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https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
- fix MemcpyCommand not using the same lines for the threads as softpoly (visible as a race condition when screenblocks didn't start at top of screen)
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parent
0faa9111b9
commit
8c52f20373
4 changed files with 59 additions and 30 deletions
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@ -68,17 +68,16 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
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isBgraRenderTarget = dest_bgra;
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int offsetx = clamp(x, 0, dest_width);
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int offsety = clamp(y, 0, dest_height);
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int pixelsize = dest_bgra ? 4 : 1;
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int viewport_x = x - offsetx;
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int viewport_y = y - offsety;
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int viewport_y = y;
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int viewport_width = width;
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int viewport_height = height;
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dest += (offsetx + offsety * dest_pitch) * pixelsize;
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dest += offsetx * pixelsize;
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dest_width = clamp(viewport_x + viewport_width, 0, dest_width - offsetx);
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dest_height = clamp(viewport_y + viewport_height, 0, dest_height - offsety);
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dest_height = clamp(viewport_y + viewport_height, 0, dest_height);
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queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
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}
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@ -127,13 +126,11 @@ void PolyTriangleThreadData::ClearStencil(uint8_t value)
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int height = buffer->Height();
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uint8_t *data = buffer->Values();
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int start_y = numa_node * height / num_numa_nodes;
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int end_y = (numa_node + 1) * height / num_numa_nodes;
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int core_skip = (num_cores - (start_y - core) % num_cores) % num_cores;
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start_y += core_skip;
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int skip = skipped_by_thread(0);
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int count = count_for_thread(0, height);
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data += start_y * width;
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for (int y = start_y; y < end_y; y += num_cores)
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data += skip * width;
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for (int i = 0; i < count; i++)
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{
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memset(data, value, width);
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data += num_cores * width;
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@ -151,8 +148,6 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
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dest_height = new_dest_height;
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dest_pitch = new_dest_pitch;
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dest_bgra = new_dest_bgra;
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numa_start_y = numa_node * screen->GetHeight() / num_numa_nodes;
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numa_end_y = (numa_node + 1) * screen->GetHeight() / num_numa_nodes;
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ccw = true;
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weaponScene = false;
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}
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@ -71,7 +71,11 @@ public:
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int numa_start_y;
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int numa_end_y;
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// The number of lines to skip to reach the first line to be rendered by this thread
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bool line_skipped_by_thread(int line)
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{
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return line < numa_start_y || line >= numa_end_y || line % num_cores != core;
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}
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int skipped_by_thread(int first_line)
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{
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int clip_first_line = MAX(first_line, numa_start_y);
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@ -79,6 +83,13 @@ public:
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return clip_first_line + core_skip - first_line;
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}
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int count_for_thread(int first_line, int count)
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{
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count = MIN(count, numa_end_y - first_line);
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int c = (count - skipped_by_thread(first_line) + num_cores - 1) / num_cores;
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return MAX(c, 0);
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}
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// Varyings
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float worldposX[MAXWIDTH];
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float worldposY[MAXWIDTH];
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@ -97,6 +108,8 @@ public:
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uint8_t *dest = nullptr;
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bool weaponScene = false;
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int viewport_y = 0;
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private:
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ShadedTriVertex ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index);
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void DrawShadedTriangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args);
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@ -105,7 +118,6 @@ private:
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static int ClipEdge(const ShadedTriVertex *verts, ShadedTriVertex *clippedvert);
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int viewport_x = 0;
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int viewport_y = 0;
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int viewport_width = 0;
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int viewport_height = 0;
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bool ccw = true;
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@ -60,73 +60,84 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, PolyTriangleThreadDat
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ShadedTriVertex *sortedVertices[3];
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SortVertices(args, sortedVertices);
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int clipleft = 0;
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int cliptop = MAX(thread->viewport_y, thread->numa_start_y);
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int clipright = thread->dest_width;
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int cliptop = thread->numa_start_y;
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int clipbottom = MIN(thread->dest_height, thread->numa_end_y);
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int topY = (int)(sortedVertices[0]->y + 0.5f);
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int midY = (int)(sortedVertices[1]->y + 0.5f);
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int bottomY = (int)(sortedVertices[2]->y + 0.5f);
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topY = MAX(topY, 0);
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midY = clamp(midY, 0, clipbottom);
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topY = MAX(topY, cliptop);
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midY = MIN(midY, clipbottom);
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bottomY = MIN(bottomY, clipbottom);
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if (topY >= bottomY)
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return;
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topY += thread->skipped_by_thread(topY);
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int num_cores = thread->num_cores;
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// Find start/end X positions for each line covered by the triangle:
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int16_t edges[MAXHEIGHT * 2];
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int y = topY;
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float longDX = sortedVertices[2]->x - sortedVertices[0]->x;
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float longDY = sortedVertices[2]->y - sortedVertices[0]->y;
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float longStep = longDX / longDY;
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float longPos = sortedVertices[0]->x + longStep * (topY + 0.5f - sortedVertices[0]->y) + 0.5f;
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float longPos = sortedVertices[0]->x + longStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
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longStep *= num_cores;
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if (topY < midY)
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if (y < midY)
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{
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float shortDX = sortedVertices[1]->x - sortedVertices[0]->x;
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float shortDY = sortedVertices[1]->y - sortedVertices[0]->y;
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float shortStep = shortDX / shortDY;
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float shortPos = sortedVertices[0]->x + shortStep * (topY + 0.5f - sortedVertices[0]->y) + 0.5f;
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float shortPos = sortedVertices[0]->x + shortStep * (y + 0.5f - sortedVertices[0]->y) + 0.5f;
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shortStep *= num_cores;
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for (int y = topY; y < midY; y++)
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while (y < midY)
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{
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int x0 = (int)shortPos;
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int x1 = (int)longPos;
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if (x1 < x0) std::swap(x0, x1);
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x0 = clamp(x0, 0, clipright);
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x1 = clamp(x1, 0, clipright);
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x0 = clamp(x0, clipleft, clipright);
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x1 = clamp(x1, clipleft, clipright);
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edges[y << 1] = x0;
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edges[(y << 1) + 1] = x1;
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shortPos += shortStep;
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longPos += longStep;
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y += num_cores;
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}
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}
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if (midY < bottomY)
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if (y < bottomY)
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{
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float shortDX = sortedVertices[2]->x - sortedVertices[1]->x;
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float shortDY = sortedVertices[2]->y - sortedVertices[1]->y;
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float shortStep = shortDX / shortDY;
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float shortPos = sortedVertices[1]->x + shortStep * (midY + 0.5f - sortedVertices[1]->y) + 0.5f;
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float shortPos = sortedVertices[1]->x + shortStep * (y + 0.5f - sortedVertices[1]->y) + 0.5f;
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shortStep *= num_cores;
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for (int y = midY; y < bottomY; y++)
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while (y < bottomY)
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{
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int x0 = (int)shortPos;
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int x1 = (int)longPos;
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if (x1 < x0) std::swap(x0, x1);
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x0 = clamp(x0, 0, clipright);
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x1 = clamp(x1, 0, clipright);
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x0 = clamp(x0, clipleft, clipright);
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x1 = clamp(x1, clipleft, clipright);
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edges[y << 1] = x0;
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edges[(y << 1) + 1] = x1;
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shortPos += shortStep;
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longPos += longStep;
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y += num_cores;
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}
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}
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@ -183,8 +194,14 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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if (OptT::Flags & SWTRI_WriteStencil)
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stencilWriteValue = args->uniforms->StencilWriteValue();
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float weaponWOffset;
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if ((OptT::Flags & SWTRI_DepthTest) || (OptT::Flags & SWTRI_WriteDepth))
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{
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weaponWOffset = thread->weaponScene ? 1.0f : 0.0f;
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}
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int num_cores = thread->num_cores;
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for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
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for (int y = topY; y < bottomY; y += num_cores)
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{
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int x = edges[y << 1];
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int xend = edges[(y << 1) + 1];
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@ -198,7 +215,7 @@ void DrawTriangle(const TriDrawTriangleArgs *args, PolyTriangleThreadData *threa
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float startX = x + (0.5f - v1X);
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float startY = y + (0.5f - v1Y);
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posXW = v1W + stepXW * startX + args->gradientY.W * startY + (thread->weaponScene ? 1.0f : 0.0f);
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posXW = v1W + stepXW * startX + args->gradientY.W * startY + weaponWOffset;
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}
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#ifndef NO_SSE
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@ -142,6 +142,11 @@ void DrawerThreads::WorkerMain(DrawerThread *thread)
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thread->current_queue++;
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thread->numa_start_y = thread->numa_node * screen->GetHeight() / thread->num_numa_nodes;
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thread->numa_end_y = (thread->numa_node + 1) * screen->GetHeight() / thread->num_numa_nodes;
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if (thread->poly)
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{
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thread->poly->numa_start_y = thread->numa_start_y;
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thread->poly->numa_end_y = thread->numa_end_y;
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}
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start_lock.unlock();
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// Do the work:
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