- Move depth testing out of span drawers

This commit is contained in:
Magnus Norddahl 2017-11-28 23:08:28 +01:00
parent 01fd404133
commit fae514923a

View file

@ -1179,21 +1179,88 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, WorkerThreadD
// Draw the triangle:
if (args->destBgra)
auto drawfunc = (args->destBgra) ? DrawSpan32 : DrawSpan8;
float stepXW = args->gradientX.W;
float v1X = args->v1->x;
float v1Y = args->v1->y;
float v1W = args->v1->w;
int num_cores = thread->num_cores;
for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
{
int num_cores = thread->num_cores;
for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
int x = leftEdge[y];
int xend = rightEdge[y];
float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
float startX = x + (0.5f - v1X);
float startY = y + (0.5f - v1Y);
float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
#ifndef NO_SSE
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
__m128 mfirstStepXW = _mm_setr_ps(0.0f, stepXW, stepXW + stepXW, stepXW + stepXW + stepXW);
while (x < xend)
{
DrawSpan32(y, leftEdge[y], rightEdge[y], args);
int xstart = x;
int xendsse = x + ((xend - x) & ~3);
__m128 mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
while (_mm_movemask_ps(_mm_cmple_ps(_mm_loadu_ps(zbufferLine + x), mposXW)) == 15 && x < xendsse)
{
_mm_storeu_ps(zbufferLine + x, mposXW);
mposXW = _mm_add_ps(mposXW, mstepXW);
x += 4;
}
posXW = _mm_cvtss_f32(mposXW);
while (zbufferLine[x] <= posXW && x < xend)
{
zbufferLine[x] = posXW;
posXW += stepXW;
x++;
}
if (x > xstart)
drawfunc(y, xstart, x, args);
xendsse = x + ((xend - x) & ~3);
mposXW = _mm_add_ps(_mm_set1_ps(posXW), mfirstStepXW);
while (_mm_movemask_ps(_mm_cmple_ps(_mm_loadu_ps(zbufferLine + x), mposXW)) == 0 && x < xendsse)
{
mposXW = _mm_add_ps(mposXW, mstepXW);
x += 4;
}
posXW = _mm_cvtss_f32(mposXW);
while (zbufferLine[x] > posXW && x < xend)
{
posXW += stepXW;
x++;
}
}
}
else
{
int num_cores = thread->num_cores;
for (int y = topY + thread->skipped_by_thread(topY); y < bottomY; y += num_cores)
#else
while (x < xend)
{
DrawSpan8(y, leftEdge[y], rightEdge[y], args);
int xstart = x;
while (zbufferLine[x] <= posXW && x < xend)
{
zbufferLine[x] = posXW;
posXW += stepXW;
x++;
}
if (x > xstart)
drawfunc(y, xstart, x, args);
while (zbufferLine[x] > posXW && x < xend)
{
posXW += stepXW;
x++;
}
}
#endif
}
}
@ -1226,140 +1293,87 @@ void ScreenTriangle::DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
light += light >> 7; // 255 -> 256
float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
uint32_t *dest = (uint32_t*)args->dest;
uint32_t *destLine = dest + args->pitch * y;
int x = x0;
int sseEnd = x0 + (x1 - x0) / 2 * 2;
int sseEnd = x0 + ((x1 - x0) & ~3);
while (x < sseEnd)
{
if (zbufferLine[x] <= posXW && zbufferLine[x + 1] <= posXW + stepXW)
{
zbufferLine[x] = posXW;
zbufferLine[x + 1] = posXW + stepXW;
uint32_t fgcolor[2];
int32_t lightshade[2];
uint32_t fgcolor[2];
int32_t lightshade[2];
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
fgcolor[0] = texPixels[texelX * texHeight + texelY];
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
fgcolor[0] = texPixels[texelX * texHeight + texelY];
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
lightshade[0] = lightpos >> 8;
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
lightshade[0] = lightpos >> 8;
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
rcpW = 0x01000000 / posXW;
u = (int32_t)(posXU * rcpW);
v = (int32_t)(posXV * rcpW);
texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
fgcolor[1] = texPixels[texelX * texHeight + texelY];
rcpW = 0x01000000 / posXW;
u = (int32_t)(posXU * rcpW);
v = (int32_t)(posXV * rcpW);
texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
fgcolor[1] = texPixels[texelX * texHeight + texelY];
lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
lightshade[1] = lightpos >> 8;
lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
lightshade[1] = lightpos >> 8;
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
__m128i mfgcolor = _mm_loadl_epi64((const __m128i*)fgcolor);
mfgcolor = _mm_unpacklo_epi8(mfgcolor, _mm_setzero_si128());
__m128i mfgcolor = _mm_loadl_epi64((const __m128i*)fgcolor);
mfgcolor = _mm_unpacklo_epi8(mfgcolor, _mm_setzero_si128());
__m128i mlightshade = _mm_loadl_epi64((const __m128i*)lightshade);
mlightshade = _mm_shuffle_epi32(mlightshade, _MM_SHUFFLE(1, 0, 1, 0));
mlightshade = _mm_packs_epi32(mlightshade, mlightshade);
__m128i mlightshade = _mm_loadl_epi64((const __m128i*)lightshade);
mlightshade = _mm_shuffle_epi32(mlightshade, _MM_SHUFFLE(1, 0, 1, 0));
mlightshade = _mm_packs_epi32(mlightshade, mlightshade);
__m128i mdestcolor = _mm_srli_epi16(_mm_mullo_epi16(mfgcolor, mlightshade), 8);
mdestcolor = _mm_packus_epi16(mdestcolor, _mm_setzero_si128());
mdestcolor = _mm_or_si128(mdestcolor, _mm_set1_epi32(0xff000000));
__m128i mdestcolor = _mm_srli_epi16(_mm_mullo_epi16(mfgcolor, mlightshade), 8);
mdestcolor = _mm_packus_epi16(mdestcolor, _mm_setzero_si128());
mdestcolor = _mm_or_si128(mdestcolor, _mm_set1_epi32(0xff000000));
_mm_storel_epi64((__m128i*)(destLine + x), mdestcolor);
_mm_storel_epi64((__m128i*)(destLine + x), mdestcolor);
x += 2;
}
else
{
for (int i = 0; i < 2; i++)
{
if (zbufferLine[x] <= posXW)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
uint32_t fgcolor_r = RPART(fgcolor);
uint32_t fgcolor_g = GPART(fgcolor);
uint32_t fgcolor_b = BPART(fgcolor);
uint32_t fgcolor_a = APART(fgcolor);
if (fgcolor_a > 127)
{
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
fgcolor_r = (fgcolor_r * lightshade) >> 8;
fgcolor_g = (fgcolor_g * lightshade) >> 8;
fgcolor_b = (fgcolor_b * lightshade) >> 8;
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
}
zbufferLine[x] = posXW;
}
posXW += stepXW;
posXU += stepXU;
posXV += stepXV;
x++;
}
}
x += 2;
}
while (x < x1)
{
if (zbufferLine[x] <= posXW)
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
uint32_t fgcolor_r = RPART(fgcolor);
uint32_t fgcolor_g = GPART(fgcolor);
uint32_t fgcolor_b = BPART(fgcolor);
uint32_t fgcolor_a = APART(fgcolor);
if (fgcolor_a > 127)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
fgcolor_r = (fgcolor_r * lightshade) >> 8;
fgcolor_g = (fgcolor_g * lightshade) >> 8;
fgcolor_b = (fgcolor_b * lightshade) >> 8;
uint32_t fgcolor_r = RPART(fgcolor);
uint32_t fgcolor_g = GPART(fgcolor);
uint32_t fgcolor_b = BPART(fgcolor);
uint32_t fgcolor_a = APART(fgcolor);
if (fgcolor_a > 127)
{
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
fgcolor_r = (fgcolor_r * lightshade) >> 8;
fgcolor_g = (fgcolor_g * lightshade) >> 8;
fgcolor_b = (fgcolor_b * lightshade) >> 8;
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
}
zbufferLine[x] = posXW;
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
}
posXW += stepXW;
@ -1398,42 +1412,35 @@ void ScreenTriangle::DrawSpan32(int y, int x0, int x1, const TriDrawTriangleArgs
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
light += light >> 7; // 255 -> 256
float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
uint32_t *dest = (uint32_t*)args->dest;
uint32_t *destLine = dest + args->pitch * y;
int x = x0;
while (x < x1)
{
if (zbufferLine[x] <= posXW)
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
uint32_t fgcolor_r = RPART(fgcolor);
uint32_t fgcolor_g = GPART(fgcolor);
uint32_t fgcolor_b = BPART(fgcolor);
uint32_t fgcolor_a = APART(fgcolor);
if (fgcolor_a > 127)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint32_t fgcolor = texPixels[texelX * texHeight + texelY];
fgcolor_r = (fgcolor_r * lightshade) >> 8;
fgcolor_g = (fgcolor_g * lightshade) >> 8;
fgcolor_b = (fgcolor_b * lightshade) >> 8;
uint32_t fgcolor_r = RPART(fgcolor);
uint32_t fgcolor_g = GPART(fgcolor);
uint32_t fgcolor_b = BPART(fgcolor);
uint32_t fgcolor_a = APART(fgcolor);
if (fgcolor_a > 127)
{
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
fgcolor_r = (fgcolor_r * lightshade) >> 8;
fgcolor_g = (fgcolor_g * lightshade) >> 8;
fgcolor_b = (fgcolor_b * lightshade) >> 8;
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
}
zbufferLine[x] = posXW;
destLine[x] = 0xff000000 | (fgcolor_r << 16) | (fgcolor_g << 8) | fgcolor_b;
}
posXW += stepXW;
@ -1474,34 +1481,29 @@ void ScreenTriangle::DrawSpan8(int y, int x0, int x1, const TriDrawTriangleArgs
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
light += light >> 7; // 255 -> 256
float *zbufferLine = args->zbuffer + args->stencilPitch * 8 * y;
uint8_t *dest = (uint8_t*)args->dest;
uint8_t *destLine = dest + args->pitch * y;
int x = x0;
while (x < x1)
{
if (zbufferLine[x] <= posXW)
{
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
float rcpW = 0x01000000 / posXW;
int32_t u = (int32_t)(posXU * rcpW);
int32_t v = (int32_t)(posXV * rcpW);
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
uint32_t texelX = ((((uint32_t)u << 8) >> 16) * texWidth) >> 16;
uint32_t texelY = ((((uint32_t)v << 8) >> 16) * texHeight) >> 16;
uint8_t fgcolor = texPixels[texelX * texHeight + texelY];
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
fixed_t lightpos = FRACUNIT - (int)(clamp(shade - MIN(24.0f / 32.0f, globVis * posXW), 0.0f, 31.0f / 32.0f) * (float)FRACUNIT);
lightpos = (lightpos & lightmask) | ((light << 8) & ~lightmask);
int lightshade = lightpos >> 8;
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
uint8_t shadedfg = colormaps[lightshade + fgcolor];
lightshade = ((256 - lightshade) * NUMCOLORMAPS) & 0xffffff00;
uint8_t shadedfg = colormaps[lightshade + fgcolor];
if (fgcolor != 0)
destLine[x] = shadedfg;
}
if (fgcolor != 0)
destLine[x] = shadedfg;
posXW += stepXW;
posXU += stepXU;