#include "thread.h"
#include "dpsoftrast.h"
+#ifdef _MSC_VER
+#pragma warning(disable : 4324)
+#endif
+
#ifndef __cplusplus
typedef qboolean bool;
#endif
#define ALIGN_SIZE 16
-#define ATOMIC_SIZE 32
+#define ATOMIC_SIZE 4
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
#if defined(__APPLE__)
#include <libkern/OSAtomic.h>
#define ALIGN(var) var __attribute__((__aligned__(16)))
- #define ATOMIC(var) var __attribute__((__aligned__(32)))
+ #define ATOMIC(var) var __attribute__((__aligned__(4)))
#define MEMORY_BARRIER (_mm_sfence())
#define ATOMIC_COUNTER volatile int32_t
#define ATOMIC_INCREMENT(counter) (OSAtomicIncrement32Barrier(&(counter)))
#define ATOMIC_DECREMENT(counter) (OSAtomicDecrement32Barrier(&(counter)))
#define ATOMIC_ADD(counter, val) ((void)OSAtomicAdd32Barrier((val), &(counter)))
+ #elif defined(__GNUC__) && defined(WIN32)
+ #define ALIGN(var) var __attribute__((__aligned__(16)))
+ #define ATOMIC(var) var __attribute__((__aligned__(4)))
+ #define MEMORY_BARRIER (_mm_sfence())
+ //(__sync_synchronize())
+ #define ATOMIC_COUNTER volatile LONG
+ // this LONG * cast serves to fix an issue with broken mingw
+ // packages on Ubuntu; these only declare the function to take
+ // a LONG *, causing a compile error here. This seems to be
+ // error- and warn-free on platforms that DO declare
+ // InterlockedIncrement correctly, like mingw on Windows.
+ #define ATOMIC_INCREMENT(counter) (InterlockedIncrement((LONG *) &(counter)))
+ #define ATOMIC_DECREMENT(counter) (InterlockedDecrement((LONG *) &(counter)))
+ #define ATOMIC_ADD(counter, val) ((void)InterlockedExchangeAdd((LONG *) &(counter), (val)))
#elif defined(__GNUC__)
#define ALIGN(var) var __attribute__((__aligned__(16)))
- #define ATOMIC(var) var __attribute__((__aligned__(32)))
+ #define ATOMIC(var) var __attribute__((__aligned__(4)))
#define MEMORY_BARRIER (_mm_sfence())
//(__sync_synchronize())
#define ATOMIC_COUNTER volatile int
#define ATOMIC_ADD(counter, val) ((void)__sync_fetch_and_add(&(counter), (val)))
#elif defined(_MSC_VER)
#define ALIGN(var) __declspec(align(16)) var
- #define ATOMIC(var) __declspec(align(32)) var
+ #define ATOMIC(var) __declspec(align(4)) var
#define MEMORY_BARRIER (_mm_sfence())
//(MemoryBarrier())
#define ATOMIC_COUNTER volatile LONG
#define ATOMIC_ADD(counter, val) ((void)((counter) += (val)))
#endif
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
#include <emmintrin.h>
-#define MM_MALLOC(size) _mm_malloc(size, ATOMIC_SIZE)
+#if defined(__GNUC__) && (__GNUC < 4 || __GNUC_MINOR__ < 6) && !defined(__clang__)
+ #define _mm_cvtss_f32(val) (__builtin_ia32_vec_ext_v4sf ((__v4sf)(val), 0))
+#endif
+
+#define MM_MALLOC(size) _mm_malloc(size, ALIGN_SIZE)
static void *MM_CALLOC(size_t nmemb, size_t size)
{
- void *ptr = _mm_malloc(nmemb*size, ATOMIC_SIZE);
+ void *ptr = _mm_malloc(nmemb*size, ALIGN_SIZE);
if (ptr != NULL) memset(ptr, 0, nmemb*size);
return ptr;
}
#define DPSOFTRAST_DRAW_MAXCOMMANDPOOL 2097152
#define DPSOFTRAST_DRAW_MAXCOMMANDSIZE 16384
-typedef ATOMIC(struct DPSOFTRAST_State_Command_Pool_s
+typedef ALIGN(struct DPSOFTRAST_State_Command_Pool_s
{
int freecommand;
int usedcommands;
- ATOMIC(unsigned char commands[DPSOFTRAST_DRAW_MAXCOMMANDPOOL]);
+ ALIGN(unsigned char commands[DPSOFTRAST_DRAW_MAXCOMMANDPOOL]);
}
DPSOFTRAST_State_Command_Pool);
-typedef ATOMIC(struct DPSOFTRAST_State_Triangle_s
+typedef ALIGN(struct DPSOFTRAST_State_Triangle_s
{
unsigned char mip[DPSOFTRAST_MAXTEXTUREUNITS]; // texcoord to screen space density values (for picking mipmap of textures)
float w[3];
int startx; // usable range (according to pixelmask)
int endx; // usable range (according to pixelmask)
unsigned char *pixelmask; // true for pixels that passed depth test, false for others
+ int depthbase; // depthbuffer value at x (add depthslope*startx to get first pixel's depthbuffer value)
+ int depthslope; // depthbuffer value pixel delta
}
DPSOFTRAST_State_Span);
#define DPSOFTRAST_DRAW_MAXSPANS 1024
#define DPSOFTRAST_DRAW_MAXTRIANGLES 128
+#define DPSOFTRAST_DRAW_MAXSPANLENGTH 256
#define DPSOFTRAST_VALIDATE_FB 1
#define DPSOFTRAST_VALIDATE_DEPTHFUNC 2
}
DPSOFTRAST_BLENDMODE;
-typedef ATOMIC(struct DPSOFTRAST_State_Thread_s
+typedef ALIGN(struct DPSOFTRAST_State_Thread_s
{
void *thread;
int index;
int depthtest;
int depthfunc;
int scissortest;
- int alphatest;
- int alphafunc;
- float alphavalue;
int viewport[4];
int scissor[4];
float depthrange[2];
float polygonoffset[2];
+ float clipplane[4];
+ ALIGN(float fb_clipplane[4]);
int shader_mode;
int shader_permutation;
+ int shader_exactspecularmath;
DPSOFTRAST_Texture *texbound[DPSOFTRAST_MAXTEXTUREUNITS];
int numtriangles;
DPSOFTRAST_State_Span spans[DPSOFTRAST_DRAW_MAXSPANS];
DPSOFTRAST_State_Triangle triangles[DPSOFTRAST_DRAW_MAXTRIANGLES];
+ unsigned char pixelmaskarray[DPSOFTRAST_DRAW_MAXSPANLENGTH+4]; // LordHavoc: padded to allow some termination bytes
}
DPSOFTRAST_State_Thread);
-typedef ATOMIC(struct DPSOFTRAST_State_s
+typedef ALIGN(struct DPSOFTRAST_State_s
{
int fb_width;
int fb_height;
int shader_mode;
int shader_permutation;
+ int shader_exactspecularmath;
int texture_max;
int texture_end;
#define DPSOFTRAST_DEPTHOFFSET (128.0f)
#define DPSOFTRAST_BGRA8_FROM_RGBA32F(r,g,b,a) (((int)(r * 255.0f + 0.5f) << 16) | ((int)(g * 255.0f + 0.5f) << 8) | (int)(b * 255.0f + 0.5f) | ((int)(a * 255.0f + 0.5f) << 24))
#define DPSOFTRAST_DEPTH32_FROM_DEPTH32F(d) ((int)(DPSOFTRAST_DEPTHSCALE * (1-d)))
-#define DPSOFTRAST_DRAW_MAXSPANLENGTH 256
+
+static void DPSOFTRAST_Draw_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_State_Span *span);
+static void DPSOFTRAST_Draw_DepthWrite(const DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Span *span);
static void DPSOFTRAST_RecalcViewport(const int *viewport, float *fb_viewportcenter, float *fb_viewportscale)
{
fb_viewportscale[0] = 1.0f;
}
+static void DPSOFTRAST_RecalcThread(DPSOFTRAST_State_Thread *thread)
+{
+ if (dpsoftrast.interlace)
+ {
+ thread->miny1 = (thread->index*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
+ thread->maxy1 = ((thread->index+1)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
+ thread->miny2 = ((dpsoftrast.numthreads+thread->index)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
+ thread->maxy2 = ((dpsoftrast.numthreads+thread->index+1)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
+ }
+ else
+ {
+ thread->miny1 = thread->miny2 = (thread->index*dpsoftrast.fb_height)/dpsoftrast.numthreads;
+ thread->maxy1 = thread->maxy2 = ((thread->index+1)*dpsoftrast.fb_height)/dpsoftrast.numthreads;
+ }
+}
+
+static void DPSOFTRAST_RecalcClipPlane(DPSOFTRAST_State_Thread *thread)
+{
+ thread->fb_clipplane[0] = thread->clipplane[0] / thread->fb_viewportscale[1];
+ thread->fb_clipplane[1] = thread->clipplane[1] / thread->fb_viewportscale[2];
+ thread->fb_clipplane[2] = thread->clipplane[2] / thread->fb_viewportscale[3];
+ thread->fb_clipplane[3] = thread->clipplane[3] / thread->fb_viewportscale[0];
+ thread->fb_clipplane[3] -= thread->fb_viewportcenter[1]*thread->fb_clipplane[0] + thread->fb_viewportcenter[2]*thread->fb_clipplane[1] + thread->fb_viewportcenter[3]*thread->fb_clipplane[2] + thread->fb_viewportcenter[0]*thread->fb_clipplane[3];
+}
+
static void DPSOFTRAST_RecalcFB(DPSOFTRAST_State_Thread *thread)
{
// calculate framebuffer scissor, viewport, viewport clipped by scissor,
thread->fb_scissor[3] = y2 - y1;
DPSOFTRAST_RecalcViewport(thread->viewport, thread->fb_viewportcenter, thread->fb_viewportscale);
+ DPSOFTRAST_RecalcClipPlane(thread);
+ DPSOFTRAST_RecalcThread(thread);
}
static void DPSOFTRAST_RecalcDepthFunc(DPSOFTRAST_State_Thread *thread)
}
}
-DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index)
+static DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index)
{
if (index >= 1 && index < dpsoftrast.texture_end && dpsoftrast.texture[index].bytes)
return &dpsoftrast.texture[index];
d = depth;
size = 0;
mipmaps = 0;
- w = width;
- h = height;
- d = depth;
for (;;)
{
s = w * h * d * sides * 4;
while (dpsoftrast.texture_end > 0 && dpsoftrast.texture[dpsoftrast.texture_end-1].bytes == NULL)
dpsoftrast.texture_end--;
}
-void DPSOFTRAST_Texture_CalculateMipmaps(int index)
+static void DPSOFTRAST_Texture_CalculateMipmaps(int index)
{
int i, x, y, z, w, layer0, layer1, row0, row1;
unsigned char *o, *i0, *i1, *i2, *i3;
texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
if (texture->binds)
DPSOFTRAST_Flush();
- dst = texture->bytes + (blocky * texture->mipmap[0][2] + blockx) * 4;
- while (blockheight > 0)
+ if (pixels)
{
- memcpy(dst, pixels, blockwidth * 4);
- pixels += blockwidth * 4;
- dst += texture->mipmap[0][2] * 4;
- blockheight--;
+ dst = texture->bytes + texture->mipmap[0][1] +(-blocky * texture->mipmap[0][2] + blockx) * 4;
+ while (blockheight > 0)
+ {
+ dst -= texture->mipmap[0][2] * 4;
+ memcpy(dst, pixels, blockwidth * 4);
+ pixels += blockwidth * 4;
+ blockheight--;
+ }
}
DPSOFTRAST_Texture_CalculateMipmaps(index);
}
texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
if (texture->binds)
DPSOFTRAST_Flush();
- memcpy(texture->bytes, pixels, texture->mipmap[0][1]);
+ if (pixels)
+ {
+ int i, stride = texture->mipmap[0][2]*4;
+ unsigned char *dst = texture->bytes + texture->mipmap[0][1];
+ for (i = texture->mipmap[0][3];i > 0;i--)
+ {
+ dst -= stride;
+ memcpy(dst, pixels, stride);
+ pixels += stride;
+ }
+ }
DPSOFTRAST_Texture_CalculateMipmaps(index);
}
int DPSOFTRAST_Texture_GetWidth(int index, int mip)
texture->filter = filter;
}
-void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3)
-{
- if (width != dpsoftrast.fb_width || height != dpsoftrast.fb_height || depthpixels != dpsoftrast.fb_depthpixels ||
- colorpixels0 != dpsoftrast.fb_colorpixels[0] || colorpixels1 != dpsoftrast.fb_colorpixels[1] ||
- colorpixels2 != dpsoftrast.fb_colorpixels[2] || colorpixels3 != dpsoftrast.fb_colorpixels[3])
- DPSOFTRAST_Flush();
- dpsoftrast.fb_width = width;
- dpsoftrast.fb_height = height;
- dpsoftrast.fb_depthpixels = depthpixels;
- dpsoftrast.fb_colorpixels[0] = colorpixels0;
- dpsoftrast.fb_colorpixels[1] = colorpixels1;
- dpsoftrast.fb_colorpixels[2] = colorpixels2;
- dpsoftrast.fb_colorpixels[3] = colorpixels3;
-}
-
static void DPSOFTRAST_Draw_FlushThreads(void);
static void DPSOFTRAST_Draw_SyncCommands(void)
static void DPSOFTRAST_Interpret_ClearColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_Command_ClearColor *command)
{
int i, x1, y1, x2, y2, w, h, x, y;
- int miny1 = thread->miny1;
- int maxy1 = thread->maxy1;
- int miny2 = thread->miny2;
- int maxy2 = thread->maxy2;
+ int miny1, maxy1, miny2, maxy2;
int bandy;
unsigned int *p;
unsigned int c;
DPSOFTRAST_Validate(thread, DPSOFTRAST_VALIDATE_FB);
+ miny1 = thread->miny1;
+ maxy1 = thread->maxy1;
+ miny2 = thread->miny2;
+ maxy2 = thread->maxy2;
x1 = thread->fb_scissor[0];
y1 = thread->fb_scissor[1];
x2 = thread->fb_scissor[0] + thread->fb_scissor[2];
static void DPSOFTRAST_Interpret_ClearDepth(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ClearDepth *command)
{
int x1, y1, x2, y2, w, h, x, y;
- int miny1 = thread->miny1;
- int maxy1 = thread->maxy1;
- int miny2 = thread->miny2;
- int maxy2 = thread->maxy2;
+ int miny1, maxy1, miny2, maxy2;
int bandy;
unsigned int *p;
unsigned int c;
DPSOFTRAST_Validate(thread, DPSOFTRAST_VALIDATE_FB);
+ miny1 = thread->miny1;
+ maxy1 = thread->maxy1;
+ miny2 = thread->miny2;
+ maxy2 = thread->maxy2;
x1 = thread->fb_scissor[0];
y1 = thread->fb_scissor[1];
x2 = thread->fb_scissor[0] + thread->fb_scissor[2];
command->mode = mode;
}
-DEFCOMMAND(15, AlphaTest, int enable;)
-static void DPSOFTRAST_Interpret_AlphaTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_AlphaTest *command)
-{
- thread->alphatest = command->enable;
-}
-void DPSOFTRAST_AlphaTest(int enable)
-{
- DPSOFTRAST_Command_AlphaTest *command = DPSOFTRAST_ALLOCATECOMMAND(AlphaTest);
- command->enable = enable;
-}
-
-DEFCOMMAND(16, AlphaFunc, int func; float ref;)
-static void DPSOFTRAST_Interpret_AlphaFunc(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_AlphaFunc *command)
-{
- thread->alphafunc = command->func;
- thread->alphavalue = command->ref;
-}
-void DPSOFTRAST_AlphaFunc(int func, float ref)
-{
- DPSOFTRAST_Command_AlphaFunc *command = DPSOFTRAST_ALLOCATECOMMAND(AlphaFunc);
- command->func = func;
- command->ref = ref;
-}
-
void DPSOFTRAST_Color4f(float r, float g, float b, float a)
{
dpsoftrast.color[0] = r;
if (th > sh) th = sh;
if (tw < 1 || th < 1)
return;
- sy1 = sheight - 1 - sy1;
+ sy1 = sheight - sy1 - th;
+ ty1 = theight - ty1 - th;
for (y = 0;y < th;y++)
- memcpy(tpixels + ((ty1 + y) * twidth + tx1), spixels + ((sy1 - y) * swidth + sx1), tw*4);
+ memcpy(tpixels + ((ty1 + y) * twidth + tx1), spixels + ((sy1 + y) * swidth + sx1), tw*4);
if (texture->mipmaps > 1)
DPSOFTRAST_Texture_CalculateMipmaps(index);
}
command->texture = texture;
dpsoftrast.texbound[unitnum] = texture;
- ATOMIC_ADD(texture->binds, dpsoftrast.numthreads);
+ if (texture)
+ ATOMIC_ADD(texture->binds, dpsoftrast.numthreads);
}
void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride)
{
dpsoftrast.pointer_vertex3f = vertex3f;
- dpsoftrast.stride_vertex = stride;
+ dpsoftrast.stride_vertex = (int)stride;
}
void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride)
{
dpsoftrast.pointer_color4f = color4f;
dpsoftrast.pointer_color4ub = NULL;
- dpsoftrast.stride_color = stride;
+ dpsoftrast.stride_color = (int)stride;
}
void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride)
{
dpsoftrast.pointer_color4f = NULL;
dpsoftrast.pointer_color4ub = color4ub;
- dpsoftrast.stride_color = stride;
+ dpsoftrast.stride_color = (int)stride;
}
void DPSOFTRAST_SetTexCoordPointer(int unitnum, int numcomponents, size_t stride, const float *texcoordf)
{
dpsoftrast.pointer_texcoordf[unitnum] = texcoordf;
dpsoftrast.components_texcoord[unitnum] = numcomponents;
- dpsoftrast.stride_texcoord[unitnum] = stride;
+ dpsoftrast.stride_texcoord[unitnum] = (int)stride;
}
-DEFCOMMAND(18, SetShader, int mode; int permutation;)
+DEFCOMMAND(18, SetShader, int mode; int permutation; int exactspecularmath;)
static void DPSOFTRAST_Interpret_SetShader(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_SetShader *command)
{
thread->shader_mode = command->mode;
thread->shader_permutation = command->permutation;
+ thread->shader_exactspecularmath = command->exactspecularmath;
}
-void DPSOFTRAST_SetShader(int mode, int permutation)
+void DPSOFTRAST_SetShader(int mode, int permutation, int exactspecularmath)
{
DPSOFTRAST_Command_SetShader *command = DPSOFTRAST_ALLOCATECOMMAND(SetShader);
command->mode = mode;
command->permutation = permutation;
+ command->exactspecularmath = exactspecularmath;
dpsoftrast.shader_mode = mode;
dpsoftrast.shader_permutation = permutation;
+ dpsoftrast.shader_exactspecularmath = exactspecularmath;
}
DEFCOMMAND(19, Uniform4f, DPSOFTRAST_UNIFORM index; float val[4];)
}
void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM uniform, int arraysize, int transpose, const float *v)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int i, index;
for (i = 0, index = (int)uniform;i < arraysize;i++, index += 4, v += 16)
{
dpsoftrast.uniform1i[command->index] = i0;
}
-#ifdef SSE2_PRESENT
+DEFCOMMAND(24, ClipPlane, float clipplane[4];)
+static void DPSOFTRAST_Interpret_ClipPlane(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ClipPlane *command)
+{
+ memcpy(thread->clipplane, command->clipplane, 4*sizeof(float));
+ thread->validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_ClipPlane(float x, float y, float z, float w)
+{
+ DPSOFTRAST_Command_ClipPlane *command = DPSOFTRAST_ALLOCATECOMMAND(ClipPlane);
+ command->clipplane[0] = x;
+ command->clipplane[1] = y;
+ command->clipplane[2] = z;
+ command->clipplane[3] = w;
+}
+
+#ifdef SSE_POSSIBLE
static void DPSOFTRAST_Load4fTo4f(float *dst, const unsigned char *src, int size, int stride)
{
float *end = dst + size*4;
}
#endif
-void DPSOFTRAST_Vertex_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
+static void DPSOFTRAST_Vertex_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
static const float identitymatrix[4][4] = {{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}};
__m128 m0, m1, m2, m3;
float *end;
#endif
}
-void DPSOFTRAST_Vertex_Copy(float *out4f, const float *in4f, int numitems)
+#if 0
+static void DPSOFTRAST_Vertex_Copy(float *out4f, const float *in4f, int numitems)
{
memcpy(out4f, in4f, numitems * sizeof(float[4]));
}
+#endif
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
#define DPSOFTRAST_PROJECTVERTEX(out, in, viewportcenter, viewportscale) \
{ \
__m128 p = (in), w = _mm_shuffle_ps(p, p, _MM_SHUFFLE(3, 3, 3, 3)); \
out = _mm_shuffle_ps(p, p, _MM_SHUFFLE(0, 3, 2, 1)); \
}
-#define DPSOFTRAST_PROJECTY(out, in, viewportcenter, viewportscale) \
-{ \
- __m128 p = (in), w = _mm_shuffle_ps(p, p, _MM_SHUFFLE(3, 3, 3, 3)); \
- p = _mm_move_ss(_mm_shuffle_ps(p, p, _MM_SHUFFLE(2, 1, 0, 3)), _mm_set_ss(1.0f)); \
- p = _mm_add_ps(viewportcenter, _mm_div_ps(_mm_mul_ps(viewportscale, p), w)); \
- out = _mm_shuffle_ps(p, p, _MM_SHUFFLE(0, 3, 2, 1)); \
-}
-
#define DPSOFTRAST_TRANSFORMVERTEX(out, in, m0, m1, m2, m3) \
{ \
__m128 p = (in); \
_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(3, 3, 3, 3)), m3)))); \
}
-static int DPSOFTRAST_Vertex_BoundY(int *starty, int *endy, __m128 minpos, __m128 maxpos, __m128 viewportcenter, __m128 viewportscale, __m128 m0, __m128 m1, __m128 m2, __m128 m3)
+static int DPSOFTRAST_Vertex_BoundY(int *starty, int *endy, const float *minposf, const float *maxposf, const float *inmatrix16f)
{
int clipmask = 0xFF;
+ __m128 viewportcenter = _mm_load_ps(dpsoftrast.fb_viewportcenter), viewportscale = _mm_load_ps(dpsoftrast.fb_viewportscale);
__m128 bb[8], clipdist[8], minproj = _mm_set_ss(2.0f), maxproj = _mm_set_ss(-2.0f);
+ __m128 m0 = _mm_loadu_ps(inmatrix16f), m1 = _mm_loadu_ps(inmatrix16f + 4), m2 = _mm_loadu_ps(inmatrix16f + 8), m3 = _mm_loadu_ps(inmatrix16f + 12);
+ __m128 minpos = _mm_load_ps(minposf), maxpos = _mm_load_ps(maxposf);
m0 = _mm_shuffle_ps(m0, m0, _MM_SHUFFLE(3, 2, 0, 1));
m1 = _mm_shuffle_ps(m1, m1, _MM_SHUFFLE(3, 2, 0, 1));
m2 = _mm_shuffle_ps(m2, m2, _MM_SHUFFLE(3, 2, 0, 1));
static int DPSOFTRAST_Vertex_Project(float *out4f, float *screen4f, int *starty, int *endy, const float *in4f, int numitems)
{
+ static const float identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
float *end = out4f + numitems*4;
__m128 viewportcenter = _mm_load_ps(dpsoftrast.fb_viewportcenter), viewportscale = _mm_load_ps(dpsoftrast.fb_viewportscale);
__m128 minpos, maxpos;
}
}
if (starty && endy)
- return DPSOFTRAST_Vertex_BoundY(starty, endy, minpos, maxpos, viewportcenter, viewportscale,
- _mm_setr_ps(1.0f, 0.0f, 0.0f, 0.0f),
- _mm_setr_ps(0.0f, 1.0f, 0.0f, 0.0f),
- _mm_setr_ps(0.0f, 0.0f, 1.0f, 0.0f),
- _mm_setr_ps(0.0f, 0.0f, 0.0f, 1.0f));
+ {
+ ALIGN(float minposf[4]);
+ ALIGN(float maxposf[4]);
+ _mm_store_ps(minposf, minpos);
+ _mm_store_ps(maxposf, maxpos);
+ return DPSOFTRAST_Vertex_BoundY(starty, endy, minposf, maxposf, identitymatrix);
+ }
return 0;
}
static int DPSOFTRAST_Vertex_TransformProject(float *out4f, float *screen4f, int *starty, int *endy, const float *in4f, int numitems, const float *inmatrix16f)
{
- static const float identitymatrix[4][4] = {{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}};
+ static const float identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
__m128 m0, m1, m2, m3, viewportcenter, viewportscale, minpos, maxpos;
float *end;
if (!memcmp(identitymatrix, inmatrix16f, sizeof(float[16])))
}
}
if (starty && endy)
- return DPSOFTRAST_Vertex_BoundY(starty, endy, minpos, maxpos, viewportcenter, viewportscale, m0, m1, m2, m3);
+ {
+ ALIGN(float minposf[4]);
+ ALIGN(float maxposf[4]);
+ _mm_store_ps(minposf, minpos);
+ _mm_store_ps(maxposf, maxpos);
+ return DPSOFTRAST_Vertex_BoundY(starty, endy, minposf, maxposf, inmatrix16f);
+ }
return 0;
}
#endif
static float *DPSOFTRAST_Array_Load(int outarray, int inarray)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
float *outf = dpsoftrast.post_array4f[outarray];
const unsigned char *inb;
int firstvertex = dpsoftrast.firstvertex;
#if 0
static float *DPSOFTRAST_Array_Project(int outarray, int inarray)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
float *data = inarray >= 0 ? DPSOFTRAST_Array_Load(outarray, inarray) : dpsoftrast.post_array4f[outarray];
dpsoftrast.drawclipped = DPSOFTRAST_Vertex_Project(data, dpsoftrast.screencoord4f, &dpsoftrast.drawstarty, &dpsoftrast.drawendy, data, dpsoftrast.numvertices);
return data;
static float *DPSOFTRAST_Array_TransformProject(int outarray, int inarray, const float *inmatrix16f)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
float *data = inarray >= 0 ? DPSOFTRAST_Array_Load(outarray, inarray) : dpsoftrast.post_array4f[outarray];
dpsoftrast.drawclipped = DPSOFTRAST_Vertex_TransformProject(data, dpsoftrast.screencoord4f, &dpsoftrast.drawstarty, &dpsoftrast.drawendy, data, dpsoftrast.numvertices, inmatrix16f);
return data;
#endif
}
-void DPSOFTRAST_Draw_Span_Begin(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *zf)
+static void DPSOFTRAST_Draw_Span_Begin(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *zf)
{
int x;
int startx = span->startx;
float wslope = triangle->w[0];
float w = triangle->w[2] + span->x*wslope + span->y*triangle->w[1];
float endz = 1.0f / (w + wslope * startx);
+ if (triangle->w[0] == 0)
+ {
+ // LordHavoc: fast flat polygons (HUD/menu)
+ for (x = startx;x < endx;x++)
+ zf[x] = endz;
+ return;
+ }
for (x = startx;x < endx;)
{
int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1;
}
}
-void DPSOFTRAST_Draw_Span_Finish(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, const float * RESTRICT in4f)
+static void DPSOFTRAST_Draw_Span_FinishBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, const unsigned char* RESTRICT in4ub)
{
+#ifdef SSE_POSSIBLE
int x;
int startx = span->startx;
int endx = span->endx;
- int d[4];
- float a, b;
+ int maskx;
+ int subx;
+ const unsigned int * RESTRICT ini = (const unsigned int *)in4ub;
unsigned char * RESTRICT pixelmask = span->pixelmask;
- unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
- if (!pixel)
+ unsigned int * RESTRICT pixeli = (unsigned int *)dpsoftrast.fb_colorpixels[0];
+ if (!pixeli)
return;
- pixel += (span->y * dpsoftrast.fb_width + span->x) * 4;
+ pixeli += span->y * dpsoftrast.fb_width + span->x;
// handle alphatest now (this affects depth writes too)
- if (thread->alphatest)
+ if (thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL)
for (x = startx;x < endx;x++)
- if (in4f[x*4+3] < 0.5f)
+ if (in4ub[x*4+3] < 128)
pixelmask[x] = false;
- // FIXME: this does not handle bigendian
+ // LordHavoc: clear pixelmask for some pixels in alphablend cases, this
+ // helps sprites, text and hud artwork
switch(thread->fb_blendmode)
{
- case DPSOFTRAST_BLENDMODE_OPAQUE:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- d[0] = (int)(in4f[x*4+2]*255.0f);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*255.0f);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*255.0f);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*255.0f);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_ALPHA:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- a = in4f[x*4+3] * 255.0f;
- b = 1.0f - in4f[x*4+3];
- d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]*b);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]*b);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]*b);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]*b);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_ADDALPHA:
+ case DPSOFTRAST_BLENDMODE_SUBALPHA:
+ maskx = startx;
for (x = startx;x < endx;x++)
{
- if (!pixelmask[x])
- continue;
- a = in4f[x*4+3] * 255.0f;
- d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
+ if (in4ub[x*4+3] >= 1)
+ {
+ startx = x;
+ for (;;)
+ {
+ while (++x < endx && in4ub[x*4+3] >= 1) ;
+ maskx = x;
+ if (x >= endx) break;
+ ++x;
+ while (++x < endx && in4ub[x*4+3] < 1) pixelmask[x] = false;
+ if (x >= endx) break;
+ }
+ break;
+ }
}
+ endx = maskx;
break;
+ case DPSOFTRAST_BLENDMODE_OPAQUE:
case DPSOFTRAST_BLENDMODE_ADD:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- d[0] = (int)(in4f[x*4+2]*255.0f+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*255.0f+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*255.0f+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*255.0f+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_INVMOD:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- d[0] = (int)((1.0f-in4f[x*4+2])*pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
- d[1] = (int)((1.0f-in4f[x*4+1])*pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
- d[2] = (int)((1.0f-in4f[x*4+0])*pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
- d[3] = (int)((1.0f-in4f[x*4+3])*pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_MUL:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- d[0] = (int)(in4f[x*4+2]*pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_MUL2:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- d[0] = (int)(in4f[x*4+2]*pixel[x*4+0]*2.0f);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*pixel[x*4+1]*2.0f);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*pixel[x*4+2]*2.0f);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*pixel[x*4+3]*2.0f);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
- case DPSOFTRAST_BLENDMODE_SUBALPHA:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- a = in4f[x*4+3] * -255.0f;
- d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;if (d[0] < 0) d[0] = 0;
- d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;if (d[1] < 0) d[1] = 0;
- d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;if (d[2] < 0) d[2] = 0;
- d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;if (d[3] < 0) d[3] = 0;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_PSEUDOALPHA:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- a = 255.0f;
- b = 1.0f - in4f[x*4+3];
- d[0] = (int)(in4f[x*4+2]*a+pixel[x*4+0]*b);if (d[0] > 255) d[0] = 255;
- d[1] = (int)(in4f[x*4+1]*a+pixel[x*4+1]*b);if (d[1] > 255) d[1] = 255;
- d[2] = (int)(in4f[x*4+0]*a+pixel[x*4+2]*b);if (d[2] > 255) d[2] = 255;
- d[3] = (int)(in4f[x*4+3]*a+pixel[x*4+3]*b);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
- break;
case DPSOFTRAST_BLENDMODE_INVADD:
- for (x = startx;x < endx;x++)
- {
- if (!pixelmask[x])
- continue;
- d[0] = (int)((255.0f-pixel[x*4+2])*in4f[x*4+0] + pixel[x*4+2]);if (d[0] > 255) d[0] = 255;
- d[1] = (int)((255.0f-pixel[x*4+1])*in4f[x*4+1] + pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
- d[2] = (int)((255.0f-pixel[x*4+0])*in4f[x*4+2] + pixel[x*4+0]);if (d[2] > 255) d[2] = 255;
- d[3] = (int)((255.0f-pixel[x*4+3])*in4f[x*4+3] + pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
- pixel[x*4+0] = d[0];
- pixel[x*4+1] = d[1];
- pixel[x*4+2] = d[2];
- pixel[x*4+3] = d[3];
- }
break;
}
-}
-
-void DPSOFTRAST_Draw_Span_FinishBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, const unsigned char* RESTRICT in4ub)
-{
-#ifdef SSE2_PRESENT
- int x;
- int startx = span->startx;
- int endx = span->endx;
- const unsigned int * RESTRICT ini = (const unsigned int *)in4ub;
- unsigned char * RESTRICT pixelmask = span->pixelmask;
- unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
- unsigned int * RESTRICT pixeli = (unsigned int *)dpsoftrast.fb_colorpixels[0];
- if (!pixel)
- return;
- pixel += (span->y * dpsoftrast.fb_width + span->x) * 4;
- pixeli += span->y * dpsoftrast.fb_width + span->x;
- // handle alphatest now (this affects depth writes too)
- if (thread->alphatest)
- for (x = startx;x < endx;x++)
- if (in4ub[x*4+3] < 0.5f)
- pixelmask[x] = false;
- // FIXME: this does not handle bigendian
- switch(thread->fb_blendmode)
+ // put some special values at the end of the mask to ensure the loops end
+ pixelmask[endx] = 1;
+ pixelmask[endx+1] = 0;
+ // LordHavoc: use a double loop to identify subspans, this helps the
+ // optimized copy/blend loops to perform at their best, most triangles
+ // have only one run of pixels, and do the search using wide reads...
+ x = startx;
+ while (x < endx)
{
- case DPSOFTRAST_BLENDMODE_OPAQUE:
- for (x = startx;x + 4 <= endx;)
+ // if this pixel is masked off, it's probably not alone...
+ if (!pixelmask[x])
{
- if (*(const unsigned int *)&pixelmask[x] == 0x01010101)
+ x++;
+#if 1
+ if (x + 8 < endx)
{
- _mm_storeu_si128((__m128i *)&pixeli[x], _mm_loadu_si128((const __m128i *)&ini[x]));
- x += 4;
+ // the 4-item search must be aligned or else it stalls badly
+ if ((x & 3) && !pixelmask[x])
+ {
+ if(pixelmask[x]) goto endmasked;
+ x++;
+ if (x & 3)
+ {
+ if(pixelmask[x]) goto endmasked;
+ x++;
+ if (x & 3)
+ {
+ if(pixelmask[x]) goto endmasked;
+ x++;
+ }
+ }
+ }
+ while (*(unsigned int *)&pixelmask[x] == 0x00000000)
+ x += 4;
+ }
+#endif
+ for (;!pixelmask[x];x++)
+ ;
+ // rather than continue the loop, just check the end variable
+ if (x >= endx)
+ break;
+ }
+ endmasked:
+ // find length of subspan
+ subx = x + 1;
+#if 1
+ if (subx + 8 < endx)
+ {
+ if (subx & 3)
+ {
+ if(!pixelmask[subx]) goto endunmasked;
+ subx++;
+ if (subx & 3)
+ {
+ if(!pixelmask[subx]) goto endunmasked;
+ subx++;
+ if (subx & 3)
+ {
+ if(!pixelmask[subx]) goto endunmasked;
+ subx++;
+ }
+ }
+ }
+ while (*(unsigned int *)&pixelmask[subx] == 0x01010101)
+ subx += 4;
+ }
+#endif
+ for (;pixelmask[subx];subx++)
+ ;
+ // the checks can overshoot, so make sure to clip it...
+ if (subx > endx)
+ subx = endx;
+ endunmasked:
+ // now that we know the subspan length... process!
+ switch(thread->fb_blendmode)
+ {
+ case DPSOFTRAST_BLENDMODE_OPAQUE:
+#if 0
+ if (subx - x >= 16)
+ {
+ memcpy(pixeli + x, ini + x, (subx - x) * sizeof(pixeli[x]));
+ x = subx;
}
else
+#elif 1
+ while (x + 16 <= subx)
{
- if (pixelmask[x])
+ _mm_storeu_si128((__m128i *)&pixeli[x], _mm_loadu_si128((const __m128i *)&ini[x]));
+ _mm_storeu_si128((__m128i *)&pixeli[x+4], _mm_loadu_si128((const __m128i *)&ini[x+4]));
+ _mm_storeu_si128((__m128i *)&pixeli[x+8], _mm_loadu_si128((const __m128i *)&ini[x+8]));
+ _mm_storeu_si128((__m128i *)&pixeli[x+12], _mm_loadu_si128((const __m128i *)&ini[x+12]));
+ x += 16;
+ }
+#endif
+ {
+ while (x + 4 <= subx)
+ {
+ _mm_storeu_si128((__m128i *)&pixeli[x], _mm_loadu_si128((const __m128i *)&ini[x]));
+ x += 4;
+ }
+ if (x + 2 <= subx)
+ {
pixeli[x] = ini[x];
- x++;
+ pixeli[x+1] = ini[x+1];
+ x += 2;
+ }
+ if (x < subx)
+ {
+ pixeli[x] = ini[x];
+ x++;
+ }
}
- }
- for (;x < endx;x++)
- if (pixelmask[x])
- pixeli[x] = ini[x];
- break;
- case DPSOFTRAST_BLENDMODE_ALPHA:
- #define FINISHBLEND(blend2, blend1) \
- for (x = startx;x + 1 < endx;x += 2) \
- { \
- __m128i src, dst; \
- switch (*(const unsigned short*)&pixelmask[x]) \
+ break;
+ case DPSOFTRAST_BLENDMODE_ALPHA:
+ #define FINISHBLEND(blend2, blend1) \
+ for (;x + 1 < subx;x += 2) \
{ \
- case 0x0101: \
+ __m128i src, dst; \
src = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ini[x]), _mm_setzero_si128()); \
dst = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixeli[x]), _mm_setzero_si128()); \
blend2; \
_mm_storel_epi64((__m128i *)&pixeli[x], _mm_packus_epi16(dst, dst)); \
- continue; \
- case 0x0100: \
- src = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ini[x+1]), _mm_setzero_si128()); \
- dst = _mm_unpacklo_epi8(_mm_cvtsi32_si128(pixeli[x+1]), _mm_setzero_si128()); \
- blend1; \
- pixeli[x+1] = _mm_cvtsi128_si32(_mm_packus_epi16(dst, dst)); \
- continue; \
- case 0x0001: \
+ } \
+ if (x < subx) \
+ { \
+ __m128i src, dst; \
src = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ini[x]), _mm_setzero_si128()); \
dst = _mm_unpacklo_epi8(_mm_cvtsi32_si128(pixeli[x]), _mm_setzero_si128()); \
blend1; \
pixeli[x] = _mm_cvtsi128_si32(_mm_packus_epi16(dst, dst)); \
- continue; \
- } \
- break; \
- } \
- for(;x < endx; x++) \
- { \
- __m128i src, dst; \
- if (!pixelmask[x]) \
- continue; \
- src = _mm_unpacklo_epi8(_mm_cvtsi32_si128(ini[x]), _mm_setzero_si128()); \
- dst = _mm_unpacklo_epi8(_mm_cvtsi32_si128(pixeli[x]), _mm_setzero_si128()); \
- blend1; \
- pixeli[x] = _mm_cvtsi128_si32(_mm_packus_epi16(dst, dst)); \
+ x++; \
+ }
+ FINISHBLEND({
+ __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(src, dst), 4), _mm_slli_epi16(blend, 4)));
+ }, {
+ __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(src, dst), 4), _mm_slli_epi16(blend, 4)));
+ });
+ break;
+ case DPSOFTRAST_BLENDMODE_ADDALPHA:
+ FINISHBLEND({
+ __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_add_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
+ }, {
+ __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_add_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
+ });
+ break;
+ case DPSOFTRAST_BLENDMODE_ADD:
+ FINISHBLEND({ dst = _mm_add_epi16(src, dst); }, { dst = _mm_add_epi16(src, dst); });
+ break;
+ case DPSOFTRAST_BLENDMODE_INVMOD:
+ FINISHBLEND({
+ dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, src), 8));
+ }, {
+ dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, src), 8));
+ });
+ break;
+ case DPSOFTRAST_BLENDMODE_MUL:
+ FINISHBLEND({ dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 8); }, { dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 8); });
+ break;
+ case DPSOFTRAST_BLENDMODE_MUL2:
+ FINISHBLEND({ dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 7); }, { dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 7); });
+ break;
+ case DPSOFTRAST_BLENDMODE_SUBALPHA:
+ FINISHBLEND({
+ __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
+ }, {
+ __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
+ });
+ break;
+ case DPSOFTRAST_BLENDMODE_PSEUDOALPHA:
+ FINISHBLEND({
+ __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_add_epi16(src, _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, blend), 8)));
+ }, {
+ __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
+ dst = _mm_add_epi16(src, _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, blend), 8)));
+ });
+ break;
+ case DPSOFTRAST_BLENDMODE_INVADD:
+ FINISHBLEND({
+ dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(_mm_set1_epi16(255), dst), 4), _mm_slli_epi16(src, 4)));
+ }, {
+ dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(_mm_set1_epi16(255), dst), 4), _mm_slli_epi16(src, 4)));
+ });
+ break;
}
-
- FINISHBLEND({
- __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(src, dst), 4), _mm_slli_epi16(blend, 4)));
- }, {
- __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(src, dst), 4), _mm_slli_epi16(blend, 4)));
- });
- break;
- case DPSOFTRAST_BLENDMODE_ADDALPHA:
- FINISHBLEND({
- __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_add_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
- }, {
- __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_add_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
- });
- break;
- case DPSOFTRAST_BLENDMODE_ADD:
- FINISHBLEND({ dst = _mm_add_epi16(src, dst); }, { dst = _mm_add_epi16(src, dst); });
- break;
- case DPSOFTRAST_BLENDMODE_INVMOD:
- FINISHBLEND({
- dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, src), 8));
- }, {
- dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, src), 8));
- });
- break;
- case DPSOFTRAST_BLENDMODE_MUL:
- FINISHBLEND({ dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 8); }, { dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 8); });
- break;
- case DPSOFTRAST_BLENDMODE_MUL2:
- FINISHBLEND({ dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 7); }, { dst = _mm_srli_epi16(_mm_mullo_epi16(src, dst), 7); });
- break;
- case DPSOFTRAST_BLENDMODE_SUBALPHA:
- FINISHBLEND({
- __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
- }, {
- __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(src, blend), 8));
- });
- break;
- case DPSOFTRAST_BLENDMODE_PSEUDOALPHA:
- FINISHBLEND({
- __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_add_epi16(src, _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, blend), 8)));
- }, {
- __m128i blend = _mm_shufflelo_epi16(src, _MM_SHUFFLE(3, 3, 3, 3));
- dst = _mm_add_epi16(src, _mm_sub_epi16(dst, _mm_srli_epi16(_mm_mullo_epi16(dst, blend), 8)));
- });
- break;
- case DPSOFTRAST_BLENDMODE_INVADD:
- FINISHBLEND({
- dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(_mm_set1_epi16(255), dst), 4), _mm_slli_epi16(src, 4)));
- }, {
- dst = _mm_add_epi16(dst, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(_mm_set1_epi16(255), dst), 4), _mm_slli_epi16(src, 4)));
- });
- break;
}
#endif
}
-void DPSOFTRAST_Draw_Span_Texture2DVarying(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
+static void DPSOFTRAST_Texture2DBGRA8(DPSOFTRAST_Texture *texture, int mip, float x, float y, unsigned char c[4])
+ // warning: this is SLOW, only use if the optimized per-span functions won't do
+{
+ const unsigned char * RESTRICT pixelbase;
+ const unsigned char * RESTRICT pixel[4];
+ int width = texture->mipmap[mip][2], height = texture->mipmap[mip][3];
+ int wrapmask[2] = { width-1, height-1 };
+ pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0] + texture->mipmap[mip][1] - 4*width;
+ if(texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR)
+ {
+ unsigned int tc[2] = { x * (width<<12) - 2048, y * (height<<12) - 2048};
+ unsigned int frac[2] = { tc[0]&0xFFF, tc[1]&0xFFF };
+ unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
+ unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
+ int tci[2] = { tc[0]>>12, tc[1]>>12 };
+ int tci1[2] = { tci[0] + 1, tci[1] + 1 };
+ if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ tci[0] = tci[0] >= 0 ? (tci[0] <= wrapmask[0] ? tci[0] : wrapmask[0]) : 0;
+ tci[1] = tci[1] >= 0 ? (tci[1] <= wrapmask[1] ? tci[1] : wrapmask[1]) : 0;
+ tci1[0] = tci1[0] >= 0 ? (tci1[0] <= wrapmask[0] ? tci1[0] : wrapmask[0]) : 0;
+ tci1[1] = tci1[1] >= 0 ? (tci1[1] <= wrapmask[1] ? tci1[1] : wrapmask[1]) : 0;
+ }
+ else
+ {
+ tci[0] &= wrapmask[0];
+ tci[1] &= wrapmask[1];
+ tci1[0] &= wrapmask[0];
+ tci1[1] &= wrapmask[1];
+ }
+ pixel[0] = pixelbase + 4 * (tci[0] - tci[1]*width);
+ pixel[1] = pixelbase + 4 * (tci[0] - tci[1]*width);
+ pixel[2] = pixelbase + 4 * (tci[0] - tci1[1]*width);
+ pixel[3] = pixelbase + 4 * (tci[0] - tci1[1]*width);
+ c[0] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3])>>24;
+ c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3])>>24;
+ c[2] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3])>>24;
+ c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3])>>24;
+ }
+ else
+ {
+ int tci[2] = { x * width, y * height };
+ if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ tci[0] = tci[0] >= 0 ? (tci[0] <= wrapmask[0] ? tci[0] : wrapmask[0]) : 0;
+ tci[1] = tci[1] >= 0 ? (tci[1] <= wrapmask[1] ? tci[1] : wrapmask[1]) : 0;
+ }
+ else
+ {
+ tci[0] &= wrapmask[0];
+ tci[1] &= wrapmask[1];
+ }
+ pixel[0] = pixelbase + 4 * (tci[0] - tci[1]*width);
+ c[0] = pixel[0][0];
+ c[1] = pixel[0][1];
+ c[2] = pixel[0][2];
+ c[3] = pixel[0][3];
+ }
+}
+
+#if 0
+static void DPSOFTRAST_Draw_Span_Texture2DVarying(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
int x;
int startx = span->startx;
return;
}
mip = triangle->mip[texunitindex];
- pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0];
+ pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0] + texture->mipmap[mip][1] - 4*texture->mipmap[mip][2];
// if this mipmap of the texture is 1 pixel, just fill it with that color
if (texture->mipmap[mip][1] == 4)
{
flags = texture->flags;
tcscale[0] = texture->mipmap[mip][2];
tcscale[1] = texture->mipmap[mip][3];
- tciwidth = texture->mipmap[mip][2];
+ tciwidth = -texture->mipmap[mip][2];
tcimin[0] = 0;
tcimin[1] = 0;
tcimax[0] = texture->mipmap[mip][2]-1;
tcimax[1] = texture->mipmap[mip][3]-1;
tciwrapmask[0] = texture->mipmap[mip][2]-1;
tciwrapmask[1] = texture->mipmap[mip][3]-1;
- endtc[0] = (data[0] + slope[0]*startx) * zf[startx] * tcscale[0] - 0.5f;
- endtc[1] = (data[1] + slope[1]*startx) * zf[startx] * tcscale[1] - 0.5f;
+ endtc[0] = (data[0] + slope[0]*startx) * zf[startx] * tcscale[0];
+ endtc[1] = (data[1] + slope[1]*startx) * zf[startx] * tcscale[1];
+ if (filter)
+ {
+ endtc[0] -= 0.5f;
+ endtc[1] -= 0.5f;
+ }
for (x = startx;x < endx;)
{
unsigned int subtc[2];
unsigned int substep[2];
- float subscale = 65536.0f/DPSOFTRAST_DRAW_MAXSUBSPAN;
+ float subscale = 4096.0f/DPSOFTRAST_DRAW_MAXSUBSPAN;
int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1;
if (nextsub >= endx)
{
nextsub = endsub = endx-1;
- if (x < nextsub) subscale = 65536.0f / (nextsub - x);
+ if (x < nextsub) subscale = 4096.0f / (nextsub - x);
}
tc[0] = endtc[0];
tc[1] = endtc[1];
- endtc[0] = (data[0] + slope[0]*nextsub) * zf[nextsub] * tcscale[0] - 0.5f;
- endtc[1] = (data[1] + slope[1]*nextsub) * zf[nextsub] * tcscale[1] - 0.5f;
+ endtc[0] = (data[0] + slope[0]*nextsub) * zf[nextsub] * tcscale[0];
+ endtc[1] = (data[1] + slope[1]*nextsub) * zf[nextsub] * tcscale[1];
+ if (filter)
+ {
+ endtc[0] -= 0.5f;
+ endtc[1] -= 0.5f;
+ }
substep[0] = (endtc[0] - tc[0]) * subscale;
substep[1] = (endtc[1] - tc[1]) * subscale;
- subtc[0] = tc[0] * (1<<16);
- subtc[1] = tc[1] * (1<<16);
+ subtc[0] = tc[0] * (1<<12);
+ subtc[1] = tc[1] * (1<<12);
if (filter)
{
if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
- tci[0] = subtc[0]>>16;
- tci[1] = subtc[1]>>16;
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
tci1[0] = tci[0] + 1;
tci1[1] = tci[1] + 1;
tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
- tci[0] = subtc[0]>>16;
- tci[1] = subtc[1]>>16;
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
tci1[0] = tci[0] + 1;
tci1[1] = tci[1] + 1;
tci[0] &= tciwrapmask[0];
{
for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
{
- tci[0] = subtc[0]>>16;
- tci[1] = subtc[1]>>16;
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
{
for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
{
- tci[0] = subtc[0]>>16;
- tci[1] = subtc[1]>>16;
+ tci[0] = subtc[0]>>12;
+ tci[1] = subtc[1]>>12;
tci[0] &= tciwrapmask[0];
tci[1] &= tciwrapmask[1];
pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
}
}
}
+#endif
-void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
+static void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x;
int startx = span->startx;
int endx = span->endx;
__m128i subtc, substep, endsubtc;
int filter;
int mip;
+ int affine; // LordHavoc: optimized affine texturing case
unsigned int * RESTRICT outi = (unsigned int *)out4ub;
const unsigned char * RESTRICT pixelbase;
DPSOFTRAST_Texture *texture = thread->texbound[texunitindex];
return;
}
mip = triangle->mip[texunitindex];
- pixelbase = (const unsigned char *)texture->bytes + texture->mipmap[mip][0];
+ pixelbase = (const unsigned char *)texture->bytes + texture->mipmap[mip][0] + texture->mipmap[mip][1] - 4*texture->mipmap[mip][2];
// if this mipmap of the texture is 1 pixel, just fill it with that color
if (texture->mipmap[mip][1] == 4)
{
outi[x] = k;
return;
}
+ affine = zf[startx] == zf[endx-1];
filter = texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR;
DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex);
flags = texture->flags;
tcscale = _mm_cvtepi32_ps(tcsize);
data = _mm_mul_ps(_mm_movelh_ps(data, data), tcscale);
slope = _mm_mul_ps(_mm_movelh_ps(slope, slope), tcscale);
- endtc = _mm_sub_ps(_mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx])), _mm_set1_ps(0.5f));
+ endtc = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx]));
+ if (filter)
+ endtc = _mm_sub_ps(endtc, _mm_set1_ps(0.5f));
endsubtc = _mm_cvtps_epi32(_mm_mul_ps(endtc, _mm_set1_ps(65536.0f)));
- tcoffset = _mm_add_epi32(_mm_slli_epi32(_mm_shuffle_epi32(tcsize, _MM_SHUFFLE(0, 0, 0, 0)), 18), _mm_set1_epi32(4));
+ tcoffset = _mm_add_epi32(_mm_slli_epi32(_mm_sub_epi32(_mm_setzero_si128(), _mm_shuffle_epi32(tcsize, _MM_SHUFFLE(0, 0, 0, 0))), 18), _mm_set1_epi32(4));
tcmax = _mm_packs_epi32(tcmask, tcmask);
for (x = startx;x < endx;)
{
int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1;
__m128 subscale = _mm_set1_ps(65536.0f/DPSOFTRAST_DRAW_MAXSUBSPAN);
- if (nextsub >= endx)
+ if (nextsub >= endx || affine)
{
nextsub = endsub = endx-1;
if (x < nextsub) subscale = _mm_set1_ps(65536.0f / (nextsub - x));
}
tc = endtc;
subtc = endsubtc;
- endtc = _mm_sub_ps(_mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub])), _mm_set1_ps(0.5f));
+ endtc = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub]));
+ if (filter)
+ endtc = _mm_sub_ps(endtc, _mm_set1_ps(0.5f));
substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endtc, tc), subscale));
endsubtc = _mm_cvtps_epi32(_mm_mul_ps(endtc, _mm_set1_ps(65536.0f)));
subtc = _mm_unpacklo_epi64(subtc, _mm_add_epi32(subtc, substep));
#endif
}
-void DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
+static void DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
// TODO: IMPLEMENT
memset(out4ub + span->startx*4, 255, (span->startx - span->endx)*4);
}
-float DPSOFTRAST_SampleShadowmap(const float *vector)
+static float DPSOFTRAST_SampleShadowmap(const float *vector)
{
// TODO: IMPLEMENT
return 1.0f;
}
-void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf)
+#if 0
+static void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf)
{
int x;
int startx = span->startx;
out4f[x*4+3] = in4f[x*4+3] * c[3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf)
+#if 0
+static void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf)
{
int x;
int startx = span->startx;
out4f[x*4+3] = c[3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
+#if 0
+static void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
{
int x, startx = span->startx, endx = span->endx;
float c[4], localcolor[4];
out4f[x*4+3] = ina4f[x*4+3] + c[3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
+#if 0
+static void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
int x, startx = span->startx, endx = span->endx;
for (x = startx;x < endx;x++)
out4f[x*4+3] = ina4f[x*4+3] * inb4f[x*4+3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
+#if 0
+static void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
int x, startx = span->startx, endx = span->endx;
for (x = startx;x < endx;x++)
out4f[x*4+3] = ina4f[x*4+3] + inb4f[x*4+3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
+#if 0
+static void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
int x, startx = span->startx, endx = span->endx;
float a, b;
out4f[x*4+3] = ina4f[x*4+3] * a + inb4f[x*4+3] * b;
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, const float *color)
+#if 0
+static void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, const float *color)
{
int x, startx = span->startx, endx = span->endx;
float localcolor[4], ilerp, lerp;
out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp;
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf)
+static void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x;
int startx = span->startx;
int endx = span->endx;
#endif
}
-void DPSOFTRAST_Draw_Span_VaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, int arrayindex, const float *zf)
+static void DPSOFTRAST_Draw_Span_VaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, int arrayindex, const float *zf)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x;
int startx = span->startx;
int endx = span->endx;
#endif
}
-void DPSOFTRAST_Draw_Span_AddBloomBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *subcolor)
+static void DPSOFTRAST_Draw_Span_AddBloomBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *subcolor)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
__m128i localcolor = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_loadu_ps(subcolor), _mm_set1_ps(255.0f))), _MM_SHUFFLE(3, 0, 1, 2));
localcolor = _mm_packs_epi32(localcolor, localcolor);
#endif
}
-void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+static void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
for (x = startx;x+2 <= endx;x+=2)
{
#endif
}
-void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+static void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
for (x = startx;x+2 <= endx;x+=2)
{
#endif
}
-void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra)
+#if 0
+static void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
__m128i tint = _mm_cvtps_epi32(_mm_mul_ps(_mm_loadu_ps(inbtintbgra), _mm_set1_ps(256.0f)));
tint = _mm_packs_epi32(tint, tint);
}
#endif
}
+#endif
-void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+static void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
for (x = startx;x+2 <= endx;x+=2)
{
#endif
}
-void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color)
+static void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
__m128i localcolor = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_loadu_ps(color), _mm_set1_ps(255.0f))), _MM_SHUFFLE(3, 0, 1, 2)), blend;
localcolor = _mm_packs_epi32(localcolor, localcolor);
-void DPSOFTRAST_VertexShader_Generic(void)
+static void DPSOFTRAST_VertexShader_Generic(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_COLOR);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1);
}
-void DPSOFTRAST_PixelShader_Generic(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Generic(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
}
else
DPSOFTRAST_Draw_Span_VaryingBGRA8(triangle, span, buffer_FragColorbgra8, 1, buffer_z);
+ if(thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL)
+ {
+ int x;
+ for (x = span->startx;x < span->endx;x++)
+ buffer_FragColorbgra8[x*4+3] = buffer_FragColorbgra8[x*4+3] * thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ }
DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
}
-void DPSOFTRAST_VertexShader_PostProcess(void)
+static void DPSOFTRAST_VertexShader_PostProcess(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_PostProcess(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_PostProcess(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void)
+static void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_Depth_Or_Shadow(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Depth_Or_Shadow(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// this is never called (because colormask is off when this shader is used)
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_FlatColor(void)
+static void DPSOFTRAST_VertexShader_FlatColor(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
}
-void DPSOFTRAST_PixelShader_FlatColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_FlatColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
unsigned char * RESTRICT pixelmask = span->pixelmask;
unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4;
int x, startx = span->startx, endx = span->endx;
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
- if (thread->alphatest || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+ if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
pixel = buffer_FragColorbgra8;
Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
-void DPSOFTRAST_VertexShader_VertexColor(void)
+static void DPSOFTRAST_VertexShader_VertexColor(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_COLOR);
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
}
-void DPSOFTRAST_PixelShader_VertexColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_VertexColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
unsigned char * RESTRICT pixelmask = span->pixelmask;
unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4;
int x, startx = span->startx, endx = span->endx;
int arrayindex = DPSOFTRAST_ARRAY_COLOR;
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
- if (thread->alphatest || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+ if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
pixel = buffer_FragColorbgra8;
Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
-void DPSOFTRAST_VertexShader_Lightmap(void)
+static void DPSOFTRAST_VertexShader_Lightmap(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_Lightmap(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Lightmap(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
unsigned char * RESTRICT pixelmask = span->pixelmask;
unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4;
int x, startx = span->startx, endx = span->endx;
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
- if (thread->alphatest || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+ if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
pixel = buffer_FragColorbgra8;
Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
}
+void DPSOFTRAST_VertexShader_LightDirection(void);
+void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
-void DPSOFTRAST_VertexShader_FakeLight(void)
+static void DPSOFTRAST_VertexShader_FakeLight(void)
{
- DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_VertexShader_LightDirection();
}
-void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- // TODO: IMPLEMENT
- float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
- unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
- DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
- DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+ DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
}
-void DPSOFTRAST_VertexShader_LightDirection(void);
-void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
+static void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
{
DPSOFTRAST_VertexShader_LightDirection();
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
-void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
}
-void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
+static void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
{
- DPSOFTRAST_VertexShader_Lightmap();
+ DPSOFTRAST_VertexShader_LightDirection();
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- DPSOFTRAST_PixelShader_Lightmap(thread, triangle, span);
- // TODO: IMPLEMENT
+ DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
}
LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
LightColor[3] = 0.0f;
- DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
Color_Specular[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
Color_Specular[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
}
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ // nothing of this needed
+ }
+ else
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
+ }
for (x = startx;x < endx;x++)
{
LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
}
}
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ lightnormal[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ {
+ float f = 1.0f / 256.0f;
+ LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+ LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+ LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+ }
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ lightnormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ lightnormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ lightnormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ LightColor[0] = 1.0;
+ LightColor[1] = 1.0;
+ LightColor[2] = 1.0;
+ }
else
{
lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
DPSOFTRAST_Vector3Normalize(lightnormal);
}
- eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
- eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
- eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
- DPSOFTRAST_Vector3Normalize(eyenormal);
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+
+ if(thread->shader_exactspecularmath)
+ {
+ // reflect lightnormal at surfacenormal, take the negative of that
+ // i.e. we want (2*dot(N, i) * N - I) for N=surfacenormal, I=lightnormal
+ float f;
+ f = DPSOFTRAST_Vector3Dot(lightnormal, surfacenormal);
+ specularnormal[0] = 2*f*surfacenormal[0] - lightnormal[0];
+ specularnormal[1] = 2*f*surfacenormal[1] - lightnormal[1];
+ specularnormal[2] = 2*f*surfacenormal[2] - lightnormal[2];
+
+ // dot of this and normalize(EyeVectorFogDepth.xyz)
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
+
+ specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ }
+ else
+ {
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
- specularnormal[0] = lightnormal[0] + eyenormal[0];
- specularnormal[1] = lightnormal[1] + eyenormal[1];
- specularnormal[2] = lightnormal[2] + eyenormal[2];
- DPSOFTRAST_Vector3Normalize(specularnormal);
+ specularnormal[0] = lightnormal[0] + eyenormal[0];
+ specularnormal[1] = lightnormal[1] + eyenormal[1];
+ specularnormal[2] = lightnormal[2] + eyenormal[2];
+ DPSOFTRAST_Vector3Normalize(specularnormal);
+
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ }
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
- diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
- specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
- specular = pow(specular, SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
{
d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
LightColor[3] = 0.0f;
- DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
}
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_deluxemapbgra8, GL20TU_DELUXEMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
+ }
+ else
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD5);
+ }
for (x = startx;x < endx;x++)
{
LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
}
}
+ else if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ lightnormal[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ {
+ float f = 1.0f / 256.0f;
+ LightColor[0] = buffer_texture_lightmapbgra8[x*4+0] * f;
+ LightColor[1] = buffer_texture_lightmapbgra8[x*4+1] * f;
+ LightColor[2] = buffer_texture_lightmapbgra8[x*4+2] * f;
+ }
+ }
+ else if(thread->shader_mode == SHADERMODE_FAKELIGHT)
+ {
+ lightnormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ lightnormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ lightnormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ LightColor[0] = 1.0;
+ LightColor[1] = 1.0;
+ LightColor[2] = 1.0;
+ }
else
{
lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
{
for (x = startx;x < endx;x++)
{
- z = buffer_z[x];
+ // z = buffer_z[x];
diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
-void DPSOFTRAST_VertexShader_LightSource(void)
+static void DPSOFTRAST_VertexShader_LightSource(void)
{
int i;
int numvertices = dpsoftrast.numvertices;
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelToLightM1);
}
-void DPSOFTRAST_PixelShader_LightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_LightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
int x, startx = span->startx, endx = span->endx;
- float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
+ float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], /*Color_Glow[4],*/ Color_Pants[4], Color_Shirt[4], LightColor[4];
float CubeVectordata[4];
float CubeVectorslope[4];
float LightVectordata[4];
float CubeVector[4];
float attenuation;
int d[4];
+#if 0
Color_Glow[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0];
Color_Glow[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1];
Color_Glow[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2];
Color_Glow[3] = 0.0f;
+#endif
Color_Ambient[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
Color_Ambient[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
Color_Ambient[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
DPSOFTRAST_Vector3Normalize(lightnormal);
- eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
- eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
- eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
- DPSOFTRAST_Vector3Normalize(eyenormal);
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+
+ if(thread->shader_exactspecularmath)
+ {
+ // reflect lightnormal at surfacenormal, take the negative of that
+ // i.e. we want (2*dot(N, i) * N - I) for N=surfacenormal, I=lightnormal
+ float f;
+ f = DPSOFTRAST_Vector3Dot(lightnormal, surfacenormal);
+ specularnormal[0] = 2*f*surfacenormal[0] - lightnormal[0];
+ specularnormal[1] = 2*f*surfacenormal[1] - lightnormal[1];
+ specularnormal[2] = 2*f*surfacenormal[2] - lightnormal[2];
+
+ // dot of this and normalize(EyeVectorFogDepth.xyz)
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
+
+ specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ }
+ else
+ {
+ eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+ eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+ eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(eyenormal);
- specularnormal[0] = lightnormal[0] + eyenormal[0];
- specularnormal[1] = lightnormal[1] + eyenormal[1];
- specularnormal[2] = lightnormal[2] + eyenormal[2];
- DPSOFTRAST_Vector3Normalize(specularnormal);
+ specularnormal[0] = lightnormal[0] + eyenormal[0];
+ specularnormal[1] = lightnormal[1] + eyenormal[1];
+ specularnormal[2] = lightnormal[2] + eyenormal[2];
+ DPSOFTRAST_Vector3Normalize(specularnormal);
+
+ specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+ }
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
- diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
- specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
- specular = pow(specular, SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
{
// scale down the attenuation to account for the cubefilter multiplying everything by 255
-void DPSOFTRAST_VertexShader_Refraction(void)
+static void DPSOFTRAST_VertexShader_Refraction(void)
{
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- // TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ //float z;
+ int x, startx = span->startx, endx = span->endx;
+
+ // texture reads
+ unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+
+ // varyings
+ float ModelViewProjectionPositiondata[4];
+ float ModelViewProjectionPositionslope[4];
+
+ // uniforms
+ float ScreenScaleRefractReflect[2];
+ float ScreenCenterRefractReflect[2];
+ float DistortScaleRefractReflect[2];
+ float RefractColor[4];
+
+ DPSOFTRAST_Texture *texture = thread->texbound[GL20TU_REFRACTION];
+ if(!texture) return;
+
+ // read textures
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+ // read varyings
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4);
+
+ // read uniforms
+ ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0];
+ ScreenScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+1];
+ ScreenCenterRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+0];
+ ScreenCenterRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+1];
+ DistortScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+0];
+ DistortScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+1];
+ RefractColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+2];
+ RefractColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+1];
+ RefractColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+0];
+ RefractColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+3];
+
+ // do stuff
+ for (x = startx;x < endx;x++)
+ {
+ float SafeScreenTexCoord[2];
+ float ScreenTexCoord[2];
+ float v[3];
+ float iw;
+ unsigned char c[4];
+
+ //z = buffer_z[x];
+
+ // " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+ iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z
+
+ // " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+ SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0]; // * z (disappears)
+ SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1]; // * z (disappears)
+
+ // " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+ v[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ v[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ v[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(v);
+ ScreenTexCoord[0] = SafeScreenTexCoord[0] + v[0] * DistortScaleRefractReflect[0];
+ ScreenTexCoord[1] = SafeScreenTexCoord[1] + v[1] * DistortScaleRefractReflect[1];
+
+ // " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
+ DPSOFTRAST_Texture2DBGRA8(texture, 0, ScreenTexCoord[0], ScreenTexCoord[1], c);
+
+ buffer_FragColorbgra8[x*4+0] = c[0] * RefractColor[0];
+ buffer_FragColorbgra8[x*4+1] = c[1] * RefractColor[1];
+ buffer_FragColorbgra8[x*4+2] = c[2] * RefractColor[2];
+ buffer_FragColorbgra8[x*4+3] = min(RefractColor[3] * 256, 255);
+ }
+
DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
}
-void DPSOFTRAST_VertexShader_Water(void)
+static void DPSOFTRAST_VertexShader_Water(void)
{
- DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ int i;
+ int numvertices = dpsoftrast.numvertices;
+ float EyePosition[4];
+ float EyeVectorModelSpace[4];
+ float EyeVector[4];
+ float position[4];
+ float svector[4];
+ float tvector[4];
+ float normal[4];
+ EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0];
+ EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1];
+ EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2];
+ EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3];
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD3);
+ for (i = 0;i < numvertices;i++)
+ {
+ position[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0];
+ position[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1];
+ position[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2];
+ svector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0];
+ svector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1];
+ svector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2];
+ tvector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0];
+ tvector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1];
+ tvector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2];
+ normal[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0];
+ normal[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1];
+ normal[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2];
+ EyeVectorModelSpace[0] = EyePosition[0] - position[0];
+ EyeVectorModelSpace[1] = EyePosition[1] - position[1];
+ EyeVectorModelSpace[2] = EyePosition[2] - position[2];
+ EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2];
+ EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2];
+ EyeVector[2] = normal[0] * EyeVectorModelSpace[0] + normal[1] * EyeVectorModelSpace[1] + normal[2] * EyeVectorModelSpace[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+0] = EyeVector[0];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+1] = EyeVector[1];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+2] = EyeVector[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+3] = 0.0f;
+ }
+ DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
}
-void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- // TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ // float z;
+ int x, startx = span->startx, endx = span->endx;
+
+ // texture reads
+ unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
- DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
- DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
-}
+ // varyings
+ float ModelViewProjectionPositiondata[4];
+ float ModelViewProjectionPositionslope[4];
+ float EyeVectordata[4];
+ float EyeVectorslope[4];
+ // uniforms
+ float ScreenScaleRefractReflect[4];
+ float ScreenCenterRefractReflect[4];
+ float DistortScaleRefractReflect[4];
+ float RefractColor[4];
+ float ReflectColor[4];
+ float ReflectFactor;
+ float ReflectOffset;
-void DPSOFTRAST_VertexShader_ShowDepth(void)
-{
- DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
-}
+ DPSOFTRAST_Texture *texture_refraction = thread->texbound[GL20TU_REFRACTION];
+ DPSOFTRAST_Texture *texture_reflection = thread->texbound[GL20TU_REFLECTION];
+ if(!texture_refraction || !texture_reflection) return;
-void DPSOFTRAST_PixelShader_ShowDepth(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
-{
- // TODO: IMPLEMENT
- float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
- unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ // read textures
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+ // read varyings
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
+
+ // read uniforms
+ ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0];
+ ScreenScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+1];
+ ScreenScaleRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+2];
+ ScreenScaleRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+3];
+ ScreenCenterRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+0];
+ ScreenCenterRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+1];
+ ScreenCenterRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+2];
+ ScreenCenterRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+3];
+ DistortScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+0];
+ DistortScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+1];
+ DistortScaleRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+2];
+ DistortScaleRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+3];
+ RefractColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+2];
+ RefractColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+1];
+ RefractColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+0];
+ RefractColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+3];
+ ReflectColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+2];
+ ReflectColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+1];
+ ReflectColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+0];
+ ReflectColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+3];
+ ReflectFactor = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectFactor*4+0];
+ ReflectOffset = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectOffset*4+0];
+
+ // do stuff
+ for (x = startx;x < endx;x++)
+ {
+ float SafeScreenTexCoord[4];
+ float ScreenTexCoord[4];
+ float v[3];
+ float iw;
+ unsigned char c1[4];
+ unsigned char c2[4];
+ float Fresnel;
+
+ // z = buffer_z[x];
+
+ // " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+ iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z
+
+ // " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+ SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0]; // * z (disappears)
+ SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1]; // * z (disappears)
+ SafeScreenTexCoord[2] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[2] + ScreenCenterRefractReflect[2]; // * z (disappears)
+ SafeScreenTexCoord[3] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[3] + ScreenCenterRefractReflect[3]; // * z (disappears)
+
+ // " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+ v[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ v[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ v[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(v);
+ ScreenTexCoord[0] = SafeScreenTexCoord[0] + v[0] * DistortScaleRefractReflect[0];
+ ScreenTexCoord[1] = SafeScreenTexCoord[1] + v[1] * DistortScaleRefractReflect[1];
+ ScreenTexCoord[2] = SafeScreenTexCoord[2] + v[0] * DistortScaleRefractReflect[2];
+ ScreenTexCoord[3] = SafeScreenTexCoord[3] + v[1] * DistortScaleRefractReflect[3];
+
+ // " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
+ v[0] = (EyeVectordata[0] + EyeVectorslope[0] * x); // * z (disappears)
+ v[1] = (EyeVectordata[1] + EyeVectorslope[1] * x); // * z (disappears)
+ v[2] = (EyeVectordata[2] + EyeVectorslope[2] * x); // * z (disappears)
+ DPSOFTRAST_Vector3Normalize(v);
+ Fresnel = 1.0f - v[2];
+ Fresnel = min(1.0f, Fresnel);
+ Fresnel = Fresnel * Fresnel * ReflectFactor + ReflectOffset;
+
+ // " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
+ // " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
+ DPSOFTRAST_Texture2DBGRA8(texture_refraction, 0, ScreenTexCoord[0], ScreenTexCoord[1], c1);
+ DPSOFTRAST_Texture2DBGRA8(texture_reflection, 0, ScreenTexCoord[2], ScreenTexCoord[3], c2);
+
+ buffer_FragColorbgra8[x*4+0] = (c1[0] * RefractColor[0]) * (1.0f - Fresnel) + (c2[0] * ReflectColor[0]) * Fresnel;
+ buffer_FragColorbgra8[x*4+1] = (c1[1] * RefractColor[1]) * (1.0f - Fresnel) + (c2[1] * ReflectColor[1]) * Fresnel;
+ buffer_FragColorbgra8[x*4+2] = (c1[2] * RefractColor[2]) * (1.0f - Fresnel) + (c2[2] * ReflectColor[2]) * Fresnel;
+ buffer_FragColorbgra8[x*4+3] = min(( RefractColor[3] * (1.0f - Fresnel) + ReflectColor[3] * Fresnel) * 256, 255);
+ }
+
DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
}
-void DPSOFTRAST_VertexShader_DeferredGeometry(void)
+static void DPSOFTRAST_VertexShader_DeferredGeometry(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_DeferredGeometry(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_DeferredGeometry(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_DeferredLightSource(void)
+static void DPSOFTRAST_VertexShader_DeferredLightSource(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_DeferredLightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_DeferredLightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
{2, DPSOFTRAST_VertexShader_FlatColor, DPSOFTRAST_PixelShader_FlatColor, {DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
{2, DPSOFTRAST_VertexShader_VertexColor, DPSOFTRAST_PixelShader_VertexColor, {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
{2, DPSOFTRAST_VertexShader_Lightmap, DPSOFTRAST_PixelShader_Lightmap, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
- {2, DPSOFTRAST_VertexShader_FakeLight, DPSOFTRAST_PixelShader_FakeLight, {~0}, {~0}},
+ {2, DPSOFTRAST_VertexShader_FakeLight, DPSOFTRAST_PixelShader_FakeLight, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
{2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace, DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
- {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
+ {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
+ {2, DPSOFTRAST_VertexShader_Lightmap, DPSOFTRAST_PixelShader_Lightmap, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
+ {2, DPSOFTRAST_VertexShader_VertexColor, DPSOFTRAST_PixelShader_VertexColor, {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
{2, DPSOFTRAST_VertexShader_LightDirection, DPSOFTRAST_PixelShader_LightDirection, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
{2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
- {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {~0}},
- {2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {~0}},
- {2, DPSOFTRAST_VertexShader_ShowDepth, DPSOFTRAST_PixelShader_ShowDepth, {~0}},
+ {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
+ {2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_NORMAL, GL20TU_REFLECTION, GL20TU_REFRACTION, ~0}},
{2, DPSOFTRAST_VertexShader_DeferredGeometry, DPSOFTRAST_PixelShader_DeferredGeometry, {~0}},
{2, DPSOFTRAST_VertexShader_DeferredLightSource, DPSOFTRAST_PixelShader_DeferredLightSource, {~0}},
};
-void DPSOFTRAST_Draw_ProcessSpans(DPSOFTRAST_State_Thread *thread)
+static void DPSOFTRAST_Draw_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_State_Span *span)
{
- int i;
int x;
int startx;
int endx;
-// unsigned int c;
-// unsigned int *colorpixel;
unsigned int *depthpixel;
- float w;
- float wslope;
int depth;
int depthslope;
unsigned int d;
+ unsigned char *pixelmask;
+ depthpixel = dpsoftrast.fb_depthpixels + span->y * dpsoftrast.fb_width + span->x;
+ startx = span->startx;
+ endx = span->endx;
+ depth = span->depthbase;
+ depthslope = span->depthslope;
+ pixelmask = thread->pixelmaskarray;
+ if (thread->depthtest && dpsoftrast.fb_depthpixels)
+ {
+ switch(thread->fb_depthfunc)
+ {
+ default:
+ case GL_ALWAYS: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = true; break;
+ case GL_LESS: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] < d; break;
+ case GL_LEQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] <= d; break;
+ case GL_EQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] == d; break;
+ case GL_GEQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] >= d; break;
+ case GL_GREATER: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] > d; break;
+ case GL_NEVER: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = false; break;
+ }
+ while (startx < endx && !pixelmask[startx])
+ startx++;
+ while (endx > startx && !pixelmask[endx-1])
+ endx--;
+ }
+ else
+ {
+ // no depth testing means we're just dealing with color...
+ memset(pixelmask + startx, 1, endx - startx);
+ }
+ span->pixelmask = pixelmask;
+ span->startx = startx;
+ span->endx = endx;
+}
+
+static void DPSOFTRAST_Draw_DepthWrite(const DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Span *span)
+{
+ int x, d, depth, depthslope, startx, endx;
+ const unsigned char *pixelmask;
+ unsigned int *depthpixel;
+ if (thread->depthmask && thread->depthtest && dpsoftrast.fb_depthpixels)
+ {
+ depth = span->depthbase;
+ depthslope = span->depthslope;
+ pixelmask = span->pixelmask;
+ startx = span->startx;
+ endx = span->endx;
+ depthpixel = dpsoftrast.fb_depthpixels + span->y * dpsoftrast.fb_width + span->x;
+ for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope)
+ if (pixelmask[x])
+ depthpixel[x] = d;
+ }
+}
+
+static void DPSOFTRAST_Draw_ProcessSpans(DPSOFTRAST_State_Thread *thread)
+{
+ int i;
DPSOFTRAST_State_Triangle *triangle;
DPSOFTRAST_State_Span *span;
- unsigned char pixelmask[DPSOFTRAST_DRAW_MAXSPANLENGTH];
for (i = 0; i < thread->numspans; i++)
{
span = &thread->spans[i];
triangle = &thread->triangles[span->triangle];
- if (thread->depthtest && dpsoftrast.fb_depthpixels)
- {
- wslope = triangle->w[0];
- w = triangle->w[2] + span->x*wslope + span->y*triangle->w[1];
- depthslope = (int)(wslope*DPSOFTRAST_DEPTHSCALE);
- depth = (int)(w*DPSOFTRAST_DEPTHSCALE - DPSOFTRAST_DEPTHOFFSET*(thread->polygonoffset[1] + fabs(wslope)*thread->polygonoffset[0]));
- depthpixel = dpsoftrast.fb_depthpixels + span->y * dpsoftrast.fb_width + span->x;
- startx = span->startx;
- endx = span->endx;
- switch(thread->fb_depthfunc)
- {
- default:
- case GL_ALWAYS: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = true; break;
- case GL_LESS: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] < d; break;
- case GL_LEQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] <= d; break;
- case GL_EQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] == d; break;
- case GL_GEQUAL: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] >= d; break;
- case GL_GREATER: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = depthpixel[x] > d; break;
- case GL_NEVER: for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope) pixelmask[x] = false; break;
- }
- //colorpixel = dpsoftrast.fb_colorpixels[0] + (span->y * dpsoftrast.fb_width + span->x) * 4;;
- //for (x = startx;x < endx;x++)
- // colorpixel[x] = (depthpixel[x] & 0xFF000000) ? (0x00FF0000) : (depthpixel[x] & 0x00FF0000);
- // if there is no color buffer, skip pixel shader
- while (startx < endx && !pixelmask[startx])
- startx++;
- while (endx > startx && !pixelmask[endx-1])
- endx--;
- if (startx >= endx)
- continue; // no pixels to fill
- span->pixelmask = pixelmask;
- span->startx = startx;
- span->endx = endx;
- // run pixel shader if appropriate
- // do this before running depthmask code, to allow the pixelshader
- // to clear pixelmask values for alpha testing
- if (dpsoftrast.fb_colorpixels[0] && thread->fb_colormask)
- DPSOFTRAST_ShaderModeTable[thread->shader_mode].Span(thread, triangle, span);
- if (thread->depthmask)
- for (x = startx, d = depth + depthslope*startx;x < endx;x++, d += depthslope)
- if (pixelmask[x])
- depthpixel[x] = d;
- }
- else
- {
- // no depth testing means we're just dealing with color...
- // if there is no color buffer, skip pixel shader
- if (dpsoftrast.fb_colorpixels[0] && thread->fb_colormask)
- {
- memset(pixelmask + span->startx, 1, span->endx - span->startx);
- span->pixelmask = pixelmask;
- DPSOFTRAST_ShaderModeTable[thread->shader_mode].Span(thread, triangle, span);
- }
- }
+ DPSOFTRAST_Draw_DepthTest(thread, span);
+ if (span->startx >= span->endx)
+ continue;
+ // run pixel shader if appropriate
+ // do this before running depthmask code, to allow the pixelshader
+ // to clear pixelmask values for alpha testing
+ if (dpsoftrast.fb_colorpixels[0] && thread->fb_colormask)
+ DPSOFTRAST_ShaderModeTable[thread->shader_mode].Span(thread, triangle, span);
+ DPSOFTRAST_Draw_DepthWrite(thread, span);
}
thread->numspans = 0;
}
-DEFCOMMAND(22, Draw, int datasize; int starty; int endy; ATOMIC_COUNTER refcount; int clipped; int firstvertex; int numvertices; int numtriangles; float *arrays; int *element3i; unsigned short *element3s;);
+DEFCOMMAND(22, Draw, int datasize; int starty; int endy; ATOMIC_COUNTER refcount; int clipped; int firstvertex; int numvertices; int numtriangles; float *arrays; int *element3i; unsigned short *element3s;)
static void DPSOFTRAST_Interpret_Draw(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Draw *command)
{
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
int cullface = thread->cullface;
int minx, maxx, miny, maxy;
int miny1, maxy1, miny2, maxy2;
int numpoints;
int clipcase;
float clipdist[4];
+ float clip0origin, clip0slope;
+ int clip0dir;
__m128 triangleedge1, triangleedge2, trianglenormal;
__m128 clipfrac[3];
__m128 screen[4];
_mm_store_ss(&triangle->w[0], attribxslope);
_mm_store_ss(&triangle->w[1], attribyslope);
_mm_store_ss(&triangle->w[2], attriborigin);
+
+ clip0origin = 0;
+ clip0slope = 0;
+ clip0dir = 0;
+ if(thread->fb_clipplane[0] || thread->fb_clipplane[1] || thread->fb_clipplane[2])
+ {
+ float cliporigin, clipxslope, clipyslope;
+ attriborigin = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(2, 2, 2, 2));
+ attribedge1 = _mm_sub_ss(_mm_shuffle_ps(screen[0], screen[0], _MM_SHUFFLE(2, 2, 2, 2)), attriborigin);
+ attribedge2 = _mm_sub_ss(_mm_shuffle_ps(screen[2], screen[2], _MM_SHUFFLE(2, 2, 2, 2)), attriborigin);
+ attribxslope = _mm_sub_ss(_mm_mul_ss(attribuxslope, attribedge1), _mm_mul_ss(attribvxslope, attribedge2));
+ attribyslope = _mm_sub_ss(_mm_mul_ss(attribvyslope, attribedge2), _mm_mul_ss(attribuyslope, attribedge1));
+ attriborigin = _mm_sub_ss(attriborigin, _mm_add_ss(_mm_mul_ss(attribxslope, x1), _mm_mul_ss(attribyslope, y1)));
+ cliporigin = _mm_cvtss_f32(attriborigin)*thread->fb_clipplane[2] + thread->fb_clipplane[3];
+ clipxslope = thread->fb_clipplane[0] + _mm_cvtss_f32(attribxslope)*thread->fb_clipplane[2];
+ clipyslope = thread->fb_clipplane[1] + _mm_cvtss_f32(attribyslope)*thread->fb_clipplane[2];
+ if(clipxslope != 0)
+ {
+ clip0origin = -cliporigin/clipxslope;
+ clip0slope = -clipyslope/clipxslope;
+ clip0dir = clipxslope > 0 ? 1 : -1;
+ }
+ else if(clipyslope > 0)
+ {
+ clip0origin = dpsoftrast.fb_width*floor(cliporigin/clipyslope);
+ clip0slope = dpsoftrast.fb_width;
+ clip0dir = -1;
+ }
+ else if(clipyslope < 0)
+ {
+ clip0origin = dpsoftrast.fb_width*ceil(cliporigin/clipyslope);
+ clip0slope = -dpsoftrast.fb_width;
+ clip0dir = -1;
+ }
+ else if(clip0origin < 0) continue;
+ }
+
mipedgescale = _mm_setzero_ps();
for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL; j++)
{
attribxslope = _mm_sub_ps(_mm_mul_ps(attribuxslope, attribedge1), _mm_mul_ps(attribvxslope, attribedge2));
attribyslope = _mm_sub_ps(_mm_mul_ps(attribvyslope, attribedge2), _mm_mul_ps(attribuyslope, attribedge1));
attriborigin = _mm_sub_ps(attriborigin, _mm_add_ps(_mm_mul_ps(attribxslope, x1), _mm_mul_ps(attribyslope, y1)));
- _mm_stream_ps(triangle->attribs[k][0], attribxslope);
- _mm_stream_ps(triangle->attribs[k][1], attribyslope);
- _mm_stream_ps(triangle->attribs[k][2], attriborigin);
+ _mm_storeu_ps(triangle->attribs[k][0], attribxslope);
+ _mm_storeu_ps(triangle->attribs[k][1], attribyslope);
+ _mm_storeu_ps(triangle->attribs[k][2], attriborigin);
if (k == DPSOFTRAST_ShaderModeTable[thread->shader_mode].lodarrayindex)
{
mipedgescale = _mm_movelh_ps(triangleedge1, triangleedge2);
int yccmask = _mm_movemask_epi8(ycc);
int edge0p, edge0n, edge1p, edge1n;
int nexty;
+ float w, wslope;
+ float clip0;
if (numpoints == 4)
{
switch(yccmask)
xcoords = _mm_shuffle_ps(xcoords, xcoords, _MM_SHUFFLE(1, 0, 3, 2));
xslope = _mm_shuffle_ps(xslope, xslope, _MM_SHUFFLE(1, 0, 3, 2));
}
- for(; y <= nexty; y++, xcoords = _mm_add_ps(xcoords, xslope))
+ clip0 = clip0origin + (y+0.5f)*clip0slope + 0.5f;
+ for(; y <= nexty; y++, xcoords = _mm_add_ps(xcoords, xslope), clip0 += clip0slope)
{
int startx, endx, offset;
startx = _mm_cvtss_si32(xcoords);
endx = _mm_cvtss_si32(_mm_movehl_ps(xcoords, xcoords));
- if (startx < minx)
- {
- if (startx < 0) startx = 0;
- startx += (minx-startx)&~(DPSOFTRAST_DRAW_MAXSPANLENGTH-1);
- }
+ if (startx < minx) startx = minx;
if (endx > maxx) endx = maxx;
if (startx >= endx) continue;
+
+ if (clip0dir)
+ {
+ if (clip0dir > 0)
+ {
+ if (startx < clip0)
+ {
+ if(endx <= clip0) continue;
+ startx = (int)clip0;
+ }
+ }
+ else if (endx > clip0)
+ {
+ if(startx >= clip0) continue;
+ endx = (int)clip0;
+ }
+ }
+
for (offset = startx; offset < endx;offset += DPSOFTRAST_DRAW_MAXSPANLENGTH)
{
DPSOFTRAST_State_Span *span = &thread->spans[thread->numspans];
span->triangle = thread->numtriangles;
span->x = offset;
span->y = y;
- span->startx = max(minx - offset, 0);
+ span->startx = 0;
span->endx = min(endx - offset, DPSOFTRAST_DRAW_MAXSPANLENGTH);
if (span->startx >= span->endx)
- continue;
+ continue;
+ wslope = triangle->w[0];
+ w = triangle->w[2] + span->x*wslope + span->y*triangle->w[1];
+ span->depthslope = (int)(wslope*DPSOFTRAST_DEPTHSCALE);
+ span->depthbase = (int)(w*DPSOFTRAST_DEPTHSCALE - DPSOFTRAST_DEPTHOFFSET*(thread->polygonoffset[1] + fabs(wslope)*thread->polygonoffset[0]));
if (++thread->numspans >= DPSOFTRAST_DRAW_MAXSPANS)
DPSOFTRAST_Draw_ProcessSpans(thread);
}
DPSOFTRAST_Draw_FlushThreads();
}
}
+
+DEFCOMMAND(23, SetRenderTargets, int width; int height;)
+static void DPSOFTRAST_Interpret_SetRenderTargets(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_Command_SetRenderTargets *command)
+{
+ thread->validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_SetRenderTargets(int width, int height, unsigned int *depthpixels, unsigned int *colorpixels0, unsigned int *colorpixels1, unsigned int *colorpixels2, unsigned int *colorpixels3)
+{
+ DPSOFTRAST_Command_SetRenderTargets *command;
+ if (width != dpsoftrast.fb_width || height != dpsoftrast.fb_height || depthpixels != dpsoftrast.fb_depthpixels ||
+ colorpixels0 != dpsoftrast.fb_colorpixels[0] || colorpixels1 != dpsoftrast.fb_colorpixels[1] ||
+ colorpixels2 != dpsoftrast.fb_colorpixels[2] || colorpixels3 != dpsoftrast.fb_colorpixels[3])
+ DPSOFTRAST_Flush();
+ dpsoftrast.fb_width = width;
+ dpsoftrast.fb_height = height;
+ dpsoftrast.fb_depthpixels = depthpixels;
+ dpsoftrast.fb_colorpixels[0] = colorpixels0;
+ dpsoftrast.fb_colorpixels[1] = colorpixels1;
+ dpsoftrast.fb_colorpixels[2] = colorpixels2;
+ dpsoftrast.fb_colorpixels[3] = colorpixels3;
+ DPSOFTRAST_RecalcViewport(dpsoftrast.viewport, dpsoftrast.fb_viewportcenter, dpsoftrast.fb_viewportscale);
+ command = DPSOFTRAST_ALLOCATECOMMAND(SetRenderTargets);
+ command->width = width;
+ command->height = height;
+}
static void DPSOFTRAST_Draw_InterpretCommands(DPSOFTRAST_State_Thread *thread, int endoffset)
{
INTERPCOMMAND(DepthRange)
INTERPCOMMAND(PolygonOffset)
INTERPCOMMAND(CullFace)
- INTERPCOMMAND(AlphaTest)
- INTERPCOMMAND(AlphaFunc)
INTERPCOMMAND(SetTexture)
INTERPCOMMAND(SetShader)
INTERPCOMMAND(Uniform4f)
INTERPCOMMAND(UniformMatrix4f)
INTERPCOMMAND(Uniform1i)
+ INTERPCOMMAND(SetRenderTargets)
+ INTERPCOMMAND(ClipPlane)
case DPSOFTRAST_OPCODE_Draw:
DPSOFTRAST_Interpret_Draw(thread, (DPSOFTRAST_Command_Draw *)command);
DPSOFTRAST_State_Thread *thread = &dpsoftrast.threads[i];
thread->index = i;
thread->cullface = GL_BACK;
+ thread->colormask[0] = 1;
thread->colormask[1] = 1;
thread->colormask[2] = 1;
thread->colormask[3] = 1;
thread->depthtest = true;
thread->depthfunc = GL_LEQUAL;
thread->scissortest = false;
- thread->alphatest = false;
- thread->alphafunc = GL_GREATER;
- thread->alphavalue = 0.5f;
thread->viewport[0] = 0;
thread->viewport[1] = 0;
thread->viewport[2] = dpsoftrast.fb_width;
thread->depthrange[1] = 1;
thread->polygonoffset[0] = 0;
thread->polygonoffset[1] = 0;
+ thread->clipplane[0] = 0;
+ thread->clipplane[1] = 0;
+ thread->clipplane[2] = 0;
+ thread->clipplane[3] = 1;
- if (dpsoftrast.interlace)
- {
- thread->miny1 = (i*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
- thread->maxy1 = ((i+1)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
- thread->miny2 = ((dpsoftrast.numthreads+i)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
- thread->maxy2 = ((dpsoftrast.numthreads+i+1)*dpsoftrast.fb_height)/(2*dpsoftrast.numthreads);
- }
- else
- {
- thread->miny1 = thread->miny2 = (i*dpsoftrast.fb_height)/dpsoftrast.numthreads;
- thread->maxy1 = thread->maxy2 = ((i+1)*dpsoftrast.fb_height)/dpsoftrast.numthreads;
- }
-
thread->numspans = 0;
thread->numtriangles = 0;
thread->commandoffset = 0;