Simplify argument passing

This commit is contained in:
Magnus Norddahl 2016-11-11 18:24:59 +01:00
parent c6f7848a09
commit 5a9d4ee9d9
4 changed files with 164 additions and 95 deletions

View file

@ -194,14 +194,29 @@ void RenderPolyBsp::RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool
}
}
PolyDrawArgs args;
args.uniforms = uniforms;
args.vinput = vertices;
args.vcount = sub->numlines;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.clipleft = 0;
args.cliptop = 0;
args.clipright = viewwidth;
args.clipbottom = viewheight;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
if (!isSky)
{
PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
}
else
{
PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 255);
args.stencilwritevalue = 255;
PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
for (uint32_t i = 0; i < sub->numlines; i++)
{
@ -284,7 +299,9 @@ void RenderPolyBsp::RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool
wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
}
PolyTriangleDrawer::stencil(uniforms, wallvert, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 255);
args.vinput = wallvert;
args.vcount = 4;
PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
}
}
}
@ -525,7 +542,21 @@ void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsecto
uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
uniforms.flags = 0;
uniforms.subsectorDepth = subsectorDepth;
PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
PolyDrawArgs args;
args.uniforms = uniforms;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.clipleft = 0;
args.cliptop = 0;
args.clipright = viewwidth;
args.clipbottom = viewheight;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
}
void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
@ -1177,8 +1208,22 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
uniforms.flags = 0;
uniforms.subsectorDepth = SubsectorDepth;
PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
PolyTriangleDrawer::stencil(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
PolyDrawArgs args;
args.uniforms = uniforms;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.clipleft = 0;
args.cliptop = 0;
args.clipright = viewwidth;
args.clipbottom = viewheight;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Stencil);
}
FTexture *RenderPolyWall::GetTexture()
@ -1504,17 +1549,27 @@ void PolySkyDome::CreateDome()
mPrimStart.Push(mVertices.Size());
}
void PolySkyDome::RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row)
void PolySkyDome::RenderRow(PolyDrawArgs &args, int row)
{
PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex, 255);
args.vinput = &mVertices[mPrimStart[row]];
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
args.mode = TriangleDrawMode::Strip;
args.ccw = false;
PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
}
void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap)
void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
{
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
if (!r_swtruecolor)
solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid, 255);
args.vinput = &mVertices[mPrimStart[row]];
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
args.mode = TriangleDrawMode::Fan;
args.ccw = bottomCap;
args.solidcolor = solid;
PolyTriangleDrawer::draw(args, PolyDrawVariant::Fill);
}
void PolySkyDome::Render(const TriMatrix &worldToClip)
@ -1540,12 +1595,22 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
int rc = mRows + 1;
RenderCapColorRow(uniforms, frontskytex, 0, false);
RenderCapColorRow(uniforms, frontskytex, rc, true);
PolyDrawArgs args;
args.uniforms = uniforms;
args.clipleft = 0;
args.cliptop = 0;
args.clipright = viewwidth;
args.clipbottom = viewheight;
args.stenciltestvalue = 255;
args.stencilwritevalue = 1;
args.SetTexture(frontskytex);
RenderCapColorRow(args, frontskytex, 0, false);
RenderCapColorRow(args, frontskytex, rc, true);
for (int i = 1; i <= mRows; i++)
{
RenderRow(uniforms, frontskytex, i);
RenderRow(uniforms, frontskytex, rc + i);
RenderRow(args, i);
RenderRow(args, rc + i);
}
}

View file

@ -83,8 +83,8 @@ private:
void SkyVertex(int r, int c, bool yflip);
void CreateSkyHemisphere(bool zflip);
void CreateDome();
void RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row);
void RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap);
void RenderRow(PolyDrawArgs &args, int row);
void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);

View file

@ -40,90 +40,79 @@
#include <immintrin.h>
#endif
void PolyTriangleDrawer::draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture, int stenciltestvalue)
void PolyTriangleDrawer::draw(const PolyDrawArgs &args, PolyDrawVariant variant)
{
if (r_swtruecolor)
queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, (const uint8_t*)texture->GetPixelsBgra(), texture->GetWidth(), texture->GetHeight(), 0, stenciltestvalue, stenciltestvalue);
DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(args, variant);
else
draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texture->GetPixels(), texture->GetWidth(), texture->GetHeight(), 0, stenciltestvalue, stenciltestvalue, nullptr, &ScreenPolyTriangleDrawer::draw);
draw_arrays(args, variant, nullptr);
}
void PolyTriangleDrawer::fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor, int stenciltestvalue)
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, PolyDrawVariant variant, DrawerThread *thread)
{
if (r_swtruecolor)
queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, stenciltestvalue, stenciltestvalue);
else
draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, solidcolor, stenciltestvalue, stenciltestvalue, nullptr, &ScreenPolyTriangleDrawer::fill);
}
void PolyTriangleDrawer::stencil(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int stenciltestvalue, int stencilwritevalue)
{
if (r_swtruecolor)
queue_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, 0xbeef, stenciltestvalue, stencilwritevalue);
else
draw_arrays(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, nullptr, 0, 0, 0, stenciltestvalue, stencilwritevalue, nullptr, &ScreenPolyTriangleDrawer::stencil);
}
void PolyTriangleDrawer::queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue)
{
if (clipright < clipleft || clipleft < 0 || clipright > MAXWIDTH || clipbottom < cliptop || cliptop < 0 || clipbottom > MAXHEIGHT)
if (drawargs.vcount < 3)
return;
DrawerCommandQueue::QueueCommand<DrawPolyTrianglesCommand>(uniforms, vinput, vcount, mode, ccw, clipleft, clipright, cliptop, clipbottom, texturePixels, textureWidth, textureHeight, solidcolor, stenciltestvalue, stencilwritevalue);
}
void PolyTriangleDrawer::draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *))
void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *);
switch (variant)
{
if (vcount < 3)
return;
default:
case PolyDrawVariant::Draw: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::draw32 : ScreenPolyTriangleDrawer::draw; break;
case PolyDrawVariant::Fill: drawfunc = r_swtruecolor ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::fill; break;
case PolyDrawVariant::Stencil: drawfunc = ScreenPolyTriangleDrawer::stencil; break;
}
ScreenPolyTriangleDrawerArgs args;
args.dest = dc_destorg;
args.pitch = dc_pitch;
args.clipleft = clipleft;
args.clipright = clipright;
args.cliptop = cliptop;
args.clipbottom = clipbottom;
args.texturePixels = texturePixels;
args.textureWidth = textureWidth;
args.textureHeight = textureHeight;
args.solidcolor = solidcolor;
args.uniforms = &uniforms;
args.stencilTestValue = stenciltestvalue;
args.stencilWriteValue = stencilwritevalue;
args.clipleft = drawargs.clipleft;
args.clipright = drawargs.clipright;
args.cliptop = drawargs.cliptop;
args.clipbottom = drawargs.clipbottom;
args.texturePixels = drawargs.texturePixels;
args.textureWidth = drawargs.textureWidth;
args.textureHeight = drawargs.textureHeight;
args.solidcolor = drawargs.solidcolor;
args.uniforms = &drawargs.uniforms;
args.stencilTestValue = drawargs.stenciltestvalue;
args.stencilWriteValue = drawargs.stencilwritevalue;
args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
args.stencilValues = PolyStencilBuffer::Instance()->Values();
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values();
bool ccw = drawargs.ccw;
const TriVertex *vinput = drawargs.vinput;
int vcount = drawargs.vcount;
TriVertex vert[3];
if (mode == TriangleDrawMode::Normal)
if (drawargs.mode == TriangleDrawMode::Normal)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = shade_vertex(uniforms, *(vinput++));
vert[j] = shade_vertex(drawargs.uniforms, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
}
}
else if (mode == TriangleDrawMode::Fan)
else if (drawargs.mode == TriangleDrawMode::Fan)
{
vert[0] = shade_vertex(uniforms, *(vinput++));
vert[1] = shade_vertex(uniforms, *(vinput++));
vert[0] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[1] = shade_vertex(drawargs.uniforms, *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(uniforms, *(vinput++));
vert[2] = shade_vertex(drawargs.uniforms, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
vert[1] = vert[2];
}
}
else // TriangleDrawMode::Strip
{
vert[0] = shade_vertex(uniforms, *(vinput++));
vert[1] = shade_vertex(uniforms, *(vinput++));
vert[0] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[1] = shade_vertex(drawargs.uniforms, *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(uniforms, *(vinput++));
vert[2] = shade_vertex(drawargs.uniforms, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
vert[0] = vert[1];
vert[1] = vert[2];
@ -1324,19 +1313,14 @@ float ScreenPolyTriangleDrawer::grady(float x0, float y0, float x1, float y1, fl
/////////////////////////////////////////////////////////////////////////////
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue)
: uniforms(uniforms), vinput(vinput), vcount(vcount), mode(mode), ccw(ccw), clipleft(clipleft), clipright(clipright), cliptop(cliptop), clipbottom(clipbottom), texturePixels(texturePixels), textureWidth(textureWidth), textureHeight(textureHeight), solidcolor(solidcolor), stenciltestvalue(stenciltestvalue), stencilwritevalue(stencilwritevalue)
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, PolyDrawVariant variant)
: args(args), variant(variant)
{
}
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
{
PolyTriangleDrawer::draw_arrays(
uniforms, vinput, vcount, mode, ccw,
clipleft, clipright, cliptop, clipbottom,
texturePixels, textureWidth, textureHeight, solidcolor,
stenciltestvalue, stencilwritevalue,
thread, texturePixels ? ScreenPolyTriangleDrawer::draw32 : solidcolor != 0xbeef ? ScreenPolyTriangleDrawer::fill32 : ScreenPolyTriangleDrawer::stencil);
PolyTriangleDrawer::draw_arrays(args, variant, thread);
}
FString DrawPolyTrianglesCommand::DebugInfo()

View file

@ -28,22 +28,55 @@
struct ScreenPolyTriangleDrawerArgs;
enum class PolyDrawVariant
{
Draw,
Fill,
Stencil
};
class PolyDrawArgs
{
public:
TriUniforms uniforms;
const TriVertex *vinput = nullptr;
int vcount = 0;
TriangleDrawMode mode = TriangleDrawMode::Normal;
bool ccw = false;
int clipleft = 0;
int clipright = 0;
int cliptop = 0;
int clipbottom = 0;
const uint8_t *texturePixels = nullptr;
int textureWidth = 0;
int textureHeight = 0;
int solidcolor = 0;
int stenciltestvalue = 0;
int stencilwritevalue = 0;
void SetTexture(FTexture *texture)
{
textureWidth = texture->GetWidth();
textureHeight = texture->GetHeight();
if (r_swtruecolor)
texturePixels = (const uint8_t *)texture->GetPixelsBgra();
else
texturePixels = texture->GetPixels();
}
};
class PolyTriangleDrawer
{
public:
static void draw(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, FTexture *texture, int stenciltestvalue);
static void fill(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int solidcolor, int stenciltestvalue);
static void stencil(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, int stenciltestvalue, int stencilwritevalue);
static void draw(const PolyDrawArgs &args, PolyDrawVariant variant);
private:
static TriVertex shade_vertex(const TriUniforms &uniforms, TriVertex v);
static void draw_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
static void draw_arrays(const PolyDrawArgs &args, PolyDrawVariant variant, DrawerThread *thread);
static void draw_shaded_triangle(const TriVertex *vertices, bool ccw, ScreenPolyTriangleDrawerArgs *args, DrawerThread *thread, void(*drawfunc)(const ScreenPolyTriangleDrawerArgs *, DrawerThread *));
static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
static void clipedge(const TriVertex *verts, TriVertex *clippedvert, int &numclipvert);
static void queue_arrays(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue);
enum { max_additional_vertices = 16 };
friend class DrawPolyTrianglesCommand;
@ -234,27 +267,14 @@ private:
class DrawPolyTrianglesCommand : public DrawerCommand
{
public:
DrawPolyTrianglesCommand(const TriUniforms &uniforms, const TriVertex *vinput, int vcount, TriangleDrawMode mode, bool ccw, int clipleft, int clipright, int cliptop, int clipbottom, const uint8_t *texturePixels, int textureWidth, int textureHeight, int solidcolor, int stenciltestvalue, int stencilwritevalue);
DrawPolyTrianglesCommand(const PolyDrawArgs &args, PolyDrawVariant variant);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
private:
TriUniforms uniforms;
const TriVertex *vinput;
int vcount;
TriangleDrawMode mode;
bool ccw;
int clipleft;
int clipright;
int cliptop;
int clipbottom;
const uint8_t *texturePixels;
int textureWidth;
int textureHeight;
int solidcolor;
int stenciltestvalue;
int stencilwritevalue;
PolyDrawArgs args;
PolyDrawVariant variant;
};
#endif