t Mask0;
|
|
||||||
uint32_t Mask1;
|
|
||||||
};
|
|
||||||
|
|
||||||
class ScreenTriangle
|
class ScreenTriangle
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
@ -294,25 +279,13 @@ public:
|
||||||
static void StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
static void StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
static void StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
static void StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
|
|
||||||
ScreenTriangle();
|
|
||||||
|
|
||||||
void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
|
||||||
void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
|
||||||
void Draw(const TriDrawTriangleArgs *args);
|
|
||||||
void StencilWrite(const TriDrawTriangleArgs *args);
|
|
||||||
void SubsectorWrite(const TriDrawTriangleArgs *args);
|
|
||||||
|
|
||||||
ScreenTriangleFullSpan *FullSpans;
|
|
||||||
ScreenTrianglePartialBlock *PartialBlocks;
|
|
||||||
int NumFullSpans;
|
|
||||||
int NumPartialBlocks;
|
|
||||||
int StartX;
|
|
||||||
int StartY;
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
|
static void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
|
static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
|
static void Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
|
static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
|
static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||||
|
|
||||||
std::vector<ScreenTriangleFullSpan> FullSpansBuffer;
|
static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
|
||||||
std::vector<ScreenTrianglePartialBlock> PartialBlocksBuffer;
|
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
|
||||||
};
|
};
|
||||||
|
|
|
@ -23,6 +23,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "r_draw.h"
|
#include "r_draw.h"
|
||||||
|
#include "r_drawers.h"
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <thread>
|
#include <thread>
|
||||||
|
@ -46,6 +47,9 @@ public:
|
||||||
{
|
{
|
||||||
dc_temp = dc_temp_buff;
|
dc_temp = dc_temp_buff;
|
||||||
dc_temp_rgba = dc_temp_rgbabuff_rgba;
|
dc_temp_rgba = dc_temp_rgbabuff_rgba;
|
||||||
|
|
||||||
|
FullSpansBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8));
|
||||||
|
PartialBlocksBuffer.resize(MAXWIDTH / 8 * (MAXHEIGHT / 8));
|
||||||
}
|
}
|
||||||
|
|
||||||
std::thread thread;
|
std::thread thread;
|
||||||
|
@ -71,6 +75,10 @@ public:
|
||||||
// Working buffer used by the tilted (sloped) span drawer
|
// Working buffer used by the tilted (sloped) span drawer
|
||||||
const uint8_t *tiltlighting[MAXWIDTH];
|
const uint8_t *tiltlighting[MAXWIDTH];
|
||||||
|
|
||||||
|
// Working buffer used by the triangler drawer
|
||||||
|
std::vector<TriFullSpan> FullSpansBuffer;
|
||||||
|
std::vector<TriPartialBlock> PartialBlocksBuffer;
|
||||||
|
|
||||||
// Checks if a line is rendered by this thread
|
// Checks if a line is rendered by this thread
|
||||||
bool line_skipped_by_thread(int line)
|
bool line_skipped_by_thread(int line)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue