]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - dpsoftrast.c
Fix MSVC++ 2015 warnings about variable scope and some narrowing conversions without...
[xonotic/darkplaces.git] / dpsoftrast.c
index 9d0ea02a2b8f6a39b8a07d97af45e2da1397bafa..7f13246bd2f12deb4245e6c144874f6101c79097 100644 (file)
@@ -1318,25 +1318,25 @@ void DPSOFTRAST_SetTexture(int unitnum, int index)
 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; int exactspecularmath;)
@@ -1664,10 +1664,10 @@ static void DPSOFTRAST_Fill4f(float *dst, const float *src, int size)
 static void DPSOFTRAST_Vertex_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
 {
 #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}};
+       static const float identitymatrix16f[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;
-       if (!memcmp(identitymatrix, inmatrix16f, sizeof(float[16])))
+       if (!memcmp(identitymatrix16f, inmatrix16f, sizeof(float[16])))
        {
                // fast case for identity matrix
                if (out4f != in4f) memcpy(out4f, in4f, numitems * sizeof(float[4]));
@@ -1810,7 +1810,7 @@ static int DPSOFTRAST_Vertex_BoundY(int *starty, int *endy, const float *minposf
        
 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};
+       static const float identitymatrix16f[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;
@@ -1852,17 +1852,17 @@ static int DPSOFTRAST_Vertex_Project(float *out4f, float *screen4f, int *starty,
                ALIGN(float maxposf[4]);
                _mm_store_ps(minposf, minpos);
                _mm_store_ps(maxposf, maxpos);
-               return DPSOFTRAST_Vertex_BoundY(starty, endy, minposf, maxposf, identitymatrix);
+               return DPSOFTRAST_Vertex_BoundY(starty, endy, minposf, maxposf, identitymatrix16f);
        }
        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[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
+       static const float identitymatrix16f[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 (!memcmp(identitymatrix16f, inmatrix16f, sizeof(float[16])))
                return DPSOFTRAST_Vertex_Project(out4f, screen4f, starty, endy, in4f, numitems);
        end = out4f + numitems*4;
        viewportcenter = _mm_load_ps(dpsoftrast.fb_viewportcenter);
@@ -2294,12 +2294,12 @@ static void DPSOFTRAST_Texture2DBGRA8(DPSOFTRAST_Texture *texture, int mip, floa
        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 tc[2] = { (unsigned int)floor(x) * (width<<12) - 2048, (unsigned int)floor(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 };
+               int tci[2] = { (int)tc[0]>>12, (int)tc[1]>>12 };
+               int tci1[2] = { (int)tci[0] + 1, (int)tci[1] + 1 };
                if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
                {
                        tci[0] = tci[0] >= 0 ? (tci[0] <= wrapmask[0] ? tci[0] : wrapmask[0]) : 0;
@@ -2325,7 +2325,7 @@ static void DPSOFTRAST_Texture2DBGRA8(DPSOFTRAST_Texture *texture, int mip, floa
        }
        else
        {
-               int tci[2] = { x * width, y * height };
+               int tci[2] = { (int)floor(x) * width, (int)floor(y) * height };
                if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
                {
                        tci[0] = tci[0] >= 0 ? (tci[0] <= wrapmask[0] ? tci[0] : wrapmask[0]) : 0;
@@ -4693,23 +4693,6 @@ static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const
 
 
 
-static void DPSOFTRAST_VertexShader_ShowDepth(void)
-{
-       DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
-}
-
-static 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];
-       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);
-}
-
-
-
 static void DPSOFTRAST_VertexShader_DeferredGeometry(void)
 {
        DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
@@ -4756,24 +4739,23 @@ DPSOFTRAST_ShaderModeInfo;
 
 static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COUNT] =
 {
-       {2, DPSOFTRAST_VertexShader_Generic,                        DPSOFTRAST_PixelShader_Generic,                        {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, ~0}, {GL20TU_FIRST, GL20TU_SECOND, ~0}},
-       {2, DPSOFTRAST_VertexShader_PostProcess,                    DPSOFTRAST_PixelShader_PostProcess,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, ~0}, {GL20TU_FIRST, GL20TU_SECOND, ~0}},
-       {2, DPSOFTRAST_VertexShader_Depth_Or_Shadow,                DPSOFTRAST_PixelShader_Depth_Or_Shadow,                {~0}, {~0}},
-       {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,                      {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_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,                     {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_ShowDepth,                      DPSOFTRAST_PixelShader_ShowDepth,                      {~0}},
-       {2, DPSOFTRAST_VertexShader_DeferredGeometry,               DPSOFTRAST_PixelShader_DeferredGeometry,               {~0}},
-       {2, DPSOFTRAST_VertexShader_DeferredLightSource,            DPSOFTRAST_PixelShader_DeferredLightSource,            {~0}},
+       {2, DPSOFTRAST_VertexShader_Generic,                        DPSOFTRAST_PixelShader_Generic,                        {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, 0xFF}, {GL20TU_FIRST, GL20TU_SECOND, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_PostProcess,                    DPSOFTRAST_PixelShader_PostProcess,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, 0xFF}, {GL20TU_FIRST, GL20TU_SECOND, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_Depth_Or_Shadow,                DPSOFTRAST_PixelShader_Depth_Or_Shadow,                {0xFF}, {0xFF}},
+       {2, DPSOFTRAST_VertexShader_FlatColor,                      DPSOFTRAST_PixelShader_FlatColor,                      {DPSOFTRAST_ARRAY_TEXCOORD0, 0xFF}, {GL20TU_COLOR, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_VertexColor,                    DPSOFTRAST_PixelShader_VertexColor,                    {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, 0xFF}, {GL20TU_COLOR, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_Lightmap,                       DPSOFTRAST_PixelShader_Lightmap,                       {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, 0xFF}},
+       {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, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, 0xFF}},
+       {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, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, 0xFF}},
+       {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, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_Lightmap,                       DPSOFTRAST_PixelShader_Lightmap,                       {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_VertexColor,                        DPSOFTRAST_PixelShader_VertexColor,                    {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, 0xFF}, {GL20TU_COLOR, 0xFF}},
+       {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, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_LightSource,                    DPSOFTRAST_PixelShader_LightSource,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                     {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, 0xFF}, {GL20TU_NORMAL, GL20TU_REFRACTION, 0xFF}},
+       {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, 0xFF}, {GL20TU_NORMAL, GL20TU_REFLECTION, GL20TU_REFRACTION, 0xFF}},
+       {2, DPSOFTRAST_VertexShader_DeferredGeometry,               DPSOFTRAST_PixelShader_DeferredGeometry,               {0xFF}},
+       {2, DPSOFTRAST_VertexShader_DeferredLightSource,            DPSOFTRAST_PixelShader_DeferredLightSource,            {0xFF}},
 };
 
 static void DPSOFTRAST_Draw_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_State_Span *span)