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Non-SSE version of the sky drawers
This commit is contained in:
parent
527a172fcd
commit
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3 changed files with 390 additions and 0 deletions
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@ -39,10 +39,17 @@
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#include "gl/data/gl_matrix.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#ifdef NO_SSE
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#include "r_draw_wall32.h"
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#include "r_draw_sprite32.h"
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#include "r_draw_span32.h"
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#include "r_draw_sky32.h"
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#else
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#include "r_draw_wall32_sse2.h"
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#include "r_draw_sprite32_sse2.h"
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#include "r_draw_span32_sse2.h"
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#include "r_draw_sky32_sse2.h"
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#endif
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#include "gi.h"
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#include "stats.h"
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@ -387,4 +387,68 @@ namespace swrenderer
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return alpha | (red << 16) | (green << 8) | blue;
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}
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};
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/////////////////////////////////////////////////////////////////////////////
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// Vector classes for non-SSE drawers that behave like their SSE counterparts
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namespace drawervectors
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{
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struct vec4ui
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{
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vec4ui() {}
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vec4ui(uint32_t v) : a(v), r(v), g(v), b(v) { }
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vec4ui(uint32_t a, uint32_t r, uint32_t g, uint32_t b) : a(a), r(r), g(g), b(b) { }
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uint32_t a, r, g, b;
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};
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struct vec8us
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{
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vec8us() {}
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vec8us(uint16_t v) : a0(v), r0(v), g0(v), b0(v) { }
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vec8us(uint16_t a0, uint16_t r0, uint16_t g0, uint16_t b0, uint16_t a1, uint16_t r1, uint16_t g1, uint16_t b1) : a0(a0), r0(r0), g0(g0), b0(b0), a1(a1), r1(r1), g1(g1), b1(b1) { }
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uint16_t a0, r0, g0, b0, a1, r1, g1, b1;
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};
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inline vec8us unpack(uint32_t lo, uint32_t hi) { return vec8us(APART(lo), RPART(lo), GPART(lo), BPART(lo), APART(hi), RPART(hi), GPART(hi), BPART(hi)); }
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inline vec4ui unpacklo(vec8us v) { return vec4ui(v.a0, v.r0, v.g0, v.b0); }
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inline vec4ui unpackhi(vec8us v) { return vec4ui(v.a1, v.r1, v.g1, v.b1); }
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inline vec8us pack(vec4ui lo, vec4ui hi)
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{
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return vec8us(lo.a, lo.r, lo.g, lo.b, hi.a, hi.r, hi.g, hi.b);
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}
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inline uint32_t packlo(vec8us v)
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{
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return MAKEARGB((uint32_t)clamp<int16_t>(v.a0, 0, 255), (uint32_t)clamp<int16_t>(v.r0, 0, 255), (uint32_t)clamp<int16_t>(v.g0, 0, 255), (uint32_t)clamp<int16_t>(v.b0, 0, 255));
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}
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inline uint32_t packhi(vec8us v)
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{
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return MAKEARGB((uint32_t)clamp<int16_t>(v.a1, 0, 255), (uint32_t)clamp<int16_t>(v.r1, 0, 255), (uint32_t)clamp<int16_t>(v.g1, 0, 255), (uint32_t)clamp<int16_t>(v.b1, 0, 255));
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}
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inline vec8us operator+(vec8us a, vec8us b)
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{
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return vec8us(a.a0 + b.a0, a.r0 + b.r0, a.g0 + b.g0, a.b0 + b.b0, a.a1 + b.a1, a.r1 + b.r1, a.g1 + b.g1, a.b1 + b.b1);
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}
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inline vec8us operator-(vec8us a, vec8us b)
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{
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return vec8us(a.a0 - b.a0, a.r0 - b.r0, a.g0 - b.g0, a.b0 - b.b0, a.a1 - b.a1, a.r1 - b.r1, a.g1 - b.g1, a.b1 - b.b1);
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}
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inline vec8us operator*(vec8us a, vec8us b)
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{
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return vec8us(a.a0 * b.a0, a.r0 * b.r0, a.g0 * b.g0, a.b0 * b.b0, a.a1 * b.a1, a.r1 * b.r1, a.g1 * b.g1, a.b1 * b.b1);
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}
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inline vec8us operator<<(vec8us a, int bits)
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{
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return vec8us(a.a0 << bits, a.r0 << bits, a.g0 << bits, a.b0 << bits, a.a1 << bits, a.r1 << bits, a.g1 << bits, a.b1 << bits);
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}
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inline vec8us operator>>(vec8us a, int bits)
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{
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return vec8us(a.a0 >> bits, a.r0 >> bits, a.g0 >> bits, a.b0 >> bits, a.a1 >> bits, a.r1 >> bits, a.g1 >> bits, a.b1 >> bits);
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}
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}
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}
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319
src/swrenderer/drawers/r_draw_sky32.h
Normal file
319
src/swrenderer/drawers/r_draw_sky32.h
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@ -0,0 +1,319 @@
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/*
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** Drawer commands for spans
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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 "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/viewport/r_skydrawer.h"
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namespace swrenderer
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{
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class DrawSkySingle32Command : public DrawerCommand
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{
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protected:
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SkyDrawerArgs args;
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public:
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DrawSkySingle32Command(const SkyDrawerArgs &args) : args(args) { }
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void Execute(DrawerThread *thread) override
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{
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using namespace drawervectors;
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uint32_t *dest = (uint32_t *)args.Dest();
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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const uint32_t *source0 = (const uint32_t *)args.FrontTexturePixels();
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int textureheight0 = args.FrontTextureHeight();
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int32_t frac = args.TextureVPos();
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int32_t fracstep = args.TextureVStep();
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uint32_t solid_top = args.SolidTopColor();
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uint32_t solid_bottom = args.SolidBottomColor();
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bool fadeSky = args.FadeSky();
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// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
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int start_fade = 2; // How fast it should fade out
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int fade_length = (1 << (24 - start_fade));
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int start_fadetop_y = (-frac) / fracstep;
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int end_fadetop_y = (fade_length - frac) / fracstep;
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int start_fadebottom_y = ((2 << 24) - fade_length - frac) / fracstep;
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int end_fadebottom_y = ((2 << 24) - frac) / fracstep;
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start_fadetop_y = clamp(start_fadetop_y, 0, count);
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end_fadetop_y = clamp(end_fadetop_y, 0, count);
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start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
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end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
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int num_cores = thread->num_cores;
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int skipped = thread->skipped_by_thread(args.DestY());
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dest = thread->dest_for_thread(args.DestY(), pitch, dest);
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frac += fracstep * skipped;
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fracstep *= num_cores;
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pitch *= num_cores;
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if (!fadeSky)
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{
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count = thread->count_for_thread(args.DestY(), count);
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for (int index = 0; index < count; index++)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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*dest = source0[sample_index];
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dest += pitch;
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frac += fracstep;
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}
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return;
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}
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vec8us solid_top_fill = unpack(solid_top, 0);
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vec8us solid_bottom_fill = unpack(solid_bottom, 0);
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int index = skipped;
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// Top solid color:
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while (index < start_fadetop_y)
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{
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*dest = solid_top;
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dest += pitch;
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frac += fracstep;
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index += num_cores;
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}
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// Top fade:
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while (index < end_fadetop_y)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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vec8us alpha = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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vec8us c = unpack(fg, 0);
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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frac += fracstep;
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dest += pitch;
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index += num_cores;
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}
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// Textured center:
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while (index < start_fadebottom_y)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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*dest = source0[sample_index];
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frac += fracstep;
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dest += pitch;
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index += num_cores;
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}
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// Fade bottom:
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while (index < end_fadebottom_y)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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vec8us alpha = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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vec8us c = unpack(fg, 0);
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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frac += fracstep;
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dest += pitch;
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index += num_cores;
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}
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// Bottom solid color:
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while (index < count)
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{
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*dest = solid_bottom;
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dest += pitch;
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index += num_cores;
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}
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}
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FString DebugInfo() override { return "DrawSkySingle32Command"; }
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};
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class DrawSkyDouble32Command : public DrawerCommand
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{
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protected:
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SkyDrawerArgs args;
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public:
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DrawSkyDouble32Command(const SkyDrawerArgs &args) : args(args) { }
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void Execute(DrawerThread *thread) override
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{
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using namespace drawervectors;
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uint32_t *dest = (uint32_t *)args.Dest();
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int count = args.Count();
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int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
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const uint32_t *source0 = (const uint32_t *)args.FrontTexturePixels();
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const uint32_t *source1 = (const uint32_t *)args.BackTexturePixels();
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int textureheight0 = args.FrontTextureHeight();
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uint32_t maxtextureheight1 = args.BackTextureHeight() - 1;
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int32_t frac = args.TextureVPos();
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int32_t fracstep = args.TextureVStep();
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uint32_t solid_top = args.SolidTopColor();
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uint32_t solid_bottom = args.SolidBottomColor();
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bool fadeSky = args.FadeSky();
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// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
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int start_fade = 2; // How fast it should fade out
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int fade_length = (1 << (24 - start_fade));
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int start_fadetop_y = (-frac) / fracstep;
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int end_fadetop_y = (fade_length - frac) / fracstep;
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int start_fadebottom_y = ((2 << 24) - fade_length - frac) / fracstep;
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int end_fadebottom_y = ((2 << 24) - frac) / fracstep;
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start_fadetop_y = clamp(start_fadetop_y, 0, count);
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end_fadetop_y = clamp(end_fadetop_y, 0, count);
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start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
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end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
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int num_cores = thread->num_cores;
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int skipped = thread->skipped_by_thread(args.DestY());
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dest = thread->dest_for_thread(args.DestY(), pitch, dest);
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frac += fracstep * skipped;
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fracstep *= num_cores;
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pitch *= num_cores;
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if (!fadeSky)
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{
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count = thread->count_for_thread(args.DestY(), count);
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for (int index = 0; index < count; index++)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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if (fg == 0)
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{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[sample_index2];
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}
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*dest = fg;
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dest += pitch;
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frac += fracstep;
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}
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return;
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}
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vec8us solid_top_fill = unpack(solid_top, 0);
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vec8us solid_bottom_fill = unpack(solid_bottom, 0);
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int index = skipped;
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// Top solid color:
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while (index < start_fadetop_y)
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{
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*dest = solid_top;
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dest += pitch;
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frac += fracstep;
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index += num_cores;
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}
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// Top fade:
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while (index < end_fadetop_y)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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if (fg == 0)
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{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[sample_index2];
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}
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vec8us alpha = MAX(MIN(frac >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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vec8us c = unpack(fg, 0);
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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frac += fracstep;
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dest += pitch;
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index += num_cores;
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}
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// Textured center:
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while (index < start_fadebottom_y)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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if (fg == 0)
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{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[sample_index2];
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}
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*dest = fg;
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frac += fracstep;
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dest += pitch;
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index += num_cores;
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}
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// Fade bottom:
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while (index < end_fadebottom_y)
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{
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uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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uint32_t fg = source0[sample_index];
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if (fg == 0)
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{
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uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
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fg = source1[sample_index2];
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}
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vec8us alpha = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
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vec8us inv_alpha = vec8us(256) - alpha;
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vec8us c = unpack(fg, 0);
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c = (c * alpha + solid_top_fill * inv_alpha) >> 8;
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*dest = packlo(c);
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frac += fracstep;
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dest += pitch;
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index += num_cores;
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}
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// Bottom solid color:
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while (index < count)
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{
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*dest = solid_bottom;
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dest += pitch;
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index += num_cores;
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}
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}
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FString DebugInfo() override { return "DrawSkyDouble32Command"; }
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};
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}
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