Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom

This commit is contained in:
Magnus Norddahl 2016-12-04 18:19:11 +01:00
commit dc2bd8a5e3
6 changed files with 293 additions and 370 deletions

View File

@ -837,233 +837,6 @@ _R_DrawFuzzColumnP_ASM:
ret
;*----------------------------------------------------------------------
;*
;* R_DrawColumnHorizP_ASM
;*
;*----------------------------------------------------------------------
GLOBAL @R_DrawColumnHorizP_ASM@0
GLOBAL _R_DrawColumnHorizP_ASM
GLOBAL R_DrawColumnHorizP_ASM
align 16
@R_DrawColumnHorizP_ASM@0:
_R_DrawColumnHorizP_ASM:
R_DrawColumnHorizP_ASM:
; count = dc_yh - dc_yl;
mov eax,[dc_yh]
mov ecx,[dc_yl]
sub eax,ecx
mov edx,[dc_x]
jl near .leave ; count < 0: nothing to do, so leave
push ebp ; save registers
push ebx
push edi
push esi
inc eax ; make 0 count mean 0 pixels
and edx,3
push eax
mov eax,[dc_temp]
mov esi,[dc_ctspan+edx*4]
add eax,edx
lea eax,[eax+ecx*4] ; eax = top of column in buffer
mov ebp,[dc_yh]
mov [esi],ecx
mov [esi+4],ebp
add esi,8
mov edi,[dc_source]
mov [dc_ctspan+edx*4],esi
mov esi,[dc_iscale]
mov ecx,[dc_texturefrac] ; ecx = frac
mov dl,[edi] ; load cache
mov ebx,[esp]
and ebx,0xfffffff8
jnz .mthan8
; Register usage in the following code is:
;
; eax: dest
; edi: source
; ecx: frac (16.16)
; esi: fracstep (16.16)
; ebx: add1
; ebp: add2
; dl: texel1
; dh: texel2
;[esp] count
; there are fewer than 8 pixels to draw
mov ebx,[esp]
.lthan8 shr ebx,1
jnc .even
; do one pixel before loop (little opportunity for pairing)
mov ebp,ecx ; copy frac to ebx
add ecx,esi ; increment frac
shr ebp,16 ; shift frac over to low end
add eax,4
mov dl,[edi+ebp]
mov [eax-4],dl
.even test ebx,ebx
jz near .done
.loop2 mov [esp],ebx ; save counter
mov ebx,ecx ; copy frac for texel1 to ebx
shr ebx,16 ; shift frac for texel1 to low end
add ecx,esi ; increment frac
mov ebp,ecx ; copy frac for texel2 to ebp
shr ebp,16 ; shift frac for texel2 to low end
add ecx,esi ; increment frac
mov dl,[edi+ebx] ; read texel1
mov ebx,[esp] ; fetch counter
mov dh,[edi+ebp] ; read texel2
mov [eax],dl ; write texel1
mov [eax+4],dh ; write texel2
add eax,8 ; increment dest
dec ebx ; decrement counter
jnz .loop2 ; loop until it hits 0
jmp .done
; there are more than 8 pixels to draw. position eax as close to a 32 byte
; boundary as possible, then do whatever is left.
.mthan8 test eax,4
jz .try2
mov ebp,ecx ; frac: in ebp
add ecx,esi ; step
shr ebp,16 ; frac: shift
add eax,4 ; increment dest
mov ebx,[esp] ; fetch counter
mov dl,[edi+ebp] ; tex: read
dec ebx ; decrement counter
mov [eax-4],dl ; tex: write
mov [esp],ebx ; store counter
.try2 test eax,8
jz .try4
mov ebx,ecx ; frac1: in ebx
add ecx,esi ; step
shr ebx,16 ; frac1: shift
mov ebp,ecx ; frac2: in ebp
shr ebp,16 ; frac2: shift
add ecx,esi ; step
mov dl,[edi+ebx] ; tex1: read
mov ebx,[esp] ; fetch counter
mov dh,[edi+ebp] ; tex2: read
mov [eax],dl ; tex1: write
mov [eax+4],dh ; tex2: write
sub ebx,2 ; decrement counter
add eax,8 ; increment dest
mov [esp],ebx ; store counter
.try4 test eax,16
jz .try8
mov ebx,ecx ; frac1: in ebx
add ecx,esi ; step
shr ebx,16 ; frac1: shift
mov ebp,ecx ; frac2: in ebp
shr ebp,16 ; frac2: shift
add ecx,esi ; step
mov dl,[edi+ebx] ; tex1: read
mov ebx,ecx ; frac3: in ebx
shr ebx,16 ; frac3: shift
mov dh,[edi+ebp] ; tex2: read
add ecx,esi ; step
mov [eax],dl ; tex1: write
mov [eax+4],dh ; tex2: write
mov ebp,ecx ; frac4: in ebp
shr ebp,16 ; frac4: shift
add ecx,esi ; step
mov dl,[edi+ebx] ; tex3: read
mov ebx,[esp] ; fetch counter
mov dh,[edi+ebp] ; tex4: read
sub ebx,4 ; decrement counter
mov [esp],ebx ; store counter
mov [eax+8],dl ; tex3: write
mov [eax+12],dh ; tex4: write
add eax,16 ; increment dest
.try8 mov ebx,[esp] ; make counter count groups of 8
sub esp,4
shr ebx,3
jmp .tail8
align 16
.loop8 mov [esp],ebx ; save counter
mov ebx,ecx ; frac1: in ebx
shr ebx,16 ; frac1: shift
add ecx,esi ; step
mov ebp,ecx ; frac2: in ebp
shr ebp,16 ; frac2: shift
add ecx,esi ; step
mov dl,[edi+ebx] ; tex1: read
mov ebx,ecx ; frac3: in ebx
mov dh,[edi+ebp] ; tex2: read
shr ebx,16 ; frac3: shift
add ecx,esi ; step
mov [eax],dl ; tex1: write
mov [eax+4],dh ; tex2: write
mov ebp,ecx ; frac4: in ebp
shr ebp,16 ; frac4: shift
add ecx,esi ; step
mov dl,[edi+ebx] ; tex3: read
mov ebx,ecx ; frac5: in ebx
mov dh,[edi+ebp] ; tex4: read
shr ebx,16 ; frac5: shift
mov [eax+8],dl ; tex3: write
mov [eax+12],dh ; tex4: write
add ecx,esi ; step
mov ebp,ecx ; frac6: in ebp
shr ebp,16 ; frac6: shift
mov dl,[edi+ebx] ; tex5: read
add ecx,esi ; step
mov ebx,ecx ; frac7: in ebx
mov [eax+16],dl ; tex5: write
shr ebx,16 ; frac7: shift
mov dh,[edi+ebp] ; tex6: read
add ecx,esi ; step
mov ebp,ecx ; frac8: in ebp
mov [eax+20],dh ; tex6: write
shr ebp,16 ; frac8: shift
add eax,32 ; increment dest pointer
mov dl,[edi+ebx] ; tex7: read
mov ebx,[esp] ; fetch counter
mov [eax-8],dl ; tex7: write
mov dh,[edi+ebp] ; tex8: read
add ecx,esi ; step
mov [eax-4],dh ; tex8: write
mov dl,[eax] ; load cache
dec ebx ; decrement counter
.tail8 jnz near .loop8 ; loop if more to do
pop ebp
mov ebx,[esp]
and ebx,7
jnz near .lthan8
.done pop eax
pop esi
pop edi
pop ebx
pop ebp
.leave ret
;*----------------------------------------------------------------------
;*
;* rt_copy1col_asm

View File

@ -1144,7 +1144,7 @@ CCMD(currentpos)
}
else
{
Printf("You are not in game!");
Printf("You are not in game!\n");
}
}

View File

@ -2300,59 +2300,126 @@ void R_DrawSingleSkyCol1(uint32_t solid_top, uint32_t solid_bottom)
void R_DrawSingleSkyCol4(uint32_t solid_top, uint32_t solid_bottom)
{
for (int col = 0; col < 4; col++)
uint8_t *dest = dc_dest;
int count = dc_count;
int pitch = dc_pitch;
const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] };
int textureheight0 = bufheight[0];
const uint32_t *palette = (const uint32_t *)GPalette.BaseColors;
int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] };
int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] };
uint8_t output[4];
int start_fade = 2; // How fast it should fade out
int solid_top_r = RPART(solid_top);
int solid_top_g = GPART(solid_top);
int solid_top_b = BPART(solid_top);
int solid_bottom_r = RPART(solid_bottom);
int solid_bottom_g = GPART(solid_bottom);
int solid_bottom_b = BPART(solid_bottom);
uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)];
uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)];
solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill;
solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill;
// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
int fade_length = (1 << (24 - start_fade));
int start_fadetop_y = (-frac[0]) / fracstep[0];
int end_fadetop_y = (fade_length - frac[0]) / fracstep[0];
int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0];
int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0];
for (int col = 1; col < 4; col++)
{
uint8_t *dest = dc_dest + col;
int count = dc_count;
int pitch = dc_pitch;
const uint8_t *source0 = bufplce[col];
int textureheight0 = bufheight[0];
start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]);
end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]);
start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]);
end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]);
}
start_fadetop_y = clamp(start_fadetop_y, 0, count);
end_fadetop_y = clamp(end_fadetop_y, 0, count);
start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
int32_t frac = vplce[col];
int32_t fracstep = vince[col];
// Top solid color:
for (int index = 0; index < start_fadetop_y; index++)
{
*((uint32_t*)dest) = solid_top_fill;
dest += pitch;
for (int col = 0; col < 4; col++)
frac[col] += fracstep[col];
}
int start_fade = 2; // How fast it should fade out
int solid_top_r = RPART(solid_top);
int solid_top_g = GPART(solid_top);
int solid_top_b = BPART(solid_top);
int solid_bottom_r = RPART(solid_bottom);
int solid_bottom_g = GPART(solid_bottom);
int solid_bottom_b = BPART(solid_bottom);
for (int index = 0; index < count; index++)
// Top fade:
for (int index = start_fadetop_y; index < end_fadetop_y; index++)
{
for (int col = 0; col < 4; col++)
{
uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[sample_index];
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[col][sample_index];
int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0);
int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
uint32_t c = palette[fg];
int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0);
int inv_alpha_top = 256 - alpha_top;
int c_red = RPART(c);
int c_green = GPART(c);
int c_blue = BPART(c);
c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
if (alpha_top == 256 && alpha_bottom == 256)
{
*dest = fg;
}
else
{
int inv_alpha_top = 256 - alpha_top;
int inv_alpha_bottom = 256 - alpha_bottom;
const auto &c = GPalette.BaseColors[fg];
int c_red = c.r;
int c_green = c.g;
int c_blue = c.b;
c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
*dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
}
frac += fracstep;
dest += pitch;
frac[col] += fracstep[col];
}
*((uint32_t*)dest) = *((uint32_t*)output);
dest += pitch;
}
// Textured center:
for (int index = end_fadetop_y; index < start_fadebottom_y; index++)
{
for (int col = 0; col < 4; col++)
{
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
output[col] = source0[col][sample_index];
frac[col] += fracstep[col];
}
*((uint32_t*)dest) = *((uint32_t*)output);
dest += pitch;
}
// Fade bottom:
for (int index = start_fadebottom_y; index < end_fadebottom_y; index++)
{
for (int col = 0; col < 4; col++)
{
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[col][sample_index];
uint32_t c = palette[fg];
int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0);
int inv_alpha_bottom = 256 - alpha_bottom;
int c_red = RPART(c);
int c_green = GPART(c);
int c_blue = BPART(c);
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
frac[col] += fracstep[col];
}
*((uint32_t*)dest) = *((uint32_t*)output);
dest += pitch;
}
// Bottom solid color:
for (int index = end_fadebottom_y; index < count; index++)
{
*((uint32_t*)dest) = solid_bottom_fill;
dest += pitch;
}
}
@ -2420,66 +2487,146 @@ void R_DrawDoubleSkyCol1(uint32_t solid_top, uint32_t solid_bottom)
void R_DrawDoubleSkyCol4(uint32_t solid_top, uint32_t solid_bottom)
{
for (int col = 0; col < 4; col++)
uint8_t *dest = dc_dest;
int count = dc_count;
int pitch = dc_pitch;
const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] };
const uint8_t *source1[4] = { bufplce2[0], bufplce2[1], bufplce2[2], bufplce2[3] };
int textureheight0 = bufheight[0];
uint32_t maxtextureheight1 = bufheight[1] - 1;
const uint32_t *palette = (const uint32_t *)GPalette.BaseColors;
int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] };
int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] };
uint8_t output[4];
int start_fade = 2; // How fast it should fade out
int solid_top_r = RPART(solid_top);
int solid_top_g = GPART(solid_top);
int solid_top_b = BPART(solid_top);
int solid_bottom_r = RPART(solid_bottom);
int solid_bottom_g = GPART(solid_bottom);
int solid_bottom_b = BPART(solid_bottom);
uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)];
uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)];
solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill;
solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill;
// Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color:
int fade_length = (1 << (24 - start_fade));
int start_fadetop_y = (-frac[0]) / fracstep[0];
int end_fadetop_y = (fade_length - frac[0]) / fracstep[0];
int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0];
int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0];
for (int col = 1; col < 4; col++)
{
uint8_t *dest = dc_dest + col;
int count = dc_count;
int pitch = dc_pitch;
const uint8_t *source0 = bufplce[col];
const uint8_t *source1 = bufplce2[col];
int textureheight0 = bufheight[0];
uint32_t maxtextureheight1 = bufheight[1] - 1;
start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]);
end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]);
start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]);
end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]);
}
start_fadetop_y = clamp(start_fadetop_y, 0, count);
end_fadetop_y = clamp(end_fadetop_y, 0, count);
start_fadebottom_y = clamp(start_fadebottom_y, 0, count);
end_fadebottom_y = clamp(end_fadebottom_y, 0, count);
int32_t frac = vplce[col];
int32_t fracstep = vince[col];
// Top solid color:
for (int index = 0; index < start_fadetop_y; index++)
{
*((uint32_t*)dest) = solid_top_fill;
dest += pitch;
for (int col = 0; col < 4; col++)
frac[col] += fracstep[col];
}
int start_fade = 2; // How fast it should fade out
int solid_top_r = RPART(solid_top);
int solid_top_g = GPART(solid_top);
int solid_top_b = BPART(solid_top);
int solid_bottom_r = RPART(solid_bottom);
int solid_bottom_g = GPART(solid_bottom);
int solid_bottom_b = BPART(solid_bottom);
for (int index = 0; index < count; index++)
// Top fade:
for (int index = start_fadetop_y; index < end_fadetop_y; index++)
{
for (int col = 0; col < 4; col++)
{
uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[sample_index];
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[col][sample_index];
if (fg == 0)
{
uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
fg = source1[sample_index2];
fg = source1[col][sample_index2];
}
output[col] = fg;
int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0);
int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0);
uint32_t c = palette[fg];
int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0);
int inv_alpha_top = 256 - alpha_top;
int c_red = RPART(c);
int c_green = GPART(c);
int c_blue = BPART(c);
c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
if (alpha_top == 256 && alpha_bottom == 256)
{
*dest = fg;
}
else
{
int inv_alpha_top = 256 - alpha_top;
int inv_alpha_bottom = 256 - alpha_bottom;
const auto &c = GPalette.BaseColors[fg];
int c_red = c.r;
int c_green = c.g;
int c_blue = c.b;
c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8;
c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8;
c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8;
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
*dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
}
frac += fracstep;
dest += pitch;
frac[col] += fracstep[col];
}
*((uint32_t*)dest) = *((uint32_t*)output);
dest += pitch;
}
// Textured center:
for (int index = end_fadetop_y; index < start_fadebottom_y; index++)
{
for (int col = 0; col < 4; col++)
{
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[col][sample_index];
if (fg == 0)
{
uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
fg = source1[col][sample_index2];
}
output[col] = fg;
frac[col] += fracstep[col];
}
*((uint32_t*)dest) = *((uint32_t*)output);
dest += pitch;
}
// Fade bottom:
for (int index = start_fadebottom_y; index < end_fadebottom_y; index++)
{
for (int col = 0; col < 4; col++)
{
uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
uint8_t fg = source0[col][sample_index];
if (fg == 0)
{
uint32_t sample_index2 = MIN(sample_index, maxtextureheight1);
fg = source1[col][sample_index2];
}
output[col] = fg;
uint32_t c = palette[fg];
int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0);
int inv_alpha_bottom = 256 - alpha_bottom;
int c_red = RPART(c);
int c_green = GPART(c);
int c_blue = BPART(c);
c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8;
c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8;
c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8;
output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)];
frac[col] += fracstep[col];
}
*((uint32_t*)dest) = *((uint32_t*)output);
dest += pitch;
}
// Bottom solid color:
for (int index = end_fadebottom_y; index < count; index++)
{
*((uint32_t*)dest) = solid_bottom_fill;
dest += pitch;
}
}

View File

@ -247,6 +247,8 @@ extern void (*R_DrawFogBoundary)(int x1, int x2, short *uclip, short *dclip);
void R_DrawFogBoundary_C (int x1, int x2, short *uclip, short *dclip);
void R_DrawColumnHorizP_C(void);
#ifdef X86_ASM
extern "C" void R_DrawColumnP_Unrolled (void);
@ -260,7 +262,6 @@ extern "C" void R_DrawSpanMaskedP_ASM (void);
#else
void R_DrawColumnHorizP_C (void);
void R_DrawColumnP_C (void);
void R_DrawFuzzColumnP_C (void);
void R_DrawTranslatedColumnP_C (void);

View File

@ -863,66 +863,34 @@ void FString::Insert (size_t index, const char *instr, size_t instrlen)
void FString::ReplaceChars (char oldchar, char newchar)
{
size_t i, j;
if (oldchar == '\0')
return;
LockBuffer();
for (i = 0, j = Len(); i < j; ++i)
{
if (Chars[i] == oldchar)
{
Chars[i] = newchar;
}
}
UnlockBuffer();
ReplaceChars([&oldchar](char c){ return c == oldchar; }, newchar);
}
void FString::ReplaceChars (const char *oldcharset, char newchar)
{
size_t i, j;
if (oldcharset == NULL || oldcharset[0] == '\0')
return;
LockBuffer();
for (i = 0, j = Len(); i < j; ++i)
{
if (strchr (oldcharset, Chars[i]) != NULL)
{
Chars[i] = newchar;
}
}
UnlockBuffer();
ReplaceChars([&oldcharset](char c){ return strchr(oldcharset, c) != NULL; }, newchar);
}
void FString::StripChars (char killchar)
{
size_t read, write, mylen;
if (killchar == '\0')
return;
LockBuffer();
for (read = write = 0, mylen = Len(); read < mylen; ++read)
{
if (Chars[read] != killchar)
{
Chars[write++] = Chars[read];
}
}
Chars[write] = '\0';
ReallocBuffer (write);
UnlockBuffer();
StripChars([&killchar](char c){ return c == killchar; });
}
void FString::StripChars (const char *killchars)
void FString::StripChars (const char *killcharset)
{
size_t read, write, mylen;
if (killcharset == NULL || killcharset[0] == '\0')
return;
LockBuffer();
for (read = write = 0, mylen = Len(); read < mylen; ++read)
{
if (strchr (killchars, Chars[read]) == NULL)
{
Chars[write++] = Chars[read];
}
}
Chars[write] = '\0';
ReallocBuffer (write);
UnlockBuffer();
StripChars([&killcharset](char c){ return strchr(killcharset, c) != NULL; });
}
void FString::MergeChars (char merger)

View File

@ -236,11 +236,45 @@ public:
void Insert (size_t index, const char *instr);
void Insert (size_t index, const char *instr, size_t instrlen);
template<typename Func>
void ReplaceChars (Func IsOldChar, char newchar)
{
size_t i, j;
LockBuffer();
for (i = 0, j = Len(); i < j; ++i)
{
if (IsOldChar(Chars[i]))
{
Chars[i] = newchar;
}
}
UnlockBuffer();
}
void ReplaceChars (char oldchar, char newchar);
void ReplaceChars (const char *oldcharset, char newchar);
template<typename Func>
void StripChars (Func IsKillChar)
{
size_t read, write, mylen;
LockBuffer();
for (read = write = 0, mylen = Len(); read < mylen; ++read)
{
if (!IsKillChar(Chars[read]))
{
Chars[write++] = Chars[read];
}
}
Chars[write] = '\0';
ReallocBuffer (write);
UnlockBuffer();
}
void StripChars (char killchar);
void StripChars (const char *killchars);
void StripChars (const char *killcharset);
void MergeChars (char merger);
void MergeChars (char merger, char newchar);