mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-12 07:34:36 +00:00
Linear filtering bug fix
This commit is contained in:
parent
8f38d3af99
commit
200d357b0d
3 changed files with 28 additions and 32 deletions
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@ -1436,7 +1436,7 @@ public:
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uint32_t frac;
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uint32_t texturefracx;
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uint32_t height;
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uint32_t half;
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uint32_t one;
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LoopIterator(DrawerWall1Command *command, DrawerThread *thread)
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{
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@ -1451,7 +1451,7 @@ public:
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pitch = command->_pitch * thread->num_cores;
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height = command->_textureheight;
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half = (0x80000000 + height - 1) / height;
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one = ((0x80000000 + height - 1) / height) * 2 + 1;
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}
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explicit operator bool()
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@ -1520,7 +1520,7 @@ public:
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uint32_t vplce[4];
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uint32_t vince[4];
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uint32_t height[4];
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uint32_t half[4];
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uint32_t one[4];
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LoopIterator(DrawerWall4Command *command, DrawerThread *thread)
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{
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@ -1537,7 +1537,7 @@ public:
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vplce[i] = command->_vplce[i] + command->_vince[i] * skipped;
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vince[i] = command->_vince[i] * thread->num_cores;
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height[i] = command->_bufheight[i];
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half[i] = (0x80000000 + height[i] - 1) / height[i];
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one[i] = ((0x80000000 + height[i] - 1) / height[i]) * 2 + 1;
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}
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}
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@ -1574,7 +1574,7 @@ public:
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{
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FORCEINLINE static uint32_t Sample1(DrawerWall4Command &cmd, LoopIterator &loop, int index)
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{
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return SampleBgra::sample_bilinear(cmd._bufplce[index], cmd._bufplce2[index], cmd._buftexturefracx[index], loop.vplce[index], loop.half[index], loop.height[index]);
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return SampleBgra::sample_bilinear(cmd._bufplce[index], cmd._bufplce2[index], cmd._buftexturefracx[index], loop.vplce[index], loop.one[index], loop.height[index]);
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}
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};
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#else
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@ -1591,7 +1591,7 @@ public:
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FORCEINLINE static __m128i Sample4(DrawerWall4Command &cmd, LoopIterator &loop)
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{
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__m128i fg;
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VEC_SAMPLE_BILINEAR4_COLUMN(fg, cmd._bufplce, cmd._bufplce2, cmd._buftexturefracx, loop.vplce, loop.half, loop.height);
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VEC_SAMPLE_BILINEAR4_COLUMN(fg, cmd._bufplce, cmd._bufplce2, cmd._buftexturefracx, loop.vplce, loop.one, loop.height);
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return fg;
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}
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};
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@ -2021,7 +2021,7 @@ public:
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{
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do
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{
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uint32_t fg = LightBgra::shade_bgra(SampleBgra::sample_bilinear(_source, _source2, loop.texturefracx, loop.frac, loop.half, loop.height), _light, _shade_constants);
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uint32_t fg = LightBgra::shade_bgra(SampleBgra::sample_bilinear(_source, _source2, loop.texturefracx, loop.frac, loop.one, loop.height), _light, _shade_constants);
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*loop.dest = BlendBgra::copy(fg);
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} while (loop.next());
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}
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@ -2048,7 +2048,7 @@ public:
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{
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do
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{
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uint32_t fg = LightBgra::shade_bgra(SampleBgra::sample_bilinear(_source, _source2, loop.texturefracx, loop.frac, loop.half, loop.height), _light, _shade_constants);
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uint32_t fg = LightBgra::shade_bgra(SampleBgra::sample_bilinear(_source, _source2, loop.texturefracx, loop.frac, loop.one, loop.height), _light, _shade_constants);
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*loop.dest = BlendBgra::alpha_blend(fg, *loop.dest);
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} while (loop.next());
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}
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@ -502,10 +502,10 @@ public:
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return (magnifying && r_magfilter) || (!magnifying && r_minfilter);
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}
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FORCEINLINE static uint32_t sample_bilinear(const uint32_t *col0, const uint32_t *col1, uint32_t texturefracx, uint32_t texturefracy, uint32_t half, uint32_t height)
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FORCEINLINE static uint32_t sample_bilinear(const uint32_t *col0, const uint32_t *col1, uint32_t texturefracx, uint32_t texturefracy, uint32_t one, uint32_t height)
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{
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uint32_t frac_y0 = ((texturefracy - half) >> FRACBITS) * height;
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uint32_t frac_y1 = ((texturefracy + half) >> FRACBITS) * height;
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uint32_t frac_y0 = (texturefracy >> FRACBITS) * height;
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uint32_t frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
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uint32_t y0 = frac_y0 >> FRACBITS;
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uint32_t y1 = frac_y1 >> FRACBITS;
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@ -533,18 +533,16 @@ public:
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int yshift = (32 - ybits);
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int xmask = (1 << xshift) - 1;
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int ymask = (1 << yshift) - 1;
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uint32_t xhalf = 1 << (xbits - 1);
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uint32_t yhalf = 1 << (ybits - 1);
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uint32_t x = (xfrac - xhalf) >> xbits;
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uint32_t y = (yfrac - yhalf) >> ybits;
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uint32_t x = xfrac >> xbits;
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uint32_t y = yfrac >> ybits;
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uint32_t p00 = texture[(y & ymask) + ((x & xmask) << yshift)];
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uint32_t p01 = texture[((y + 1) & ymask) + ((x & xmask) << yshift)];
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uint32_t p10 = texture[(y & ymask) + (((x + 1) & xmask) << yshift)];
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uint32_t p11 = texture[((y + 1) & ymask) + (((x + 1) & xmask) << yshift)];
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uint32_t inv_b = ((xfrac + xhalf) >> (xbits - 4)) & 15;
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uint32_t inv_a = ((yfrac + yhalf) >> (ybits - 4)) & 15;
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uint32_t inv_b = (xfrac >> (xbits - 4)) & 15;
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uint32_t inv_a = (yfrac >> (ybits - 4)) & 15;
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uint32_t a = 16 - inv_a;
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uint32_t b = 16 - inv_b;
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@ -564,11 +562,11 @@ public:
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/////////////////////////////////////////////////////////////////////////////
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// SSE/AVX shading macros:
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#define AVX2_SAMPLE_BILINEAR4_COLUMN_INIT(col0, col1, half, height, texturefracx) \
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#define AVX2_SAMPLE_BILINEAR4_COLUMN_INIT(col0, col1, one, height, texturefracx) \
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const uint32_t *baseptr = col0[0]; \
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__m128i coloffsets0 = _mm_setr_epi32(col0[0] - baseptr, col0[1] - baseptr, col0[2] - baseptr, col0[3] - baseptr); \
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__m128i coloffsets1 = _mm_setr_epi32(col1[0] - baseptr, col1[1] - baseptr, col1[2] - baseptr, col1[3] - baseptr); \
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__m128i mhalf = _mm_loadu_si128((const __m128i*)half); \
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__m128i mone = _mm_loadu_si128((const __m128i*)one); \
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__m128i m127 = _mm_set1_epi16(127); \
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__m128i m16 = _mm_set1_epi32(16); \
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__m128i m15 = _mm_set1_epi32(15); \
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@ -577,8 +575,8 @@ public:
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#define AVX2_SAMPLE_BILINEAR4_COLUMN(fg, texturefracy) { \
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__m128i mtexturefracy = _mm_loadu_si128((const __m128i*)texturefracy); \
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__m128i multmp0 = _mm_srli_epi32(_mm_sub_epi32(mtexturefracy, mhalf), FRACBITS); \
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__m128i multmp1 = _mm_srli_epi32(_mm_add_epi32(mtexturefracy, mhalf), FRACBITS); \
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__m128i multmp0 = _mm_srli_epi32(mtexturefracy, FRACBITS); \
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__m128i multmp1 = _mm_srli_epi32(_mm_add_epi32(mtexturefracy, mone), FRACBITS); \
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__m128i frac_y0 = _mm_or_si128(_mm_mul_epu32(multmp0, mheight), _mm_slli_si128(_mm_mul_epu32(_mm_srli_si128(multmp0, 4), _mm_srli_si128(mheight, 4)), 4)); \
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__m128i frac_y1 = _mm_or_si128(_mm_mul_epu32(multmp1, mheight), _mm_slli_si128(_mm_mul_epu32(_mm_srli_si128(multmp1, 4), _mm_srli_si128(mheight, 4)), 4)); \
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__m128i y0 = _mm_srli_epi32(frac_y0, FRACBITS); \
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@ -624,13 +622,13 @@ public:
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fg = _mm_packus_epi16(fg_lo, fg_hi); \
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}
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#define VEC_SAMPLE_BILINEAR4_COLUMN(fg, col0, col1, texturefracx, texturefracy, half, height) { \
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#define VEC_SAMPLE_BILINEAR4_COLUMN(fg, col0, col1, texturefracx, texturefracy, one, height) { \
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__m128i m127 = _mm_set1_epi16(127); \
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fg = _mm_setzero_si128(); \
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for (int i = 0; i < 4; i++) \
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{ \
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uint32_t frac_y0 = ((texturefracy[i] - half[i]) >> FRACBITS) * height[i]; \
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uint32_t frac_y1 = ((texturefracy[i] + half[i]) >> FRACBITS) * height[i]; \
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uint32_t frac_y0 = (texturefracy[i] >> FRACBITS) * height[i]; \
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uint32_t frac_y1 = ((texturefracy[i] + one[i]) >> FRACBITS) * height[i]; \
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uint32_t y0 = (frac_y0 >> FRACBITS); \
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uint32_t y1 = (frac_y1 >> FRACBITS); \
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\
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@ -676,23 +674,21 @@ public:
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int yshift = (32 - ybits); \
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int xmask = (1 << xshift) - 1; \
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int ymask = (1 << yshift) - 1; \
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uint32_t xhalf = 1 << (xbits - 1); \
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uint32_t yhalf = 1 << (ybits - 1); \
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\
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__m128i m127 = _mm_set1_epi16(127); \
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fg = _mm_setzero_si128(); \
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for (int i = 0; i < 4; i++) \
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{ \
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uint32_t x = (xfrac - xhalf) >> xbits; \
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uint32_t y = (yfrac - yhalf) >> ybits; \
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uint32_t x = xfrac >> xbits; \
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uint32_t y = yfrac >> ybits; \
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\
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uint32_t p00 = texture[(y & ymask) + ((x & xmask) << yshift)]; \
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uint32_t p01 = texture[((y + 1) & ymask) + ((x & xmask) << yshift)]; \
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uint32_t p10 = texture[(y & ymask) + (((x + 1) & xmask) << yshift)]; \
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uint32_t p11 = texture[((y + 1) & ymask) + (((x + 1) & xmask) << yshift)]; \
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\
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uint32_t inv_b = ((xfrac + xhalf) >> (xbits - 4)) & 15; \
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uint32_t inv_a = ((yfrac + yhalf) >> (ybits - 4)) & 15; \
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uint32_t inv_b = (xfrac >> (xbits - 4)) & 15; \
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uint32_t inv_a = (yfrac >> (ybits - 4)) & 15; \
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\
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__m128i ab_invab = _mm_load_si128(SampleBgra::samplertable + inv_b * 32 + inv_a * 2); \
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__m128i ainvb_invainvb = _mm_load_si128(SampleBgra::samplertable + inv_b * 32 + inv_a * 2 + 1); \
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@ -1173,14 +1173,14 @@ WallscanSampler::WallscanSampler(int y1, float swal, double yrepeat, fixed_t xof
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}
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else
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{
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int tx0 = ((xoffset - FRACUNIT / 2) >> FRACBITS) % mip_width;
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int tx0 = (xoffset >> FRACBITS) % mip_width;
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if (tx0 < 0)
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tx0 += mip_width;
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int tx1 = (tx0 + 1) % mip_width;
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source = (BYTE*)(pixels + tx0 * mip_height);
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source2 = (BYTE*)(pixels + tx1 * mip_height);
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height = mip_height;
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texturefracx = ((xoffset + FRACUNIT / 2) >> (FRACBITS - 4)) & 15;
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texturefracx = (xoffset >> (FRACBITS - 4)) & 15;
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}
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}
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}
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