qzdoom/src/v_video.h
Randy Heit dda5ddd3c2 - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
  modifying code for maximum performance. The additional registers do allow
  for further optimization over the x86 version by allowing all four pixels
  to be in flight at the same time. The end result is that AMD64 ASM is about
  2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
  (For further comparison, AMD64 C and x86 C are practically the same for
  this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
  most likely candidate, but it's not used enough at this point to bother.
  Also, this may or may not work with Linux at the moment, since it doesn't
  have the eh_handler metadata. Win64 is easier, since I just need to
  structure the function prologue and epilogue properly and use some
  assembler directives/macros to automatically generate the metadata. And
  that brings up another point: You need YASM to assemble the AMD64 code,
  because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
  VC++ still throws around unneccessary register moves. GCC seems to be
  pretty close to optimal, requiring only about 2 cycles/color. They're
  both faster than my hand-written MMX routine, so I don't need to feel
  bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
  instructions, and unrolled it once, shaving off about 80 cycles from the
  time required to blend 256 palette entries. Why? Because I tried writing
  a C version of the routine using compiler intrinsics and was appalled by
  all the extra movq's VC++ added to the code. GCC was better, but still
  generated extra instructions. I only wanted a C version because I can't
  use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
  of a pain. (It's a pain because Linux and Windows have different calling
  conventions, and you need to maintain extra metadata for functions.) So,
  the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
  were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
  only for AMD processors, so we must not use it on other architectures, or
  we end up overwriting the L1 cache line size with 0 or some other number
  we don't actually understand.


SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00

470 lines
16 KiB
C++

/*
** v_video.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __V_VIDEO_H__
#define __V_VIDEO_H__
#include "doomtype.h"
#include "v_palette.h"
#include "v_font.h"
#include "colormatcher.h"
#include "doomdef.h"
// Needed because we are refering to patches.
#include "r_data.h"
extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
extern int DisplayWidth, DisplayHeight, DisplayBits;
bool V_DoModeSetup (int width, int height, int bits);
class FTexture;
// TagItem definitions for DrawTexture. As far as I know, tag lists
// originated on the Amiga.
//
// Think of TagItems as an array of the following structure:
//
// struct TagItem {
// DWORD ti_Tag;
// DWORD ti_Data;
// };
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
#define TAG_END (0) /* Ditto */
#define TAG_IGNORE (1) /* Ignore this Tag */
#define TAG_MORE (2) /* Ends this list and continues with the */
/* list pointed to in ti_Data */
#define TAG_USER ((DWORD)(1u<<30))
enum
{
DTA_Base = TAG_USER + 5000,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination
DTA_Translation, // translation table to recolor the source
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
DTA_BilinearFilter, // bool: apply bilinear filtering to the image
// For DrawText calls:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
};
enum
{
HUD_Normal,
HUD_HorizCenter
};
// Screenshot buffer image data types
enum ESSType
{
SS_PAL,
SS_RGB,
SS_BGRA
};
//
// VIDEO
//
// [RH] Made screens more implementation-independant:
//
class DCanvas : public DObject
{
DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
public:
FFont *Font;
DCanvas (int width, int height);
virtual ~DCanvas ();
// Member variable access
inline BYTE *GetBuffer () const { return Buffer; }
inline int GetWidth () const { return Width; }
inline int GetHeight () const { return Height; }
inline int GetPitch () const { return Pitch; }
virtual bool IsValid ();
// Access control
virtual bool Lock () = 0; // Returns true if the surface was lost since last time
virtual bool Lock (bool usesimplecanvas) { return Lock(); }
virtual void Unlock () = 0;
virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
// Draw a linear block of pixels into the canvas
virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
// Reads a linear block of pixels into the view buffer.
virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
// Dim the entire canvas for the menus
virtual void Dim (PalEntry color = 0);
// Dim part of the canvas
virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
// Fill an area with a texture
virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
// Set an area to a specified color
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
// Draws a line
virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
// Draws a single pixel
virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
// Calculate gamma table
void CalcGamma (float gamma, BYTE gammalookup[256]);
// Can be overridden so that the colormaps for sector color/fade won't be built.
virtual bool UsesColormap() const;
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
// Releases the screenshot buffer.
virtual void ReleaseScreenshotBuffer();
// Text drawing functions -----------------------------------------------
virtual void SetFont (FFont *font);
// 2D Texture drawing
void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
void VirtualToRealCoords(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
// 2D Text drawing
void STACK_ARGS DrawText (int normalcolor, int x, int y, const char *string, ...);
void STACK_ARGS DrawChar (int normalcolor, int x, int y, BYTE character, ...);
protected:
BYTE *Buffer;
int Width;
int Height;
int Pitch;
int LockCount;
struct DrawParms
{
fixed_t x, y;
int texwidth;
int texheight;
int windowleft;
int windowright;
int dclip;
int uclip;
int lclip;
int rclip;
fixed_t destwidth;
fixed_t destheight;
int top;
int left;
fixed_t alpha;
int fillcolor;
FRemapTable *remap;
const BYTE *translation;
DWORD colorOverlay;
INTBOOL alphaChannel;
INTBOOL flipX;
fixed_t shadowAlpha;
int shadowColor;
int virtWidth;
int virtHeight;
INTBOOL keepratio;
INTBOOL masked;
INTBOOL bilinear;
FRenderStyle style;
};
bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
virtual void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
bool ParseDrawTextureTags (FTexture *img, int x, int y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
DCanvas() {}
private:
// Keep track of canvases, for automatic destruction at exit
DCanvas *Next;
static DCanvas *CanvasChain;
void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
};
// A canvas in system memory.
class DSimpleCanvas : public DCanvas
{
DECLARE_CLASS (DSimpleCanvas, DCanvas)
public:
DSimpleCanvas (int width, int height);
~DSimpleCanvas ();
bool IsValid ();
bool Lock ();
void Unlock ();
protected:
BYTE *MemBuffer;
DSimpleCanvas() {}
};
// This class represents a native texture, as opposed to an FTexture.
class FNativeTexture
{
public:
virtual ~FNativeTexture();
virtual bool Update() = 0;
virtual bool CheckWrapping(bool wrapping);
};
// This class represents a texture lookup palette.
class FNativePalette
{
public:
virtual ~FNativePalette();
virtual bool Update() = 0;
};
// A canvas that represents the actual display. The video code is responsible
// for actually implementing this. Built on top of SimpleCanvas, because it
// needs a system memory buffer when buffered output is enabled.
class DFrameBuffer : public DSimpleCanvas
{
DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
public:
DFrameBuffer (int width, int height);
// Force the surface to use buffered output if true is passed.
virtual bool Lock (bool buffered) = 0;
// Make the surface visible. Also implies Unlock().
virtual void Update () = 0;
// Return a pointer to 256 palette entries that can be written to.
virtual PalEntry *GetPalette () = 0;
// Stores the palette with flash blended in into 256 dwords
virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
// Mark the palette as changed. It will be updated on the next Update().
virtual void UpdatePalette () = 0;
// Sets the gamma level. Returns false if the hardware does not support
// gamma changing. (Always true for now, since palettes can always be
// gamma adjusted.)
virtual bool SetGamma (float gamma) = 0;
// Sets a color flash. RGB is the color, and amount is 0-256, with 256
// being all flash and 0 being no flash. Returns false if the hardware
// does not support this. (Always true for now, since palettes can always
// be flashed.)
virtual bool SetFlash (PalEntry rgb, int amount) = 0;
// Converse of SetFlash
virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
// Returns the number of video pages the frame buffer is using.
virtual int GetPageCount () = 0;
// Returns true if running fullscreen.
virtual bool IsFullscreen () = 0;
// Changes the vsync setting, if supported by the device.
virtual void SetVSync (bool vsync);
// Tells the device to recreate itself with the new setting from vid_refreshrate.
virtual void NewRefreshRate ();
// Set the rect defining the area effected by blending.
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
// render 3D view
virtual void RenderView(player_t *player);
// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
bool Accel2D; // If true, 2D drawing can be accelerated.
// Begin 2D drawing operations. This is like Update, but it doesn't end
// the scene, and it doesn't present the image yet. If you are going to
// be covering the entire screen with 2D elements, then pass false to
// avoid copying the software bufferer to the screen.
// Returns true if hardware-accelerated 2D has been entered, false if not.
virtual bool Begin2D(bool copy3d);
// DrawTexture calls after Begin2D use native textures.
// Create a native texture from a game texture.
virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
// Create a palette texture from a remap/palette table.
virtual FNativePalette *CreatePalette(FRemapTable *remap);
// Precaches or unloads a texture
virtual void PrecacheTexture(FTexture *tex, int cache);
// Screen wiping
virtual bool WipeStartScreen(int type);
virtual void WipeEndScreen();
virtual bool WipeDo(int ticks);
virtual void WipeCleanup();
#ifdef _WIN32
virtual void PaletteChanged () = 0;
virtual int QueryNewPalette () = 0;
#endif
protected:
void DrawRateStuff ();
void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
DFrameBuffer () {}
private:
DWORD LastMS, LastSec, FrameCount, LastCount, LastTic;
};
extern FColorMatcher ColorMatcher;
// This is the screen updated by I_FinishUpdate.
extern DFrameBuffer *screen;
#define SCREENWIDTH (screen->GetWidth ())
#define SCREENHEIGHT (screen->GetHeight ())
#define SCREENPITCH (screen->GetPitch ())
EXTERN_CVAR (Float, Gamma)
// Translucency tables
// RGB32k is a normal R5G5B5 -> palette lookup table.
extern "C" BYTE RGB32k[32][32][32];
// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
// special R10B10G10 format for efficient blending computation.
// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
// --------rrrr------bbbb------gggg at level 1
extern "C" DWORD Col2RGB8[65][256];
// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
// and blue are forced to zero, so if the blend overflows, it won't spill
// over into the next component's value.
// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
// --------rrr#------bbb#------gggg at level 1
extern "C" DWORD *Col2RGB8_LessPrecision[65];
// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
// palette has been inverted.
extern "C" DWORD Col2RGB8_Inverse[65][256];
// "Magic" numbers used during the blending:
// --000001111100000111110000011111 = 0x01f07c1f
// -0111111111011111111101111111111 = 0x3FEFFBFF
// -1000000000100000000010000000000 = 0x40100400
// ------10000000001000000000100000 = 0x40100400 >> 5
// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
// --111111111111111111111111111111 = 0x3FFFFFFF
// Allocates buffer screens, call before R_Init.
void V_Init ();
// Initializes graphics mode for the first time.
void V_Init2 ();
void V_Shutdown ();
void V_MarkRect (int x, int y, int width, int height);
// Returns the closest color to the one desired. String
// should be of the form "rr gg bb".
int V_GetColorFromString (const DWORD *palette, const char *colorstring);
// Scans through the X11R6RGB lump for a matching color
// and returns a color string suitable for V_GetColorFromString.
FString V_GetColorStringByName (const char *name);
// Tries to get color by name, then by string
int V_GetColor (const DWORD *palette, const char *str);
#if defined(X86_ASM) || defined(X64_ASM)
extern "C" void ASM_PatchPitch (void);
#endif
int CheckRatio (int width, int height);
extern const int BaseRatioSizes[5][4];
#endif // __V_VIDEO_H__