Remove the php drawers and their generated output

This commit is contained in:
Magnus Norddahl 2017-02-24 16:59:45 +01:00
parent 51b872b30b
commit e697746e7d
8 changed files with 1 additions and 21567 deletions

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@ -42,7 +42,7 @@
#include "r_draw_wall32_sse2.h"
#include "r_draw_sprite32_sse2.h"
#include "r_draw_span32_sse2.h"
#include "r_draw_sky32.h"
#include "r_draw_sky32_sse2.h"
#include "gi.h"
#include "stats.h"

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#!/usr/bin/php
/*
** Drawer commands for spans
** 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.
**
*/
/*
Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
*/
#pragma once
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_spandrawer.h"
namespace swrenderer
{
<?
GenerateDrawerCommand("DrawSpan32Command", "opaque");
GenerateDrawerCommand("DrawSpanMasked32Command", "masked");
GenerateDrawerCommand("DrawSpanTranslucent32Command", "translucent");
GenerateDrawerCommand("DrawSpanAddClamp32Command", "addclamp");
//GenerateDrawerCommand("DrawSpanSubClamp32Command", "subclamp");
//GenerateDrawerCommand("DrawSpanRevSubClamp32Command", "revsubclamp");
function GenerateDrawerCommand($className, $blendVariant)
{
?>
class <?=$className?> : public DrawerCommand
{
protected:
SpanDrawerArgs args;
public:
<?=$className?>(const SpanDrawerArgs &drawerargs) : args(drawerargs) { }
void Execute(DrawerThread *thread) override
{
if (thread->line_skipped_by_thread(args.DestY())) return;
uint32_t xbits = args.TextureWidthBits();
uint32_t ybits = args.TextureHeightBits();
uint32_t xstep = args.TextureUStep();
uint32_t ystep = args.TextureVStep();
uint32_t xfrac = args.TextureUPos();
uint32_t yfrac = args.TextureVPos();
uint32_t yshift = 32 - ybits;
uint32_t xshift = yshift - xbits;
uint32_t xmask = ((1 << xbits) - 1) << ybits;
const uint32_t *source = (const uint32_t*)args.TexturePixels();
double lod = args.TextureLOD();
bool mipmapped = args.MipmappedTexture();
bool magnifying = lod < 0.0;
if (r_mipmap && mipmapped)
{
int level = (int)lod;
while (level > 0)
{
if (xbits <= 2 || ybits <= 2)
break;
source += (1 << (xbits)) * (1 << (ybits));
xbits -= 1;
ybits -= 1;
level--;
}
}
bool is_nearest_filter = !((magnifying && r_magfilter) || (!magnifying && r_minfilter));
auto shade_constants = args.ColormapConstants();
if (shade_constants.simple_shade)
{
<? LoopShade($blendVariant, true);?>
}
else
{
<? LoopShade($blendVariant, false);?>
}
}
FString DebugInfo() override { return "<?=$className?>"; }
};
<?
}
function LoopShade($blendVariant, $isSimpleShade)
{ ?>
if (is_nearest_filter)
{
<? LoopFilter($blendVariant, $isSimpleShade, true);?>
}
else
{
<? LoopFilter($blendVariant, $isSimpleShade, false);?>
}
<? }
function LoopFilter($blendVariant, $isSimpleShade, $isNearestFilter)
{ ?>
bool is_64x64 = xbits == 6 && ybits == 6;
if (is_64x64)
{
<? Loop($blendVariant, $isSimpleShade, $isNearestFilter, true);?>
}
else
{
<? Loop($blendVariant, $isSimpleShade, $isNearestFilter, false);?>
}
<?
}
function Loop($blendVariant, $isSimpleShade, $isNearestFilter, $is64x64)
{ ?>
// Shade constants
int light = 256 - (args.Light() >> (FRACBITS - 8));
__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
<? if ($isSimpleShade == false)
{ ?>
__m128i inv_desaturate = _mm_setr_epi16(256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate);
__m128i shade_fade = _mm_set_epi16(shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue);
shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
int desaturate = shade_constants.desaturate;
<? } ?>
auto lights = args.dc_lights;
auto num_lights = args.dc_num_lights;
float vpx = args.dc_viewpos.X;
float stepvpx = args.dc_viewpos_step.X;
__m128 viewpos_x = _mm_setr_ps(vpx, vpx + stepvpx, 0.0f, 0.0f);
__m128 step_viewpos_x = _mm_set1_ps(stepvpx * 2.0f);
int count = args.DestX2() - args.DestX1() + 1;
int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
uint32_t *dest = (uint32_t*)RenderViewport::Instance()->GetDest(args.DestX1(), args.DestY());
<? if ($isNearestFilter == false)
{ ?>
xfrac -= 1 << (31 - xbits);
yfrac -= 1 << (31 - ybits);
<? } ?>
uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
int ssecount = count / 2;
for (int index = 0; index < ssecount; index++)
{
int offset = index * 2;
<? if ($blendVariant != "opaque") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)(dest + offset)), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2];
{
<? Sample($isNearestFilter, $is64x64);?>
ifgcolor[0] = sampleout;
xfrac += xstep;
yfrac += ystep;
}
{
<? Sample($isNearestFilter, $is64x64);?>
ifgcolor[1] = sampleout;
xfrac += xstep;
yfrac += ystep;
}
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? Shade($isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
_mm_storel_epi64((__m128i*)(dest + offset), outcolor);
viewpos_x = _mm_add_ps(viewpos_x, step_viewpos_x);
}
if (ssecount * 2 != count)
{
int index = ssecount * 2;
int offset = index;
<? if ($blendVariant != "opaque") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2];
<? Sample($isNearestFilter, $is64x64);?>
ifgcolor[0] = sampleout;
ifgcolor[1] = 0;
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? Shade($isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
dest[offset] = _mm_cvtsi128_si32(outcolor);
}
<? }
function Sample($isNearestFilter, $is64x64)
{
if ($isNearestFilter == true && $is64x64 == true)
{ ?>
int sample_index = ((xfrac >> (32 - 6 - 6)) & (63 * 64)) + (yfrac >> (32 - 6));
unsigned int sampleout = source[sample_index];
<? }
else if ($isNearestFilter == true)
{ ?>
int sample_index = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
unsigned int sampleout = source[sample_index];
<? }
else
{
if ($is64x64 == true)
{ ?>
uint32_t xxbits = 26;
uint32_t yybits = 26;
<? }
else
{ ?>
uint32_t xxbits = 32 - xbits;
uint32_t yybits = 32 - ybits;
<? }
?>
uint32_t xxshift = (32 - xxbits);
uint32_t yyshift = (32 - yybits);
uint32_t xxmask = (1 << xxshift) - 1;
uint32_t yymask = (1 << yyshift) - 1;
uint32_t x = xfrac >> xxbits;
uint32_t y = yfrac >> yybits;
uint32_t p00 = source[((y & yymask) + ((x & xxmask) << yyshift))];
uint32_t p01 = source[(((y + 1) & yymask) + ((x & xxmask) << yyshift))];
uint32_t p10 = source[((y & yymask) + (((x + 1) & xxmask) << yyshift))];
uint32_t p11 = source[(((y + 1) & yymask) + (((x + 1) & xxmask) << yyshift))];
uint32_t inv_b = (xfrac >> (xxbits - 4)) & 15;
uint32_t inv_a = (yfrac >> (yybits - 4)) & 15;
uint32_t a = 16 - inv_a;
uint32_t b = 16 - inv_b;
uint32_t sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
uint32_t sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
uint32_t sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
uint32_t salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sampleout = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
<? }
}
function Shade($isSimpleShade)
{ ?>
__m128i material = fgcolor;
<?
if ($isSimpleShade == true)
{ ?>
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
<? }
else
{ ?>
int blue0 = BPART(ifgcolor[0]);
int green0 = GPART(ifgcolor[0]);
int red0 = RPART(ifgcolor[0]);
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
int blue1 = BPART(ifgcolor[1]);
int green1 = GPART(ifgcolor[1]);
int red1 = RPART(ifgcolor[1]);
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
<? }
AddLights();
}
function Blend($blendVariant)
{
if ($blendVariant == "opaque")
{ ?>
__m128i outcolor = fgcolor;
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
<? }
else if ($blendVariant == "masked")
{ ?>
__m128i alpha = _mm_shufflelo_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
alpha = _mm_shufflehi_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
alpha = _mm_add_epi16(alpha, _mm_srli_epi16(alpha, 7)); // 255 -> 256
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else if ($blendVariant == "translucent")
{ ?>
__m128i fgalpha = _mm_set1_epi16(srcalpha);
__m128i bgalpha = _mm_set1_epi16(destalpha);
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
__m128i out_lo = _mm_add_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_add_epi32(fg_hi, bg_hi);
out_lo = _mm_srai_epi32(out_lo, 8);
out_hi = _mm_srai_epi32(out_hi, 8);
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else
{ ?>
uint32_t alpha0 = APART(ifgcolor[0]);
uint32_t alpha1 = APART(ifgcolor[1]);
alpha0 += alpha0 >> 7; // 255->256
alpha1 += alpha1 >> 7; // 255->256
uint32_t inv_alpha0 = 256 - alpha0;
uint32_t inv_alpha1 = 256 - alpha1;
uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
<? if ($blendVariant == "add" || $blendVariant == "addclamp")
{ ?>
__m128i out_lo = _mm_add_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_add_epi32(fg_hi, bg_hi);
<? }
else if ($blendVariant == "subclamp")
{ ?>
__m128i out_lo = _mm_sub_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_sub_epi32(fg_hi, bg_hi);
<? }
else if ($blendVariant == "revsubclamp")
{ ?>
__m128i out_lo = _mm_sub_epi32(bg_lo, fg_lo);
__m128i out_hi = _mm_sub_epi32(bg_hi, fg_hi);
<? } ?>
out_lo = _mm_srai_epi32(out_lo, 8);
out_hi = _mm_srai_epi32(out_hi, 8);
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
}
function AddLights()
{ ?>
__m128i lit = _mm_setzero_si128();
for (int i = 0; i != num_lights; i++)
{
__m128 light_x = _mm_set1_ps(lights[i].x);
__m128 light_y = _mm_set1_ps(lights[i].y);
__m128 light_z = _mm_set1_ps(lights[i].z);
__m128 light_radius = _mm_set1_ps(lights[i].radius);
__m128 m256 = _mm_set1_ps(256.0f);
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
__m128 Lyz2 = light_y; // L.y*L.y + L.z*L.z
__m128 Lx = _mm_sub_ps(light_x, viewpos_x);
__m128 dist2 = _mm_add_ps(Lyz2, _mm_mul_ps(Lx, Lx));
__m128 rcp_dist = _mm_rsqrt_ps(dist2);
__m128 dist = _mm_mul_ps(dist2, rcp_dist);
__m128 distance_attenuation = _mm_sub_ps(m256, _mm_min_ps(_mm_mul_ps(dist, light_radius), m256));
// The simple light type
__m128 simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
__m128 point_attenuation = _mm_mul_ps(_mm_mul_ps(light_z, rcp_dist), distance_attenuation);
__m128 is_attenuated = _mm_cmpeq_ps(light_z, _mm_setzero_ps());
__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, simple_attenuation), _mm_andnot_ps(is_attenuated, point_attenuation)));
attenuation = _mm_packs_epi32(_mm_shuffle_epi32(attenuation, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1,1,1,1)));
__m128i light_color = _mm_cvtsi32_si128(lights[i].color);
light_color = _mm_unpacklo_epi8(light_color, _mm_setzero_si128());
light_color = _mm_shuffle_epi32(light_color, _MM_SHUFFLE(1,0,1,0));
lit = _mm_add_epi16(lit, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenuation), 8));
}
fgcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(material, lit), 8));
fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(255));
<? }
?>
}

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#!/usr/bin/php
/*
** Drawer commands for sprites
** 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.
**
*/
/*
Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
*/
#pragma once
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_walldrawer.h"
namespace swrenderer
{
<?
GenerateDrawerCommand("DrawSpriteCopy32Command", "copy", "texture");
GenerateDrawerCommand("DrawSprite32Command", "opaque", "texture");
GenerateDrawerCommand("DrawSpriteAddClamp32Command", "addclamp", "texture");
GenerateDrawerCommand("DrawSpriteSubClamp32Command", "subclamp", "texture");
GenerateDrawerCommand("DrawSpriteRevSubClamp32Command", "revsubclamp", "texture");
GenerateDrawerCommand("FillSprite32Command", "opaque", "fill");
GenerateDrawerCommand("FillSpriteAddClamp32Command", "addclamp", "fill");
GenerateDrawerCommand("FillSpriteSubClamp32Command", "subclamp", "fill");
GenerateDrawerCommand("FillSpriteRevSubClamp32Command", "revsubclamp", "fill");
GenerateDrawerCommand("DrawSpriteShaded32Command", "shaded", "shaded");
GenerateDrawerCommand("DrawSpriteTranslated32Command", "opaque", "translated");
GenerateDrawerCommand("DrawSpriteTranslatedAddClamp32Command", "addclamp", "translated");
GenerateDrawerCommand("DrawSpriteTranslatedSubClamp32Command", "subclamp", "translated");
GenerateDrawerCommand("DrawSpriteTranslatedRevSubClamp32Command", "revsubclamp", "translated");
function GenerateDrawerCommand($className, $blendVariant, $sampleVariant)
{
?>
class <?=$className?> : public DrawerCommand
{
protected:
SpriteDrawerArgs args;
public:
<?=$className?>(const SpriteDrawerArgs &drawerargs) : args(drawerargs) { }
void Execute(DrawerThread *thread) override
{
auto shade_constants = args.ColormapConstants();
if (shade_constants.simple_shade)
{
<? LoopShade($blendVariant, $sampleVariant, true);?>
}
else
{
<? LoopShade($blendVariant, $sampleVariant, false);?>
}
}
FString DebugInfo() override { return "<?=$className?>"; }
};
<?
}
function LoopShade($blendVariant, $sampleVariant, $isSimpleShade)
{
if ($sampleVariant == "shaded" || $sampleVariant == "translated")
{ ?>
const uint8_t *source = args.TexturePixels();
const uint8_t *colormap = args.Colormap();
const uint32_t *translation = (const uint32_t*)args.TranslationMap();
<? }
else
{ ?>
const uint32_t *source = (const uint32_t*)args.TexturePixels();
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
<? }
if ($sampleVariant == "texture")
{ ?>
bool is_nearest_filter = (source2 == nullptr);
if (is_nearest_filter)
{
<? Loop($blendVariant, $sampleVariant, $isSimpleShade, true);?>
}
else
{
<? Loop($blendVariant, $sampleVariant, $isSimpleShade, false);?>
}
<? }
else // no linear filtering for translated, shaded or fill
{
Loop($blendVariant, $sampleVariant, $isSimpleShade, true);
}
}
function Loop($blendVariant, $sampleVariant, $isSimpleShade, $isNearestFilter)
{ ?>
int textureheight = args.TextureHeight();
uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
// Shade constants
__m128i dynlight = _mm_cvtsi32_si128(args.DynamicLight());
dynlight = _mm_unpacklo_epi8(dynlight, _mm_setzero_si128());
dynlight = _mm_shuffle_epi32(dynlight, _MM_SHUFFLE(1,0,1,0));
int light = 256 - (args.Light() >> (FRACBITS - 8));
__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
<? if ($isSimpleShade)
{ ?>
mlight = _mm_min_epi16(_mm_add_epi16(mlight, dynlight), _mm_set1_epi16(256));
<? }
else
{ ?>
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
__m128i inv_desaturate = _mm_setr_epi16(256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate);
__m128i shade_fade = _mm_set_epi16(shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue);
shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
int desaturate = shade_constants.desaturate;
__m128i lightcontrib = _mm_min_epi16(_mm_add_epi16(mlight, dynlight), _mm_set1_epi16(256));
lightcontrib = _mm_sub_epi16(lightcontrib, mlight);
<? } ?>
int count = args.Count();
int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
uint32_t fracstep = args.TextureVStep();
uint32_t frac = args.TextureVPos();
uint32_t texturefracx = args.TextureUPos();
uint32_t *dest = (uint32_t*)args.Dest();
int dest_y = args.DestY();
count = thread->count_for_thread(dest_y, count);
if (count <= 0) return;
frac += thread->skipped_by_thread(dest_y) * fracstep;
dest = thread->dest_for_thread(dest_y, pitch, dest);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
<? if ($isNearestFilter == false)
{ ?>
frac -= one / 2;
<? } ?>
uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
uint32_t srccolor = args.SrcColorBgra();
uint32_t color = LightBgra::shade_pal_index_simple(args.SolidColor(), light);
int ssecount = count / 2;
for (int index = 0; index < ssecount; index++)
{
int offset = index * pitch * 2;
uint32_t desttmp[2];
desttmp[0] = dest[offset];
desttmp[1] = dest[offset + pitch];
<? if ($blendVariant != "opaque" && $blendVariant != "copy") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2], ifgshade[2];
{
<? Sample($sampleVariant, $isNearestFilter);?>
ifgcolor[0] = sampleout;
ifgshade[0] = sampleshadeout;
frac += fracstep;
}
{
<? Sample($sampleVariant, $isNearestFilter);?>
ifgcolor[1] = sampleout;
ifgshade[1] = sampleshadeout;
frac += fracstep;
}
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? Shade($blendVariant, $isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
_mm_storel_epi64((__m128i*)desttmp, outcolor);
dest[offset] = desttmp[0];
dest[offset + pitch] = desttmp[1];
}
if (ssecount * 2 != count)
{
int index = ssecount * 2;
int offset = index * pitch;
<? if ($blendVariant != "opaque" && $blendVariant != "copy") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2], ifgshade[2];
<? Sample($sampleVariant, $isNearestFilter);?>
ifgcolor[0] = sampleout;
ifgcolor[1] = 0;
ifgshade[0] = sampleshadeout;
ifgshade[1] = 0;
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? Shade($blendVariant, $isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
dest[offset] = _mm_cvtsi128_si32(outcolor);
}
<? }
function Sample($sampleVariant, $isNearestFilter)
{
if ($sampleVariant == "shaded")
{ ?>
unsigned int sampleout = color;
unsigned int sampleshadeout = colormap[source[frac >> FRACBITS]];
sampleshadeout = clamp<unsigned int>(sampleshadeout, 0, 64) * 4;
<? }
else if ($sampleVariant == "translated")
{ ?>
unsigned int sampleout = translation[source[frac >> FRACBITS]];
unsigned int sampleshadeout = 0;
<? }
else if ($sampleVariant == "fill")
{ ?>
unsigned int sampleout = srccolor;
unsigned int sampleshadeout = 0;
<? }
else if ($isNearestFilter == true)
{ ?>
int sample_index = (((frac << 2) >> FRACBITS) * textureheight) >> FRACBITS;
unsigned int sampleout = source[sample_index];
unsigned int sampleshadeout = 0;
<? }
else
{ ?>
// Clamp to edge
unsigned int frac_y0 = (clamp<unsigned int>(frac, 0, 1 << 30) >> (FRACBITS - 2)) * textureheight;
unsigned int frac_y1 = (clamp<unsigned int>(frac + one, 0, 1 << 30) >> (FRACBITS - 2)) * textureheight;
unsigned int y0 = frac_y0 >> FRACBITS;
unsigned int y1 = frac_y1 >> FRACBITS;
unsigned int p00 = source[y0];
unsigned int p01 = source[y1];
unsigned int p10 = source2[y0];
unsigned int p11 = source2[y1];
unsigned int inv_b = texturefracx;
unsigned int inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
unsigned int a = 16 - inv_a;
unsigned int b = 16 - inv_b;
unsigned int sred = (RPART(p00) * (a * b) + RPART(p01) * (inv_a * b) + RPART(p10) * (a * inv_b) + RPART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sgreen = (GPART(p00) * (a * b) + GPART(p01) * (inv_a * b) + GPART(p10) * (a * inv_b) + GPART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sblue = (BPART(p00) * (a * b) + BPART(p01) * (inv_a * b) + BPART(p10) * (a * inv_b) + BPART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int salpha = (APART(p00) * (a * b) + APART(p01) * (inv_a * b) + APART(p10) * (a * inv_b) + APART(p11) * (inv_a * inv_b) + 127) >> 8;
unsigned int sampleout = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
unsigned int sampleshadeout = 0;
<? }
}
function Shade($blendVariant, $isSimpleShade)
{
if ($blendVariant == "copy" || $blendVariant == "shaded") return;
if ($isSimpleShade == true)
{ ?>
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
<? }
else
{ ?>
__m128i lit_dynlight = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, lightcontrib), 8);
int blue0 = BPART(ifgcolor[0]);
int green0 = GPART(ifgcolor[0]);
int red0 = RPART(ifgcolor[0]);
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
int blue1 = BPART(ifgcolor[1]);
int green1 = GPART(ifgcolor[1]);
int red1 = RPART(ifgcolor[1]);
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
fgcolor = _mm_add_epi16(fgcolor, lit_dynlight);
fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(256));
<? }
}
function Blend($blendVariant)
{
if ($blendVariant == "opaque" || $blendVariant == "copy")
{ ?>
__m128i outcolor = fgcolor;
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
<? }
else if ($blendVariant == "shaded")
{ ?>
__m128i alpha = _mm_set_epi16(ifgshade[1], ifgshade[1], ifgshade[1], ifgshade[1], ifgshade[0], ifgshade[0], ifgshade[0], ifgshade[0]);
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else
{ ?>
uint32_t alpha0 = APART(ifgcolor[0]);
uint32_t alpha1 = APART(ifgcolor[1]);
alpha0 += alpha0 >> 7; // 255->256
alpha1 += alpha1 >> 7; // 255->256
uint32_t inv_alpha0 = 256 - alpha0;
uint32_t inv_alpha1 = 256 - alpha1;
uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
<? if ($blendVariant == "add" || $blendVariant == "addclamp")
{ ?>
__m128i out_lo = _mm_add_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_add_epi32(fg_hi, bg_hi);
<? }
else if ($blendVariant == "subclamp")
{ ?>
__m128i out_lo = _mm_sub_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_sub_epi32(fg_hi, bg_hi);
<? }
else if ($blendVariant == "revsubclamp")
{ ?>
__m128i out_lo = _mm_sub_epi32(bg_lo, fg_lo);
__m128i out_hi = _mm_sub_epi32(bg_hi, fg_hi);
<? } ?>
out_lo = _mm_srai_epi32(out_lo, 8);
out_hi = _mm_srai_epi32(out_hi, 8);
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
}
?>
}

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#!/usr/bin/php
/*
** Drawer commands for walls
** 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.
**
*/
/*
Warning: this C++ source file has been auto-generated. Please modify the original php script that generated it.
*/
#pragma once
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_walldrawer.h"
namespace swrenderer
{
<?
GenerateDrawerCommand("DrawWall32Command", "opaque");
GenerateDrawerCommand("DrawWallMasked32Command", "masked");
GenerateDrawerCommand("DrawWallAddClamp32Command", "addclamp");
GenerateDrawerCommand("DrawWallSubClamp32Command", "subclamp");
GenerateDrawerCommand("DrawWallRevSubClamp32Command", "revsubclamp");
function GenerateDrawerCommand($className, $blendVariant)
{
?>
class <?=$className?> : public DrawerCommand
{
protected:
WallDrawerArgs args;
public:
<?=$className?>(const WallDrawerArgs &drawerargs) : args(drawerargs) { }
void Execute(DrawerThread *thread) override
{
auto shade_constants = args.ColormapConstants();
if (shade_constants.simple_shade)
{
<? LoopShade($blendVariant, true);?>
}
else
{
<? LoopShade($blendVariant, false);?>
}
}
FString DebugInfo() override { return "<?=$className?>"; }
};
<?
}
function LoopShade($blendVariant, $isSimpleShade)
{ ?>
const uint32_t *source = (const uint32_t*)args.TexturePixels();
const uint32_t *source2 = (const uint32_t*)args.TexturePixels2();
bool is_nearest_filter = (source2 == nullptr);
if (is_nearest_filter)
{
<? Loop($blendVariant, $isSimpleShade, true);?>
}
else
{
<? Loop($blendVariant, $isSimpleShade, false);?>
}
<? }
function Loop($blendVariant, $isSimpleShade, $isNearestFilter)
{ ?>
int textureheight = args.TextureHeight();
uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
// Shade constants
int light = 256 - (args.Light() >> (FRACBITS - 8));
__m128i mlight = _mm_set_epi16(256, light, light, light, 256, light, light, light);
__m128i inv_light = _mm_set_epi16(0, 256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light);
<? if ($isSimpleShade == false)
{ ?>
__m128i inv_desaturate = _mm_setr_epi16(256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate);
__m128i shade_fade = _mm_set_epi16(shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue);
shade_fade = _mm_mullo_epi16(shade_fade, inv_light);
__m128i shade_light = _mm_set_epi16(shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue);
int desaturate = shade_constants.desaturate;
<? } ?>
int count = args.Count();
int pitch = RenderViewport::Instance()->RenderTarget->GetPitch();
uint32_t fracstep = args.TextureVStep();
uint32_t frac = args.TextureVPos();
uint32_t texturefracx = args.TextureUPos();
uint32_t *dest = (uint32_t*)args.Dest();
int dest_y = args.DestY();
auto lights = args.dc_lights;
auto num_lights = args.dc_num_lights;
float vpz = args.dc_viewpos.Z + args.dc_viewpos_step.Z * thread->skipped_by_thread(dest_y);
float stepvpz = args.dc_viewpos_step.Z * thread->num_cores;
__m128 viewpos_z = _mm_setr_ps(vpz, vpz + stepvpz, 0.0f, 0.0f);
__m128 step_viewpos_z = _mm_set1_ps(stepvpz * 2.0f);
count = thread->count_for_thread(dest_y, count);
if (count <= 0) return;
frac += thread->skipped_by_thread(dest_y) * fracstep;
dest = thread->dest_for_thread(dest_y, pitch, dest);
fracstep *= thread->num_cores;
pitch *= thread->num_cores;
<? if ($isNearestFilter == false)
{ ?>
frac -= one / 2;
<? } ?>
uint32_t srcalpha = args.SrcAlpha() >> (FRACBITS - 8);
uint32_t destalpha = args.DestAlpha() >> (FRACBITS - 8);
int ssecount = count / 2;
for (int index = 0; index < ssecount; index++)
{
int offset = index * pitch * 2;
uint32_t desttmp[2];
desttmp[0] = dest[offset];
desttmp[1] = dest[offset + pitch];
<? if ($blendVariant != "opaque") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)desttmp), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2];
{
<? Sample($isNearestFilter);?>
ifgcolor[0] = sampleout;
frac += fracstep;
}
{
<? Sample($isNearestFilter);?>
ifgcolor[1] = sampleout;
frac += fracstep;
}
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? Shade($isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
_mm_storel_epi64((__m128i*)desttmp, outcolor);
dest[offset] = desttmp[0];
dest[offset + pitch] = desttmp[1];
viewpos_z = _mm_add_ps(viewpos_z, step_viewpos_z);
}
if (ssecount * 2 != count)
{
int index = ssecount * 2;
int offset = index * pitch;
<? if ($blendVariant != "opaque") { ?>
__m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128());
<? } ?>
// Sample
unsigned int ifgcolor[2];
<? Sample($isNearestFilter);?>
ifgcolor[0] = sampleout;
ifgcolor[1] = 0;
__m128i fgcolor = _mm_unpacklo_epi8(_mm_loadl_epi64((__m128i*)ifgcolor), _mm_setzero_si128());
// Shade
<? Shade($isSimpleShade);?>
// Blend
<? Blend($blendVariant);?>
dest[offset] = _mm_cvtsi128_si32(outcolor);
}
<? }
function Sample($isNearestFilter)
{
if ($isNearestFilter == true)
{ ?>
int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
unsigned int sampleout = source[sample_index];
<? }
else
{ ?>
unsigned int frac_y0 = (frac >> FRACBITS) * textureheight;
unsigned int frac_y1 = ((frac + one) >> FRACBITS) * textureheight;
unsigned int y0 = frac_y0 >> FRACBITS;
unsigned int y1 = frac_y1 >> FRACBITS;
unsigned int p00 = source[y0];
unsigned int p01 = source[y1];
unsigned int p10 = source2[y0];
unsigned int p11 = source2[y1];
unsigned int inv_b = texturefracx;
unsigned int inv_a = (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;
unsigned int sampleout = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue;
<? }
}
function Shade($isSimpleShade)
{ ?>
__m128i material = fgcolor;
<? if ($isSimpleShade == true)
{ ?>
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8);
<? }
else
{ ?>
int blue0 = BPART(ifgcolor[0]);
int green0 = GPART(ifgcolor[0]);
int red0 = RPART(ifgcolor[0]);
int intensity0 = ((red0 * 77 + green0 * 143 + blue0 * 37) >> 8) * desaturate;
int blue1 = BPART(ifgcolor[1]);
int green1 = GPART(ifgcolor[1]);
int red1 = RPART(ifgcolor[1]);
int intensity1 = ((red1 * 77 + green1 * 143 + blue1 * 37) >> 8) * desaturate;
__m128i intensity = _mm_set_epi16(0, intensity1, intensity1, intensity1, 0, intensity0, intensity0, intensity0);
fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8);
fgcolor = _mm_mullo_epi16(fgcolor, mlight);
fgcolor = _mm_srli_epi16(_mm_add_epi16(shade_fade, fgcolor), 8);
fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8);
<? }
AddLights();
}
function Blend($blendVariant)
{
if ($blendVariant == "opaque")
{ ?>
__m128i outcolor = fgcolor;
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
<? }
else if ($blendVariant == "masked")
{ ?>
__m128i alpha = _mm_shufflelo_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
alpha = _mm_shufflehi_epi16(fgcolor, _MM_SHUFFLE(3,3,3,3));
alpha = _mm_add_epi16(alpha, _mm_srli_epi16(alpha, 7)); // 255 -> 256
__m128i inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha);
fgcolor = _mm_mullo_epi16(fgcolor, alpha);
bgcolor = _mm_mullo_epi16(bgcolor, inv_alpha);
__m128i outcolor = _mm_srli_epi16(_mm_add_epi16(fgcolor, bgcolor), 8);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
else
{ ?>
uint32_t alpha0 = APART(ifgcolor[0]);
uint32_t alpha1 = APART(ifgcolor[1]);
alpha0 += alpha0 >> 7; // 255->256
alpha1 += alpha1 >> 7; // 255->256
uint32_t inv_alpha0 = 256 - alpha0;
uint32_t inv_alpha1 = 256 - alpha1;
uint32_t bgalpha0 = (destalpha * alpha0 + (inv_alpha0 << 8) + 128) >> 8;
uint32_t bgalpha1 = (destalpha * alpha1 + (inv_alpha1 << 8) + 128) >> 8;
uint32_t fgalpha0 = (srcalpha * alpha0 + 128) >> 8;
uint32_t fgalpha1 = (srcalpha * alpha1 + 128) >> 8;
__m128i bgalpha = _mm_set_epi16(bgalpha1, bgalpha1, bgalpha1, bgalpha1, bgalpha0, bgalpha0, bgalpha0, bgalpha0);
__m128i fgalpha = _mm_set_epi16(fgalpha1, fgalpha1, fgalpha1, fgalpha1, fgalpha0, fgalpha0, fgalpha0, fgalpha0);
fgcolor = _mm_mullo_epi16(fgcolor, fgalpha);
bgcolor = _mm_mullo_epi16(bgcolor, bgalpha);
__m128i fg_lo = _mm_unpacklo_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_lo = _mm_unpacklo_epi16(bgcolor, _mm_setzero_si128());
__m128i fg_hi = _mm_unpackhi_epi16(fgcolor, _mm_setzero_si128());
__m128i bg_hi = _mm_unpackhi_epi16(bgcolor, _mm_setzero_si128());
<? if ($blendVariant == "add" || $blendVariant == "addclamp")
{ ?>
__m128i out_lo = _mm_add_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_add_epi32(fg_hi, bg_hi);
<? }
else if ($blendVariant == "subclamp")
{ ?>
__m128i out_lo = _mm_sub_epi32(fg_lo, bg_lo);
__m128i out_hi = _mm_sub_epi32(fg_hi, bg_hi);
<? }
else if ($blendVariant == "revsubclamp")
{ ?>
__m128i out_lo = _mm_sub_epi32(bg_lo, fg_lo);
__m128i out_hi = _mm_sub_epi32(bg_hi, fg_hi);
<? } ?>
out_lo = _mm_srai_epi32(out_lo, 8);
out_hi = _mm_srai_epi32(out_hi, 8);
__m128i outcolor = _mm_packs_epi32(out_lo, out_hi);
outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());
outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000));
<? }
}
function AddLights()
{ ?>
__m128i lit = _mm_setzero_si128();
for (int i = 0; i != num_lights; i++)
{
__m128 light_x = _mm_set1_ps(lights[i].x);
__m128 light_y = _mm_set1_ps(lights[i].y);
__m128 light_z = _mm_set1_ps(lights[i].z);
__m128 light_radius = _mm_set1_ps(lights[i].radius);
__m128 m256 = _mm_set1_ps(256.0f);
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
__m128 Lxy2 = light_x; // L.x*L.x + L.y*L.y
__m128 Lz = _mm_sub_ps(light_z, viewpos_z);
__m128 dist2 = _mm_add_ps(Lxy2, _mm_mul_ps(Lz, Lz));
__m128 rcp_dist = _mm_rsqrt_ps(dist2);
__m128 dist = _mm_mul_ps(dist2, rcp_dist);
__m128 distance_attenuation = _mm_sub_ps(m256, _mm_min_ps(_mm_mul_ps(dist, light_radius), m256));
// The simple light type
__m128 simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
__m128 point_attenuation = _mm_mul_ps(_mm_mul_ps(light_y, rcp_dist), distance_attenuation);
__m128 is_attenuated = _mm_cmpeq_ps(light_y, _mm_setzero_ps());
__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, simple_attenuation), _mm_andnot_ps(is_attenuated, point_attenuation)));
attenuation = _mm_packs_epi32(_mm_shuffle_epi32(attenuation, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1,1,1,1)));
__m128i light_color = _mm_cvtsi32_si128(lights[i].color);
light_color = _mm_unpacklo_epi8(light_color, _mm_setzero_si128());
light_color = _mm_shuffle_epi32(light_color, _MM_SHUFFLE(1,0,1,0));
lit = _mm_add_epi16(lit, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenuation), 8));
}
fgcolor = _mm_add_epi16(fgcolor, _mm_srli_epi16(_mm_mullo_epi16(material, lit), 8));
fgcolor = _mm_min_epi16(fgcolor, _mm_set1_epi16(255));
<? }
?>
}