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Revert "- add CPU.bSSE2 branching support to softpoly"
This reverts commit 545241aa06
.
These commits are WIP stuff that should not be in the master branch. A work branch has been created to finalize this code.
This commit is contained in:
parent
c2391d6a0d
commit
2621c460e3
8 changed files with 189 additions and 1938 deletions
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@ -1,782 +0,0 @@
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/*
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** Projected triangle drawer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "screen_triangle.h"
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namespace TriScreenDrawerModes
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{
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namespace
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{
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struct BgraColor
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{
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uint32_t b, g, r, a;
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BgraColor() { }
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BgraColor(uint32_t c) : b(BPART(c)), g(GPART(c)), r(RPART(c)), a(APART(c)) { }
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BgraColor &operator=(uint32_t c) { b = BPART(c); g = GPART(c); r = RPART(c); a = APART(c); return *this; }
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operator uint32_t() const { return MAKEARGB(a, r, g, b); }
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};
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}
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template<typename SamplerT, typename FilterModeT>
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FORCEINLINE unsigned int Sample32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
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{
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uint32_t texel;
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if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill || SamplerT::Mode == (int)Samplers::Fuzz)
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{
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return color;
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}
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else if (SamplerT::Mode == (int)Samplers::Translated)
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{
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const uint8_t *texpal = (const uint8_t *)texPixels;
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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return translation[texpal[texelX * texHeight + texelY]];
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}
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else if (FilterModeT::Mode == (int)FilterModes::Nearest)
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{
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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texel = texPixels[texelX * texHeight + texelY];
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}
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else
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{
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u -= oneU >> 1;
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v -= oneV >> 1;
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unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth;
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unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth;
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unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight;
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unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight;
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unsigned int x0 = frac_x0 >> FRACBITS;
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unsigned int x1 = frac_x1 >> FRACBITS;
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unsigned int y0 = frac_y0 >> FRACBITS;
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unsigned int y1 = frac_y1 >> FRACBITS;
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unsigned int p00 = texPixels[x0 * texHeight + y0];
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unsigned int p01 = texPixels[x0 * texHeight + y1];
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unsigned int p10 = texPixels[x1 * texHeight + y0];
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unsigned int p11 = texPixels[x1 * texHeight + y1];
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unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15;
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unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15;
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unsigned int a = 16 - inv_a;
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unsigned int b = 16 - inv_b;
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unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
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unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
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texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
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}
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if (SamplerT::Mode == (int)Samplers::Skycap)
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{
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int start_fade = 2; // How fast it should fade out
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int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
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int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
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int a = MIN(alpha_top, alpha_bottom);
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int inv_a = 256 - a;
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uint32_t r = RPART(texel);
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uint32_t g = GPART(texel);
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uint32_t b = BPART(texel);
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uint32_t fg_a = APART(texel);
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uint32_t bg_red = RPART(color);
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uint32_t bg_green = GPART(color);
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uint32_t bg_blue = BPART(color);
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r = (r * a + bg_red * inv_a + 127) >> 8;
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g = (g * a + bg_green * inv_a + 127) >> 8;
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b = (b * a + bg_blue * inv_a + 127) >> 8;
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return MAKEARGB(fg_a, r, g, b);
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}
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else
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{
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return texel;
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}
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}
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template<typename SamplerT>
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FORCEINLINE unsigned int SampleShade32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int &fuzzpos)
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{
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if (SamplerT::Mode == (int)Samplers::Shaded)
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{
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const uint8_t *texpal = (const uint8_t *)texPixels;
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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unsigned int sampleshadeout = texpal[texelX * texHeight + texelY];
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sampleshadeout += sampleshadeout >> 7; // 255 -> 256
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return sampleshadeout;
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}
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else if (SamplerT::Mode == (int)Samplers::Stencil)
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{
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
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sampleshadeout += sampleshadeout >> 7; // 255 -> 256
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return sampleshadeout;
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}
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else if (SamplerT::Mode == (int)Samplers::Fuzz)
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{
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uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
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uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
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unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
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sampleshadeout += sampleshadeout >> 7; // 255 -> 256
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sampleshadeout = (sampleshadeout * fuzzcolormap[fuzzpos++]) >> 5;
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if (fuzzpos >= FUZZTABLE) fuzzpos = 0;
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return sampleshadeout;
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}
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else
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{
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return 0;
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}
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}
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template<typename ShadeModeT>
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FORCEINLINE BgraColor Shade32(BgraColor fgcolor, BgraColor mlight, uint32_t desaturate, uint32_t inv_desaturate, BgraColor shade_fade, BgraColor shade_light)
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{
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if (ShadeModeT::Mode == (int)ShadeMode::Simple)
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{
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fgcolor.r = (fgcolor.r * mlight.r) >> 8;
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fgcolor.g = (fgcolor.g * mlight.g) >> 8;
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fgcolor.b = (fgcolor.b * mlight.b) >> 8;
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}
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else if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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uint32_t intensity = ((fgcolor.r * 77 + fgcolor.g * 143 + fgcolor.b * 37) >> 8) * desaturate;
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fgcolor.r = (((shade_fade.r + ((fgcolor.r * inv_desaturate + intensity) >> 8) * mlight.r) >> 8) * shade_light.r) >> 8;
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fgcolor.g = (((shade_fade.g + ((fgcolor.g * inv_desaturate + intensity) >> 8) * mlight.g) >> 8) * shade_light.g) >> 8;
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fgcolor.b = (((shade_fade.b + ((fgcolor.b * inv_desaturate + intensity) >> 8) * mlight.b) >> 8) * shade_light.b) >> 8;
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}
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return fgcolor;
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}
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template<typename BlendT>
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FORCEINLINE BgraColor Blend32(BgraColor fgcolor, BgraColor bgcolor, uint32_t ifgcolor, uint32_t ifgshade, uint32_t srcalpha, uint32_t destalpha)
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{
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if (BlendT::Mode == (int)BlendModes::Opaque)
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{
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return fgcolor;
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}
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else if (BlendT::Mode == (int)BlendModes::Masked)
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{
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return (ifgcolor == 0) ? bgcolor : fgcolor;
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}
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else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
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{
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uint32_t srcred = fgcolor.r + (fgcolor.r >> 7);
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uint32_t srcgreen = fgcolor.g + (fgcolor.g >> 7);
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uint32_t srcblue = fgcolor.b + (fgcolor.b >> 7);
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uint32_t inv_srcred = 256 - srcred;
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uint32_t inv_srcgreen = 256 - srcgreen;
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uint32_t inv_srcblue = 256 - srcblue;
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BgraColor outcolor;
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outcolor.r = (fgcolor.r * srcred + bgcolor.r * inv_srcred) >> 8;
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outcolor.g = (fgcolor.g * srcgreen + bgcolor.g * inv_srcgreen) >> 8;
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outcolor.b = (fgcolor.b * srcblue + bgcolor.b * inv_srcblue) >> 8;
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outcolor.a = 255;
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return outcolor;
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}
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else if (BlendT::Mode == (int)BlendModes::Shaded)
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{
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uint32_t alpha = ifgshade;
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uint32_t inv_alpha = 256 - alpha;
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BgraColor outcolor;
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outcolor.r = (fgcolor.r * alpha + bgcolor.r * inv_alpha) >> 8;
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outcolor.g = (fgcolor.g * alpha + bgcolor.g * inv_alpha) >> 8;
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outcolor.b = (fgcolor.b * alpha + bgcolor.b * inv_alpha) >> 8;
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outcolor.a = 255;
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return outcolor;
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}
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else if (BlendT::Mode == (int)BlendModes::AddClampShaded)
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{
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uint32_t alpha = ifgshade;
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BgraColor outcolor;
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outcolor.r = ((fgcolor.r * alpha) >> 8) + bgcolor.r;
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outcolor.g = ((fgcolor.g * alpha) >> 8) + bgcolor.g;
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outcolor.b = ((fgcolor.b * alpha) >> 8) + bgcolor.b;
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outcolor.a = 255;
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return outcolor;
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}
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else
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{
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uint32_t alpha = APART(ifgcolor);
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alpha += alpha >> 7; // 255->256
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uint32_t inv_alpha = 256 - alpha;
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uint32_t bgalpha = (destalpha * alpha + (inv_alpha << 8) + 128) >> 8;
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uint32_t fgalpha = (srcalpha * alpha + 128) >> 8;
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fgcolor.r *= fgalpha;
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fgcolor.g *= fgalpha;
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fgcolor.b *= fgalpha;
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bgcolor.r *= bgalpha;
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bgcolor.g *= bgalpha;
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bgcolor.b *= bgalpha;
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BgraColor outcolor;
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if (BlendT::Mode == (int)BlendModes::AddClamp)
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{
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outcolor.r = MIN<uint32_t>((fgcolor.r + bgcolor.r) >> 8, 255);
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outcolor.g = MIN<uint32_t>((fgcolor.g + bgcolor.g) >> 8, 255);
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outcolor.b = MIN<uint32_t>((fgcolor.b + bgcolor.b) >> 8, 255);
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}
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else if (BlendT::Mode == (int)BlendModes::SubClamp)
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{
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outcolor.r = MAX(int32_t(fgcolor.r - bgcolor.r) >> 8, 0);
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outcolor.g = MAX(int32_t(fgcolor.g - bgcolor.g) >> 8, 0);
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outcolor.b = MAX(int32_t(fgcolor.b - bgcolor.b) >> 8, 0);
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}
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else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
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{
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outcolor.r = MAX(int32_t(bgcolor.r - fgcolor.r) >> 8, 0);
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outcolor.g = MAX(int32_t(bgcolor.g - fgcolor.g) >> 8, 0);
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outcolor.b = MAX(int32_t(bgcolor.b - fgcolor.b) >> 8, 0);
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}
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outcolor.a = 255;
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return outcolor;
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}
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}
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}
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template<typename BlendT, typename SamplerT>
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class TriScreenDrawer32
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{
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public:
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static void Execute(int x, int y, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
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{
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using namespace TriScreenDrawerModes;
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bool is_simple_shade = args->uniforms->SimpleShade();
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if (SamplerT::Mode == (int)Samplers::Texture)
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{
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bool is_nearest_filter = args->uniforms->NearestFilter();
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if (is_simple_shade)
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{
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if (is_nearest_filter)
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DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
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else
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DrawBlock<SimpleShade, LinearFilter>(x, y, mask0, mask1, args);
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}
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else
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{
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if (is_nearest_filter)
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DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
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else
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DrawBlock<AdvancedShade, LinearFilter>(x, y, mask0, mask1, args);
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}
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}
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else if (SamplerT::Mode == (int)Samplers::Fuzz)
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{
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DrawBlock<NoShade, NearestFilter>(x, y, mask0, mask1, args);
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}
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else // no linear filtering for translated, shaded, stencil, fill or skycap
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{
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if (is_simple_shade)
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{
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DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
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}
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else
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{
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DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
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}
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}
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}
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private:
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template<typename ShadeModeT, typename FilterModeT>
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FORCEINLINE static void DrawBlock(int destX, int destY, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
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{
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using namespace TriScreenDrawerModes;
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bool is_fixed_light = args->uniforms->FixedLight();
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uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
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uint32_t srcalpha = args->uniforms->SrcAlpha();
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uint32_t destalpha = args->uniforms->DestAlpha();
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int fuzzpos = (ScreenTriangle::FuzzStart + destX * 123 + destY) % FUZZTABLE;
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// Calculate gradients
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const TriVertex &v1 = *args->v1;
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ScreenTriangleStepVariables gradientX = args->gradientX;
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ScreenTriangleStepVariables gradientY = args->gradientY;
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ScreenTriangleStepVariables blockPosY;
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blockPosY.W = v1.w + gradientX.W * (destX - v1.x) + gradientY.W * (destY - v1.y);
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blockPosY.U = v1.u * v1.w + gradientX.U * (destX - v1.x) + gradientY.U * (destY - v1.y);
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blockPosY.V = v1.v * v1.w + gradientX.V * (destX - v1.x) + gradientY.V * (destY - v1.y);
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gradientX.W *= 8.0f;
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gradientX.U *= 8.0f;
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gradientX.V *= 8.0f;
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// Output
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uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
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int pitch = args->pitch;
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uint32_t *dest = destOrg + destX + destY * pitch;
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// Light
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uint32_t light = args->uniforms->Light();
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float shade = 2.0f - (light + 12.0f) / 128.0f;
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float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
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light += (light >> 7); // 255 -> 256
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// Sampling stuff
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uint32_t color = args->uniforms->Color();
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const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
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const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
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uint32_t texWidth = args->uniforms->TextureWidth();
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uint32_t texHeight = args->uniforms->TextureHeight();
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uint32_t oneU, oneV;
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if (SamplerT::Mode != (int)Samplers::Fill)
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{
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oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
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oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
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}
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else
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{
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oneU = 0;
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oneV = 0;
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}
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// Shade constants
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int inv_desaturate;
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BgraColor shade_fade, shade_light;
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int desaturate;
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if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
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{
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shade_fade.r = args->uniforms->ShadeFadeRed();
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shade_fade.g = args->uniforms->ShadeFadeGreen();
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shade_fade.b = args->uniforms->ShadeFadeBlue();
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shade_light.r = args->uniforms->ShadeLightRed();
|
||||
shade_light.g = args->uniforms->ShadeLightGreen();
|
||||
shade_light.b = args->uniforms->ShadeLightBlue();
|
||||
desaturate = args->uniforms->ShadeDesaturate();
|
||||
inv_desaturate = 256 - desaturate;
|
||||
}
|
||||
else
|
||||
{
|
||||
inv_desaturate = 0;
|
||||
shade_fade.r = 0;
|
||||
shade_fade.g = 0;
|
||||
shade_fade.b = 0;
|
||||
shade_light.r = 0;
|
||||
shade_light.g = 0;
|
||||
shade_light.b = 0;
|
||||
desaturate = 0;
|
||||
}
|
||||
|
||||
if (mask0 == 0xffffffff && mask1 == 0xffffffff)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int ix = 0; ix < 8; ix++)
|
||||
{
|
||||
// Load bgcolor
|
||||
BgraColor bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = dest[ix];
|
||||
else
|
||||
bgcolor = 0;
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
BgraColor mlight;
|
||||
mlight.r = lightpos0;
|
||||
mlight.g = lightpos0;
|
||||
mlight.b = lightpos0;
|
||||
|
||||
BgraColor shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos0;
|
||||
shade_fade_lit.r = shade_fade.r * inv_light;
|
||||
shade_fade_lit.g = shade_fade.g * inv_light;
|
||||
shade_fade_lit.b = shade_fade.b * inv_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
dest[ix] = outcolor;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// mask0 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
BgraColor bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask0 & (1 << 31)) bgcolor = dest[x];
|
||||
}
|
||||
else
|
||||
bgcolor = 0;
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
BgraColor mlight;
|
||||
mlight.r = lightpos0;
|
||||
mlight.g = lightpos0;
|
||||
mlight.b = lightpos0;
|
||||
|
||||
BgraColor shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos0;
|
||||
shade_fade_lit.r = shade_fade.r * inv_light;
|
||||
shade_fade_lit.g = shade_fade.g * inv_light;
|
||||
shade_fade_lit.b = shade_fade.b * inv_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
if (mask0 & (1 << 31)) dest[x] = outcolor;
|
||||
|
||||
mask0 <<= 1;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
|
||||
// mask1 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
float rcpW = 0x01000000 / blockPosY.W;
|
||||
int32_t posU = (int32_t)(blockPosY.U * rcpW);
|
||||
int32_t posV = (int32_t)(blockPosY.V * rcpW);
|
||||
|
||||
fixed_t lightpos = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosY.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
|
||||
|
||||
ScreenTriangleStepVariables blockPosX = blockPosY;
|
||||
blockPosX.W += gradientX.W;
|
||||
blockPosX.U += gradientX.U;
|
||||
blockPosX.V += gradientX.V;
|
||||
|
||||
rcpW = 0x01000000 / blockPosX.W;
|
||||
int32_t nextU = (int32_t)(blockPosX.U * rcpW);
|
||||
int32_t nextV = (int32_t)(blockPosX.V * rcpW);
|
||||
int32_t stepU = (nextU - posU) / 8;
|
||||
int32_t stepV = (nextV - posV) / 8;
|
||||
|
||||
fixed_t lightnext = FRACUNIT - (fixed_t)(clamp(shade - MIN(24.0f / 32.0f, globVis * blockPosX.W), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
|
||||
fixed_t lightstep = (lightnext - lightpos) / 8;
|
||||
lightstep = lightstep & lightmask;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
BgraColor bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask1 & (1 << 31)) bgcolor = dest[x];
|
||||
}
|
||||
else
|
||||
bgcolor = 0;
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
BgraColor mlight;
|
||||
mlight.r = lightpos0;
|
||||
mlight.g = lightpos0;
|
||||
mlight.b = lightpos0;
|
||||
|
||||
BgraColor shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos0;
|
||||
shade_fade_lit.r = shade_fade.r * inv_light;
|
||||
shade_fade_lit.g = shade_fade.g * inv_light;
|
||||
shade_fade_lit.b = shade_fade.b * inv_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
if (mask1 & (1 << 31)) dest[x] = outcolor;
|
||||
|
||||
mask1 <<= 1;
|
||||
}
|
||||
|
||||
blockPosY.W += gradientY.W;
|
||||
blockPosY.U += gradientY.U;
|
||||
blockPosY.V += gradientY.V;
|
||||
|
||||
dest += pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer32
|
||||
{
|
||||
public:
|
||||
static void Execute(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
if (args->SimpleShade())
|
||||
{
|
||||
Loop<SimpleShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
Loop<AdvancedShade, NearestFilter>(destOrg, destWidth, destHeight, destPitch, args, thread);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename ShadeModeT, typename FilterModeT>
|
||||
FORCEINLINE static void Loop(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
int x0 = clamp((int)(args->X0() + 0.5f), 0, destWidth);
|
||||
int x1 = clamp((int)(args->X1() + 0.5f), 0, destWidth);
|
||||
int y0 = clamp((int)(args->Y0() + 0.5f), 0, destHeight);
|
||||
int y1 = clamp((int)(args->Y1() + 0.5f), 0, destHeight);
|
||||
|
||||
if (x1 <= x0 || y1 <= y0)
|
||||
return;
|
||||
|
||||
uint32_t srcalpha = args->SrcAlpha();
|
||||
uint32_t destalpha = args->DestAlpha();
|
||||
|
||||
// Setup step variables
|
||||
float fstepU = (args->U1() - args->U0()) / (args->X1() - args->X0());
|
||||
float fstepV = (args->V1() - args->V0()) / (args->Y1() - args->Y0());
|
||||
uint32_t startU = (int32_t)((args->U0() + (x0 + 0.5f - args->X0()) * fstepU) * 0x1000000);
|
||||
uint32_t startV = (int32_t)((args->V0() + (y0 + 0.5f - args->Y0()) * fstepV) * 0x1000000);
|
||||
uint32_t stepU = (int32_t)(fstepU * 0x1000000);
|
||||
uint32_t stepV = (int32_t)(fstepV * 0x1000000);
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->Color();
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->Translation();
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->TexturePixels();
|
||||
uint32_t texWidth = args->TextureWidth();
|
||||
uint32_t texHeight = args->TextureHeight();
|
||||
uint32_t oneU, oneV;
|
||||
if (SamplerT::Mode != (int)Samplers::Fill)
|
||||
{
|
||||
oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
|
||||
oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
oneU = 0;
|
||||
oneV = 0;
|
||||
}
|
||||
|
||||
// Setup light
|
||||
uint32_t lightpos = args->Light();
|
||||
lightpos += lightpos >> 7; // 255 -> 256
|
||||
BgraColor mlight;
|
||||
|
||||
// Shade constants
|
||||
int inv_desaturate;
|
||||
BgraColor shade_fade_lit, shade_light;
|
||||
int desaturate;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
uint32_t inv_light = 256 - lightpos;
|
||||
shade_fade_lit.r = args->ShadeFadeRed() * inv_light;
|
||||
shade_fade_lit.g = args->ShadeFadeGreen() * inv_light;
|
||||
shade_fade_lit.b = args->ShadeFadeBlue() * inv_light;
|
||||
shade_light.r = args->ShadeLightRed();
|
||||
shade_light.g = args->ShadeLightGreen();
|
||||
shade_light.b = args->ShadeLightBlue();
|
||||
desaturate = args->ShadeDesaturate();
|
||||
inv_desaturate = 256 - desaturate;
|
||||
mlight.r = lightpos;
|
||||
mlight.g = lightpos;
|
||||
mlight.b = lightpos;
|
||||
}
|
||||
else
|
||||
{
|
||||
inv_desaturate = 0;
|
||||
shade_fade_lit.r = 0;
|
||||
shade_fade_lit.g = 0;
|
||||
shade_fade_lit.b = 0;
|
||||
shade_light.r = 0;
|
||||
shade_light.g = 0;
|
||||
shade_light.b = 0;
|
||||
desaturate = 0;
|
||||
mlight.r = lightpos;
|
||||
mlight.g = lightpos;
|
||||
mlight.b = lightpos;
|
||||
}
|
||||
|
||||
int count = x1 - x0;
|
||||
|
||||
int fuzzpos = (ScreenTriangle::FuzzStart + x0 * 123 + y0) % FUZZTABLE;
|
||||
|
||||
uint32_t posV = startV;
|
||||
for (int y = y0; y < y1; y++, posV += stepV)
|
||||
{
|
||||
int coreBlock = y / 8;
|
||||
if (coreBlock % thread->num_cores != thread->core)
|
||||
{
|
||||
fuzzpos = (fuzzpos + count) % FUZZTABLE;
|
||||
continue;
|
||||
}
|
||||
|
||||
uint32_t *dest = ((uint32_t*)destOrg) + y * destPitch + x0;
|
||||
|
||||
uint32_t posU = startU;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// Load bgcolor
|
||||
BgraColor bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
bgcolor = *dest;
|
||||
else
|
||||
bgcolor = 0;
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
|
||||
// Shade and blend
|
||||
BgraColor fgcolor = Shade32<ShadeModeT>(ifgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
BgraColor outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor, ifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
*dest = outcolor;
|
||||
dest++;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -1,739 +0,0 @@
|
|||
/*
|
||||
** Projected triangle drawer
|
||||
** 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.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "screen_triangle.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable: 4752) // warning C4752 : found Intel(R) Advanced Vector Extensions; consider using /arch:AVX
|
||||
#endif
|
||||
|
||||
namespace TriScreenDrawerModes
|
||||
{
|
||||
template<typename SamplerT, typename FilterModeT>
|
||||
FORCEINLINE unsigned int VECTORCALL Sample32_AVX2(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
||||
{
|
||||
uint32_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill || SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Translated)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
return translation[texpal[texelX * texHeight + texelY]];
|
||||
}
|
||||
else if (FilterModeT::Mode == (int)FilterModes::Nearest)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
texel = texPixels[texelX * texHeight + texelY];
|
||||
}
|
||||
else
|
||||
{
|
||||
u -= oneU >> 1;
|
||||
v -= oneV >> 1;
|
||||
|
||||
unsigned int frac_x0 = (((uint32_t)u << 8) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_x1 = ((((uint32_t)u << 8) + oneU) >> FRACBITS) * texWidth;
|
||||
unsigned int frac_y0 = (((uint32_t)v << 8) >> FRACBITS) * texHeight;
|
||||
unsigned int frac_y1 = ((((uint32_t)v << 8) + oneV) >> FRACBITS) * texHeight;
|
||||
unsigned int x0 = frac_x0 >> FRACBITS;
|
||||
unsigned int x1 = frac_x1 >> FRACBITS;
|
||||
unsigned int y0 = frac_y0 >> FRACBITS;
|
||||
unsigned int y1 = frac_y1 >> FRACBITS;
|
||||
|
||||
unsigned int p00 = texPixels[x0 * texHeight + y0];
|
||||
unsigned int p01 = texPixels[x0 * texHeight + y1];
|
||||
unsigned int p10 = texPixels[x1 * texHeight + y0];
|
||||
unsigned int p11 = texPixels[x1 * texHeight + y1];
|
||||
|
||||
unsigned int inv_a = (frac_x1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int inv_b = (frac_y1 >> (FRACBITS - 4)) & 15;
|
||||
unsigned int a = 16 - inv_a;
|
||||
unsigned int b = 16 - inv_b;
|
||||
|
||||
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
|
||||
|
||||
texel = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
|
||||
}
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Skycap)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
int alpha_top = clamp(v >> (16 - start_fade), 0, 256);
|
||||
int alpha_bottom = clamp(((2 << 24) - v) >> (16 - start_fade), 0, 256);
|
||||
int a = MIN(alpha_top, alpha_bottom);
|
||||
int inv_a = 256 - a;
|
||||
|
||||
uint32_t r = RPART(texel);
|
||||
uint32_t g = GPART(texel);
|
||||
uint32_t b = BPART(texel);
|
||||
uint32_t fg_a = APART(texel);
|
||||
uint32_t bg_red = RPART(color);
|
||||
uint32_t bg_green = GPART(color);
|
||||
uint32_t bg_blue = BPART(color);
|
||||
r = (r * a + bg_red * inv_a + 127) >> 8;
|
||||
g = (g * a + bg_green * inv_a + 127) >> 8;
|
||||
b = (b * a + bg_blue * inv_a + 127) >> 8;
|
||||
return MAKEARGB(fg_a, r, g, b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return texel;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename SamplerT>
|
||||
FORCEINLINE unsigned int VECTORCALL SampleShade32_AVX2(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int &fuzzpos)
|
||||
{
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded)
|
||||
{
|
||||
const uint8_t *texpal = (const uint8_t *)texPixels;
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = texpal[texelX * texHeight + texelY];
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Stencil)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
return sampleshadeout;
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
|
||||
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
|
||||
unsigned int sampleshadeout = APART(texPixels[texelX * texHeight + texelY]);
|
||||
sampleshadeout += sampleshadeout >> 7; // 255 -> 256
|
||||
sampleshadeout = (sampleshadeout * fuzzcolormap[fuzzpos++]) >> 5;
|
||||
if (fuzzpos >= FUZZTABLE) fuzzpos = 0;
|
||||
return sampleshadeout;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ShadeModeT>
|
||||
FORCEINLINE __m256i VECTORCALL Shade32_AVX2(__m256i fgcolor, __m256i mlight, __m256i desaturate, __m256i inv_desaturate, __m256i shade_fade, __m256i shade_light)
|
||||
{
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
|
||||
{
|
||||
fgcolor = _mm256_srli_epi16(_mm256_mullo_epi16(fgcolor, mlight), 8);
|
||||
}
|
||||
else if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m256i intensity = _mm256_mullo_epi16(fgcolor, _mm256_set_epi16(0, 77, 143, 37, 0, 77, 143, 37, 0, 77, 143, 37, 0, 77, 143, 37));
|
||||
intensity = _mm256_add_epi16(intensity, _mm256_srli_epi64(intensity, 32));
|
||||
intensity = _mm256_add_epi16(intensity, _mm256_srli_epi64(intensity, 16));
|
||||
intensity = _mm256_srli_epi16(intensity, 8);
|
||||
intensity = _mm256_mullo_epi16(intensity, desaturate);
|
||||
intensity = _mm256_shufflehi_epi16(_mm256_shufflelo_epi16(intensity, _MM_SHUFFLE(3, 0, 0, 0)), _MM_SHUFFLE(3, 0, 0, 0));
|
||||
|
||||
fgcolor = _mm256_srli_epi16(_mm256_add_epi16(_mm256_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
|
||||
fgcolor = _mm256_mullo_epi16(fgcolor, mlight);
|
||||
fgcolor = _mm256_srli_epi16(_mm256_add_epi16(shade_fade, fgcolor), 8);
|
||||
fgcolor = _mm256_srli_epi16(_mm256_mullo_epi16(fgcolor, shade_light), 8);
|
||||
}
|
||||
return fgcolor;
|
||||
}
|
||||
|
||||
template<typename BlendT>
|
||||
FORCEINLINE __m256i VECTORCALL Blend32_AVX2(__m256i fgcolor, __m256i bgcolor, __m256i ifgcolor, __m256i ifgshade, __m256i srcalpha, __m256i destalpha)
|
||||
{
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
__m256i outcolor = fgcolor;
|
||||
outcolor = _mm256_packus_epi16(outcolor, _mm256_setzero_si256());
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Masked)
|
||||
{
|
||||
__m256i mask = _mm256_cmpeq_epi32(_mm256_packus_epi16(fgcolor, _mm256_setzero_si256()), _mm256_setzero_si256());
|
||||
mask = _mm256_unpacklo_epi8(mask, _mm256_setzero_si256());
|
||||
__m256i outcolor = _mm256_or_si256(_mm256_and_si256(mask, bgcolor), _mm256_andnot_si256(mask, fgcolor));
|
||||
outcolor = _mm256_packus_epi16(outcolor, _mm256_setzero_si256());
|
||||
outcolor = _mm256_or_si256(outcolor, _mm256_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddSrcColorOneMinusSrcColor)
|
||||
{
|
||||
__m256i inv_srccolor = _mm256_sub_epi16(_mm256_set1_epi16(256), _mm256_add_epi16(fgcolor, _mm256_srli_epi16(fgcolor, 7)));
|
||||
__m256i outcolor = _mm256_add_epi16(fgcolor, _mm256_srli_epi16(_mm256_mullo_epi16(bgcolor, inv_srccolor), 8));
|
||||
outcolor = _mm256_packus_epi16(outcolor, _mm256_setzero_si256());
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::Shaded)
|
||||
{
|
||||
ifgshade = _mm256_srli_epi32(_mm256_add_epi32(_mm256_mul_epu32(ifgshade, srcalpha), _mm256_set1_epi32(128)), 8);
|
||||
__m256i alpha = _mm256_shufflehi_epi16(_mm256_shufflelo_epi16(ifgshade, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0));
|
||||
__m256i inv_alpha = _mm256_sub_epi16(_mm256_set1_epi16(256), alpha);
|
||||
|
||||
fgcolor = _mm256_mullo_epi16(fgcolor, alpha);
|
||||
bgcolor = _mm256_mullo_epi16(bgcolor, inv_alpha);
|
||||
__m256i outcolor = _mm256_srli_epi16(_mm256_add_epi16(fgcolor, bgcolor), 8);
|
||||
outcolor = _mm256_packus_epi16(outcolor, _mm256_setzero_si256());
|
||||
outcolor = _mm256_or_si256(outcolor, _mm256_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::AddClampShaded)
|
||||
{
|
||||
ifgshade = _mm256_srli_epi32(_mm256_add_epi32(_mm256_mul_epu32(ifgshade, srcalpha), _mm256_set1_epi32(128)), 8);
|
||||
__m256i alpha = _mm256_shufflehi_epi16(_mm256_shufflelo_epi16(ifgshade, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0));
|
||||
__m256i inv_alpha = _mm256_sub_epi16(_mm256_set1_epi16(256), alpha);
|
||||
|
||||
fgcolor = _mm256_srli_epi16(_mm256_mullo_epi16(fgcolor, alpha), 8);
|
||||
__m256i outcolor = _mm256_add_epi16(fgcolor, bgcolor);
|
||||
outcolor = _mm256_packus_epi16(outcolor, _mm256_setzero_si256());
|
||||
outcolor = _mm256_or_si256(outcolor, _mm256_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
__m256i alpha = _mm256_shufflehi_epi16(_mm256_shufflelo_epi16(ifgcolor, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
|
||||
alpha = _mm256_srli_epi16(_mm256_add_epi16(alpha, _mm256_srli_epi16(alpha, 7)), 1); // 255->128
|
||||
__m256i inv_alpha = _mm256_sub_epi16(_mm256_set1_epi16(128), alpha);
|
||||
|
||||
__m256i bgalpha = _mm256_srli_epi16(_mm256_add_epi16(_mm256_add_epi16(_mm256_mullo_epi16(destalpha, alpha), _mm256_slli_epi16(inv_alpha, 8)), _mm256_set1_epi32(64)), 7);
|
||||
__m256i fgalpha = _mm256_srli_epi16(_mm256_add_epi16(_mm256_mullo_epi16(srcalpha, alpha), _mm256_set1_epi32(64)), 7);
|
||||
|
||||
fgcolor = _mm256_mullo_epi16(fgcolor, fgalpha);
|
||||
bgcolor = _mm256_mullo_epi16(bgcolor, bgalpha);
|
||||
|
||||
__m256i fg_lo = _mm256_unpacklo_epi16(fgcolor, _mm256_setzero_si256());
|
||||
__m256i bg_lo = _mm256_unpacklo_epi16(bgcolor, _mm256_setzero_si256());
|
||||
__m256i fg_hi = _mm256_unpackhi_epi16(fgcolor, _mm256_setzero_si256());
|
||||
__m256i bg_hi = _mm256_unpackhi_epi16(bgcolor, _mm256_setzero_si256());
|
||||
|
||||
__m256i out_lo, out_hi;
|
||||
if (BlendT::Mode == (int)BlendModes::AddClamp)
|
||||
{
|
||||
out_lo = _mm256_add_epi32(fg_lo, bg_lo);
|
||||
out_hi = _mm256_add_epi32(fg_hi, bg_hi);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::SubClamp)
|
||||
{
|
||||
out_lo = _mm256_sub_epi32(fg_lo, bg_lo);
|
||||
out_hi = _mm256_sub_epi32(fg_hi, bg_hi);
|
||||
}
|
||||
else if (BlendT::Mode == (int)BlendModes::RevSubClamp)
|
||||
{
|
||||
out_lo = _mm256_sub_epi32(bg_lo, fg_lo);
|
||||
out_hi = _mm256_sub_epi32(bg_hi, fg_hi);
|
||||
}
|
||||
|
||||
out_lo = _mm256_srai_epi32(out_lo, 8);
|
||||
out_hi = _mm256_srai_epi32(out_hi, 8);
|
||||
__m256i outcolor = _mm256_packs_epi32(out_lo, out_hi);
|
||||
outcolor = _mm256_packus_epi16(outcolor, _mm256_setzero_si256());
|
||||
outcolor = _mm256_or_si256(outcolor, _mm256_set1_epi32(0xff000000));
|
||||
return outcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class TriScreenDrawer32_AVX2
|
||||
{
|
||||
public:
|
||||
static void Execute(int x, int y, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
bool is_simple_shade = args->uniforms->SimpleShade();
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Texture)
|
||||
{
|
||||
bool is_nearest_filter = args->uniforms->NearestFilter();
|
||||
|
||||
if (is_simple_shade)
|
||||
{
|
||||
if (is_nearest_filter)
|
||||
DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
else
|
||||
DrawBlock<SimpleShade, LinearFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (is_nearest_filter)
|
||||
DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
else
|
||||
DrawBlock<AdvancedShade, LinearFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
}
|
||||
else if (SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
{
|
||||
DrawBlock<NoShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
else // no linear filtering for translated, shaded, stencil, fill or skycap
|
||||
{
|
||||
if (is_simple_shade)
|
||||
{
|
||||
DrawBlock<SimpleShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawBlock<AdvancedShade, NearestFilter>(x, y, mask0, mask1, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template<typename ShadeModeT, typename FilterModeT>
|
||||
FORCEINLINE static void VECTORCALL DrawBlock(int destX, int destY, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
|
||||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
__m128i lightmask = _mm_set1_epi32(is_fixed_light ? 0 : 0xffffffff);
|
||||
__m256i srcalpha = _mm256_set1_epi16(args->uniforms->SrcAlpha());
|
||||
__m256i destalpha = _mm256_set1_epi16(args->uniforms->DestAlpha());
|
||||
|
||||
int fuzzpos = (ScreenTriangle::FuzzStart + destX * 123 + destY) % FUZZTABLE;
|
||||
|
||||
// Light
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = MIN(2.0f - (light + 12.0f) / 128.0f, 31.0f / 32.0f);
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += (light >> 7); // 255 -> 256
|
||||
light <<= 8;
|
||||
__m128i fixedlight = _mm_set1_epi32(light);
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
__m128 gradientX = _mm_setr_ps(args->gradientX.W, args->gradientX.U, args->gradientX.V, 0.0f);
|
||||
__m128 gradientY = _mm_setr_ps(args->gradientY.W, args->gradientY.U, args->gradientY.V, 0.0f);
|
||||
__m128 blockPosY = _mm_add_ps(_mm_add_ps(
|
||||
_mm_setr_ps(v1.w, v1.u * v1.w, v1.v * v1.w, globVis),
|
||||
_mm_mul_ps(gradientX, _mm_set1_ps(destX - v1.x))),
|
||||
_mm_mul_ps(gradientY, _mm_set1_ps(destY - v1.y)));
|
||||
gradientX = _mm_mul_ps(gradientX, _mm_set1_ps(8.0f));
|
||||
|
||||
// Output
|
||||
uint32_t * RESTRICT destOrg = (uint32_t*)args->dest;
|
||||
int pitch = args->pitch;
|
||||
uint32_t *dest = destOrg + destX + destY * pitch;
|
||||
int offset_next_line = pitch - 8;
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->uniforms->Color();
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
|
||||
uint32_t texWidth = args->uniforms->TextureWidth();
|
||||
uint32_t texHeight = args->uniforms->TextureHeight();
|
||||
uint32_t oneU, oneV;
|
||||
if (SamplerT::Mode != (int)Samplers::Fill)
|
||||
{
|
||||
oneU = ((0x800000 + texWidth - 1) / texWidth) * 2 + 1;
|
||||
oneV = ((0x800000 + texHeight - 1) / texHeight) * 2 + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
oneU = 0;
|
||||
oneV = 0;
|
||||
}
|
||||
|
||||
// Shade constants
|
||||
__m256i inv_desaturate, shade_fade, shade_light;
|
||||
__m256i desaturate;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
inv_desaturate = _mm256_setr_epi16(
|
||||
256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(),
|
||||
256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(),
|
||||
256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(),
|
||||
256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate());
|
||||
shade_fade = _mm256_set_epi16(
|
||||
args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(),
|
||||
args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(),
|
||||
args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(),
|
||||
args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue());
|
||||
shade_light = _mm256_set_epi16(
|
||||
args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(),
|
||||
args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(),
|
||||
args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(),
|
||||
args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue());
|
||||
desaturate = _mm256_sub_epi16(_mm256_set1_epi16(256), inv_desaturate);
|
||||
}
|
||||
else
|
||||
{
|
||||
inv_desaturate = _mm256_setzero_si256();
|
||||
shade_fade = _mm256_setzero_si256();
|
||||
shade_fade = _mm256_setzero_si256();
|
||||
shade_light = _mm256_setzero_si256();
|
||||
desaturate = _mm256_setzero_si256();
|
||||
}
|
||||
|
||||
if (mask0 == 0xffffffff && mask1 == 0xffffffff)
|
||||
{
|
||||
for (int y = 0; y < 8; y++)
|
||||
{
|
||||
__m128 blockPosX = _mm_add_ps(blockPosY, gradientX);
|
||||
__m128 W = _mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(0, 0, 0, 0));
|
||||
__m128 rcpW = _mm_div_ps(_mm_set1_ps((float)0x01000000), W);
|
||||
__m128i posUV = _mm_cvtps_epi32(_mm_mul_ps(_mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(2, 1, 2, 1)), rcpW));
|
||||
|
||||
__m128 vis = _mm_mul_ps(_mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(3, 3, 3, 3)), W);
|
||||
__m128i lightpospair = _mm_sub_epi32(
|
||||
_mm_set1_epi32(FRACUNIT),
|
||||
_mm_cvtps_epi32(_mm_mul_ps(
|
||||
_mm_max_ps(_mm_sub_ps(_mm_set1_ps(shade), _mm_min_ps(_mm_set1_ps(24.0f / 32.0f), vis)), _mm_setzero_ps()),
|
||||
_mm_set1_ps((float)FRACUNIT))));
|
||||
lightpospair = _mm_or_si128(_mm_and_si128(lightmask, lightpospair), _mm_andnot_si128(lightmask, fixedlight));
|
||||
|
||||
int32_t posU = _mm_cvtsi128_si32(posUV);
|
||||
int32_t posV = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 4));
|
||||
int32_t nextU = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 8));
|
||||
int32_t nextV = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 12));
|
||||
int32_t lightpos = _mm_cvtsi128_si32(lightpospair);
|
||||
int32_t lightnext = _mm_cvtsi128_si32(_mm_srli_si128(lightpospair, 8));
|
||||
int32_t stepU = (nextU - posU) >> 3;
|
||||
int32_t stepV = (nextV - posV) >> 3;
|
||||
fixed_t lightstep = (lightnext - lightpos) >> 3;
|
||||
|
||||
for (int ix = 0; ix < 2; ix++)
|
||||
{
|
||||
// Load bgcolor
|
||||
__m256i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
__m128i bgpacked = _mm_loadu_si128((__m128i*)dest);
|
||||
bgcolor = _mm256_set_m128i(_mm_unpackhi_epi8(bgpacked, _mm_setzero_si128()), _mm_unpacklo_epi8(bgpacked, _mm_setzero_si128()));
|
||||
}
|
||||
else
|
||||
bgcolor = _mm256_setzero_si256();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor0 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade0 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor1 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade1 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor2 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade2 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor3 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade3 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos2 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos3 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m256i mlight = _mm256_set_epi16(
|
||||
256, lightpos3, lightpos3, lightpos3,
|
||||
256, lightpos2, lightpos2, lightpos2,
|
||||
256, lightpos1, lightpos1, lightpos1,
|
||||
256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m256i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m256i inv_light = _mm256_sub_epi16(_mm256_set_epi16(0, 256, 256, 256, 0, 256, 256, 256, 0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm256_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm256_setzero_si256();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgpacked = _mm_set_epi32(ifgcolor3, ifgcolor2, ifgcolor1, ifgcolor0);
|
||||
__m128i shadepacked = _mm_set_epi32(ifgshade3, ifgshade2, ifgshade1, ifgshade0);
|
||||
__m256i mifgcolor = _mm256_set_m128i(_mm_unpackhi_epi8(fgpacked, _mm_setzero_si128()), _mm_unpacklo_epi8(fgpacked, _mm_setzero_si128()));
|
||||
__m256i mifgshade = _mm256_set_m128i(_mm_unpackhi_epi32(shadepacked, shadepacked), _mm_unpacklo_epi32(shadepacked, shadepacked));
|
||||
__m256i fgcolor = mifgcolor;
|
||||
fgcolor = Shade32_AVX2<ShadeModeT>(fgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m256i outcolor = Blend32_AVX2<BlendT>(fgcolor, bgcolor, mifgcolor, mifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storeu_si128((__m128i*)dest, _mm_or_si128(_mm256_extracti128_si256(outcolor, 0), _mm_slli_si128(_mm256_extracti128_si256(outcolor, 1), 8)));
|
||||
dest += 4;
|
||||
}
|
||||
|
||||
blockPosY = _mm_add_ps(blockPosY, gradientY);
|
||||
|
||||
dest += offset_next_line;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// mask0 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
__m128 blockPosX = _mm_add_ps(blockPosY, gradientX);
|
||||
__m128 W = _mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(0, 0, 0, 0));
|
||||
__m128 rcpW = _mm_div_ps(_mm_set1_ps((float)0x01000000), W);
|
||||
__m128i posUV = _mm_cvtps_epi32(_mm_mul_ps(_mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(2, 1, 2, 1)), rcpW));
|
||||
|
||||
__m128 vis = _mm_mul_ps(_mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(3, 3, 3, 3)), W);
|
||||
__m128i lightpospair = _mm_sub_epi32(
|
||||
_mm_set1_epi32(FRACUNIT),
|
||||
_mm_cvtps_epi32(_mm_mul_ps(
|
||||
_mm_max_ps(_mm_sub_ps(_mm_set1_ps(shade), _mm_min_ps(_mm_set1_ps(24.0f / 32.0f), vis)), _mm_setzero_ps()),
|
||||
_mm_set1_ps((float)FRACUNIT))));
|
||||
lightpospair = _mm_or_si128(_mm_and_si128(lightmask, lightpospair), _mm_andnot_si128(lightmask, fixedlight));
|
||||
|
||||
int32_t posU = _mm_cvtsi128_si32(posUV);
|
||||
int32_t posV = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 4));
|
||||
int32_t nextU = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 8));
|
||||
int32_t nextV = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 12));
|
||||
int32_t lightpos = _mm_cvtsi128_si32(lightpospair);
|
||||
int32_t lightnext = _mm_cvtsi128_si32(_mm_srli_si128(lightpospair, 8));
|
||||
int32_t stepU = (nextU - posU) >> 3;
|
||||
int32_t stepV = (nextV - posV) >> 3;
|
||||
fixed_t lightstep = (lightnext - lightpos) >> 3;
|
||||
|
||||
for (int x = 0; x < 2; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
uint32_t desttmp[4];
|
||||
__m256i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask0 & (1 << 31)) desttmp[0] = dest[0];
|
||||
if (mask0 & (1 << 30)) desttmp[1] = dest[1];
|
||||
if (mask0 & (1 << 29)) desttmp[2] = dest[2];
|
||||
if (mask0 & (1 << 28)) desttmp[3] = dest[3];
|
||||
|
||||
__m128i bgpacked = _mm_loadu_si128((__m128i*)(desttmp));
|
||||
bgcolor = _mm256_set_m128i(_mm_unpackhi_epi8(bgpacked, _mm_setzero_si128()), _mm_unpacklo_epi8(bgpacked, _mm_setzero_si128()));
|
||||
}
|
||||
else
|
||||
bgcolor = _mm256_setzero_si256();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor0 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade0 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor1 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade1 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor2 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade2 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor3 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade3 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos2 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos3 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m256i mlight = _mm256_set_epi16(
|
||||
256, lightpos3, lightpos3, lightpos3,
|
||||
256, lightpos2, lightpos2, lightpos2,
|
||||
256, lightpos1, lightpos1, lightpos1,
|
||||
256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m256i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m256i inv_light = _mm256_sub_epi16(_mm256_set_epi16(0, 256, 256, 256, 0, 256, 256, 256, 0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm256_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm256_setzero_si256();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgpacked = _mm_set_epi32(ifgcolor3, ifgcolor2, ifgcolor1, ifgcolor0);
|
||||
__m128i shadepacked = _mm_set_epi32(ifgshade3, ifgshade2, ifgshade1, ifgshade0);
|
||||
__m256i mifgcolor = _mm256_set_m128i(_mm_unpackhi_epi8(fgpacked, _mm_setzero_si128()), _mm_unpacklo_epi8(fgpacked, _mm_setzero_si128()));
|
||||
__m256i mifgshade = _mm256_set_m128i(_mm_unpackhi_epi32(shadepacked, shadepacked), _mm_unpacklo_epi32(shadepacked, shadepacked));
|
||||
__m256i fgcolor = mifgcolor;
|
||||
fgcolor = Shade32_AVX2<ShadeModeT>(fgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m256i outcolor = Blend32_AVX2<BlendT>(fgcolor, bgcolor, mifgcolor, mifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storeu_si128((__m128i*)desttmp, _mm_or_si128(_mm256_extracti128_si256(outcolor, 0), _mm_slli_si128(_mm256_extracti128_si256(outcolor, 1), 8)));
|
||||
if (mask0 & (1 << 31)) dest[0] = desttmp[0];
|
||||
if (mask0 & (1 << 30)) dest[1] = desttmp[1];
|
||||
if (mask0 & (1 << 29)) dest[2] = desttmp[2];
|
||||
if (mask0 & (1 << 28)) dest[3] = desttmp[3];
|
||||
|
||||
mask0 <<= 4;
|
||||
dest += 4;
|
||||
}
|
||||
|
||||
blockPosY = _mm_add_ps(blockPosY, gradientY);
|
||||
|
||||
dest += offset_next_line;
|
||||
}
|
||||
|
||||
// mask1 loop:
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
__m128 blockPosX = _mm_add_ps(blockPosY, gradientX);
|
||||
__m128 W = _mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(0, 0, 0, 0));
|
||||
__m128 rcpW = _mm_div_ps(_mm_set1_ps((float)0x01000000), W);
|
||||
__m128i posUV = _mm_cvtps_epi32(_mm_mul_ps(_mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(2, 1, 2, 1)), rcpW));
|
||||
|
||||
__m128 vis = _mm_mul_ps(_mm_shuffle_ps(blockPosY, blockPosX, _MM_SHUFFLE(3, 3, 3, 3)), W);
|
||||
__m128i lightpospair = _mm_sub_epi32(
|
||||
_mm_set1_epi32(FRACUNIT),
|
||||
_mm_cvtps_epi32(_mm_mul_ps(
|
||||
_mm_max_ps(_mm_sub_ps(_mm_set1_ps(shade), _mm_min_ps(_mm_set1_ps(24.0f / 32.0f), vis)), _mm_setzero_ps()),
|
||||
_mm_set1_ps((float)FRACUNIT))));
|
||||
lightpospair = _mm_or_si128(_mm_and_si128(lightmask, lightpospair), _mm_andnot_si128(lightmask, fixedlight));
|
||||
|
||||
int32_t posU = _mm_cvtsi128_si32(posUV);
|
||||
int32_t posV = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 4));
|
||||
int32_t nextU = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 8));
|
||||
int32_t nextV = _mm_cvtsi128_si32(_mm_srli_si128(posUV, 12));
|
||||
int32_t lightpos = _mm_cvtsi128_si32(lightpospair);
|
||||
int32_t lightnext = _mm_cvtsi128_si32(_mm_srli_si128(lightpospair, 8));
|
||||
int32_t stepU = (nextU - posU) >> 3;
|
||||
int32_t stepV = (nextV - posV) >> 3;
|
||||
fixed_t lightstep = (lightnext - lightpos) >> 3;
|
||||
|
||||
for (int x = 0; x < 2; x++)
|
||||
{
|
||||
// Load bgcolor
|
||||
uint32_t desttmp[4];
|
||||
__m256i bgcolor;
|
||||
if (BlendT::Mode != (int)BlendModes::Opaque)
|
||||
{
|
||||
if (mask1 & (1 << 31)) desttmp[0] = dest[0];
|
||||
if (mask1 & (1 << 30)) desttmp[1] = dest[1];
|
||||
if (mask1 & (1 << 29)) desttmp[2] = dest[2];
|
||||
if (mask1 & (1 << 28)) desttmp[3] = dest[3];
|
||||
|
||||
__m128i bgpacked = _mm_loadu_si128((__m128i*)(desttmp));
|
||||
bgcolor = _mm256_set_m128i(_mm_unpackhi_epi8(bgpacked, _mm_setzero_si128()), _mm_unpacklo_epi8(bgpacked, _mm_setzero_si128()));
|
||||
}
|
||||
else
|
||||
bgcolor = _mm256_setzero_si256();
|
||||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor0 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade0 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor1 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade1 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor2 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade2 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
unsigned int ifgcolor3 = Sample32_AVX2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
unsigned int ifgshade3 = SampleShade32_AVX2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
// Setup light
|
||||
int lightpos0 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos1 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos2 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
int lightpos3 = lightpos >> 8;
|
||||
lightpos += lightstep;
|
||||
__m256i mlight = _mm256_set_epi16(
|
||||
256, lightpos3, lightpos3, lightpos3,
|
||||
256, lightpos2, lightpos2, lightpos2,
|
||||
256, lightpos1, lightpos1, lightpos1,
|
||||
256, lightpos0, lightpos0, lightpos0);
|
||||
|
||||
__m256i shade_fade_lit;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
__m256i inv_light = _mm256_sub_epi16(_mm256_set_epi16(0, 256, 256, 256, 0, 256, 256, 256, 0, 256, 256, 256, 0, 256, 256, 256), mlight);
|
||||
shade_fade_lit = _mm256_mullo_epi16(shade_fade, inv_light);
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_fade_lit = _mm256_setzero_si256();
|
||||
}
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgpacked = _mm_set_epi32(ifgcolor3, ifgcolor2, ifgcolor1, ifgcolor0);
|
||||
__m128i shadepacked = _mm_set_epi32(ifgshade3, ifgshade2, ifgshade1, ifgshade0);
|
||||
__m256i mifgcolor = _mm256_set_m128i(_mm_unpackhi_epi8(fgpacked, _mm_setzero_si128()), _mm_unpacklo_epi8(fgpacked, _mm_setzero_si128()));
|
||||
__m256i mifgshade = _mm256_set_m128i(_mm_unpackhi_epi32(shadepacked, shadepacked), _mm_unpacklo_epi32(shadepacked, shadepacked));
|
||||
__m256i fgcolor = mifgcolor;
|
||||
fgcolor = Shade32_AVX2<ShadeModeT>(fgcolor, mlight, desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m256i outcolor = Blend32_AVX2<BlendT>(fgcolor, bgcolor, mifgcolor, mifgshade, srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storeu_si128((__m128i*)desttmp, _mm_or_si128(_mm256_extracti128_si256(outcolor, 0), _mm_slli_si128(_mm256_extracti128_si256(outcolor, 1), 8)));
|
||||
if (mask1 & (1 << 31)) dest[0] = desttmp[0];
|
||||
if (mask1 & (1 << 30)) dest[1] = desttmp[1];
|
||||
if (mask1 & (1 << 29)) dest[2] = desttmp[2];
|
||||
if (mask1 & (1 << 28)) dest[3] = desttmp[3];
|
||||
|
||||
mask1 <<= 4;
|
||||
dest += 4;
|
||||
}
|
||||
|
||||
blockPosY = _mm_add_ps(blockPosY, gradientY);
|
||||
|
||||
dest += offset_next_line;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -27,7 +27,7 @@
|
|||
namespace TriScreenDrawerModes
|
||||
{
|
||||
template<typename SamplerT, typename FilterModeT>
|
||||
FORCEINLINE unsigned int VECTORCALL Sample32_SSE2(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
||||
FORCEINLINE unsigned int VECTORCALL Sample32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, uint32_t oneU, uint32_t oneV, uint32_t color, const uint32_t *translation)
|
||||
{
|
||||
uint32_t texel;
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded || SamplerT::Mode == (int)Samplers::Stencil || SamplerT::Mode == (int)Samplers::Fill || SamplerT::Mode == (int)Samplers::Fuzz)
|
||||
|
@ -107,7 +107,7 @@ namespace TriScreenDrawerModes
|
|||
}
|
||||
|
||||
template<typename SamplerT>
|
||||
FORCEINLINE unsigned int VECTORCALL SampleShade32_SSE2(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int &fuzzpos)
|
||||
FORCEINLINE unsigned int VECTORCALL SampleShade32(int32_t u, int32_t v, const uint32_t *texPixels, int texWidth, int texHeight, int &fuzzpos)
|
||||
{
|
||||
if (SamplerT::Mode == (int)Samplers::Shaded)
|
||||
{
|
||||
|
@ -143,7 +143,7 @@ namespace TriScreenDrawerModes
|
|||
}
|
||||
|
||||
template<typename ShadeModeT>
|
||||
FORCEINLINE __m128i VECTORCALL Shade32_SSE2(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light)
|
||||
FORCEINLINE __m128i VECTORCALL Shade32(__m128i fgcolor, __m128i mlight, unsigned int ifgcolor0, unsigned int ifgcolor1, int desaturate, __m128i inv_desaturate, __m128i shade_fade, __m128i shade_light)
|
||||
{
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Simple)
|
||||
{
|
||||
|
@ -172,7 +172,7 @@ namespace TriScreenDrawerModes
|
|||
}
|
||||
|
||||
template<typename BlendT>
|
||||
FORCEINLINE __m128i VECTORCALL Blend32_SSE2(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, unsigned int ifgshade0, unsigned int ifgshade1, uint32_t srcalpha, uint32_t destalpha)
|
||||
FORCEINLINE __m128i VECTORCALL Blend32(__m128i fgcolor, __m128i bgcolor, unsigned int ifgcolor0, unsigned int ifgcolor1, unsigned int ifgshade0, unsigned int ifgshade1, uint32_t srcalpha, uint32_t destalpha)
|
||||
{
|
||||
if (BlendT::Mode == (int)BlendModes::Opaque)
|
||||
{
|
||||
|
@ -275,7 +275,7 @@ namespace TriScreenDrawerModes
|
|||
}
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class TriScreenDrawer32_SSE2
|
||||
class TriScreenDrawer32
|
||||
{
|
||||
public:
|
||||
static void Execute(int x, int y, uint32_t mask0, uint32_t mask1, const TriDrawTriangleArgs *args)
|
||||
|
@ -430,13 +430,13 @@ private:
|
|||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
ifgcolor[0] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
ifgcolor[1] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
|
@ -460,8 +460,8 @@ private:
|
|||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32_SSE2<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32_SSE2<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)(dest + ix * 2), outcolor);
|
||||
|
@ -517,13 +517,13 @@ private:
|
|||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
ifgcolor[0] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
ifgcolor[1] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
|
@ -547,8 +547,8 @@ private:
|
|||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32_SSE2<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32_SSE2<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)desttmp, outcolor);
|
||||
|
@ -606,13 +606,13 @@ private:
|
|||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
ifgcolor[0] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
ifgcolor[1] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
posV += stepV;
|
||||
|
||||
|
@ -636,8 +636,8 @@ private:
|
|||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32_SSE2<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32_SSE2<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)desttmp, outcolor);
|
||||
|
@ -658,7 +658,7 @@ private:
|
|||
};
|
||||
|
||||
template<typename BlendT, typename SamplerT>
|
||||
class RectScreenDrawer32_SSE2
|
||||
class RectScreenDrawer32
|
||||
{
|
||||
public:
|
||||
static void Execute(const void *destOrg, int destWidth, int destHeight, int destPitch, const RectDrawArgs *args, WorkerThreadData *thread)
|
||||
|
@ -780,18 +780,18 @@ private:
|
|||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
ifgcolor[0] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
|
||||
ifgcolor[1] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[1] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[1] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
posU += stepU;
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32_SSE2<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32_SSE2<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
_mm_storel_epi64((__m128i*)dest, outcolor);
|
||||
|
@ -809,16 +809,16 @@ private:
|
|||
|
||||
// Sample fgcolor
|
||||
unsigned int ifgcolor[2], ifgshade[2];
|
||||
ifgcolor[0] = Sample32_SSE2<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32_SSE2<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[0] = Sample32<SamplerT, FilterModeT>(posU, posV, texPixels, texWidth, texHeight, oneU, oneV, color, translation);
|
||||
ifgshade[0] = SampleShade32<SamplerT>(posU, posV, texPixels, texWidth, texHeight, fuzzpos);
|
||||
ifgcolor[1] = 0;
|
||||
ifgshade[1] = 0;
|
||||
posU += stepU;
|
||||
|
||||
// Shade and blend
|
||||
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
|
||||
fgcolor = Shade32_SSE2<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32_SSE2<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
fgcolor = Shade32<ShadeModeT>(fgcolor, mlight, ifgcolor[0], ifgcolor[1], desaturate, inv_desaturate, shade_fade_lit, shade_light);
|
||||
__m128i outcolor = Blend32<BlendT>(fgcolor, bgcolor, ifgcolor[0], ifgcolor[1], ifgshade[0], ifgshade[1], srcalpha, destalpha);
|
||||
|
||||
// Store result
|
||||
*dest = _mm_cvtsi128_si32(outcolor);
|
||||
|
|
|
@ -152,8 +152,14 @@ ShadedTriVertex PolyTriangleDrawer::shade_vertex(const TriMatrix &objectToClip,
|
|||
return sv;
|
||||
}
|
||||
|
||||
void PolyTriangleDrawer::clip_to_viewport(TriVertex *clippedvert, int numclipvert)
|
||||
void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
// Cull, clip and generate additional vertices as needed
|
||||
TriVertex clippedvert[max_additional_vertices];
|
||||
int numclipvert = clipedge(vert, clippedvert);
|
||||
|
||||
#ifdef NO_SSE
|
||||
// Map to 2D viewport:
|
||||
for (int j = 0; j < numclipvert; j++)
|
||||
{
|
||||
auto &v = clippedvert[j];
|
||||
|
@ -168,11 +174,8 @@ void PolyTriangleDrawer::clip_to_viewport(TriVertex *clippedvert, int numclipver
|
|||
v.x = viewport_x + viewport_width * (1.0f + v.x) * 0.5f;
|
||||
v.y = viewport_y + viewport_height * (1.0f - v.y) * 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef NO_SSE
|
||||
void PolyTriangleDrawer::clip_to_viewport_sse2(TriVertex *clippedvert, int numclipvert)
|
||||
{
|
||||
#else
|
||||
// Map to 2D viewport:
|
||||
__m128 mviewport_x = _mm_set1_ps((float)viewport_x);
|
||||
__m128 mviewport_y = _mm_set1_ps((float)viewport_y);
|
||||
__m128 mviewport_halfwidth = _mm_set1_ps(viewport_width * 0.5f);
|
||||
|
@ -203,21 +206,8 @@ void PolyTriangleDrawer::clip_to_viewport_sse2(TriVertex *clippedvert, int numcl
|
|||
_mm_storeu_ps(&clippedvert[j + 2].x, vz);
|
||||
_mm_storeu_ps(&clippedvert[j + 3].x, vw);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
// Cull, clip and generate additional vertices as needed
|
||||
TriVertex clippedvert[max_additional_vertices];
|
||||
int numclipvert = CPU.bSSE2 ? clipedge_sse2(vert, clippedvert) : clipedge(vert, clippedvert);
|
||||
|
||||
// Map to 2D viewport:
|
||||
if (CPU.bSSE2)
|
||||
clip_to_viewport_sse2(clippedvert, numclipvert);
|
||||
else
|
||||
clip_to_viewport(clippedvert, numclipvert);
|
||||
|
||||
// Keep varyings in -128 to 128 range if possible
|
||||
if (numclipvert > 0)
|
||||
{
|
||||
|
@ -266,6 +256,7 @@ int PolyTriangleDrawer::clipedge(const ShadedTriVertex *verts, TriVertex *clippe
|
|||
|
||||
// halfspace clip distances
|
||||
static const int numclipdistances = 7;
|
||||
#ifdef NO_SSE
|
||||
float clipdistance[numclipdistances * 3];
|
||||
bool needsclipping = false;
|
||||
float *clipd = clipdistance;
|
||||
|
@ -292,6 +283,43 @@ int PolyTriangleDrawer::clipedge(const ShadedTriVertex *verts, TriVertex *clippe
|
|||
}
|
||||
return 3;
|
||||
}
|
||||
#else
|
||||
__m128 mx = _mm_loadu_ps(&verts[0].x);
|
||||
__m128 my = _mm_loadu_ps(&verts[1].x);
|
||||
__m128 mz = _mm_loadu_ps(&verts[2].x);
|
||||
__m128 mw = _mm_setzero_ps();
|
||||
_MM_TRANSPOSE4_PS(mx, my, mz, mw);
|
||||
__m128 clipd0 = _mm_add_ps(mx, mw);
|
||||
__m128 clipd1 = _mm_sub_ps(mw, mx);
|
||||
__m128 clipd2 = _mm_add_ps(my, mw);
|
||||
__m128 clipd3 = _mm_sub_ps(mw, my);
|
||||
__m128 clipd4 = _mm_add_ps(mz, mw);
|
||||
__m128 clipd5 = _mm_sub_ps(mw, mz);
|
||||
__m128 clipd6 = _mm_setr_ps(verts[0].clipDistance0, verts[1].clipDistance0, verts[2].clipDistance0, 0.0f);
|
||||
__m128 mneedsclipping = _mm_cmplt_ps(clipd0, _mm_setzero_ps());
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd1, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd2, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd3, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd4, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd5, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd6, _mm_setzero_ps()));
|
||||
if (_mm_movemask_ps(mneedsclipping) == 0)
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
memcpy(clippedvert + i, verts + i, sizeof(TriVertex));
|
||||
}
|
||||
return 3;
|
||||
}
|
||||
float clipdistance[numclipdistances * 4];
|
||||
_mm_storeu_ps(clipdistance, clipd0);
|
||||
_mm_storeu_ps(clipdistance + 4, clipd1);
|
||||
_mm_storeu_ps(clipdistance + 8, clipd2);
|
||||
_mm_storeu_ps(clipdistance + 12, clipd3);
|
||||
_mm_storeu_ps(clipdistance + 16, clipd4);
|
||||
_mm_storeu_ps(clipdistance + 20, clipd5);
|
||||
_mm_storeu_ps(clipdistance + 24, clipd6);
|
||||
#endif
|
||||
|
||||
// use barycentric weights while clipping vertices
|
||||
float weights[max_additional_vertices * 3 * 2];
|
||||
|
@ -314,6 +342,7 @@ int PolyTriangleDrawer::clipedge(const ShadedTriVertex *verts, TriVertex *clippe
|
|||
for (int i = 0; i < inputverts; i++)
|
||||
{
|
||||
int j = (i + 1) % inputverts;
|
||||
#ifdef NO_SSE
|
||||
float clipdistance1 =
|
||||
clipdistance[0 * numclipdistances + p] * input[i * 3 + 0] +
|
||||
clipdistance[1 * numclipdistances + p] * input[i * 3 + 1] +
|
||||
|
@ -323,6 +352,17 @@ int PolyTriangleDrawer::clipedge(const ShadedTriVertex *verts, TriVertex *clippe
|
|||
clipdistance[0 * numclipdistances + p] * input[j * 3 + 0] +
|
||||
clipdistance[1 * numclipdistances + p] * input[j * 3 + 1] +
|
||||
clipdistance[2 * numclipdistances + p] * input[j * 3 + 2];
|
||||
#else
|
||||
float clipdistance1 =
|
||||
clipdistance[0 + p * 4] * input[i * 3 + 0] +
|
||||
clipdistance[1 + p * 4] * input[i * 3 + 1] +
|
||||
clipdistance[2 + p * 4] * input[i * 3 + 2];
|
||||
|
||||
float clipdistance2 =
|
||||
clipdistance[0 + p * 4] * input[j * 3 + 0] +
|
||||
clipdistance[1 + p * 4] * input[j * 3 + 1] +
|
||||
clipdistance[2 + p * 4] * input[j * 3 + 2];
|
||||
#endif
|
||||
|
||||
// Clip halfspace
|
||||
if ((clipdistance1 >= 0.0f || clipdistance2 >= 0.0f) && outputverts + 1 < max_additional_vertices)
|
||||
|
@ -369,129 +409,6 @@ int PolyTriangleDrawer::clipedge(const ShadedTriVertex *verts, TriVertex *clippe
|
|||
return inputverts;
|
||||
}
|
||||
|
||||
#ifndef NO_SSE
|
||||
int PolyTriangleDrawer::clipedge_sse2(const ShadedTriVertex *verts, TriVertex *clippedvert)
|
||||
{
|
||||
// Clip and cull so that the following is true for all vertices:
|
||||
// -v.w <= v.x <= v.w
|
||||
// -v.w <= v.y <= v.w
|
||||
// -v.w <= v.z <= v.w
|
||||
|
||||
// halfspace clip distances
|
||||
static const int numclipdistances = 7;
|
||||
__m128 mx = _mm_loadu_ps(&verts[0].x);
|
||||
__m128 my = _mm_loadu_ps(&verts[1].x);
|
||||
__m128 mz = _mm_loadu_ps(&verts[2].x);
|
||||
__m128 mw = _mm_setzero_ps();
|
||||
_MM_TRANSPOSE4_PS(mx, my, mz, mw);
|
||||
__m128 clipd0 = _mm_add_ps(mx, mw);
|
||||
__m128 clipd1 = _mm_sub_ps(mw, mx);
|
||||
__m128 clipd2 = _mm_add_ps(my, mw);
|
||||
__m128 clipd3 = _mm_sub_ps(mw, my);
|
||||
__m128 clipd4 = _mm_add_ps(mz, mw);
|
||||
__m128 clipd5 = _mm_sub_ps(mw, mz);
|
||||
__m128 clipd6 = _mm_setr_ps(verts[0].clipDistance0, verts[1].clipDistance0, verts[2].clipDistance0, 0.0f);
|
||||
__m128 mneedsclipping = _mm_cmplt_ps(clipd0, _mm_setzero_ps());
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd1, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd2, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd3, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd4, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd5, _mm_setzero_ps()));
|
||||
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd6, _mm_setzero_ps()));
|
||||
if (_mm_movemask_ps(mneedsclipping) == 0)
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
memcpy(clippedvert + i, verts + i, sizeof(TriVertex));
|
||||
}
|
||||
return 3;
|
||||
}
|
||||
float clipdistance[numclipdistances * 4];
|
||||
_mm_storeu_ps(clipdistance, clipd0);
|
||||
_mm_storeu_ps(clipdistance + 4, clipd1);
|
||||
_mm_storeu_ps(clipdistance + 8, clipd2);
|
||||
_mm_storeu_ps(clipdistance + 12, clipd3);
|
||||
_mm_storeu_ps(clipdistance + 16, clipd4);
|
||||
_mm_storeu_ps(clipdistance + 20, clipd5);
|
||||
_mm_storeu_ps(clipdistance + 24, clipd6);
|
||||
|
||||
// use barycentric weights while clipping vertices
|
||||
float weights[max_additional_vertices * 3 * 2];
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
weights[i * 3 + 0] = 0.0f;
|
||||
weights[i * 3 + 1] = 0.0f;
|
||||
weights[i * 3 + 2] = 0.0f;
|
||||
weights[i * 3 + i] = 1.0f;
|
||||
}
|
||||
|
||||
// Clip against each halfspace
|
||||
float *input = weights;
|
||||
float *output = weights + max_additional_vertices * 3;
|
||||
int inputverts = 3;
|
||||
for (int p = 0; p < numclipdistances; p++)
|
||||
{
|
||||
// Clip each edge
|
||||
int outputverts = 0;
|
||||
for (int i = 0; i < inputverts; i++)
|
||||
{
|
||||
int j = (i + 1) % inputverts;
|
||||
float clipdistance1 =
|
||||
clipdistance[0 + p * 4] * input[i * 3 + 0] +
|
||||
clipdistance[1 + p * 4] * input[i * 3 + 1] +
|
||||
clipdistance[2 + p * 4] * input[i * 3 + 2];
|
||||
|
||||
float clipdistance2 =
|
||||
clipdistance[0 + p * 4] * input[j * 3 + 0] +
|
||||
clipdistance[1 + p * 4] * input[j * 3 + 1] +
|
||||
clipdistance[2 + p * 4] * input[j * 3 + 2];
|
||||
|
||||
// Clip halfspace
|
||||
if ((clipdistance1 >= 0.0f || clipdistance2 >= 0.0f) && outputverts + 1 < max_additional_vertices)
|
||||
{
|
||||
float t1 = (clipdistance1 < 0.0f) ? MAX(-clipdistance1 / (clipdistance2 - clipdistance1), 0.0f) : 0.0f;
|
||||
float t2 = (clipdistance2 < 0.0f) ? MIN(1.0f + clipdistance2 / (clipdistance1 - clipdistance2), 1.0f) : 1.0f;
|
||||
|
||||
// add t1 vertex
|
||||
for (int k = 0; k < 3; k++)
|
||||
output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t1) + input[j * 3 + k] * t1;
|
||||
outputverts++;
|
||||
|
||||
if (t2 != 1.0f && t2 > t1)
|
||||
{
|
||||
// add t2 vertex
|
||||
for (int k = 0; k < 3; k++)
|
||||
output[outputverts * 3 + k] = input[i * 3 + k] * (1.0f - t2) + input[j * 3 + k] * t2;
|
||||
outputverts++;
|
||||
}
|
||||
}
|
||||
}
|
||||
std::swap(input, output);
|
||||
inputverts = outputverts;
|
||||
if (inputverts == 0)
|
||||
break;
|
||||
}
|
||||
|
||||
// Convert barycentric weights to actual vertices
|
||||
for (int i = 0; i < inputverts; i++)
|
||||
{
|
||||
auto &v = clippedvert[i];
|
||||
memset(&v, 0, sizeof(TriVertex));
|
||||
for (int w = 0; w < 3; w++)
|
||||
{
|
||||
float weight = input[i * 3 + w];
|
||||
v.x += verts[w].x * weight;
|
||||
v.y += verts[w].y * weight;
|
||||
v.z += verts[w].z * weight;
|
||||
v.w += verts[w].w * weight;
|
||||
v.u += verts[w].u * weight;
|
||||
v.v += verts[w].v * weight;
|
||||
}
|
||||
}
|
||||
return inputverts;
|
||||
}
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, bool mirror)
|
||||
|
|
|
@ -47,12 +47,8 @@ private:
|
|||
static ShadedTriVertex shade_vertex(const TriMatrix &objectToClip, const float *clipPlane, const TriVertex &v);
|
||||
static void draw_arrays(const PolyDrawArgs &args, WorkerThreadData *thread);
|
||||
static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread);
|
||||
static void clip_to_viewport(TriVertex *clippedvert, int numclipvert);
|
||||
|
||||
static int clipedge(const ShadedTriVertex *verts, TriVertex *clippedvert);
|
||||
#ifndef NO_SSE
|
||||
static void clip_to_viewport_sse2(TriVertex *clippedvert, int numclipvert);
|
||||
static int clipedge_sse2(const ShadedTriVertex *verts, TriVertex *clippedvert);
|
||||
#endif
|
||||
|
||||
static int viewport_x, viewport_y, viewport_width, viewport_height, dest_pitch, dest_width, dest_height;
|
||||
static bool dest_bgra;
|
||||
|
|
|
@ -36,20 +36,12 @@
|
|||
#include "poly_triangle.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "screen_triangle.h"
|
||||
#include "poly_drawer32.h"
|
||||
#include "poly_drawer8.h"
|
||||
#ifndef NO_SSE
|
||||
#include "poly_drawer32_sse2.h"
|
||||
#endif
|
||||
#include "poly_drawer8.h"
|
||||
#include "x86.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
class SSE2CPU { public: static const int HasSSE2 = 1; };
|
||||
class GenericCPU { public: static const int HasSSE2 = 0; };
|
||||
}
|
||||
|
||||
template<typename CPUType>
|
||||
class TriangleBlock
|
||||
{
|
||||
public:
|
||||
|
@ -123,17 +115,9 @@ private:
|
|||
void ClipTest();
|
||||
void StencilWrite();
|
||||
void SubsectorWrite();
|
||||
|
||||
#ifndef NO_SSE
|
||||
void CoverageTestSSE2();
|
||||
void StencilEqualTestSSE2();
|
||||
void SubsectorTestSSE2();
|
||||
void SubsectorWriteSSE2();
|
||||
#endif
|
||||
};
|
||||
|
||||
template<typename CPUType>
|
||||
TriangleBlock<CPUType>::TriangleBlock(const TriDrawTriangleArgs *args)
|
||||
TriangleBlock::TriangleBlock(const TriDrawTriangleArgs *args)
|
||||
{
|
||||
const TriVertex &v1 = *args->v1;
|
||||
const TriVertex &v2 = *args->v2;
|
||||
|
@ -162,32 +146,19 @@ TriangleBlock<CPUType>::TriangleBlock(const TriDrawTriangleArgs *args)
|
|||
const int X2 = (int)round(16.0f * v2.x);
|
||||
const int X3 = (int)round(16.0f * v3.x);
|
||||
#else
|
||||
int Y1, Y2, Y3, X1, X2, X3;
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
{
|
||||
int tempround[4 * 3];
|
||||
__m128 m16 = _mm_set1_ps(16.0f);
|
||||
__m128 mhalf = _mm_set1_ps(65536.5f);
|
||||
__m128i m65536 = _mm_set1_epi32(65536);
|
||||
_mm_storeu_si128((__m128i*)tempround, _mm_sub_epi32(_mm_cvtps_epi32(_mm_add_ps(_mm_mul_ps(_mm_loadu_ps((const float*)&v1), m16), mhalf)), m65536));
|
||||
_mm_storeu_si128((__m128i*)(tempround + 4), _mm_sub_epi32(_mm_cvtps_epi32(_mm_add_ps(_mm_mul_ps(_mm_loadu_ps((const float*)&v2), m16), mhalf)), m65536));
|
||||
_mm_storeu_si128((__m128i*)(tempround + 8), _mm_sub_epi32(_mm_cvtps_epi32(_mm_add_ps(_mm_mul_ps(_mm_loadu_ps((const float*)&v3), m16), mhalf)), m65536));
|
||||
X1 = tempround[0];
|
||||
X2 = tempround[4];
|
||||
X3 = tempround[8];
|
||||
Y1 = tempround[1];
|
||||
Y2 = tempround[5];
|
||||
Y3 = tempround[9];
|
||||
}
|
||||
else
|
||||
{
|
||||
Y1 = (int)round(16.0f * v1.y);
|
||||
Y2 = (int)round(16.0f * v2.y);
|
||||
Y3 = (int)round(16.0f * v3.y);
|
||||
X1 = (int)round(16.0f * v1.x);
|
||||
X2 = (int)round(16.0f * v2.x);
|
||||
X3 = (int)round(16.0f * v3.x);
|
||||
}
|
||||
int tempround[4 * 3];
|
||||
__m128 m16 = _mm_set1_ps(16.0f);
|
||||
__m128 mhalf = _mm_set1_ps(65536.5f);
|
||||
__m128i m65536 = _mm_set1_epi32(65536);
|
||||
_mm_storeu_si128((__m128i*)tempround, _mm_sub_epi32(_mm_cvtps_epi32(_mm_add_ps(_mm_mul_ps(_mm_loadu_ps((const float*)&v1), m16), mhalf)), m65536));
|
||||
_mm_storeu_si128((__m128i*)(tempround + 4), _mm_sub_epi32(_mm_cvtps_epi32(_mm_add_ps(_mm_mul_ps(_mm_loadu_ps((const float*)&v2), m16), mhalf)), m65536));
|
||||
_mm_storeu_si128((__m128i*)(tempround + 8), _mm_sub_epi32(_mm_cvtps_epi32(_mm_add_ps(_mm_mul_ps(_mm_loadu_ps((const float*)&v3), m16), mhalf)), m65536));
|
||||
const int X1 = tempround[0];
|
||||
const int X2 = tempround[4];
|
||||
const int X3 = tempround[8];
|
||||
const int Y1 = tempround[1];
|
||||
const int Y2 = tempround[5];
|
||||
const int Y3 = tempround[9];
|
||||
#endif
|
||||
|
||||
// Deltas
|
||||
|
@ -233,32 +204,28 @@ TriangleBlock<CPUType>::TriangleBlock(const TriDrawTriangleArgs *args)
|
|||
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
|
||||
|
||||
#ifndef NO_SSE
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
{
|
||||
mFDY12Offset = _mm_setr_epi32(0, FDY12, FDY12 * 2, FDY12 * 3);
|
||||
mFDY23Offset = _mm_setr_epi32(0, FDY23, FDY23 * 2, FDY23 * 3);
|
||||
mFDY31Offset = _mm_setr_epi32(0, FDY31, FDY31 * 2, FDY31 * 3);
|
||||
mFDY12x4 = _mm_set1_epi32(FDY12 * 4);
|
||||
mFDY23x4 = _mm_set1_epi32(FDY23 * 4);
|
||||
mFDY31x4 = _mm_set1_epi32(FDY31 * 4);
|
||||
mFDX12 = _mm_set1_epi32(FDX12);
|
||||
mFDX23 = _mm_set1_epi32(FDX23);
|
||||
mFDX31 = _mm_set1_epi32(FDX31);
|
||||
mC1 = _mm_set1_epi32(C1);
|
||||
mC2 = _mm_set1_epi32(C2);
|
||||
mC3 = _mm_set1_epi32(C3);
|
||||
mDX12 = _mm_set1_epi32(DX12);
|
||||
mDY12 = _mm_set1_epi32(DY12);
|
||||
mDX23 = _mm_set1_epi32(DX23);
|
||||
mDY23 = _mm_set1_epi32(DY23);
|
||||
mDX31 = _mm_set1_epi32(DX31);
|
||||
mDY31 = _mm_set1_epi32(DY31);
|
||||
}
|
||||
mFDY12Offset = _mm_setr_epi32(0, FDY12, FDY12 * 2, FDY12 * 3);
|
||||
mFDY23Offset = _mm_setr_epi32(0, FDY23, FDY23 * 2, FDY23 * 3);
|
||||
mFDY31Offset = _mm_setr_epi32(0, FDY31, FDY31 * 2, FDY31 * 3);
|
||||
mFDY12x4 = _mm_set1_epi32(FDY12 * 4);
|
||||
mFDY23x4 = _mm_set1_epi32(FDY23 * 4);
|
||||
mFDY31x4 = _mm_set1_epi32(FDY31 * 4);
|
||||
mFDX12 = _mm_set1_epi32(FDX12);
|
||||
mFDX23 = _mm_set1_epi32(FDX23);
|
||||
mFDX31 = _mm_set1_epi32(FDX31);
|
||||
mC1 = _mm_set1_epi32(C1);
|
||||
mC2 = _mm_set1_epi32(C2);
|
||||
mC3 = _mm_set1_epi32(C3);
|
||||
mDX12 = _mm_set1_epi32(DX12);
|
||||
mDY12 = _mm_set1_epi32(DY12);
|
||||
mDX23 = _mm_set1_epi32(DX23);
|
||||
mDY23 = _mm_set1_epi32(DY23);
|
||||
mDX31 = _mm_set1_epi32(DX31);
|
||||
mDY31 = _mm_set1_epi32(DY31);
|
||||
#endif
|
||||
}
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::Loop(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
void TriangleBlock::Loop(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
// First block line for this thread
|
||||
int core = thread->core;
|
||||
|
@ -270,18 +237,9 @@ void TriangleBlock<CPUType>::Loop(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
bool writeColor = args->uniforms->WriteColor();
|
||||
bool writeStencil = args->uniforms->WriteStencil();
|
||||
bool writeSubsector = args->uniforms->WriteSubsector();
|
||||
int bmode = (int)args->uniforms->BlendMode();
|
||||
|
||||
// Find the drawer function for the given blend mode
|
||||
#ifndef NO_SSE
|
||||
void(*drawFunc)(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *);
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32_SSE2[bmode] : ScreenTriangle::TriDrawers8[bmode];
|
||||
else
|
||||
drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32[bmode] : ScreenTriangle::TriDrawers8[bmode];
|
||||
#else
|
||||
int bmode = (int)args->uniforms->BlendMode();
|
||||
auto drawFunc = args->destBgra ? ScreenTriangle::TriDrawers32[bmode] : ScreenTriangle::TriDrawers8[bmode];
|
||||
#endif
|
||||
|
||||
// Loop through blocks
|
||||
for (int y = start_miny; y < maxy; y += q * num_cores)
|
||||
|
@ -291,11 +249,7 @@ void TriangleBlock<CPUType>::Loop(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
X = x;
|
||||
Y = y;
|
||||
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
CoverageTestSSE2();
|
||||
else
|
||||
CoverageTest();
|
||||
|
||||
CoverageTest();
|
||||
if (Mask0 == 0 && Mask1 == 0)
|
||||
continue;
|
||||
|
||||
|
@ -306,11 +260,7 @@ void TriangleBlock<CPUType>::Loop(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
// To do: make the stencil test use its own flag for comparison mode instead of abusing the subsector test..
|
||||
if (!subsectorTest)
|
||||
{
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
StencilEqualTestSSE2();
|
||||
else
|
||||
StencilEqualTest();
|
||||
|
||||
StencilEqualTest();
|
||||
if (Mask0 == 0 && Mask1 == 0)
|
||||
continue;
|
||||
}
|
||||
|
@ -320,11 +270,7 @@ void TriangleBlock<CPUType>::Loop(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
if (Mask0 == 0 && Mask1 == 0)
|
||||
continue;
|
||||
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
SubsectorTestSSE2();
|
||||
else
|
||||
SubsectorTest();
|
||||
|
||||
SubsectorTest();
|
||||
if (Mask0 == 0 && Mask1 == 0)
|
||||
continue;
|
||||
}
|
||||
|
@ -334,18 +280,14 @@ void TriangleBlock<CPUType>::Loop(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
if (writeStencil)
|
||||
StencilWrite();
|
||||
if (writeSubsector)
|
||||
{
|
||||
if (CPUType::HasSSE2 == 1)
|
||||
SubsectorWriteSSE2();
|
||||
else
|
||||
SubsectorWrite();
|
||||
}
|
||||
SubsectorWrite();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::SubsectorTest()
|
||||
#ifdef NO_SSE
|
||||
|
||||
void TriangleBlock::SubsectorTest()
|
||||
{
|
||||
int block = (X >> 3) + (Y >> 3) * subsectorPitch;
|
||||
uint32_t *subsector = subsectorGBuffer + block * 64;
|
||||
|
@ -371,10 +313,9 @@ void TriangleBlock<CPUType>::SubsectorTest()
|
|||
Mask1 = Mask1 & mask1;
|
||||
}
|
||||
|
||||
#ifndef NO_SSE
|
||||
#else
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::SubsectorTestSSE2()
|
||||
void TriangleBlock::SubsectorTest()
|
||||
{
|
||||
int block = (X >> 3) + (Y >> 3) * subsectorPitch;
|
||||
uint32_t *subsector = subsectorGBuffer + block * 64;
|
||||
|
@ -402,8 +343,7 @@ void TriangleBlock<CPUType>::SubsectorTestSSE2()
|
|||
|
||||
#endif
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::ClipTest()
|
||||
void TriangleBlock::ClipTest()
|
||||
{
|
||||
static const uint32_t clipxmask[8] =
|
||||
{
|
||||
|
@ -437,8 +377,9 @@ void TriangleBlock<CPUType>::ClipTest()
|
|||
Mask1 = Mask1 & xmask & ymask1;
|
||||
}
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::StencilEqualTest()
|
||||
#ifdef NO_SSE
|
||||
|
||||
void TriangleBlock::StencilEqualTest()
|
||||
{
|
||||
// Stencil test the whole block, if possible
|
||||
int block = (X >> 3) + (Y >> 3) * stencilPitch;
|
||||
|
@ -481,10 +422,9 @@ void TriangleBlock<CPUType>::StencilEqualTest()
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef NO_SSE
|
||||
#else
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::StencilEqualTestSSE2()
|
||||
void TriangleBlock::StencilEqualTest()
|
||||
{
|
||||
// Stencil test the whole block, if possible
|
||||
int block = (X >> 3) + (Y >> 3) * stencilPitch;
|
||||
|
@ -550,8 +490,7 @@ void TriangleBlock<CPUType>::StencilEqualTestSSE2()
|
|||
|
||||
#endif
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::StencilGreaterEqualTest()
|
||||
void TriangleBlock::StencilGreaterEqualTest()
|
||||
{
|
||||
// Stencil test the whole block, if possible
|
||||
int block = (X >> 3) + (Y >> 3) * stencilPitch;
|
||||
|
@ -594,8 +533,9 @@ void TriangleBlock<CPUType>::StencilGreaterEqualTest()
|
|||
}
|
||||
}
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::CoverageTest()
|
||||
#ifdef NO_SSE
|
||||
|
||||
void TriangleBlock::CoverageTest()
|
||||
{
|
||||
// Corners of block
|
||||
int x0 = X << 4;
|
||||
|
@ -692,10 +632,9 @@ void TriangleBlock<CPUType>::CoverageTest()
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef NO_SSE
|
||||
#else
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::CoverageTestSSE2()
|
||||
void TriangleBlock::CoverageTest()
|
||||
{
|
||||
// Corners of block
|
||||
int x0 = X << 4;
|
||||
|
@ -805,8 +744,7 @@ void TriangleBlock<CPUType>::CoverageTestSSE2()
|
|||
|
||||
#endif
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::StencilWrite()
|
||||
void TriangleBlock::StencilWrite()
|
||||
{
|
||||
int block = (X >> 3) + (Y >> 3) * stencilPitch;
|
||||
uint8_t *stencilBlock = &stencilValues[block * 64];
|
||||
|
@ -856,8 +794,9 @@ void TriangleBlock<CPUType>::StencilWrite()
|
|||
}
|
||||
}
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::SubsectorWrite()
|
||||
#ifdef NO_SSE
|
||||
|
||||
void TriangleBlock::SubsectorWrite()
|
||||
{
|
||||
int block = (X >> 3) + (Y >> 3) * subsectorPitch;
|
||||
uint32_t *subsector = subsectorGBuffer + block * 64;
|
||||
|
@ -890,10 +829,9 @@ void TriangleBlock<CPUType>::SubsectorWrite()
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef NO_SSE
|
||||
#else
|
||||
|
||||
template<typename CPUType>
|
||||
void TriangleBlock<CPUType>::SubsectorWriteSSE2()
|
||||
void TriangleBlock::SubsectorWrite()
|
||||
{
|
||||
int block = (X >> 3) + (Y >> 3) * subsectorPitch;
|
||||
uint32_t *subsector = subsectorGBuffer + block * 64;
|
||||
|
@ -950,21 +888,8 @@ void TriangleBlock<CPUType>::SubsectorWriteSSE2()
|
|||
|
||||
void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
#ifdef NO_SSE
|
||||
TriangleBlock<GenericCPU> block(args);
|
||||
TriangleBlock block(args);
|
||||
block.Loop(args, thread);
|
||||
#else
|
||||
if (CPU.bSSE2)
|
||||
{
|
||||
TriangleBlock<SSE2CPU> block(args);
|
||||
block.Loop(args, thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
TriangleBlock<GenericCPU> block(args);
|
||||
block.Loop(args, thread);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void(*ScreenTriangle::TriDrawers8[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *) =
|
||||
|
@ -994,6 +919,15 @@ void(*ScreenTriangle::TriDrawers8[])(int, int, uint32_t, uint32_t, const TriDraw
|
|||
&TriScreenDrawer8<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::FuzzSampler>::Execute // Fuzz
|
||||
};
|
||||
|
||||
#ifdef NO_SSE
|
||||
|
||||
void(*ScreenTriangle::TriDrawers32[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *) =
|
||||
{
|
||||
nullptr
|
||||
};
|
||||
|
||||
#else
|
||||
|
||||
void(*ScreenTriangle::TriDrawers32[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *) =
|
||||
{
|
||||
&TriScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureOpaque
|
||||
|
@ -1021,35 +955,6 @@ void(*ScreenTriangle::TriDrawers32[])(int, int, uint32_t, uint32_t, const TriDra
|
|||
&TriScreenDrawer32<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::FuzzSampler>::Execute // Fuzz
|
||||
};
|
||||
|
||||
#ifndef NO_SSE
|
||||
|
||||
void(*ScreenTriangle::TriDrawers32_SSE2[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *) =
|
||||
{
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureOpaque
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureMasked
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureAdd
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureSub
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureRevSub
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureAddSrcColor
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedOpaque
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedMasked
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedAdd
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedSub
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedRevSub
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedAddSrcColor
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // Shaded
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // AddShaded
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::StencilSampler>::Execute, // Stencil
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampShadedBlend, TriScreenDrawerModes::StencilSampler>::Execute, // AddStencil
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillOpaque
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillAdd
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillSub
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillRevSub
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillAddSrcColor
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute, // Skycap
|
||||
&TriScreenDrawer32_SSE2<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::FuzzSampler>::Execute // Fuzz
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
void(*ScreenTriangle::RectDrawers8[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *) =
|
||||
|
@ -1079,6 +984,15 @@ void(*ScreenTriangle::RectDrawers8[])(const void *, int, int, int, const RectDra
|
|||
&RectScreenDrawer8<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::FuzzSampler>::Execute // Fuzz
|
||||
};
|
||||
|
||||
#ifdef NO_SSE
|
||||
|
||||
void(*ScreenTriangle::RectDrawers32[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *) =
|
||||
{
|
||||
nullptr
|
||||
};
|
||||
|
||||
#else
|
||||
|
||||
void(*ScreenTriangle::RectDrawers32[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *) =
|
||||
{
|
||||
&RectScreenDrawer32<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureOpaque
|
||||
|
@ -1106,35 +1020,6 @@ void(*ScreenTriangle::RectDrawers32[])(const void *, int, int, int, const RectDr
|
|||
&RectScreenDrawer32<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::FuzzSampler>::Execute // Fuzz
|
||||
};
|
||||
|
||||
#ifndef NO_SSE
|
||||
|
||||
void(*ScreenTriangle::RectDrawers32_SSE2[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *) =
|
||||
{
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureOpaque
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureMasked
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureAdd
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureSub
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureRevSub
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TextureSampler>::Execute, // TextureAddSrcColor
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedOpaque
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::MaskedBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedMasked
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedAdd
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedSub
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedRevSub
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::TranslatedSampler>::Execute, // TranslatedAddSrcColor
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // Shaded
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampShadedBlend, TriScreenDrawerModes::ShadedSampler>::Execute, // AddShaded
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::StencilSampler>::Execute, // Stencil
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampShadedBlend, TriScreenDrawerModes::StencilSampler>::Execute, // AddStencil
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillOpaque
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillAdd
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::SubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillSub
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::RevSubClampBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillRevSub
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::AddSrcColorBlend, TriScreenDrawerModes::FillSampler>::Execute, // FillAddSrcColor
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::OpaqueBlend, TriScreenDrawerModes::SkycapSampler>::Execute, // Skycap
|
||||
&RectScreenDrawer32_SSE2<TriScreenDrawerModes::ShadedBlend, TriScreenDrawerModes::FuzzSampler>::Execute // Fuzz
|
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};
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||||
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#endif
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||||
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||||
int ScreenTriangle::FuzzStart = 0;
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||||
|
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|
@ -131,11 +131,6 @@ public:
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|||
static void(*RectDrawers8[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *);
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||||
static void(*RectDrawers32[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *);
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||||
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||||
#ifndef NO_SSE
|
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static void(*TriDrawers32_SSE2[])(int, int, uint32_t, uint32_t, const TriDrawTriangleArgs *);
|
||||
static void(*RectDrawers32_SSE2[])(const void *, int, int, int, const RectDrawArgs *, WorkerThreadData *);
|
||||
#endif
|
||||
|
||||
static int FuzzStart;
|
||||
};
|
||||
|
||||
|
|
|
@ -185,42 +185,21 @@ ShadedTriVertex TriMatrix::operator*(TriVertex v) const
|
|||
sv.y = vy;
|
||||
sv.z = vz;
|
||||
sv.w = vw;
|
||||
#else
|
||||
__m128 m0 = _mm_loadu_ps(matrix);
|
||||
__m128 m1 = _mm_loadu_ps(matrix + 4);
|
||||
__m128 m2 = _mm_loadu_ps(matrix + 8);
|
||||
__m128 m3 = _mm_loadu_ps(matrix + 12);
|
||||
__m128 mv = _mm_loadu_ps(&v.x);
|
||||
m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0)));
|
||||
m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1)));
|
||||
m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2)));
|
||||
m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3)));
|
||||
mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3);
|
||||
ShadedTriVertex sv;
|
||||
_mm_storeu_ps(&sv.x, mv);
|
||||
#endif
|
||||
sv.u = v.u;
|
||||
sv.v = v.v;
|
||||
return sv;
|
||||
#else
|
||||
if (CPU.bSSE2)
|
||||
{
|
||||
__m128 m0 = _mm_loadu_ps(matrix);
|
||||
__m128 m1 = _mm_loadu_ps(matrix + 4);
|
||||
__m128 m2 = _mm_loadu_ps(matrix + 8);
|
||||
__m128 m3 = _mm_loadu_ps(matrix + 12);
|
||||
__m128 mv = _mm_loadu_ps(&v.x);
|
||||
m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0)));
|
||||
m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1)));
|
||||
m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2)));
|
||||
m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3)));
|
||||
mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3);
|
||||
ShadedTriVertex sv;
|
||||
_mm_storeu_ps(&sv.x, mv);
|
||||
sv.u = v.u;
|
||||
sv.v = v.v;
|
||||
return sv;
|
||||
}
|
||||
else
|
||||
{
|
||||
float vx = matrix[0 * 4 + 0] * v.x + matrix[1 * 4 + 0] * v.y + matrix[2 * 4 + 0] * v.z + matrix[3 * 4 + 0] * v.w;
|
||||
float vy = matrix[0 * 4 + 1] * v.x + matrix[1 * 4 + 1] * v.y + matrix[2 * 4 + 1] * v.z + matrix[3 * 4 + 1] * v.w;
|
||||
float vz = matrix[0 * 4 + 2] * v.x + matrix[1 * 4 + 2] * v.y + matrix[2 * 4 + 2] * v.z + matrix[3 * 4 + 2] * v.w;
|
||||
float vw = matrix[0 * 4 + 3] * v.x + matrix[1 * 4 + 3] * v.y + matrix[2 * 4 + 3] * v.z + matrix[3 * 4 + 3] * v.w;
|
||||
ShadedTriVertex sv;
|
||||
sv.x = vx;
|
||||
sv.y = vy;
|
||||
sv.z = vz;
|
||||
sv.w = vw;
|
||||
sv.u = v.u;
|
||||
sv.v = v.v;
|
||||
return sv;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue