From 4240a15f3a5924ff3cf8890112a38f15a45b341f Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Fri, 17 Feb 2017 22:58:55 +0100 Subject: [PATCH] Hook up php generated wall drawer --- src/swrenderer/drawers/r_draw_rgba.cpp | 11 + src/swrenderer/drawers/r_draw_rgba.h | 2 +- src/swrenderer/drawers/r_draw_wall32.h | 1766 ++++++++++++++++++++++ src/swrenderer/drawers/r_draw_wall32.php | 79 +- 4 files changed, 1829 insertions(+), 29 deletions(-) create mode 100644 src/swrenderer/drawers/r_draw_wall32.h diff --git a/src/swrenderer/drawers/r_draw_rgba.cpp b/src/swrenderer/drawers/r_draw_rgba.cpp index 0b9af6b5e..91229d1aa 100644 --- a/src/swrenderer/drawers/r_draw_rgba.cpp +++ b/src/swrenderer/drawers/r_draw_rgba.cpp @@ -40,6 +40,7 @@ #include "gl/data/gl_matrix.h" #include "swrenderer/viewport/r_viewport.h" #include "swrenderer/scene/r_light.h" +#include "r_draw_wall32.h" #include "gi.h" #include "stats.h" @@ -58,8 +59,18 @@ CVAR(Bool, r_mipmap, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); // Level of detail texture bias CVAR(Float, r_lod_bias, -1.5, 0); // To do: add CVAR_ARCHIVE | CVAR_GLOBALCONFIG when a good default has been decided +CVAR(Bool, r_phpdrawers, false, 0); + namespace swrenderer { + void SWTruecolorDrawers::DrawWallColumn(const WallDrawerArgs &args) + { + if (r_phpdrawers) + Queue->Push(args); + else + Queue->Push(args); + } + DrawSpanLLVMCommand::DrawSpanLLVMCommand(const SpanDrawerArgs &drawerargs) { auto shade_constants = drawerargs.ColormapConstants(); diff --git a/src/swrenderer/drawers/r_draw_rgba.h b/src/swrenderer/drawers/r_draw_rgba.h index 8f3106649..8e3d43fee 100644 --- a/src/swrenderer/drawers/r_draw_rgba.h +++ b/src/swrenderer/drawers/r_draw_rgba.h @@ -359,7 +359,7 @@ namespace swrenderer public: using SWPixelFormatDrawers::SWPixelFormatDrawers; - void DrawWallColumn(const WallDrawerArgs &args) override { Queue->Push(args); } + void DrawWallColumn(const WallDrawerArgs &args) override; void DrawWallMaskedColumn(const WallDrawerArgs &args) override { Queue->Push(args); } void DrawWallAddColumn(const WallDrawerArgs &args) override { Queue->Push(args); } void DrawWallAddClampColumn(const WallDrawerArgs &args) override { Queue->Push(args); } diff --git a/src/swrenderer/drawers/r_draw_wall32.h b/src/swrenderer/drawers/r_draw_wall32.h new file mode 100644 index 000000000..97097d3af --- /dev/null +++ b/src/swrenderer/drawers/r_draw_wall32.h @@ -0,0 +1,1766 @@ +/* +** 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 +{ + class DrawWall32Command : public DrawerCommand + { + protected: + WallDrawerArgs args; + + public: + DrawWall32Command(const WallDrawerArgs &drawerargs) : args(drawerargs) { } + + void Execute(DrawerThread *thread) override + { + auto shade_constants = args.ColormapConstants(); + if (shade_constants.simple_shade) + { + 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) + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 outcolor = fgcolor; + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 outcolor = fgcolor; + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + else + { + 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) + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 outcolor = fgcolor; + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 outcolor = fgcolor; + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + } + + FString DebugInfo() override { return "DrawWall32Command"; } + }; + + class DrawWallMasked32Command : public DrawerCommand + { + protected: + WallDrawerArgs args; + + public: + DrawWallMasked32Command(const WallDrawerArgs &drawerargs) : args(drawerargs) { } + + void Execute(DrawerThread *thread) override + { + auto shade_constants = args.ColormapConstants(); + if (shade_constants.simple_shade) + { + 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) + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 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)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 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)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + else + { + 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) + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 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)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 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)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + } + + FString DebugInfo() override { return "DrawWallMasked32Command"; } + }; + + class DrawWallAddClamp32Command : public DrawerCommand + { + protected: + WallDrawerArgs args; + + public: + DrawWallAddClamp32Command(const WallDrawerArgs &drawerargs) : args(drawerargs) { } + + void Execute(DrawerThread *thread) override + { + auto shade_constants = args.ColormapConstants(); + if (shade_constants.simple_shade) + { + 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) + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_add_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_add_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_add_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_add_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + else + { + 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) + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_add_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_add_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_add_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_add_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + } + + FString DebugInfo() override { return "DrawWallAddClamp32Command"; } + }; + + class DrawWallSubClamp32Command : public DrawerCommand + { + protected: + WallDrawerArgs args; + + public: + DrawWallSubClamp32Command(const WallDrawerArgs &drawerargs) : args(drawerargs) { } + + void Execute(DrawerThread *thread) override + { + auto shade_constants = args.ColormapConstants(); + if (shade_constants.simple_shade) + { + 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) + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + else + { + 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) + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(fg_lo, bg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(fg_hi, bg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + } + + FString DebugInfo() override { return "DrawWallSubClamp32Command"; } + }; + + class DrawWallRevSubClamp32Command : public DrawerCommand + { + protected: + WallDrawerArgs args; + + public: + DrawWallRevSubClamp32Command(const WallDrawerArgs &drawerargs) : args(drawerargs) { } + + void Execute(DrawerThread *thread) override + { + auto shade_constants = args.ColormapConstants(); + if (shade_constants.simple_shade) + { + 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) + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(bg_lo, fg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(bg_hi, fg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, mlight), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(bg_lo, fg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(bg_hi, fg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + else + { + 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) + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(bg_lo, fg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(bg_hi, fg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + else + { + 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); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + + for (int index = 0; index < count; index++) + { + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); + + // Sample + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; + unsigned int inv_a = 16 - 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); + + // Shade + int blue = BPART(ifgcolor); + int green = GPART(ifgcolor); + int red = RPART(ifgcolor); + + __m128i intensity = _mm_set1_epi16(((red * 77 + green * 143 + blue * 37) >> 8) * desaturate); + + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(fgcolor, inv_desaturate), intensity), 8); + fgcolor = _mm_mullo_epi16(fgcolor, _mm_set1_epi16(light)); + fgcolor = _mm_srli_epi16(_mm_add_epi16(_mm_mullo_epi16(shade_fade, inv_light), fgcolor), 8); + fgcolor = _mm_srli_epi16(_mm_mullo_epi16(fgcolor, shade_light), 8); + + // Blend + __m128 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 + __m128 inv_alpha = _mm_sub_epi16(_mm_set1_epi16(256), alpha); + + __m128 bgalpha = _mm_mullo_epi16(destalpha, alpha); + bgalpha = _mm_srli_epi16(_mm_add_epi16(_mm_add_epi16(bgalpha, _mm_slli_epi16(inv_alpha, 8)), _mm_set1_epi16(128)), 8); + + __m128 fgalpha = _mm_mullo_epi16(srcalpha, alpha); + fgalpha = _mm_srli_epi16(_mm_add_epi16(fgalpha, _mm_set1_epi16(128)), 8); + + 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_srai_epi16(_mm_sub_epi32(bg_lo, fg_lo), 8); + __m128i out_hi = _mm_srai_epi16(_mm_sub_epi32(bg_hi, fg_hi), 8); + __m128i outcolor = _mm_packs_epi32(fg_lo, fg_hi); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128()); + outcolor = _mm_or_si128(outcolor, _mm_set1_epi32(0xff000000)); + + dest[offset] = _mm_cvtsi128_si32(outcolor); + frac += fracstep; + } + } + } + } + + FString DebugInfo() override { return "DrawWallRevSubClamp32Command"; } + }; + +} diff --git a/src/swrenderer/drawers/r_draw_wall32.php b/src/swrenderer/drawers/r_draw_wall32.php index 0d243ace7..71d1da7d2 100644 --- a/src/swrenderer/drawers/r_draw_wall32.php +++ b/src/swrenderer/drawers/r_draw_wall32.php @@ -46,7 +46,6 @@ namespace swrenderer { protected: WallDrawerArgs args; - bool is_nearest_filter = false; public: (const WallDrawerArgs &drawerargs) : args(drawerargs) { } @@ -63,6 +62,8 @@ namespace swrenderer } } + + FString DebugInfo() override { return ""; } }; + 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) { @@ -83,23 +87,42 @@ namespace swrenderer function Loop($blendVariant, $isSimpleShade, $isNearestFilter) { ?> int textureheight = args.TextureHeight(); + uint32_t one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1; // Shade constants - int light = args.Light(); - __m128i mlight = _mm_set_epi16(light, light, light, 256, light, light, light, 256); - __m128i inv_light = _mm_set1_epi16(256 - light, 256 - light, 256 - light, 0, 256 - light, 256 - light, 256 - light, 0); + 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); - __m128i inv_desaturate = _mm_set1_epi16(256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0); - __m128i shade_fade = _mm_set_epi16(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_constants.fade_alpha); - __m128i shade_light = _mm_set_epi16(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, shade_constants.light_alpha); + __m128i inv_desaturate = _mm_setr_epi16(0, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 256 - shade_constants.desaturate, 0, 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); + __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(); + + 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; + + __m128i srcalpha = _mm_set1_epi16(args.SrcAlpha()); + __m128i destalpha = _mm_set1_epi16(args.DestAlpha()); + for (int index = 0; index < count; index++) { - int offset = index * pitch * 4; - __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32(dest[offset]), _mm_setzero_si128()); + int offset = index * pitch; + __m128i bgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dest[offset]), _mm_setzero_si128()); // Sample @@ -110,7 +133,7 @@ namespace swrenderer // Blend - dest[offset] = _mm_cvtsi32(outcolor); + dest[offset] = _mm_cvtsi128_si32(outcolor); frac += fracstep; } int sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; - unsigned int ifgcolor = source[sample_index * 4]; - __m128i fgcolor = _mm_unpacklo_epi16(_mm_unpacklo_epi8(_mm_cvtsi32(ifgcolor), _mm_setzero_si128()), _mm_setzero_si128()); + unsigned int ifgcolor = source[sample_index]; + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); - unsigned int frac_y0 = (texturefracy >> FRACBITS) * textureheight; - unsigned int frac_y1 = ((texturefracy + one) >> FRACBITS) * textureheight; + 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 * 4]; - unsigned int p01 = source[y1 * 4]; - unsigned int p10 = source2[y0 * 4]; - unsigned int p11 = source2[y1 * 4]; + 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; @@ -146,7 +169,7 @@ namespace swrenderer 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 ifgcolor = (salpha << 24) | (sred << 16) | (sgreen << 8) | sblue; - __m128i fgcolor = _mm_unpacklo_epi16(_mm_unpacklo_epi8(_mm_cvtsi32(ifgcolor), _mm_setzero_si128()), _mm_setzero_si128()); + __m128i fgcolor = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ifgcolor), _mm_setzero_si128()); __m128 outcolor = fgcolor; - outcolor = _mm_packus_epi16(outcolor, _mm_setzero128()); + outcolor = _mm_packus_epi16(outcolor, _mm_setzero_si128());