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Triangle setup function for subsector based drawing
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parent
dfc43bcb83
commit
be357e1c98
2 changed files with 304 additions and 6 deletions
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@ -93,6 +93,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
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{
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default:
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//case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? &ScreenTriangle::DrawFunc : llvm->TriDrawNormal8[bmode]; break;
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//case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? &ScreenTriangle::DrawSubsectorFunc : llvm->TriDrawSubsector8[bmode]; break;
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//case TriDrawVariant::Stencil: drawfunc = &ScreenTriangle::StencilFunc; break;
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//case TriDrawVariant::StencilClose: drawfunc = &ScreenTriangle::StencilCloseFunc; break;
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case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break;
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@ -588,7 +589,7 @@ void PolyVertexBuffer::Clear()
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/////////////////////////////////////////////////////////////////////////////
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void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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@ -827,6 +828,295 @@ void ScreenTriangle::Setup(const TriDrawTriangleArgs *args, WorkerThreadData *th
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NumPartialBlocks = (int)(partial - PartialBlocks);
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}
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void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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const TriVertex &v1 = *args->v1;
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const TriVertex &v2 = *args->v2;
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const TriVertex &v3 = *args->v3;
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int clipright = args->clipright;
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int clipbottom = args->clipbottom;
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int stencilPitch = args->stencilPitch;
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uint8_t *stencilValues = args->stencilValues;
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uint32_t *stencilMasks = args->stencilMasks;
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uint8_t stencilTestValue = args->stencilTestValue;
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uint32_t subsectorDepth = args->uniforms->subsectorDepth;
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int32_t pitch = args->pitch;
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ScreenTriangleFullSpan *span = FullSpans;
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ScreenTrianglePartialBlock *partial = PartialBlocks;
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// 28.4 fixed-point coordinates
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const int Y1 = (int)round(16.0f * v1.y);
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const int Y2 = (int)round(16.0f * v2.y);
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const int Y3 = (int)round(16.0f * v3.y);
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const int X1 = (int)round(16.0f * v1.x);
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const int X2 = (int)round(16.0f * v2.x);
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const int X3 = (int)round(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = MAX((MIN(MIN(X1, X2), X3) + 0xF) >> 4, 0);
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int maxx = MIN((MAX(MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
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int miny = MAX((MIN(MIN(Y1, Y2), Y3) + 0xF) >> 4, 0);
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int maxy = MIN((MAX(MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
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if (minx >= maxx || miny >= maxy)
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{
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NumFullSpans = 0;
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NumPartialBlocks = 0;
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return;
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}
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// First block line for this thread
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int core = thread->core;
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int num_cores = thread->num_cores;
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int core_skip = (num_cores - ((miny / q) - core) % num_cores) % num_cores;
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miny += core_skip * q;
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StartX = minx;
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StartY = miny;
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span->Length = 0;
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// Loop through blocks
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for (int y = miny; y < maxy; y += q * num_cores)
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{
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for (int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Stencil test the whole block, if possible
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int block = x / 8 + y / 8 * stencilPitch;
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uint8_t *stencilBlock = &stencilValues[block * 64];
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uint32_t *stencilBlockMask = &stencilMasks[block];
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bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
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bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
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// Skip block when outside an edge
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if (a == 0 || b == 0 || c == 0 || skipBlock)
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{
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if (span->Length != 0)
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{
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span++;
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span->Length = 0;
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}
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continue;
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}
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// Accept whole block when totally covered
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if (a == 0xf && b == 0xf && c == 0xf && x + q <= clipright && y + q <= clipbottom && blockIsSingleStencil)
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{
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// Totally covered block still needs a subsector coverage test:
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uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
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uint32_t mask0 = 0;
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uint32_t mask1 = 0;
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for (int iy = 0; iy < 4; iy++)
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{
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for (int ix = 0; ix < q; ix++)
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{
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bool covered = subsector[ix] >= subsectorDepth;
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mask0 <<= 1;
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mask0 |= (uint32_t)covered;
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}
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subsector += pitch;
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}
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for (int iy = 4; iy < q; iy++)
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{
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for (int ix = 0; ix < q; ix++)
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{
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bool covered = subsector[ix] >= subsectorDepth;
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mask1 <<= 1;
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mask1 |= (uint32_t)covered;
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}
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subsector += pitch;
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}
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if (mask0 != 0xffffffff || mask1 != 0xffffffff)
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{
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if (span->Length > 0)
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{
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span++;
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span->Length = 0;
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}
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partial->X = x;
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partial->Y = y;
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partial->Mask0 = mask0;
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partial->Mask1 = mask1;
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partial++;
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}
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else if (span->Length != 0)
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{
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span->Length++;
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}
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else
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{
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span->X = x;
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span->Y = y;
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span->Length = 1;
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}
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}
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else // Partially covered block
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{
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x0 = x << 4;
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x1 = (x + q - 1) << 4;
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int CY1 = C1 + DX12 * y0 - DY12 * x0;
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int CY2 = C2 + DX23 * y0 - DY23 * x0;
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int CY3 = C3 + DX31 * y0 - DY31 * x0;
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uint32_t *subsector = args->subsectorGBuffer + x + y * pitch;
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uint32_t mask0 = 0;
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uint32_t mask1 = 0;
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for (int iy = 0; iy < 4; iy++)
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{
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int CX1 = CY1;
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int CX2 = CY2;
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int CX3 = CY3;
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for (int ix = 0; ix < q; ix++)
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{
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
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bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
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mask0 <<= 1;
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mask0 |= (uint32_t)covered;
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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subsector += pitch;
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}
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for (int iy = 4; iy < q; iy++)
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{
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int CX1 = CY1;
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int CX2 = CY2;
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int CX3 = CY3;
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for (int ix = 0; ix < q; ix++)
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{
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
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bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
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mask1 <<= 1;
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mask1 |= (uint32_t)covered;
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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subsector += pitch;
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}
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if (mask0 != 0xffffffff || mask1 != 0xffffffff)
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{
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if (span->Length > 0)
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{
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span++;
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span->Length = 0;
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}
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partial->X = x;
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partial->Y = y;
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partial->Mask0 = mask0;
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partial->Mask1 = mask1;
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partial++;
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}
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else if (span->Length != 0)
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{
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span->Length++;
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}
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else
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{
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span->X = x;
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span->Y = y;
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span->Length = 1;
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}
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}
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}
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if (span->Length != 0)
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{
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span++;
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span->Length = 0;
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}
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}
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NumFullSpans = (int)(span - FullSpans);
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NumPartialBlocks = (int)(partial - PartialBlocks);
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}
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void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args)
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{
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uint8_t *stencilValues = args->stencilValues;
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@ -1200,19 +1490,25 @@ static ScreenTriangle triangle[8];
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void ScreenTriangle::DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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triangle[thread->core].Setup(args, thread);
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triangle[thread->core].SetupNormal(args, thread);
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triangle[thread->core].Draw(args);
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}
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void ScreenTriangle::DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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triangle[thread->core].SetupSubsector(args, thread);
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triangle[thread->core].Draw(args);
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}
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void ScreenTriangle::StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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triangle[thread->core].Setup(args, thread);
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triangle[thread->core].SetupNormal(args, thread);
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triangle[thread->core].StencilWrite(args);
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}
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void ScreenTriangle::StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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triangle[thread->core].Setup(args, thread);
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triangle[thread->core].SetupNormal(args, thread);
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triangle[thread->core].StencilWrite(args);
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triangle[thread->core].SubsectorWrite(args);
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}
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@ -290,12 +290,14 @@ class ScreenTriangle
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{
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public:
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static void DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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ScreenTriangle();
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void Setup(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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void Draw(const TriDrawTriangleArgs *args);
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void StencilWrite(const TriDrawTriangleArgs *args);
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void SubsectorWrite(const TriDrawTriangleArgs *args);
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