--- /dev/null
+#include <stdio.h>
+#include <string.h>
+#define _USE_MATH_DEFINES
+#include <math.h>
+#include "quakedef.h"
+#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
+
+#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 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__(32)))
+ #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 MEMORY_BARRIER (_mm_sfence())
+ //(__sync_synchronize())
+ #define ATOMIC_COUNTER volatile int
+ #define ATOMIC_INCREMENT(counter) (__sync_add_and_fetch(&(counter), 1))
+ #define ATOMIC_DECREMENT(counter) (__sync_add_and_fetch(&(counter), -1))
+ #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 MEMORY_BARRIER (_mm_sfence())
+ //(MemoryBarrier())
+ #define ATOMIC_COUNTER volatile LONG
+ #define ATOMIC_INCREMENT(counter) (InterlockedIncrement(&(counter)))
+ #define ATOMIC_DECREMENT(counter) (InterlockedDecrement(&(counter)))
+ #define ATOMIC_ADD(counter, val) ((void)InterlockedExchangeAdd(&(counter), (val)))
+ #endif
+#endif
+
+#ifndef ALIGN
+#define ALIGN(var) var
+#endif
+#ifndef ATOMIC
+#define ATOMIC(var) var
+#endif
+#ifndef MEMORY_BARRIER
+#define MEMORY_BARRIER ((void)0)
+#endif
+#ifndef ATOMIC_COUNTER
+#define ATOMIC_COUNTER int
+#endif
+#ifndef ATOMIC_INCREMENT
+#define ATOMIC_INCREMENT(counter) (++(counter))
+#endif
+#ifndef ATOMIC_DECREMENT
+#define ATOMIC_DECREMENT(counter) (--(counter))
+#endif
+#ifndef ATOMIC_ADD
+#define ATOMIC_ADD(counter, val) ((void)((counter) += (val)))
+#endif
+
+#ifdef SSE_POSSIBLE
+#include <emmintrin.h>
+
+#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, ATOMIC_SIZE)
+
+static void *MM_CALLOC(size_t nmemb, size_t size)
+{
+ void *ptr = _mm_malloc(nmemb*size, ATOMIC_SIZE);
+ if (ptr != NULL) memset(ptr, 0, nmemb*size);
+ return ptr;
+}
+
+#define MM_FREE _mm_free
+#else
+#define MM_MALLOC(size) malloc(size)
+#define MM_CALLOC(nmemb, size) calloc(nmemb, size)
+#define MM_FREE free
+#endif
+
+typedef enum DPSOFTRAST_ARRAY_e
+{
+ DPSOFTRAST_ARRAY_POSITION,
+ DPSOFTRAST_ARRAY_COLOR,
+ DPSOFTRAST_ARRAY_TEXCOORD0,
+ DPSOFTRAST_ARRAY_TEXCOORD1,
+ DPSOFTRAST_ARRAY_TEXCOORD2,
+ DPSOFTRAST_ARRAY_TEXCOORD3,
+ DPSOFTRAST_ARRAY_TEXCOORD4,
+ DPSOFTRAST_ARRAY_TEXCOORD5,
+ DPSOFTRAST_ARRAY_TEXCOORD6,
+ DPSOFTRAST_ARRAY_TEXCOORD7,
+ DPSOFTRAST_ARRAY_TOTAL
+}
+DPSOFTRAST_ARRAY;
+
+typedef struct DPSOFTRAST_Texture_s
+{
+ int flags;
+ int width;
+ int height;
+ int depth;
+ int sides;
+ DPSOFTRAST_TEXTURE_FILTER filter;
+ int mipmaps;
+ int size;
+ ATOMIC_COUNTER binds;
+ unsigned char *bytes;
+ int mipmap[DPSOFTRAST_MAXMIPMAPS][5];
+}
+DPSOFTRAST_Texture;
+
+#define COMMAND_SIZE ALIGN_SIZE
+#define COMMAND_ALIGN(var) ALIGN(var)
+
+typedef COMMAND_ALIGN(struct DPSOFTRAST_Command_s
+{
+ unsigned char opcode;
+ unsigned short commandsize;
+}
+DPSOFTRAST_Command);
+
+enum { DPSOFTRAST_OPCODE_Reset = 0 };
+
+#define DEFCOMMAND(opcodeval, name, fields) \
+ enum { DPSOFTRAST_OPCODE_##name = opcodeval }; \
+ typedef COMMAND_ALIGN(struct DPSOFTRAST_Command_##name##_s \
+ { \
+ unsigned char opcode; \
+ unsigned short commandsize; \
+ fields \
+ } DPSOFTRAST_Command_##name );
+
+#define DPSOFTRAST_DRAW_MAXCOMMANDPOOL 2097152
+#define DPSOFTRAST_DRAW_MAXCOMMANDSIZE 16384
+
+typedef ATOMIC(struct DPSOFTRAST_State_Command_Pool_s
+{
+ int freecommand;
+ int usedcommands;
+ ATOMIC(unsigned char commands[DPSOFTRAST_DRAW_MAXCOMMANDPOOL]);
+}
+DPSOFTRAST_State_Command_Pool);
+
+typedef ATOMIC(struct DPSOFTRAST_State_Triangle_s
+{
+ unsigned char mip[DPSOFTRAST_MAXTEXTUREUNITS]; // texcoord to screen space density values (for picking mipmap of textures)
+ float w[3];
+ ALIGN(float attribs[DPSOFTRAST_ARRAY_TOTAL][3][4]);
+}
+DPSOFTRAST_State_Triangle);
+
+#define DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex) { \
+ slope = _mm_load_ps((triangle)->attribs[arrayindex][0]); \
+ data = _mm_add_ps(_mm_load_ps((triangle)->attribs[arrayindex][2]), \
+ _mm_add_ps(_mm_mul_ps(_mm_set1_ps((span)->x), slope), \
+ _mm_mul_ps(_mm_set1_ps((span)->y), _mm_load_ps((triangle)->attribs[arrayindex][1])))); \
+}
+#define DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex) { \
+ slope[0] = (triangle)->attribs[arrayindex][0][0]; \
+ slope[1] = (triangle)->attribs[arrayindex][0][1]; \
+ slope[2] = (triangle)->attribs[arrayindex][0][2]; \
+ slope[3] = (triangle)->attribs[arrayindex][0][3]; \
+ data[0] = (triangle)->attribs[arrayindex][2][0] + (span->x)*slope[0] + (span->y)*(triangle)->attribs[arrayindex][1][0]; \
+ data[1] = (triangle)->attribs[arrayindex][2][1] + (span->x)*slope[1] + (span->y)*(triangle)->attribs[arrayindex][1][1]; \
+ data[2] = (triangle)->attribs[arrayindex][2][2] + (span->x)*slope[2] + (span->y)*(triangle)->attribs[arrayindex][1][2]; \
+ data[3] = (triangle)->attribs[arrayindex][2][3] + (span->x)*slope[3] + (span->y)*(triangle)->attribs[arrayindex][1][3]; \
+}
+
+#define DPSOFTRAST_DRAW_MAXSUBSPAN 16
+
+typedef ALIGN(struct DPSOFTRAST_State_Span_s
+{
+ int triangle; // triangle this span was generated by
+ int x; // framebuffer x coord
+ int y; // framebuffer y coord
+ 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
+#define DPSOFTRAST_VALIDATE_BLENDFUNC 4
+#define DPSOFTRAST_VALIDATE_DRAW (DPSOFTRAST_VALIDATE_FB | DPSOFTRAST_VALIDATE_DEPTHFUNC | DPSOFTRAST_VALIDATE_BLENDFUNC)
+
+typedef enum DPSOFTRAST_BLENDMODE_e
+{
+ DPSOFTRAST_BLENDMODE_OPAQUE,
+ DPSOFTRAST_BLENDMODE_ALPHA,
+ DPSOFTRAST_BLENDMODE_ADDALPHA,
+ DPSOFTRAST_BLENDMODE_ADD,
+ DPSOFTRAST_BLENDMODE_INVMOD,
+ DPSOFTRAST_BLENDMODE_MUL,
+ DPSOFTRAST_BLENDMODE_MUL2,
+ DPSOFTRAST_BLENDMODE_SUBALPHA,
+ DPSOFTRAST_BLENDMODE_PSEUDOALPHA,
+ DPSOFTRAST_BLENDMODE_INVADD,
+ DPSOFTRAST_BLENDMODE_TOTAL
+}
+DPSOFTRAST_BLENDMODE;
+
+typedef ATOMIC(struct DPSOFTRAST_State_Thread_s
+{
+ void *thread;
+ int index;
+
+ int cullface;
+ int colormask[4];
+ int blendfunc[2];
+ int blendsubtract;
+ int depthmask;
+ int depthtest;
+ int depthfunc;
+ int scissortest;
+ 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];
+
+ ALIGN(float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4]);
+ int uniform1i[DPSOFTRAST_UNIFORM_TOTAL];
+
+ // DPSOFTRAST_VALIDATE_ flags
+ int validate;
+
+ // derived values (DPSOFTRAST_VALIDATE_FB)
+ int fb_colormask;
+ int fb_scissor[4];
+ ALIGN(float fb_viewportcenter[4]);
+ ALIGN(float fb_viewportscale[4]);
+
+ // derived values (DPSOFTRAST_VALIDATE_DEPTHFUNC)
+ int fb_depthfunc;
+
+ // derived values (DPSOFTRAST_VALIDATE_BLENDFUNC)
+ int fb_blendmode;
+
+ // band boundaries
+ int miny1;
+ int maxy1;
+ int miny2;
+ int maxy2;
+
+ ATOMIC(volatile int commandoffset);
+
+ volatile bool waiting;
+ volatile bool starving;
+ void *waitcond;
+ void *drawcond;
+ void *drawmutex;
+
+ int numspans;
+ 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
+{
+ int fb_width;
+ int fb_height;
+ unsigned int *fb_depthpixels;
+ unsigned int *fb_colorpixels[4];
+
+ int viewport[4];
+ ALIGN(float fb_viewportcenter[4]);
+ ALIGN(float fb_viewportscale[4]);
+
+ float color[4];
+ ALIGN(float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4]);
+ int uniform1i[DPSOFTRAST_UNIFORM_TOTAL];
+
+ const float *pointer_vertex3f;
+ const float *pointer_color4f;
+ const unsigned char *pointer_color4ub;
+ const float *pointer_texcoordf[DPSOFTRAST_MAXTEXCOORDARRAYS];
+ int stride_vertex;
+ int stride_color;
+ int stride_texcoord[DPSOFTRAST_MAXTEXCOORDARRAYS];
+ int components_texcoord[DPSOFTRAST_MAXTEXCOORDARRAYS];
+ DPSOFTRAST_Texture *texbound[DPSOFTRAST_MAXTEXTUREUNITS];
+
+ int firstvertex;
+ int numvertices;
+ float *post_array4f[DPSOFTRAST_ARRAY_TOTAL];
+ float *screencoord4f;
+ int drawstarty;
+ int drawendy;
+ int drawclipped;
+
+ int shader_mode;
+ int shader_permutation;
+ int shader_exactspecularmath;
+
+ int texture_max;
+ int texture_end;
+ int texture_firstfree;
+ DPSOFTRAST_Texture *texture;
+
+ int bigendian;
+
+ // error reporting
+ const char *errorstring;
+
+ bool usethreads;
+ int interlace;
+ int numthreads;
+ DPSOFTRAST_State_Thread *threads;
+
+ ATOMIC(volatile int drawcommand);
+
+ DPSOFTRAST_State_Command_Pool commandpool;
+}
+DPSOFTRAST_State);
+
+DPSOFTRAST_State dpsoftrast;
+
+#define DPSOFTRAST_DEPTHSCALE (1024.0f*1048576.0f)
+#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)))
+
+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_viewportcenter[1] = viewport[0] + 0.5f * viewport[2] - 0.5f;
+ fb_viewportcenter[2] = dpsoftrast.fb_height - viewport[1] - 0.5f * viewport[3] - 0.5f;
+ fb_viewportcenter[3] = 0.5f;
+ fb_viewportcenter[0] = 0.0f;
+ fb_viewportscale[1] = 0.5f * viewport[2];
+ fb_viewportscale[2] = -0.5f * viewport[3];
+ fb_viewportscale[3] = 0.5f;
+ 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,
+ // and viewport projection values
+ int x1, x2;
+ int y1, y2;
+ x1 = thread->scissor[0];
+ x2 = thread->scissor[0] + thread->scissor[2];
+ y1 = dpsoftrast.fb_height - thread->scissor[1] - thread->scissor[3];
+ y2 = dpsoftrast.fb_height - thread->scissor[1];
+ if (!thread->scissortest) {x1 = 0;y1 = 0;x2 = dpsoftrast.fb_width;y2 = dpsoftrast.fb_height;}
+ if (x1 < 0) x1 = 0;
+ if (x2 > dpsoftrast.fb_width) x2 = dpsoftrast.fb_width;
+ if (y1 < 0) y1 = 0;
+ if (y2 > dpsoftrast.fb_height) y2 = dpsoftrast.fb_height;
+ thread->fb_scissor[0] = x1;
+ thread->fb_scissor[1] = y1;
+ thread->fb_scissor[2] = x2 - x1;
+ 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)
+{
+ thread->fb_depthfunc = thread->depthtest ? thread->depthfunc : GL_ALWAYS;
+}
+
+static void DPSOFTRAST_RecalcBlendFunc(DPSOFTRAST_State_Thread *thread)
+{
+ if (thread->blendsubtract)
+ {
+ switch ((thread->blendfunc[0]<<16)|thread->blendfunc[1])
+ {
+ #define BLENDFUNC(sfactor, dfactor, blendmode) \
+ case (sfactor<<16)|dfactor: thread->fb_blendmode = blendmode; break;
+ BLENDFUNC(GL_SRC_ALPHA, GL_ONE, DPSOFTRAST_BLENDMODE_SUBALPHA)
+ default: thread->fb_blendmode = DPSOFTRAST_BLENDMODE_OPAQUE; break;
+ }
+ }
+ else
+ {
+ switch ((thread->blendfunc[0]<<16)|thread->blendfunc[1])
+ {
+ BLENDFUNC(GL_ONE, GL_ZERO, DPSOFTRAST_BLENDMODE_OPAQUE)
+ BLENDFUNC(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, DPSOFTRAST_BLENDMODE_ALPHA)
+ BLENDFUNC(GL_SRC_ALPHA, GL_ONE, DPSOFTRAST_BLENDMODE_ADDALPHA)
+ BLENDFUNC(GL_ONE, GL_ONE, DPSOFTRAST_BLENDMODE_ADD)
+ BLENDFUNC(GL_ZERO, GL_ONE_MINUS_SRC_COLOR, DPSOFTRAST_BLENDMODE_INVMOD)
+ BLENDFUNC(GL_ZERO, GL_SRC_COLOR, DPSOFTRAST_BLENDMODE_MUL)
+ BLENDFUNC(GL_DST_COLOR, GL_ZERO, DPSOFTRAST_BLENDMODE_MUL)
+ BLENDFUNC(GL_DST_COLOR, GL_SRC_COLOR, DPSOFTRAST_BLENDMODE_MUL2)
+ BLENDFUNC(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, DPSOFTRAST_BLENDMODE_PSEUDOALPHA)
+ BLENDFUNC(GL_ONE_MINUS_DST_COLOR, GL_ONE, DPSOFTRAST_BLENDMODE_INVADD)
+ default: thread->fb_blendmode = DPSOFTRAST_BLENDMODE_OPAQUE; break;
+ }
+ }
+}
+
+#define DPSOFTRAST_ValidateQuick(thread, f) ((thread->validate & (f)) ? (DPSOFTRAST_Validate(thread, f), 0) : 0)
+
+static void DPSOFTRAST_Validate(DPSOFTRAST_State_Thread *thread, int mask)
+{
+ mask &= thread->validate;
+ if (!mask)
+ return;
+ if (mask & DPSOFTRAST_VALIDATE_FB)
+ {
+ thread->validate &= ~DPSOFTRAST_VALIDATE_FB;
+ DPSOFTRAST_RecalcFB(thread);
+ }
+ if (mask & DPSOFTRAST_VALIDATE_DEPTHFUNC)
+ {
+ thread->validate &= ~DPSOFTRAST_VALIDATE_DEPTHFUNC;
+ DPSOFTRAST_RecalcDepthFunc(thread);
+ }
+ if (mask & DPSOFTRAST_VALIDATE_BLENDFUNC)
+ {
+ thread->validate &= ~DPSOFTRAST_VALIDATE_BLENDFUNC;
+ DPSOFTRAST_RecalcBlendFunc(thread);
+ }
+}
+
+DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index)
+{
+ if (index >= 1 && index < dpsoftrast.texture_end && dpsoftrast.texture[index].bytes)
+ return &dpsoftrast.texture[index];
+ return NULL;
+}
+
+static void DPSOFTRAST_Texture_Grow(void)
+{
+ DPSOFTRAST_Texture *oldtexture = dpsoftrast.texture;
+ DPSOFTRAST_State_Thread *thread;
+ int i;
+ int j;
+ DPSOFTRAST_Flush();
+ // expand texture array as needed
+ if (dpsoftrast.texture_max < 1024)
+ dpsoftrast.texture_max = 1024;
+ else
+ dpsoftrast.texture_max *= 2;
+ dpsoftrast.texture = (DPSOFTRAST_Texture *)realloc(dpsoftrast.texture, dpsoftrast.texture_max * sizeof(DPSOFTRAST_Texture));
+ for (i = 0; i < DPSOFTRAST_MAXTEXTUREUNITS; i++)
+ if (dpsoftrast.texbound[i])
+ dpsoftrast.texbound[i] = dpsoftrast.texture + (dpsoftrast.texbound[i] - oldtexture);
+ for (j = 0; j < dpsoftrast.numthreads; j++)
+ {
+ thread = &dpsoftrast.threads[j];
+ for (i = 0; i < DPSOFTRAST_MAXTEXTUREUNITS; i++)
+ if (thread->texbound[i])
+ thread->texbound[i] = dpsoftrast.texture + (thread->texbound[i] - oldtexture);
+ }
+}
+
+int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth)
+{
+ int w;
+ int h;
+ int d;
+ int size;
+ int s;
+ int texnum;
+ int mipmaps;
+ int sides = (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) ? 6 : 1;
+ int texformat = flags & DPSOFTRAST_TEXTURE_FORMAT_COMPAREMASK;
+ DPSOFTRAST_Texture *texture;
+ if (width*height*depth < 1)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: width, height or depth is less than 1";
+ return 0;
+ }
+ if (width > DPSOFTRAST_TEXTURE_MAXSIZE || height > DPSOFTRAST_TEXTURE_MAXSIZE || depth > DPSOFTRAST_TEXTURE_MAXSIZE)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: texture size is too large";
+ return 0;
+ }
+ switch(texformat)
+ {
+ case DPSOFTRAST_TEXTURE_FORMAT_BGRA8:
+ case DPSOFTRAST_TEXTURE_FORMAT_RGBA8:
+ case DPSOFTRAST_TEXTURE_FORMAT_ALPHA8:
+ break;
+ case DPSOFTRAST_TEXTURE_FORMAT_DEPTH:
+ if (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH only permitted on 2D textures";
+ return 0;
+ }
+ if (depth != 1)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH only permitted on 2D textures";
+ return 0;
+ }
+ if ((flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP) && (texformat == DPSOFTRAST_TEXTURE_FORMAT_DEPTH))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FORMAT_DEPTH does not permit mipmaps";
+ return 0;
+ }
+ break;
+ }
+ if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_CUBEMAP can not be used on 3D textures";
+ return 0;
+ }
+ if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on 3D textures";
+ return 0;
+ }
+ if (depth != 1 && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on 3D textures";
+ return 0;
+ }
+ if ((flags & DPSOFTRAST_TEXTURE_FLAG_CUBEMAP) && (flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: DPSOFTRAST_TEXTURE_FLAG_MIPMAP can not be used on cubemap textures";
+ return 0;
+ }
+ if ((width & (width-1)) || (height & (height-1)) || (depth & (depth-1)))
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_New: dimensions are not power of two";
+ return 0;
+ }
+ // find first empty slot in texture array
+ for (texnum = dpsoftrast.texture_firstfree;texnum < dpsoftrast.texture_end;texnum++)
+ if (!dpsoftrast.texture[texnum].bytes)
+ break;
+ dpsoftrast.texture_firstfree = texnum + 1;
+ if (dpsoftrast.texture_max <= texnum)
+ DPSOFTRAST_Texture_Grow();
+ if (dpsoftrast.texture_end <= texnum)
+ dpsoftrast.texture_end = texnum + 1;
+ texture = &dpsoftrast.texture[texnum];
+ memset(texture, 0, sizeof(*texture));
+ texture->flags = flags;
+ texture->width = width;
+ texture->height = height;
+ texture->depth = depth;
+ texture->sides = sides;
+ texture->binds = 0;
+ w = width;
+ h = height;
+ d = depth;
+ size = 0;
+ mipmaps = 0;
+ w = width;
+ h = height;
+ d = depth;
+ for (;;)
+ {
+ s = w * h * d * sides * 4;
+ texture->mipmap[mipmaps][0] = size;
+ texture->mipmap[mipmaps][1] = s;
+ texture->mipmap[mipmaps][2] = w;
+ texture->mipmap[mipmaps][3] = h;
+ texture->mipmap[mipmaps][4] = d;
+ size += s;
+ mipmaps++;
+ if (w * h * d == 1 || !(flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP))
+ break;
+ if (w > 1) w >>= 1;
+ if (h > 1) h >>= 1;
+ if (d > 1) d >>= 1;
+ }
+ texture->mipmaps = mipmaps;
+ texture->size = size;
+
+ // allocate the pixels now
+ texture->bytes = (unsigned char *)MM_CALLOC(1, size);
+
+ return texnum;
+}
+void DPSOFTRAST_Texture_Free(int index)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (texture->binds)
+ DPSOFTRAST_Flush();
+ if (texture->bytes)
+ MM_FREE(texture->bytes);
+ texture->bytes = NULL;
+ memset(texture, 0, sizeof(*texture));
+ // adjust the free range and used range
+ if (dpsoftrast.texture_firstfree > index)
+ dpsoftrast.texture_firstfree = index;
+ while (dpsoftrast.texture_end > 0 && dpsoftrast.texture[dpsoftrast.texture_end-1].bytes == NULL)
+ dpsoftrast.texture_end--;
+}
+void DPSOFTRAST_Texture_CalculateMipmaps(int index)
+{
+ int i, x, y, z, w, layer0, layer1, row0, row1;
+ unsigned char *o, *i0, *i1, *i2, *i3;
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (texture->mipmaps <= 1)
+ return;
+ for (i = 1;i < texture->mipmaps;i++)
+ {
+ for (z = 0;z < texture->mipmap[i][4];z++)
+ {
+ layer0 = z*2;
+ layer1 = z*2+1;
+ if (layer1 >= texture->mipmap[i-1][4])
+ layer1 = texture->mipmap[i-1][4]-1;
+ for (y = 0;y < texture->mipmap[i][3];y++)
+ {
+ row0 = y*2;
+ row1 = y*2+1;
+ if (row1 >= texture->mipmap[i-1][3])
+ row1 = texture->mipmap[i-1][3]-1;
+ o = texture->bytes + texture->mipmap[i ][0] + 4*((texture->mipmap[i ][3] * z + y ) * texture->mipmap[i ][2]);
+ i0 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer0 + row0) * texture->mipmap[i-1][2]);
+ i1 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer0 + row1) * texture->mipmap[i-1][2]);
+ i2 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer1 + row0) * texture->mipmap[i-1][2]);
+ i3 = texture->bytes + texture->mipmap[i-1][0] + 4*((texture->mipmap[i-1][3] * layer1 + row1) * texture->mipmap[i-1][2]);
+ w = texture->mipmap[i][2];
+ if (layer1 > layer0)
+ {
+ if (texture->mipmap[i-1][2] > 1)
+ {
+ // average 3D texture
+ for (x = 0;x < w;x++, o += 4, i0 += 8, i1 += 8, i2 += 8, i3 += 8)
+ {
+ o[0] = (i0[0] + i0[4] + i1[0] + i1[4] + i2[0] + i2[4] + i3[0] + i3[4] + 4) >> 3;
+ o[1] = (i0[1] + i0[5] + i1[1] + i1[5] + i2[1] + i2[5] + i3[1] + i3[5] + 4) >> 3;
+ o[2] = (i0[2] + i0[6] + i1[2] + i1[6] + i2[2] + i2[6] + i3[2] + i3[6] + 4) >> 3;
+ o[3] = (i0[3] + i0[7] + i1[3] + i1[7] + i2[3] + i2[7] + i3[3] + i3[7] + 4) >> 3;
+ }
+ }
+ else
+ {
+ // average 3D mipmap with parent width == 1
+ for (x = 0;x < w;x++, o += 4, i0 += 8, i1 += 8)
+ {
+ o[0] = (i0[0] + i1[0] + i2[0] + i3[0] + 2) >> 2;
+ o[1] = (i0[1] + i1[1] + i2[1] + i3[1] + 2) >> 2;
+ o[2] = (i0[2] + i1[2] + i2[2] + i3[2] + 2) >> 2;
+ o[3] = (i0[3] + i1[3] + i2[3] + i3[3] + 2) >> 2;
+ }
+ }
+ }
+ else
+ {
+ if (texture->mipmap[i-1][2] > 1)
+ {
+ // average 2D texture (common case)
+ for (x = 0;x < w;x++, o += 4, i0 += 8, i1 += 8)
+ {
+ o[0] = (i0[0] + i0[4] + i1[0] + i1[4] + 2) >> 2;
+ o[1] = (i0[1] + i0[5] + i1[1] + i1[5] + 2) >> 2;
+ o[2] = (i0[2] + i0[6] + i1[2] + i1[6] + 2) >> 2;
+ o[3] = (i0[3] + i0[7] + i1[3] + i1[7] + 2) >> 2;
+ }
+ }
+ else
+ {
+ // 2D texture with parent width == 1
+ o[0] = (i0[0] + i1[0] + 1) >> 1;
+ o[1] = (i0[1] + i1[1] + 1) >> 1;
+ o[2] = (i0[2] + i1[2] + 1) >> 1;
+ o[3] = (i0[3] + i1[3] + 1) >> 1;
+ }
+ }
+ }
+ }
+ }
+}
+void DPSOFTRAST_Texture_UpdatePartial(int index, int mip, const unsigned char *pixels, int blockx, int blocky, int blockwidth, int blockheight)
+{
+ DPSOFTRAST_Texture *texture;
+ unsigned char *dst;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (texture->binds)
+ DPSOFTRAST_Flush();
+ if (pixels)
+ {
+ dst = texture->bytes + (blocky * texture->mipmap[0][2] + blockx) * 4;
+ while (blockheight > 0)
+ {
+ memcpy(dst, pixels, blockwidth * 4);
+ pixels += blockwidth * 4;
+ dst += texture->mipmap[0][2] * 4;
+ blockheight--;
+ }
+ }
+ DPSOFTRAST_Texture_CalculateMipmaps(index);
+}
+void DPSOFTRAST_Texture_UpdateFull(int index, const unsigned char *pixels)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (texture->binds)
+ DPSOFTRAST_Flush();
+ if (pixels)
+ memcpy(texture->bytes, pixels, texture->mipmap[0][1]);
+ DPSOFTRAST_Texture_CalculateMipmaps(index);
+}
+int DPSOFTRAST_Texture_GetWidth(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->mipmap[mip][2];
+}
+int DPSOFTRAST_Texture_GetHeight(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->mipmap[mip][3];
+}
+int DPSOFTRAST_Texture_GetDepth(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ return texture->mipmap[mip][4];
+}
+unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
+ if (texture->binds)
+ DPSOFTRAST_Flush();
+ return texture->bytes + texture->mipmap[mip][0];
+}
+void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter)
+{
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (!(texture->flags & DPSOFTRAST_TEXTURE_FLAG_MIPMAP) && filter > DPSOFTRAST_TEXTURE_FILTER_LINEAR)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_Texture_Filter: requested filter mode requires mipmaps";
+ return;
+ }
+ if (texture->binds)
+ DPSOFTRAST_Flush();
+ texture->filter = filter;
+}
+
+static void DPSOFTRAST_Draw_FlushThreads(void);
+
+static void DPSOFTRAST_Draw_SyncCommands(void)
+{
+ if(dpsoftrast.usethreads) MEMORY_BARRIER;
+ dpsoftrast.drawcommand = dpsoftrast.commandpool.freecommand;
+}
+
+static void DPSOFTRAST_Draw_FreeCommandPool(int space)
+{
+ DPSOFTRAST_State_Thread *thread;
+ int i;
+ int freecommand = dpsoftrast.commandpool.freecommand;
+ int usedcommands = dpsoftrast.commandpool.usedcommands;
+ if (usedcommands <= DPSOFTRAST_DRAW_MAXCOMMANDPOOL-space)
+ return;
+ DPSOFTRAST_Draw_SyncCommands();
+ for(;;)
+ {
+ int waitindex = -1;
+ int commandoffset;
+ usedcommands = 0;
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ thread = &dpsoftrast.threads[i];
+ commandoffset = freecommand - thread->commandoffset;
+ if (commandoffset < 0)
+ commandoffset += DPSOFTRAST_DRAW_MAXCOMMANDPOOL;
+ if (commandoffset > usedcommands)
+ {
+ waitindex = i;
+ usedcommands = commandoffset;
+ }
+ }
+ if (usedcommands <= DPSOFTRAST_DRAW_MAXCOMMANDPOOL-space || waitindex < 0)
+ break;
+ thread = &dpsoftrast.threads[waitindex];
+ Thread_LockMutex(thread->drawmutex);
+ if (thread->commandoffset != dpsoftrast.drawcommand)
+ {
+ thread->waiting = true;
+ if (thread->starving) Thread_CondSignal(thread->drawcond);
+ Thread_CondWait(thread->waitcond, thread->drawmutex);
+ thread->waiting = false;
+ }
+ Thread_UnlockMutex(thread->drawmutex);
+ }
+ dpsoftrast.commandpool.usedcommands = usedcommands;
+}
+
+#define DPSOFTRAST_ALIGNCOMMAND(size) \
+ ((size) + ((COMMAND_SIZE - ((size)&(COMMAND_SIZE-1))) & (COMMAND_SIZE-1)))
+#define DPSOFTRAST_ALLOCATECOMMAND(name) \
+ ((DPSOFTRAST_Command_##name *) DPSOFTRAST_AllocateCommand( DPSOFTRAST_OPCODE_##name , DPSOFTRAST_ALIGNCOMMAND(sizeof( DPSOFTRAST_Command_##name ))))
+
+static void *DPSOFTRAST_AllocateCommand(int opcode, int size)
+{
+ DPSOFTRAST_Command *command;
+ int freecommand = dpsoftrast.commandpool.freecommand;
+ int usedcommands = dpsoftrast.commandpool.usedcommands;
+ int extra = sizeof(DPSOFTRAST_Command);
+ if (DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand < size)
+ extra += DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand;
+ if (usedcommands > DPSOFTRAST_DRAW_MAXCOMMANDPOOL - (size + extra))
+ {
+ if (dpsoftrast.usethreads)
+ DPSOFTRAST_Draw_FreeCommandPool(size + extra);
+ else
+ DPSOFTRAST_Draw_FlushThreads();
+ freecommand = dpsoftrast.commandpool.freecommand;
+ usedcommands = dpsoftrast.commandpool.usedcommands;
+ }
+ if (DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand < size)
+ {
+ command = (DPSOFTRAST_Command *) &dpsoftrast.commandpool.commands[freecommand];
+ command->opcode = DPSOFTRAST_OPCODE_Reset;
+ usedcommands += DPSOFTRAST_DRAW_MAXCOMMANDPOOL - freecommand;
+ freecommand = 0;
+ }
+ command = (DPSOFTRAST_Command *) &dpsoftrast.commandpool.commands[freecommand];
+ command->opcode = opcode;
+ command->commandsize = size;
+ freecommand += size;
+ if (freecommand >= DPSOFTRAST_DRAW_MAXCOMMANDPOOL)
+ freecommand = 0;
+ dpsoftrast.commandpool.freecommand = freecommand;
+ dpsoftrast.commandpool.usedcommands = usedcommands + size;
+ return command;
+}
+
+static void DPSOFTRAST_UndoCommand(int size)
+{
+ int freecommand = dpsoftrast.commandpool.freecommand;
+ int usedcommands = dpsoftrast.commandpool.usedcommands;
+ freecommand -= size;
+ if (freecommand < 0)
+ freecommand += DPSOFTRAST_DRAW_MAXCOMMANDPOOL;
+ usedcommands -= size;
+ dpsoftrast.commandpool.freecommand = freecommand;
+ dpsoftrast.commandpool.usedcommands = usedcommands;
+}
+
+DEFCOMMAND(1, Viewport, int x; int y; int width; int height;)
+static void DPSOFTRAST_Interpret_Viewport(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_Command_Viewport *command)
+{
+ thread->viewport[0] = command->x;
+ thread->viewport[1] = command->y;
+ thread->viewport[2] = command->width;
+ thread->viewport[3] = command->height;
+ thread->validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_Viewport(int x, int y, int width, int height)
+{
+ DPSOFTRAST_Command_Viewport *command = DPSOFTRAST_ALLOCATECOMMAND(Viewport);
+ command->x = x;
+ command->y = y;
+ command->width = width;
+ command->height = height;
+
+ dpsoftrast.viewport[0] = x;
+ dpsoftrast.viewport[1] = y;
+ dpsoftrast.viewport[2] = width;
+ dpsoftrast.viewport[3] = height;
+ DPSOFTRAST_RecalcViewport(dpsoftrast.viewport, dpsoftrast.fb_viewportcenter, dpsoftrast.fb_viewportscale);
+}
+
+DEFCOMMAND(2, ClearColor, float r; float g; float b; float a;)
+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, 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];
+ y2 = thread->fb_scissor[1] + thread->fb_scissor[3];
+ if (y1 < miny1) y1 = miny1;
+ if (y2 > maxy2) y2 = maxy2;
+ w = x2 - x1;
+ h = y2 - y1;
+ if (w < 1 || h < 1)
+ return;
+ // FIXME: honor fb_colormask?
+ c = DPSOFTRAST_BGRA8_FROM_RGBA32F(command->r,command->g,command->b,command->a);
+ for (i = 0;i < 4;i++)
+ {
+ if (!dpsoftrast.fb_colorpixels[i])
+ continue;
+ for (y = y1, bandy = min(y2, maxy1); y < y2; bandy = min(y2, maxy2), y = max(y, miny2))
+ for (;y < bandy;y++)
+ {
+ p = dpsoftrast.fb_colorpixels[i] + y * dpsoftrast.fb_width;
+ for (x = x1;x < x2;x++)
+ p[x] = c;
+ }
+ }
+}
+void DPSOFTRAST_ClearColor(float r, float g, float b, float a)
+{
+ DPSOFTRAST_Command_ClearColor *command = DPSOFTRAST_ALLOCATECOMMAND(ClearColor);
+ command->r = r;
+ command->g = g;
+ command->b = b;
+ command->a = a;
+}
+
+DEFCOMMAND(3, ClearDepth, float depth;)
+static void DPSOFTRAST_Interpret_ClearDepth(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ClearDepth *command)
+{
+ int x1, y1, x2, y2, w, h, x, y;
+ 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];
+ y2 = thread->fb_scissor[1] + thread->fb_scissor[3];
+ if (y1 < miny1) y1 = miny1;
+ if (y2 > maxy2) y2 = maxy2;
+ w = x2 - x1;
+ h = y2 - y1;
+ if (w < 1 || h < 1)
+ return;
+ c = DPSOFTRAST_DEPTH32_FROM_DEPTH32F(command->depth);
+ for (y = y1, bandy = min(y2, maxy1); y < y2; bandy = min(y2, maxy2), y = max(y, miny2))
+ for (;y < bandy;y++)
+ {
+ p = dpsoftrast.fb_depthpixels + y * dpsoftrast.fb_width;
+ for (x = x1;x < x2;x++)
+ p[x] = c;
+ }
+}
+void DPSOFTRAST_ClearDepth(float d)
+{
+ DPSOFTRAST_Command_ClearDepth *command = DPSOFTRAST_ALLOCATECOMMAND(ClearDepth);
+ command->depth = d;
+}
+
+DEFCOMMAND(4, ColorMask, int r; int g; int b; int a;)
+static void DPSOFTRAST_Interpret_ColorMask(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ColorMask *command)
+{
+ thread->colormask[0] = command->r != 0;
+ thread->colormask[1] = command->g != 0;
+ thread->colormask[2] = command->b != 0;
+ thread->colormask[3] = command->a != 0;
+ thread->fb_colormask = ((-thread->colormask[0]) & 0x00FF0000) | ((-thread->colormask[1]) & 0x0000FF00) | ((-thread->colormask[2]) & 0x000000FF) | ((-thread->colormask[3]) & 0xFF000000);
+}
+void DPSOFTRAST_ColorMask(int r, int g, int b, int a)
+{
+ DPSOFTRAST_Command_ColorMask *command = DPSOFTRAST_ALLOCATECOMMAND(ColorMask);
+ command->r = r;
+ command->g = g;
+ command->b = b;
+ command->a = a;
+}
+
+DEFCOMMAND(5, DepthTest, int enable;)
+static void DPSOFTRAST_Interpret_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthTest *command)
+{
+ thread->depthtest = command->enable;
+ thread->validate |= DPSOFTRAST_VALIDATE_DEPTHFUNC;
+}
+void DPSOFTRAST_DepthTest(int enable)
+{
+ DPSOFTRAST_Command_DepthTest *command = DPSOFTRAST_ALLOCATECOMMAND(DepthTest);
+ command->enable = enable;
+}
+
+DEFCOMMAND(6, ScissorTest, int enable;)
+static void DPSOFTRAST_Interpret_ScissorTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_ScissorTest *command)
+{
+ thread->scissortest = command->enable;
+ thread->validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_ScissorTest(int enable)
+{
+ DPSOFTRAST_Command_ScissorTest *command = DPSOFTRAST_ALLOCATECOMMAND(ScissorTest);
+ command->enable = enable;
+}
+
+DEFCOMMAND(7, Scissor, float x; float y; float width; float height;)
+static void DPSOFTRAST_Interpret_Scissor(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Scissor *command)
+{
+ thread->scissor[0] = command->x;
+ thread->scissor[1] = command->y;
+ thread->scissor[2] = command->width;
+ thread->scissor[3] = command->height;
+ thread->validate |= DPSOFTRAST_VALIDATE_FB;
+}
+void DPSOFTRAST_Scissor(float x, float y, float width, float height)
+{
+ DPSOFTRAST_Command_Scissor *command = DPSOFTRAST_ALLOCATECOMMAND(Scissor);
+ command->x = x;
+ command->y = y;
+ command->width = width;
+ command->height = height;
+}
+
+DEFCOMMAND(8, BlendFunc, int sfactor; int dfactor;)
+static void DPSOFTRAST_Interpret_BlendFunc(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_BlendFunc *command)
+{
+ thread->blendfunc[0] = command->sfactor;
+ thread->blendfunc[1] = command->dfactor;
+ thread->validate |= DPSOFTRAST_VALIDATE_BLENDFUNC;
+}
+void DPSOFTRAST_BlendFunc(int sfactor, int dfactor)
+{
+ DPSOFTRAST_Command_BlendFunc *command = DPSOFTRAST_ALLOCATECOMMAND(BlendFunc);
+ command->sfactor = sfactor;
+ command->dfactor = dfactor;
+}
+
+DEFCOMMAND(9, BlendSubtract, int enable;)
+static void DPSOFTRAST_Interpret_BlendSubtract(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_BlendSubtract *command)
+{
+ thread->blendsubtract = command->enable;
+ thread->validate |= DPSOFTRAST_VALIDATE_BLENDFUNC;
+}
+void DPSOFTRAST_BlendSubtract(int enable)
+{
+ DPSOFTRAST_Command_BlendSubtract *command = DPSOFTRAST_ALLOCATECOMMAND(BlendSubtract);
+ command->enable = enable;
+}
+
+DEFCOMMAND(10, DepthMask, int enable;)
+static void DPSOFTRAST_Interpret_DepthMask(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthMask *command)
+{
+ thread->depthmask = command->enable;
+}
+void DPSOFTRAST_DepthMask(int enable)
+{
+ DPSOFTRAST_Command_DepthMask *command = DPSOFTRAST_ALLOCATECOMMAND(DepthMask);
+ command->enable = enable;
+}
+
+DEFCOMMAND(11, DepthFunc, int func;)
+static void DPSOFTRAST_Interpret_DepthFunc(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthFunc *command)
+{
+ thread->depthfunc = command->func;
+}
+void DPSOFTRAST_DepthFunc(int func)
+{
+ DPSOFTRAST_Command_DepthFunc *command = DPSOFTRAST_ALLOCATECOMMAND(DepthFunc);
+ command->func = func;
+}
+
+DEFCOMMAND(12, DepthRange, float nearval; float farval;)
+static void DPSOFTRAST_Interpret_DepthRange(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_DepthRange *command)
+{
+ thread->depthrange[0] = command->nearval;
+ thread->depthrange[1] = command->farval;
+}
+void DPSOFTRAST_DepthRange(float nearval, float farval)
+{
+ DPSOFTRAST_Command_DepthRange *command = DPSOFTRAST_ALLOCATECOMMAND(DepthRange);
+ command->nearval = nearval;
+ command->farval = farval;
+}
+
+DEFCOMMAND(13, PolygonOffset, float alongnormal; float intoview;)
+static void DPSOFTRAST_Interpret_PolygonOffset(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_PolygonOffset *command)
+{
+ thread->polygonoffset[0] = command->alongnormal;
+ thread->polygonoffset[1] = command->intoview;
+}
+void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview)
+{
+ DPSOFTRAST_Command_PolygonOffset *command = DPSOFTRAST_ALLOCATECOMMAND(PolygonOffset);
+ command->alongnormal = alongnormal;
+ command->intoview = intoview;
+}
+
+DEFCOMMAND(14, CullFace, int mode;)
+static void DPSOFTRAST_Interpret_CullFace(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_CullFace *command)
+{
+ thread->cullface = command->mode;
+}
+void DPSOFTRAST_CullFace(int mode)
+{
+ DPSOFTRAST_Command_CullFace *command = DPSOFTRAST_ALLOCATECOMMAND(CullFace);
+ command->mode = mode;
+}
+
+void DPSOFTRAST_Color4f(float r, float g, float b, float a)
+{
+ dpsoftrast.color[0] = r;
+ dpsoftrast.color[1] = g;
+ dpsoftrast.color[2] = b;
+ dpsoftrast.color[3] = a;
+}
+
+void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels)
+{
+ int outstride = blockwidth * 4;
+ int instride = dpsoftrast.fb_width * 4;
+ int bx1 = blockx;
+ int by1 = blocky;
+ int bx2 = blockx + blockwidth;
+ int by2 = blocky + blockheight;
+ int bw;
+ int x;
+ int y;
+ unsigned char *inpixels;
+ unsigned char *b;
+ unsigned char *o;
+ DPSOFTRAST_Flush();
+ if (bx1 < 0) bx1 = 0;
+ if (by1 < 0) by1 = 0;
+ if (bx2 > dpsoftrast.fb_width) bx2 = dpsoftrast.fb_width;
+ if (by2 > dpsoftrast.fb_height) by2 = dpsoftrast.fb_height;
+ bw = bx2 - bx1;
+ inpixels = (unsigned char *)dpsoftrast.fb_colorpixels[0];
+ if (dpsoftrast.bigendian)
+ {
+ for (y = by1;y < by2;y++)
+ {
+ b = (unsigned char *)inpixels + (dpsoftrast.fb_height - 1 - y) * instride + 4 * bx1;
+ o = (unsigned char *)outpixels + (y - by1) * outstride;
+ for (x = bx1;x < bx2;x++)
+ {
+ o[0] = b[3];
+ o[1] = b[2];
+ o[2] = b[1];
+ o[3] = b[0];
+ o += 4;
+ b += 4;
+ }
+ }
+ }
+ else
+ {
+ for (y = by1;y < by2;y++)
+ {
+ b = (unsigned char *)inpixels + (dpsoftrast.fb_height - 1 - y) * instride + 4 * bx1;
+ o = (unsigned char *)outpixels + (y - by1) * outstride;
+ memcpy(o, b, bw*4);
+ }
+ }
+
+}
+void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height)
+{
+ int tx1 = tx;
+ int ty1 = ty;
+ int tx2 = tx + width;
+ int ty2 = ty + height;
+ int sx1 = sx;
+ int sy1 = sy;
+ int sx2 = sx + width;
+ int sy2 = sy + height;
+ int swidth;
+ int sheight;
+ int twidth;
+ int theight;
+ int sw;
+ int sh;
+ int tw;
+ int th;
+ int y;
+ unsigned int *spixels;
+ unsigned int *tpixels;
+ DPSOFTRAST_Texture *texture;
+ texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
+ if (mip < 0 || mip >= texture->mipmaps) return;
+ DPSOFTRAST_Flush();
+ spixels = dpsoftrast.fb_colorpixels[0];
+ swidth = dpsoftrast.fb_width;
+ sheight = dpsoftrast.fb_height;
+ tpixels = (unsigned int *)(texture->bytes + texture->mipmap[mip][0]);
+ twidth = texture->mipmap[mip][2];
+ theight = texture->mipmap[mip][3];
+ if (tx1 < 0) tx1 = 0;
+ if (ty1 < 0) ty1 = 0;
+ if (tx2 > twidth) tx2 = twidth;
+ if (ty2 > theight) ty2 = theight;
+ if (sx1 < 0) sx1 = 0;
+ if (sy1 < 0) sy1 = 0;
+ if (sx2 > swidth) sx2 = swidth;
+ if (sy2 > sheight) sy2 = sheight;
+ tw = tx2 - tx1;
+ th = ty2 - ty1;
+ sw = sx2 - sx1;
+ sh = sy2 - sy1;
+ if (tw > sw) tw = sw;
+ if (th > sh) th = sh;
+ if (tw < 1 || th < 1)
+ return;
+ sy1 = sheight - 1 - sy1;
+ for (y = 0;y < th;y++)
+ memcpy(tpixels + ((ty1 + y) * twidth + tx1), spixels + ((sy1 - y) * swidth + sx1), tw*4);
+ if (texture->mipmaps > 1)
+ DPSOFTRAST_Texture_CalculateMipmaps(index);
+}
+
+DEFCOMMAND(17, SetTexture, int unitnum; DPSOFTRAST_Texture *texture;)
+static void DPSOFTRAST_Interpret_SetTexture(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_SetTexture *command)
+{
+ if (thread->texbound[command->unitnum])
+ ATOMIC_DECREMENT(thread->texbound[command->unitnum]->binds);
+ thread->texbound[command->unitnum] = command->texture;
+}
+void DPSOFTRAST_SetTexture(int unitnum, int index)
+{
+ DPSOFTRAST_Command_SetTexture *command;
+ DPSOFTRAST_Texture *texture;
+ if (unitnum < 0 || unitnum >= DPSOFTRAST_MAXTEXTUREUNITS)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_SetTexture: invalid unit number";
+ return;
+ }
+ texture = DPSOFTRAST_Texture_GetByIndex(index);
+ if (index && !texture)
+ {
+ dpsoftrast.errorstring = "DPSOFTRAST_SetTexture: invalid texture handle";
+ return;
+ }
+
+ command = DPSOFTRAST_ALLOCATECOMMAND(SetTexture);
+ command->unitnum = unitnum;
+ command->texture = texture;
+
+ dpsoftrast.texbound[unitnum] = texture;
+ ATOMIC_ADD(texture->binds, dpsoftrast.numthreads);
+}
+
+void DPSOFTRAST_SetVertexPointer(const float *vertex3f, size_t stride)
+{
+ dpsoftrast.pointer_vertex3f = vertex3f;
+ dpsoftrast.stride_vertex = stride;
+}
+void DPSOFTRAST_SetColorPointer(const float *color4f, size_t stride)
+{
+ dpsoftrast.pointer_color4f = color4f;
+ dpsoftrast.pointer_color4ub = NULL;
+ dpsoftrast.stride_color = stride;
+}
+void DPSOFTRAST_SetColorPointer4ub(const unsigned char *color4ub, size_t stride)
+{
+ dpsoftrast.pointer_color4f = NULL;
+ dpsoftrast.pointer_color4ub = color4ub;
+ dpsoftrast.stride_color = 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;
+}
+
+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, 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];)
+static void DPSOFTRAST_Interpret_Uniform4f(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Uniform4f *command)
+{
+ memcpy(&thread->uniform4f[command->index*4], command->val, sizeof(command->val));
+}
+void DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM index, float v0, float v1, float v2, float v3)
+{
+ DPSOFTRAST_Command_Uniform4f *command = DPSOFTRAST_ALLOCATECOMMAND(Uniform4f);
+ command->index = index;
+ command->val[0] = v0;
+ command->val[1] = v1;
+ command->val[2] = v2;
+ command->val[3] = v3;
+
+ dpsoftrast.uniform4f[index*4+0] = v0;
+ dpsoftrast.uniform4f[index*4+1] = v1;
+ dpsoftrast.uniform4f[index*4+2] = v2;
+ dpsoftrast.uniform4f[index*4+3] = v3;
+}
+void DPSOFTRAST_Uniform4fv(DPSOFTRAST_UNIFORM index, const float *v)
+{
+ DPSOFTRAST_Command_Uniform4f *command = DPSOFTRAST_ALLOCATECOMMAND(Uniform4f);
+ command->index = index;
+ memcpy(command->val, v, sizeof(command->val));
+
+ memcpy(&dpsoftrast.uniform4f[index*4], v, sizeof(float[4]));
+}
+
+DEFCOMMAND(20, UniformMatrix4f, DPSOFTRAST_UNIFORM index; ALIGN(float val[16]);)
+static void DPSOFTRAST_Interpret_UniformMatrix4f(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_UniformMatrix4f *command)
+{
+ memcpy(&thread->uniform4f[command->index*4], command->val, sizeof(command->val));
+}
+void DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM uniform, int arraysize, int transpose, const float *v)
+{
+#ifdef SSE_POSSIBLE
+ int i, index;
+ for (i = 0, index = (int)uniform;i < arraysize;i++, index += 4, v += 16)
+ {
+ __m128 m0, m1, m2, m3;
+ DPSOFTRAST_Command_UniformMatrix4f *command = DPSOFTRAST_ALLOCATECOMMAND(UniformMatrix4f);
+ command->index = (DPSOFTRAST_UNIFORM)index;
+ if (((size_t)v)&(ALIGN_SIZE-1))
+ {
+ m0 = _mm_loadu_ps(v);
+ m1 = _mm_loadu_ps(v+4);
+ m2 = _mm_loadu_ps(v+8);
+ m3 = _mm_loadu_ps(v+12);
+ }
+ else
+ {
+ m0 = _mm_load_ps(v);
+ m1 = _mm_load_ps(v+4);
+ m2 = _mm_load_ps(v+8);
+ m3 = _mm_load_ps(v+12);
+ }
+ if (transpose)
+ {
+ __m128 t0, t1, t2, t3;
+ t0 = _mm_unpacklo_ps(m0, m1);
+ t1 = _mm_unpacklo_ps(m2, m3);
+ t2 = _mm_unpackhi_ps(m0, m1);
+ t3 = _mm_unpackhi_ps(m2, m3);
+ m0 = _mm_movelh_ps(t0, t1);
+ m1 = _mm_movehl_ps(t1, t0);
+ m2 = _mm_movelh_ps(t2, t3);
+ m3 = _mm_movehl_ps(t3, t2);
+ }
+ _mm_store_ps(command->val, m0);
+ _mm_store_ps(command->val+4, m1);
+ _mm_store_ps(command->val+8, m2);
+ _mm_store_ps(command->val+12, m3);
+ _mm_store_ps(&dpsoftrast.uniform4f[index*4+0], m0);
+ _mm_store_ps(&dpsoftrast.uniform4f[index*4+4], m1);
+ _mm_store_ps(&dpsoftrast.uniform4f[index*4+8], m2);
+ _mm_store_ps(&dpsoftrast.uniform4f[index*4+12], m3);
+ }
+#endif
+}
+
+DEFCOMMAND(21, Uniform1i, DPSOFTRAST_UNIFORM index; int val;)
+static void DPSOFTRAST_Interpret_Uniform1i(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Uniform1i *command)
+{
+ thread->uniform1i[command->index] = command->val;
+}
+void DPSOFTRAST_Uniform1i(DPSOFTRAST_UNIFORM index, int i0)
+{
+ DPSOFTRAST_Command_Uniform1i *command = DPSOFTRAST_ALLOCATECOMMAND(Uniform1i);
+ command->index = index;
+ command->val = i0;
+
+ dpsoftrast.uniform1i[command->index] = i0;
+}
+
+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;
+ if ((((size_t)src)|stride)&(ALIGN_SIZE - 1)) // check for alignment
+ {
+ while (dst < end)
+ {
+ _mm_store_ps(dst, _mm_loadu_ps((const float *)src));
+ dst += 4;
+ src += stride;
+ }
+ }
+ else
+ {
+ while (dst < end)
+ {
+ _mm_store_ps(dst, _mm_load_ps((const float *)src));
+ dst += 4;
+ src += stride;
+ }
+ }
+}
+
+static void DPSOFTRAST_Load3fTo4f(float *dst, const unsigned char *src, int size, int stride)
+{
+ float *end = dst + size*4;
+ if (stride == sizeof(float[3]))
+ {
+ float *end4 = dst + (size&~3)*4;
+ if (((size_t)src)&(ALIGN_SIZE - 1)) // check for alignment
+ {
+ while (dst < end4)
+ {
+ __m128 v1 = _mm_loadu_ps((const float *)src), v2 = _mm_loadu_ps((const float *)src + 4), v3 = _mm_loadu_ps((const float *)src + 8), dv;
+ dv = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(2, 1, 0, 3));
+ dv = _mm_move_ss(dv, _mm_set_ss(1.0f));
+ _mm_store_ps(dst, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dv = _mm_shuffle_ps(v1, v2, _MM_SHUFFLE(1, 0, 3, 3));
+ dv = _mm_move_ss(dv, _mm_set_ss(1.0f));
+ _mm_store_ps(dst + 4, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dv = _mm_shuffle_ps(v2, v3, _MM_SHUFFLE(0, 0, 3, 2));
+ dv = _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(2, 1, 0, 3));
+ dv = _mm_move_ss(dv, _mm_set_ss(1.0f));
+ _mm_store_ps(dst + 8, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dv = _mm_move_ss(v3, _mm_set_ss(1.0f));
+ _mm_store_ps(dst + 12, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dst += 16;
+ src += 4*sizeof(float[3]);
+ }
+ }
+ else
+ {
+ while (dst < end4)
+ {
+ __m128 v1 = _mm_load_ps((const float *)src), v2 = _mm_load_ps((const float *)src + 4), v3 = _mm_load_ps((const float *)src + 8), dv;
+ dv = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(2, 1, 0, 3));
+ dv = _mm_move_ss(dv, _mm_set_ss(1.0f));
+ _mm_store_ps(dst, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dv = _mm_shuffle_ps(v1, v2, _MM_SHUFFLE(1, 0, 3, 3));
+ dv = _mm_move_ss(dv, _mm_set_ss(1.0f));
+ _mm_store_ps(dst + 4, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dv = _mm_shuffle_ps(v2, v3, _MM_SHUFFLE(0, 0, 3, 2));
+ dv = _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(2, 1, 0, 3));
+ dv = _mm_move_ss(dv, _mm_set_ss(1.0f));
+ _mm_store_ps(dst + 8, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dv = _mm_move_ss(v3, _mm_set_ss(1.0f));
+ _mm_store_ps(dst + 12, _mm_shuffle_ps(dv, dv, _MM_SHUFFLE(0, 3, 2, 1)));
+ dst += 16;
+ src += 4*sizeof(float[3]);
+ }
+ }
+ }
+ if ((((size_t)src)|stride)&(ALIGN_SIZE - 1))
+ {
+ while (dst < end)
+ {
+ __m128 v = _mm_loadu_ps((const float *)src);
+ v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 1, 0, 3));
+ v = _mm_move_ss(v, _mm_set_ss(1.0f));
+ v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 3, 2, 1));
+ _mm_store_ps(dst, v);
+ dst += 4;
+ src += stride;
+ }
+ }
+ else
+ {
+ while (dst < end)
+ {
+ __m128 v = _mm_load_ps((const float *)src);
+ v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 1, 0, 3));
+ v = _mm_move_ss(v, _mm_set_ss(1.0f));
+ v = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 3, 2, 1));
+ _mm_store_ps(dst, v);
+ dst += 4;
+ src += stride;
+ }
+ }
+}
+
+static void DPSOFTRAST_Load2fTo4f(float *dst, const unsigned char *src, int size, int stride)
+{
+ float *end = dst + size*4;
+ __m128 v2 = _mm_setr_ps(0.0f, 0.0f, 0.0f, 1.0f);
+ if (stride == sizeof(float[2]))
+ {
+ float *end2 = dst + (size&~1)*4;
+ if (((size_t)src)&(ALIGN_SIZE - 1)) // check for alignment
+ {
+ while (dst < end2)
+ {
+ __m128 v = _mm_loadu_ps((const float *)src);
+ _mm_store_ps(dst, _mm_shuffle_ps(v, v2, _MM_SHUFFLE(3, 2, 1, 0)));
+ _mm_store_ps(dst + 4, _mm_movehl_ps(v2, v));
+ dst += 8;
+ src += 2*sizeof(float[2]);
+ }
+ }
+ else
+ {
+ while (dst < end2)
+ {
+ __m128 v = _mm_load_ps((const float *)src);
+ _mm_store_ps(dst, _mm_shuffle_ps(v, v2, _MM_SHUFFLE(3, 2, 1, 0)));
+ _mm_store_ps(dst + 4, _mm_movehl_ps(v2, v));
+ dst += 8;
+ src += 2*sizeof(float[2]);
+ }
+ }
+ }
+ while (dst < end)
+ {
+ _mm_store_ps(dst, _mm_loadl_pi(v2, (__m64 *)src));
+ dst += 4;
+ src += stride;
+ }
+}
+
+static void DPSOFTRAST_Load4bTo4f(float *dst, const unsigned char *src, int size, int stride)
+{
+ float *end = dst + size*4;
+ __m128 scale = _mm_set1_ps(1.0f/255.0f);
+ if (stride == sizeof(unsigned char[4]))
+ {
+ float *end4 = dst + (size&~3)*4;
+ if (((size_t)src)&(ALIGN_SIZE - 1)) // check for alignment
+ {
+ while (dst < end4)
+ {
+ __m128i v = _mm_loadu_si128((const __m128i *)src), v1 = _mm_unpacklo_epi8(v, _mm_setzero_si128()), v2 = _mm_unpackhi_epi8(v, _mm_setzero_si128());
+ _mm_store_ps(dst, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v1, _mm_setzero_si128())), scale));
+ _mm_store_ps(dst + 4, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v1, _mm_setzero_si128())), scale));
+ _mm_store_ps(dst + 8, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v2, _mm_setzero_si128())), scale));
+ _mm_store_ps(dst + 12, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v2, _mm_setzero_si128())), scale));
+ dst += 16;
+ src += 4*sizeof(unsigned char[4]);
+ }
+ }
+ else
+ {
+ while (dst < end4)
+ {
+ __m128i v = _mm_load_si128((const __m128i *)src), v1 = _mm_unpacklo_epi8(v, _mm_setzero_si128()), v2 = _mm_unpackhi_epi8(v, _mm_setzero_si128());
+ _mm_store_ps(dst, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v1, _mm_setzero_si128())), scale));
+ _mm_store_ps(dst + 4, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v1, _mm_setzero_si128())), scale));
+ _mm_store_ps(dst + 8, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(v2, _mm_setzero_si128())), scale));
+ _mm_store_ps(dst + 12, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpackhi_epi16(v2, _mm_setzero_si128())), scale));
+ dst += 16;
+ src += 4*sizeof(unsigned char[4]);
+ }
+ }
+ }
+ while (dst < end)
+ {
+ __m128i v = _mm_cvtsi32_si128(*(const int *)src);
+ _mm_store_ps(dst, _mm_mul_ps(_mm_cvtepi32_ps(_mm_unpacklo_epi16(_mm_unpacklo_epi8(v, _mm_setzero_si128()), _mm_setzero_si128())), scale));
+ dst += 4;
+ src += stride;
+ }
+}
+
+static void DPSOFTRAST_Fill4f(float *dst, const float *src, int size)
+{
+ float *end = dst + 4*size;
+ __m128 v = _mm_loadu_ps(src);
+ while (dst < end)
+ {
+ _mm_store_ps(dst, v);
+ dst += 4;
+ }
+}
+#endif
+
+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}};
+ __m128 m0, m1, m2, m3;
+ float *end;
+ if (!memcmp(identitymatrix, inmatrix16f, sizeof(float[16])))
+ {
+ // fast case for identity matrix
+ if (out4f != in4f) memcpy(out4f, in4f, numitems * sizeof(float[4]));
+ return;
+ }
+ end = out4f + numitems*4;
+ m0 = _mm_loadu_ps(inmatrix16f);
+ m1 = _mm_loadu_ps(inmatrix16f + 4);
+ m2 = _mm_loadu_ps(inmatrix16f + 8);
+ m3 = _mm_loadu_ps(inmatrix16f + 12);
+ if (((size_t)in4f)&(ALIGN_SIZE-1)) // check alignment
+ {
+ while (out4f < end)
+ {
+ __m128 v = _mm_loadu_ps(in4f);
+ _mm_store_ps(out4f,
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)), m0),
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)), m1),
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)), m2),
+ _mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)), m3)))));
+ out4f += 4;
+ in4f += 4;
+ }
+ }
+ else
+ {
+ while (out4f < end)
+ {
+ __m128 v = _mm_load_ps(in4f);
+ _mm_store_ps(out4f,
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)), m0),
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)), m1),
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)), m2),
+ _mm_mul_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)), m3)))));
+ out4f += 4;
+ in4f += 4;
+ }
+ }
+#endif
+}
+
+void DPSOFTRAST_Vertex_Copy(float *out4f, const float *in4f, int numitems)
+{
+ memcpy(out4f, in4f, numitems * sizeof(float[4]));
+}
+
+#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)); \
+ 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_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); \
+ out = _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(0, 0, 0, 0)), m0), \
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(1, 1, 1, 1)), m1), \
+ _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(2, 2, 2, 2)), m2), \
+ _mm_mul_ps(_mm_shuffle_ps(p, p, _MM_SHUFFLE(3, 3, 3, 3)), 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));
+ m3 = _mm_shuffle_ps(m3, m3, _MM_SHUFFLE(3, 2, 0, 1));
+ #define BBFRONT(k, pos) \
+ { \
+ DPSOFTRAST_TRANSFORMVERTEX(bb[k], pos, m0, m1, m2, m3); \
+ clipdist[k] = _mm_add_ss(_mm_shuffle_ps(bb[k], bb[k], _MM_SHUFFLE(2, 2, 2, 2)), _mm_shuffle_ps(bb[k], bb[k], _MM_SHUFFLE(3, 3, 3, 3))); \
+ if (_mm_ucomige_ss(clipdist[k], _mm_setzero_ps())) \
+ { \
+ __m128 proj; \
+ clipmask &= ~(1<<k); \
+ proj = _mm_div_ss(bb[k], _mm_shuffle_ps(bb[k], bb[k], _MM_SHUFFLE(3, 3, 3, 3))); \
+ minproj = _mm_min_ss(minproj, proj); \
+ maxproj = _mm_max_ss(maxproj, proj); \
+ } \
+ }
+ BBFRONT(0, minpos);
+ BBFRONT(1, _mm_move_ss(minpos, maxpos));
+ BBFRONT(2, _mm_shuffle_ps(_mm_move_ss(maxpos, minpos), minpos, _MM_SHUFFLE(3, 2, 1, 0)));
+ BBFRONT(3, _mm_shuffle_ps(maxpos, minpos, _MM_SHUFFLE(3, 2, 1, 0)));
+ BBFRONT(4, _mm_shuffle_ps(minpos, maxpos, _MM_SHUFFLE(3, 2, 1, 0)));
+ BBFRONT(5, _mm_shuffle_ps(_mm_move_ss(minpos, maxpos), maxpos, _MM_SHUFFLE(3, 2, 1, 0)));
+ BBFRONT(6, _mm_move_ss(maxpos, minpos));
+ BBFRONT(7, maxpos);
+ #define BBCLIP(k) \
+ { \
+ if (clipmask&(1<<k)) \
+ { \
+ if (!(clipmask&(1<<(k^1)))) \
+ { \
+ __m128 frac = _mm_div_ss(clipdist[k], _mm_sub_ss(clipdist[k], clipdist[k^1])); \
+ __m128 proj = _mm_add_ps(bb[k], _mm_mul_ps(_mm_shuffle_ps(frac, frac, _MM_SHUFFLE(0, 0, 0, 0)), _mm_sub_ps(bb[k^1], bb[k]))); \
+ proj = _mm_div_ss(proj, _mm_shuffle_ps(proj, proj, _MM_SHUFFLE(3, 3, 3, 3))); \
+ minproj = _mm_min_ss(minproj, proj); \
+ maxproj = _mm_max_ss(maxproj, proj); \
+ } \
+ if (!(clipmask&(1<<(k^2)))) \
+ { \
+ __m128 frac = _mm_div_ss(clipdist[k], _mm_sub_ss(clipdist[k], clipdist[k^2])); \
+ __m128 proj = _mm_add_ps(bb[k], _mm_mul_ps(_mm_shuffle_ps(frac, frac, _MM_SHUFFLE(0, 0, 0, 0)), _mm_sub_ps(bb[k^2], bb[k]))); \
+ proj = _mm_div_ss(proj, _mm_shuffle_ps(proj, proj, _MM_SHUFFLE(3, 3, 3, 3))); \
+ minproj = _mm_min_ss(minproj, proj); \
+ maxproj = _mm_max_ss(maxproj, proj); \
+ } \
+ if (!(clipmask&(1<<(k^4)))) \
+ { \
+ __m128 frac = _mm_div_ss(clipdist[k], _mm_sub_ss(clipdist[k], clipdist[k^4])); \
+ __m128 proj = _mm_add_ps(bb[k], _mm_mul_ps(_mm_shuffle_ps(frac, frac, _MM_SHUFFLE(0, 0, 0, 0)), _mm_sub_ps(bb[k^4], bb[k]))); \
+ proj = _mm_div_ss(proj, _mm_shuffle_ps(proj, proj, _MM_SHUFFLE(3, 3, 3, 3))); \
+ minproj = _mm_min_ss(minproj, proj); \
+ maxproj = _mm_max_ss(maxproj, proj); \
+ } \
+ } \
+ }
+ BBCLIP(0); BBCLIP(1); BBCLIP(2); BBCLIP(3); BBCLIP(4); BBCLIP(5); BBCLIP(6); BBCLIP(7);
+ viewportcenter = _mm_shuffle_ps(viewportcenter, viewportcenter, _MM_SHUFFLE(0, 3, 1, 2));
+ viewportscale = _mm_shuffle_ps(viewportscale, viewportscale, _MM_SHUFFLE(0, 3, 1, 2));
+ minproj = _mm_max_ss(minproj, _mm_set_ss(-2.0f));
+ maxproj = _mm_min_ss(maxproj, _mm_set_ss(2.0f));
+ minproj = _mm_add_ss(viewportcenter, _mm_mul_ss(minproj, viewportscale));
+ maxproj = _mm_add_ss(viewportcenter, _mm_mul_ss(maxproj, viewportscale));
+ *starty = _mm_cvttss_si32(maxproj);
+ *endy = _mm_cvttss_si32(minproj)+1;
+ return clipmask;
+}
+
+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 (((size_t)in4f)&(ALIGN_SIZE-1)) // check alignment
+ {
+ minpos = maxpos = _mm_loadu_ps(in4f);
+ while (out4f < end)
+ {
+ __m128 v = _mm_loadu_ps(in4f);
+ minpos = _mm_min_ps(minpos, v);
+ maxpos = _mm_max_ps(maxpos, v);
+ _mm_store_ps(out4f, v);
+ DPSOFTRAST_PROJECTVERTEX(v, v, viewportcenter, viewportscale);
+ _mm_store_ps(screen4f, v);
+ in4f += 4;
+ out4f += 4;
+ screen4f += 4;
+ }
+ }
+ else
+ {
+ minpos = maxpos = _mm_load_ps(in4f);
+ while (out4f < end)
+ {
+ __m128 v = _mm_load_ps(in4f);
+ minpos = _mm_min_ps(minpos, v);
+ maxpos = _mm_max_ps(maxpos, v);
+ _mm_store_ps(out4f, v);
+ DPSOFTRAST_PROJECTVERTEX(v, v, viewportcenter, viewportscale);
+ _mm_store_ps(screen4f, v);
+ in4f += 4;
+ out4f += 4;
+ screen4f += 4;
+ }
+ }
+ if (starty && endy)
+ {
+ 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[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])))
+ return DPSOFTRAST_Vertex_Project(out4f, screen4f, starty, endy, in4f, numitems);
+ end = out4f + numitems*4;
+ viewportcenter = _mm_load_ps(dpsoftrast.fb_viewportcenter);
+ viewportscale = _mm_load_ps(dpsoftrast.fb_viewportscale);
+ m0 = _mm_loadu_ps(inmatrix16f);
+ m1 = _mm_loadu_ps(inmatrix16f + 4);
+ m2 = _mm_loadu_ps(inmatrix16f + 8);
+ m3 = _mm_loadu_ps(inmatrix16f + 12);
+ if (((size_t)in4f)&(ALIGN_SIZE-1)) // check alignment
+ {
+ minpos = maxpos = _mm_loadu_ps(in4f);
+ while (out4f < end)
+ {
+ __m128 v = _mm_loadu_ps(in4f);
+ minpos = _mm_min_ps(minpos, v);
+ maxpos = _mm_max_ps(maxpos, v);
+ DPSOFTRAST_TRANSFORMVERTEX(v, v, m0, m1, m2, m3);
+ _mm_store_ps(out4f, v);
+ DPSOFTRAST_PROJECTVERTEX(v, v, viewportcenter, viewportscale);
+ _mm_store_ps(screen4f, v);
+ in4f += 4;
+ out4f += 4;
+ screen4f += 4;
+ }
+ }
+ else
+ {
+ minpos = maxpos = _mm_load_ps(in4f);
+ while (out4f < end)
+ {
+ __m128 v = _mm_load_ps(in4f);
+ minpos = _mm_min_ps(minpos, v);
+ maxpos = _mm_max_ps(maxpos, v);
+ DPSOFTRAST_TRANSFORMVERTEX(v, v, m0, m1, m2, m3);
+ _mm_store_ps(out4f, v);
+ DPSOFTRAST_PROJECTVERTEX(v, v, viewportcenter, viewportscale);
+ _mm_store_ps(screen4f, v);
+ in4f += 4;
+ out4f += 4;
+ screen4f += 4;
+ }
+ }
+ if (starty && endy)
+ {
+ 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 SSE_POSSIBLE
+ float *outf = dpsoftrast.post_array4f[outarray];
+ const unsigned char *inb;
+ int firstvertex = dpsoftrast.firstvertex;
+ int numvertices = dpsoftrast.numvertices;
+ int stride;
+ switch(inarray)
+ {
+ case DPSOFTRAST_ARRAY_POSITION:
+ stride = dpsoftrast.stride_vertex;
+ inb = (unsigned char *)dpsoftrast.pointer_vertex3f + firstvertex * stride;
+ DPSOFTRAST_Load3fTo4f(outf, inb, numvertices, stride);
+ break;
+ case DPSOFTRAST_ARRAY_COLOR:
+ stride = dpsoftrast.stride_color;
+ if (dpsoftrast.pointer_color4f)
+ {
+ inb = (const unsigned char *)dpsoftrast.pointer_color4f + firstvertex * stride;
+ DPSOFTRAST_Load4fTo4f(outf, inb, numvertices, stride);
+ }
+ else if (dpsoftrast.pointer_color4ub)
+ {
+ stride = dpsoftrast.stride_color;
+ inb = (const unsigned char *)dpsoftrast.pointer_color4ub + firstvertex * stride;
+ DPSOFTRAST_Load4bTo4f(outf, inb, numvertices, stride);
+ }
+ else
+ {
+ DPSOFTRAST_Fill4f(outf, dpsoftrast.color, numvertices);
+ }
+ break;
+ default:
+ stride = dpsoftrast.stride_texcoord[inarray-DPSOFTRAST_ARRAY_TEXCOORD0];
+ if (dpsoftrast.pointer_texcoordf[inarray-DPSOFTRAST_ARRAY_TEXCOORD0])
+ {
+ inb = (const unsigned char *)dpsoftrast.pointer_texcoordf[inarray-DPSOFTRAST_ARRAY_TEXCOORD0] + firstvertex * stride;
+ switch(dpsoftrast.components_texcoord[inarray-DPSOFTRAST_ARRAY_TEXCOORD0])
+ {
+ case 2:
+ DPSOFTRAST_Load2fTo4f(outf, inb, numvertices, stride);
+ break;
+ case 3:
+ DPSOFTRAST_Load3fTo4f(outf, inb, numvertices, stride);
+ break;
+ case 4:
+ DPSOFTRAST_Load4fTo4f(outf, inb, numvertices, stride);
+ break;
+ }
+ }
+ break;
+ }
+ return outf;
+#else
+ return NULL;
+#endif
+}
+
+static float *DPSOFTRAST_Array_Transform(int outarray, int inarray, const float *inmatrix16f)
+{
+ float *data = inarray >= 0 ? DPSOFTRAST_Array_Load(outarray, inarray) : dpsoftrast.post_array4f[outarray];
+ DPSOFTRAST_Vertex_Transform(data, data, dpsoftrast.numvertices, inmatrix16f);
+ return data;
+}
+
+#if 0
+static float *DPSOFTRAST_Array_Project(int outarray, int inarray)
+{
+#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;
+#else
+ return NULL;
+#endif
+}
+#endif
+
+static float *DPSOFTRAST_Array_TransformProject(int outarray, int inarray, const float *inmatrix16f)
+{
+#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;
+#else
+ return NULL;
+#endif
+}
+
+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;
+ int endx = span->endx;
+ 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;
+ float z = endz, dz;
+ if (nextsub >= endx) nextsub = endsub = endx-1;
+ endz = 1.0f / (w + wslope * nextsub);
+ dz = x < nextsub ? (endz - z) / (nextsub - x) : 0.0f;
+ for (; x <= endsub; x++, z += dz)
+ zf[x] = z;
+ }
+}
+
+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 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];
+ 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->shader_permutation & SHADERPERMUTATION_ALPHAKILL)
+ for (x = startx;x < endx;x++)
+ if (in4ub[x*4+3] < 128)
+ pixelmask[x] = false;
+ // LordHavoc: clear pixelmask for some pixels in alphablend cases, this
+ // helps sprites, text and hud artwork
+ switch(thread->fb_blendmode)
+ {
+ case DPSOFTRAST_BLENDMODE_ALPHA:
+ case DPSOFTRAST_BLENDMODE_ADDALPHA:
+ case DPSOFTRAST_BLENDMODE_SUBALPHA:
+ maskx = startx;
+ for (x = startx;x < endx;x++)
+ {
+ 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:
+ case DPSOFTRAST_BLENDMODE_INVMOD:
+ case DPSOFTRAST_BLENDMODE_MUL:
+ case DPSOFTRAST_BLENDMODE_MUL2:
+ case DPSOFTRAST_BLENDMODE_PSEUDOALPHA:
+ case DPSOFTRAST_BLENDMODE_INVADD:
+ break;
+ }
+ // 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)
+ {
+ // if this pixel is masked off, it's probably not alone...
+ if (!pixelmask[x])
+ {
+ x++;
+#if 1
+ if (x + 8 < endx)
+ {
+ // 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)
+ {
+ _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];
+ pixeli[x+1] = ini[x+1];
+ x += 2;
+ }
+ if (x < subx)
+ {
+ pixeli[x] = ini[x];
+ x++;
+ }
+ }
+ break;
+ case DPSOFTRAST_BLENDMODE_ALPHA:
+ #define FINISHBLEND(blend2, blend1) \
+ for (;x + 1 < subx;x += 2) \
+ { \
+ __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)); \
+ } \
+ 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)); \
+ 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;
+ }
+ }
+#endif
+}
+
+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];
+ 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[1]*width+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*width+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*width+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*width+tci1[0]);
+ 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[1]*width+tci[0]);
+ c[0] = pixel[0][0];
+ c[1] = pixel[0][1];
+ c[2] = pixel[0][2];
+ c[3] = pixel[0][3];
+ }
+}
+
+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;
+ int endx = span->endx;
+ int flags;
+ float c[4];
+ float data[4];
+ float slope[4];
+ float tc[2], endtc[2];
+ float tcscale[2];
+ unsigned int tci[2];
+ unsigned int tci1[2];
+ unsigned int tcimin[2];
+ unsigned int tcimax[2];
+ int tciwrapmask[2];
+ int tciwidth;
+ int filter;
+ int mip;
+ const unsigned char * RESTRICT pixelbase;
+ const unsigned char * RESTRICT pixel[4];
+ DPSOFTRAST_Texture *texture = thread->texbound[texunitindex];
+ // if no texture is bound, just fill it with white
+ if (!texture)
+ {
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = 1.0f;
+ out4f[x*4+1] = 1.0f;
+ out4f[x*4+2] = 1.0f;
+ out4f[x*4+3] = 1.0f;
+ }
+ return;
+ }
+ mip = triangle->mip[texunitindex];
+ pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0];
+ // if this mipmap of the texture is 1 pixel, just fill it with that color
+ if (texture->mipmap[mip][1] == 4)
+ {
+ c[0] = texture->bytes[2] * (1.0f/255.0f);
+ c[1] = texture->bytes[1] * (1.0f/255.0f);
+ c[2] = texture->bytes[0] * (1.0f/255.0f);
+ c[3] = texture->bytes[3] * (1.0f/255.0f);
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ return;
+ }
+ filter = texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR;
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex);
+ flags = texture->flags;
+ tcscale[0] = texture->mipmap[mip][2];
+ tcscale[1] = texture->mipmap[mip][3];
+ 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];
+ 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 = 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 = 4096.0f / (nextsub - x);
+ }
+ tc[0] = endtc[0];
+ tc[1] = endtc[1];
+ 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<<12);
+ subtc[1] = tc[1] * (1<<12);
+ if (filter)
+ {
+ if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ 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]>>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];
+ tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
+ tci1[0] = tci1[0] >= tcimin[0] ? (tci1[0] <= tcimax[0] ? tci1[0] : tcimax[0]) : tcimin[0];
+ tci1[1] = tci1[1] >= tcimin[1] ? (tci1[1] <= tcimax[1] ? tci1[1] : tcimax[1]) : tcimin[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]);
+ c[0] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 0xFF000000);
+ c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 0xFF000000);
+ c[2] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 0xFF000000);
+ c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 0xFF000000);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ else
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ 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]>>12;
+ tci[1] = subtc[1]>>12;
+ tci1[0] = tci[0] + 1;
+ tci1[1] = tci[1] + 1;
+ tci[0] &= tciwrapmask[0];
+ tci[1] &= tciwrapmask[1];
+ tci1[0] &= tciwrapmask[0];
+ tci1[1] &= tciwrapmask[1];
+ pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
+ pixel[1] = pixelbase + 4 * (tci[1]*tciwidth+tci1[0]);
+ pixel[2] = pixelbase + 4 * (tci1[1]*tciwidth+tci[0]);
+ pixel[3] = pixelbase + 4 * (tci1[1]*tciwidth+tci1[0]);
+ c[0] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 0xFF000000);
+ c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 0xFF000000);
+ c[2] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 0xFF000000);
+ c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 0xFF000000);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ }
+ else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ 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]);
+ c[0] = pixel[0][2] * (1.0f / 255.0f);
+ c[1] = pixel[0][1] * (1.0f / 255.0f);
+ c[2] = pixel[0][0] * (1.0f / 255.0f);
+ c[3] = pixel[0][3] * (1.0f / 255.0f);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ else
+ {
+ for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
+ {
+ 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]);
+ c[0] = pixel[0][2] * (1.0f / 255.0f);
+ c[1] = pixel[0][1] * (1.0f / 255.0f);
+ c[2] = pixel[0][0] * (1.0f / 255.0f);
+ c[3] = pixel[0][3] * (1.0f / 255.0f);
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+ }
+ }
+}
+
+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 SSE_POSSIBLE
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ int flags;
+ __m128 data, slope, tcscale;
+ __m128i tcsize, tcmask, tcoffset, tcmax;
+ __m128 tc, endtc;
+ __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];
+ // if no texture is bound, just fill it with white
+ if (!texture)
+ {
+ memset(out4ub + startx*4, 255, (span->endx - span->startx)*4);
+ return;
+ }
+ mip = triangle->mip[texunitindex];
+ pixelbase = (const unsigned char *)texture->bytes + texture->mipmap[mip][0];
+ // if this mipmap of the texture is 1 pixel, just fill it with that color
+ if (texture->mipmap[mip][1] == 4)
+ {
+ unsigned int k = *((const unsigned int *)pixelbase);
+ for (x = startx;x < endx;x++)
+ 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;
+ tcsize = _mm_shuffle_epi32(_mm_loadu_si128((const __m128i *)&texture->mipmap[mip][0]), _MM_SHUFFLE(3, 2, 3, 2));
+ tcmask = _mm_sub_epi32(tcsize, _mm_set1_epi32(1));
+ 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_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));
+ 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 || affine)
+ {
+ nextsub = endsub = endx-1;
+ if (x < nextsub) subscale = _mm_set1_ps(65536.0f / (nextsub - x));
+ }
+ tc = endtc;
+ subtc = endsubtc;
+ 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));
+ substep = _mm_slli_epi32(substep, 1);
+ if (filter)
+ {
+ __m128i tcrange = _mm_srai_epi32(_mm_unpacklo_epi64(subtc, _mm_add_epi32(endsubtc, substep)), 16);
+ if (_mm_movemask_epi8(_mm_andnot_si128(_mm_cmplt_epi32(tcrange, _mm_setzero_si128()), _mm_cmplt_epi32(tcrange, tcmask))) == 0xFFFF)
+ {
+ int stride = _mm_cvtsi128_si32(tcoffset)>>16;
+ for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+ {
+ const unsigned char * RESTRICT ptr1, * RESTRICT ptr2;
+ __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, pix3, pix4, fracm;
+ tci = _mm_madd_epi16(tci, tcoffset);
+ ptr1 = pixelbase + _mm_cvtsi128_si32(tci);
+ ptr2 = pixelbase + _mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)));
+ pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)ptr1), _mm_setzero_si128());
+ pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)(ptr1 + stride)), _mm_setzero_si128());
+ pix3 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)ptr2), _mm_setzero_si128());
+ pix4 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)(ptr2 + stride)), _mm_setzero_si128());
+ fracm = _mm_srli_epi16(subtc, 1);
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+ pix3 = _mm_add_epi16(pix3,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1),
+ _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2))));
+ pix2 = _mm_unpacklo_epi64(pix1, pix3);
+ pix4 = _mm_unpackhi_epi64(pix1, pix3);
+ pix2 = _mm_add_epi16(pix2,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1),
+ _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0))));
+ _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2))));
+ }
+ if (x <= endsub)
+ {
+ const unsigned char * RESTRICT ptr1;
+ __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, fracm;
+ tci = _mm_madd_epi16(tci, tcoffset);
+ ptr1 = pixelbase + _mm_cvtsi128_si32(tci);
+ pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)ptr1), _mm_setzero_si128());
+ pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)(ptr1 + stride)), _mm_setzero_si128());
+ fracm = _mm_srli_epi16(subtc, 1);
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+ pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2));
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0))));
+ outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ x++;
+ }
+ }
+ else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+ {
+ __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, pix3, pix4, fracm;
+ tci = _mm_min_epi16(_mm_max_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), _mm_setzero_si128()), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+ _mm_setzero_si128());
+ pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+ _mm_setzero_si128());
+ tci = _mm_shuffle_epi32(_mm_shufflehi_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 2, 3, 2));
+ tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ pix3 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+ _mm_setzero_si128());
+ pix4 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+ _mm_setzero_si128());
+ fracm = _mm_srli_epi16(subtc, 1);
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+ pix3 = _mm_add_epi16(pix3,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1),
+ _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2))));
+ pix2 = _mm_unpacklo_epi64(pix1, pix3);
+ pix4 = _mm_unpackhi_epi64(pix1, pix3);
+ pix2 = _mm_add_epi16(pix2,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1),
+ _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0))));
+ _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2))));
+ }
+ if (x <= endsub)
+ {
+ __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, fracm;
+ tci = _mm_min_epi16(_mm_max_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), _mm_setzero_si128()), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+ _mm_setzero_si128());
+ pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+ _mm_setzero_si128());
+ fracm = _mm_srli_epi16(subtc, 1);
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+ pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2));
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0))));
+ outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ x++;
+ }
+ }
+ else
+ {
+ for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+ {
+ __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, pix3, pix4, fracm;
+ tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+ _mm_setzero_si128());
+ pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+ _mm_setzero_si128());
+ tci = _mm_shuffle_epi32(_mm_shufflehi_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 2, 3, 2));
+ tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ pix3 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+ _mm_setzero_si128());
+ pix4 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+ _mm_setzero_si128());
+ fracm = _mm_srli_epi16(subtc, 1);
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+ pix3 = _mm_add_epi16(pix3,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1),
+ _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2))));
+ pix2 = _mm_unpacklo_epi64(pix1, pix3);
+ pix4 = _mm_unpackhi_epi64(pix1, pix3);
+ pix2 = _mm_add_epi16(pix2,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1),
+ _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0))));
+ _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2))));
+ }
+ if (x <= endsub)
+ {
+ __m128i tci = _mm_shuffle_epi32(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(1, 0, 1, 0)), pix1, pix2, fracm;
+ tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+ _mm_setzero_si128());
+ pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+ _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+ _mm_setzero_si128());
+ fracm = _mm_srli_epi16(subtc, 1);
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+ pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2));
+ pix1 = _mm_add_epi16(pix1,
+ _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+ _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0))));
+ outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ x++;
+ }
+ }
+ }
+ else
+ {
+ if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+ {
+ for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+ {
+ __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1));
+ tci = _mm_min_epi16(_mm_max_epi16(tci, _mm_setzero_si128()), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+ outi[x+1] = *(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))];
+ }
+ if (x <= endsub)
+ {
+ __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1));
+ tci =_mm_min_epi16(_mm_max_epi16(tci, _mm_setzero_si128()), tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+ x++;
+ }
+ }
+ else
+ {
+ for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+ {
+ __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1));
+ tci = _mm_and_si128(tci, tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+ outi[x+1] = *(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))];
+ }
+ if (x <= endsub)
+ {
+ __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1));
+ tci = _mm_and_si128(tci, tcmax);
+ tci = _mm_madd_epi16(tci, tcoffset);
+ outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+ x++;
+ }
+ }
+ }
+ }
+#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)
+{
+ // TODO: IMPLEMENT
+ memset(out4ub + span->startx*4, 255, (span->startx - span->endx)*4);
+}
+
+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)
+{
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex);
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ c[0] = (data[0] + slope[0]*x) * z;
+ c[1] = (data[1] + slope[1]*x) * z;
+ c[2] = (data[2] + slope[2]*x) * z;
+ c[3] = (data[3] + slope[3]*x) * z;
+ out4f[x*4+0] = in4f[x*4+0] * c[0];
+ out4f[x*4+1] = in4f[x*4+1] * c[1];
+ out4f[x*4+2] = in4f[x*4+2] * c[2];
+ out4f[x*4+3] = in4f[x*4+3] * c[3];
+ }
+}
+
+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;
+ int endx = span->endx;
+ float c[4];
+ float data[4];
+ float slope[4];
+ float z;
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, data, slope, arrayindex);
+ for (x = startx;x < endx;x++)
+ {
+ z = zf[x];
+ c[0] = (data[0] + slope[0]*x) * z;
+ c[1] = (data[1] + slope[1]*x) * z;
+ c[2] = (data[2] + slope[2]*x) * z;
+ c[3] = (data[3] + slope[3]*x) * z;
+ out4f[x*4+0] = c[0];
+ out4f[x*4+1] = c[1];
+ out4f[x*4+2] = c[2];
+ out4f[x*4+3] = c[3];
+ }
+}
+
+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];
+ localcolor[0] = subcolor[0];
+ localcolor[1] = subcolor[1];
+ localcolor[2] = subcolor[2];
+ localcolor[3] = subcolor[3];
+ for (x = startx;x < endx;x++)
+ {
+ c[0] = inb4f[x*4+0] - localcolor[0];if (c[0] < 0.0f) c[0] = 0.0f;
+ c[1] = inb4f[x*4+1] - localcolor[1];if (c[1] < 0.0f) c[1] = 0.0f;
+ c[2] = inb4f[x*4+2] - localcolor[2];if (c[2] < 0.0f) c[2] = 0.0f;
+ c[3] = inb4f[x*4+3] - localcolor[3];if (c[3] < 0.0f) c[3] = 0.0f;
+ out4f[x*4+0] = ina4f[x*4+0] + c[0];
+ out4f[x*4+1] = ina4f[x*4+1] + c[1];
+ out4f[x*4+2] = ina4f[x*4+2] + c[2];
+ out4f[x*4+3] = ina4f[x*4+3] + c[3];
+ }
+}
+
+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+0] = ina4f[x*4+0] * inb4f[x*4+0];
+ out4f[x*4+1] = ina4f[x*4+1] * inb4f[x*4+1];
+ out4f[x*4+2] = ina4f[x*4+2] * inb4f[x*4+2];
+ out4f[x*4+3] = ina4f[x*4+3] * inb4f[x*4+3];
+ }
+}
+
+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+0] = ina4f[x*4+0] + inb4f[x*4+0];
+ out4f[x*4+1] = ina4f[x*4+1] + inb4f[x*4+1];
+ out4f[x*4+2] = ina4f[x*4+2] + inb4f[x*4+2];
+ out4f[x*4+3] = ina4f[x*4+3] + inb4f[x*4+3];
+ }
+}
+
+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;
+ for (x = startx;x < endx;x++)
+ {
+ a = 1.0f - inb4f[x*4+3];
+ b = inb4f[x*4+3];
+ out4f[x*4+0] = ina4f[x*4+0] * a + inb4f[x*4+0] * b;
+ out4f[x*4+1] = ina4f[x*4+1] * a + inb4f[x*4+1] * b;
+ out4f[x*4+2] = ina4f[x*4+2] * a + inb4f[x*4+2] * b;
+ out4f[x*4+3] = ina4f[x*4+3] * a + inb4f[x*4+3] * b;
+ }
+}
+
+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;
+ localcolor[0] = color[0];
+ localcolor[1] = color[1];
+ localcolor[2] = color[2];
+ localcolor[3] = color[3];
+ ilerp = 1.0f - localcolor[3];
+ lerp = localcolor[3];
+ for (x = startx;x < endx;x++)
+ {
+ out4f[x*4+0] = in4f[x*4+0] * ilerp + localcolor[0] * lerp;
+ out4f[x*4+1] = in4f[x*4+1] * ilerp + localcolor[1] * lerp;
+ out4f[x*4+2] = in4f[x*4+2] * ilerp + localcolor[2] * lerp;
+ out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp;
+ }
+}
+
+
+
+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 SSE_POSSIBLE
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ __m128 data, slope;
+ __m128 mod, endmod;
+ __m128i submod, substep, endsubmod;
+ DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex);
+ data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(3, 0, 1, 2));
+ slope = _mm_shuffle_ps(slope, slope, _MM_SHUFFLE(3, 0, 1, 2));
+ endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx]));
+ endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(256.0f)));
+ for (x = startx; x < endx;)
+ {
+ int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1;
+ __m128 subscale = _mm_set1_ps(256.0f/DPSOFTRAST_DRAW_MAXSUBSPAN);
+ if (nextsub >= endx)
+ {
+ nextsub = endsub = endx-1;
+ if (x < nextsub) subscale = _mm_set1_ps(256.0f / (nextsub - x));
+ }
+ mod = endmod;
+ submod = endsubmod;
+ endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub]));
+ substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endmod, mod), subscale));
+ endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(256.0f)));
+ submod = _mm_packs_epi32(submod, _mm_add_epi32(submod, substep));
+ substep = _mm_packs_epi32(substep, substep);
+ for (; x + 1 <= endsub; x += 2, submod = _mm_add_epi16(submod, substep))
+ {
+ __m128i pix = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_loadl_epi64((const __m128i *)&in4ub[x*4]));
+ pix = _mm_mulhi_epu16(pix, submod);
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix, pix));
+ }
+ if (x <= endsub)
+ {
+ __m128i pix = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&in4ub[x*4]));
+ pix = _mm_mulhi_epu16(pix, submod);
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ x++;
+ }
+ }
+#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)
+{
+#ifdef SSE_POSSIBLE
+ int x;
+ int startx = span->startx;
+ int endx = span->endx;
+ __m128 data, slope;
+ __m128 mod, endmod;
+ __m128i submod, substep, endsubmod;
+ DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex);
+ data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(3, 0, 1, 2));
+ slope = _mm_shuffle_ps(slope, slope, _MM_SHUFFLE(3, 0, 1, 2));
+ endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_load1_ps(&zf[startx]));
+ endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(4095.0f)));
+ for (x = startx; x < endx;)
+ {
+ int nextsub = x + DPSOFTRAST_DRAW_MAXSUBSPAN, endsub = nextsub - 1;
+ __m128 subscale = _mm_set1_ps(4095.0f/DPSOFTRAST_DRAW_MAXSUBSPAN);
+ if (nextsub >= endx)
+ {
+ nextsub = endsub = endx-1;
+ if (x < nextsub) subscale = _mm_set1_ps(4095.0f / (nextsub - x));
+ }
+ mod = endmod;
+ submod = endsubmod;
+ endmod = _mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_load1_ps(&zf[nextsub]));
+ substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endmod, mod), subscale));
+ endsubmod = _mm_cvtps_epi32(_mm_mul_ps(endmod, _mm_set1_ps(4095.0f)));
+ submod = _mm_packs_epi32(submod, _mm_add_epi32(submod, substep));
+ substep = _mm_packs_epi32(substep, substep);
+ for (; x + 1 <= endsub; x += 2, submod = _mm_add_epi16(submod, substep))
+ {
+ __m128i pix = _mm_srai_epi16(submod, 4);
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix, pix));
+ }
+ if (x <= endsub)
+ {
+ __m128i pix = _mm_srai_epi16(submod, 4);
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ x++;
+ }
+ }
+#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)
+{
+#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);
+ for (x = startx;x+2 <= endx;x+=2)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&inb4ub[x*4]), _mm_setzero_si128());
+ pix1 = _mm_add_epi16(pix1, _mm_subs_epu16(pix2, localcolor));
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1));
+ }
+ if (x < endx)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]), _mm_setzero_si128());
+ pix1 = _mm_add_epi16(pix1, _mm_subs_epu16(pix2, localcolor));
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ }
+#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)
+{
+#ifdef SSE_POSSIBLE
+ int x, startx = span->startx, endx = span->endx;
+ for (x = startx;x+2 <= endx;x+=2)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_loadl_epi64((const __m128i *)&inb4ub[x*4]));
+ pix1 = _mm_mulhi_epu16(pix1, pix2);
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1));
+ }
+ if (x < endx)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]));
+ pix1 = _mm_mulhi_epu16(pix1, pix2);
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ }
+#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)
+{
+#ifdef SSE_POSSIBLE
+ int x, startx = span->startx, endx = span->endx;
+ for (x = startx;x+2 <= endx;x+=2)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&inb4ub[x*4]), _mm_setzero_si128());
+ pix1 = _mm_add_epi16(pix1, pix2);
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1));
+ }
+ if (x < endx)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]), _mm_setzero_si128());
+ pix1 = _mm_add_epi16(pix1, pix2);
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ }
+#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)
+{
+#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);
+ for (x = startx;x+2 <= endx;x+=2)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_loadl_epi64((const __m128i *)&inb4ub[x*4]));
+ pix1 = _mm_add_epi16(pix1, _mm_mulhi_epu16(tint, pix2));
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1));
+ }
+ if (x < endx)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]));
+ pix1 = _mm_add_epi16(pix1, _mm_mulhi_epu16(tint, pix2));
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ }
+#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)
+{
+#ifdef SSE_POSSIBLE
+ int x, startx = span->startx, endx = span->endx;
+ for (x = startx;x+2 <= endx;x+=2)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&inb4ub[x*4]), _mm_setzero_si128());
+ __m128i blend = _mm_shufflehi_epi16(_mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3));
+ pix1 = _mm_add_epi16(pix1, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 4), _mm_slli_epi16(blend, 4)));
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix1, pix1));
+ }
+ if (x < endx)
+ {
+ __m128i pix1 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&ina4ub[x*4]), _mm_setzero_si128());
+ __m128i pix2 = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&inb4ub[x*4]), _mm_setzero_si128());
+ __m128i blend = _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 3, 3, 3));
+ pix1 = _mm_add_epi16(pix1, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 4), _mm_slli_epi16(blend, 4)));
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+ }
+#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)
+{
+#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);
+ blend = _mm_slli_epi16(_mm_shufflehi_epi16(_mm_shufflelo_epi16(localcolor, _MM_SHUFFLE(3, 3, 3, 3)), _MM_SHUFFLE(3, 3, 3, 3)), 4);
+ for (x = startx;x+2 <= endx;x+=2)
+ {
+ __m128i pix = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&in4ub[x*4]), _mm_setzero_si128());
+ pix = _mm_add_epi16(pix, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(localcolor, pix), 4), blend));
+ _mm_storel_epi64((__m128i *)&out4ub[x*4], _mm_packus_epi16(pix, pix));
+ }
+ if (x < endx)
+ {
+ __m128i pix = _mm_unpacklo_epi8(_mm_cvtsi32_si128(*(const int *)&in4ub[x*4]), _mm_setzero_si128());
+ pix = _mm_add_epi16(pix, _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(localcolor, pix), 4), blend));
+ *(int *)&out4ub[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ }
+#endif
+}
+
+
+
+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_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0);
+ if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+ 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)
+{
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_FIRST, 2, buffer_z);
+ DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(triangle, span, buffer_FragColorbgra8, buffer_texture_colorbgra8, 1, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_SECOND, 2, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ // multiply
+ DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+ }
+ else if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ // add
+ DPSOFTRAST_Draw_Span_AddBuffersBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+ }
+ else if (thread->shader_permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+ {
+ // alphablend
+ DPSOFTRAST_Draw_Span_MixBuffersBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+ }
+ }
+ }
+ else
+ DPSOFTRAST_Draw_Span_VaryingBGRA8(triangle, span, buffer_FragColorbgra8, 1, buffer_z);
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+}
+
+
+
+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)
+{
+ // TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ 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_FragColorbgra8, GL20TU_FIRST, 2, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_BLOOM)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_SECOND, 3, buffer_z);
+ DPSOFTRAST_Draw_Span_AddBloomBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_colorbgra8, thread->uniform4f + DPSOFTRAST_UNIFORM_BloomColorSubtract * 4);
+ }
+ DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(triangle, span, buffer_FragColorbgra8, buffer_FragColorbgra8, thread->uniform4f + DPSOFTRAST_UNIFORM_ViewTintColor * 4);
+ if (thread->shader_permutation & SHADERPERMUTATION_SATURATION)
+ {
+ // TODO: implement saturation
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_GAMMARAMPS)
+ {
+ // TODO: implement gammaramps
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+}
+
+
+
+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)
+{
+ // this is never called (because colormask is off when this shader is used)
+ 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);
+}
+
+
+
+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)
+{
+#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;
+ __m128i Color_Ambientm;
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ 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->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));
+ Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f)));
+ Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm);
+ for (x = startx;x < endx;x++)
+ {
+ __m128i color, pix;
+ if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101)
+ {
+ __m128i pix2;
+ color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]);
+ pix = _mm_mulhi_epu16(Color_Ambientm, _mm_unpacklo_epi8(_mm_setzero_si128(), color));
+ pix2 = _mm_mulhi_epu16(Color_Ambientm, _mm_unpackhi_epi8(_mm_setzero_si128(), color));
+ _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2));
+ x += 3;
+ continue;
+ }
+ if (!pixelmask[x])
+ continue;
+ color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4]));
+ pix = _mm_mulhi_epu16(Color_Ambientm, color);
+ *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ }
+ if (pixel == buffer_FragColorbgra8)
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+#endif
+}
+
+
+
+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)
+{
+#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;
+ __m128i Color_Ambientm, Color_Diffusem;
+ __m128 data, slope;
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ 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->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));
+ Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f)));
+ Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm);
+ Color_Diffusem = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4]), _mm_set1_ps(4096.0f))), _MM_SHUFFLE(3, 0, 1, 2));
+ Color_Diffusem = _mm_and_si128(Color_Diffusem, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
+ Color_Diffusem = _mm_packs_epi32(Color_Diffusem, Color_Diffusem);
+ DPSOFTRAST_CALCATTRIB(triangle, span, data, slope, arrayindex);
+ data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(3, 0, 1, 2));
+ slope = _mm_shuffle_ps(slope, slope, _MM_SHUFFLE(3, 0, 1, 2));
+ data = _mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx)));
+ data = _mm_mul_ps(data, _mm_set1_ps(4096.0f));
+ slope = _mm_mul_ps(slope, _mm_set1_ps(4096.0f));
+ for (x = startx;x < endx;x++, data = _mm_add_ps(data, slope))
+ {
+ __m128i color, mod, pix;
+ if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101)
+ {
+ __m128i pix2, mod2;
+ __m128 z = _mm_loadu_ps(&buffer_z[x]);
+ color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]);
+ mod = _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(0, 0, 0, 0))));
+ data = _mm_add_ps(data, slope);
+ mod = _mm_packs_epi32(mod, _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(1, 1, 1, 1)))));
+ data = _mm_add_ps(data, slope);
+ mod2 = _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(2, 2, 2, 2))));
+ data = _mm_add_ps(data, slope);
+ mod2 = _mm_packs_epi32(mod2, _mm_cvtps_epi32(_mm_mul_ps(data, _mm_shuffle_ps(z, z, _MM_SHUFFLE(3, 3, 3, 3)))));
+ pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, mod), Color_Ambientm),
+ _mm_unpacklo_epi8(_mm_setzero_si128(), color));
+ pix2 = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, mod2), Color_Ambientm),
+ _mm_unpackhi_epi8(_mm_setzero_si128(), color));
+ _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2));
+ x += 3;
+ continue;
+ }
+ if (!pixelmask[x])
+ continue;
+ color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4]));
+ mod = _mm_cvtps_epi32(_mm_mul_ps(data, _mm_load1_ps(&buffer_z[x])));
+ mod = _mm_packs_epi32(mod, mod);
+ pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(mod, Color_Diffusem), Color_Ambientm), color);
+ *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ }
+ if (pixel == buffer_FragColorbgra8)
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+#endif
+}
+
+
+
+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)
+{
+#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;
+ __m128i Color_Ambientm, Color_Diffusem, Color_Glowm, Color_AmbientGlowm;
+ float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ 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, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+ 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));
+ Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f)));
+ Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm);
+ Color_Diffusem = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
+ Color_Diffusem = _mm_and_si128(Color_Diffusem, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
+ Color_Diffusem = _mm_packs_epi32(Color_Diffusem, Color_Diffusem);
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ Color_Glowm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
+ Color_Glowm = _mm_and_si128(Color_Glowm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
+ Color_Glowm = _mm_packs_epi32(Color_Glowm, Color_Glowm);
+ Color_AmbientGlowm = _mm_unpacklo_epi64(Color_Ambientm, Color_Glowm);
+ for (x = startx;x < endx;x++)
+ {
+ __m128i color, lightmap, glow, pix;
+ if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101)
+ {
+ __m128i pix2;
+ color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]);
+ lightmap = _mm_loadu_si128((const __m128i *)&buffer_texture_lightmapbgra8[x*4]);
+ glow = _mm_loadu_si128((const __m128i *)&buffer_texture_glowbgra8[x*4]);
+ pix = _mm_add_epi16(_mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpacklo_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm),
+ _mm_unpacklo_epi8(_mm_setzero_si128(), color)),
+ _mm_mulhi_epu16(Color_Glowm, _mm_unpacklo_epi8(_mm_setzero_si128(), glow)));
+ pix2 = _mm_add_epi16(_mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpackhi_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm),
+ _mm_unpackhi_epi8(_mm_setzero_si128(), color)),
+ _mm_mulhi_epu16(Color_Glowm, _mm_unpackhi_epi8(_mm_setzero_si128(), glow)));
+ _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2));
+ x += 3;
+ continue;
+ }
+ if (!pixelmask[x])
+ continue;
+ color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4]));
+ lightmap = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_lightmapbgra8[x*4]));
+ glow = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_glowbgra8[x*4]));
+ pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, lightmap), Color_AmbientGlowm), _mm_unpacklo_epi64(color, glow));
+ pix = _mm_add_epi16(pix, _mm_shuffle_epi32(pix, _MM_SHUFFLE(3, 2, 3, 2)));
+ *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ __m128i color, lightmap, pix;
+ if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101)
+ {
+ __m128i pix2;
+ color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]);
+ lightmap = _mm_loadu_si128((const __m128i *)&buffer_texture_lightmapbgra8[x*4]);
+ pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpacklo_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm),
+ _mm_unpacklo_epi8(_mm_setzero_si128(), color));
+ pix2 = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpackhi_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm),
+ _mm_unpackhi_epi8(_mm_setzero_si128(), color));
+ _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2));
+ x += 3;
+ continue;
+ }
+ if (!pixelmask[x])
+ continue;
+ color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4]));
+ lightmap = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_lightmapbgra8[x*4]));
+ pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(lightmap, Color_Diffusem), Color_Ambientm), color);
+ *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+ }
+ }
+ if (pixel == buffer_FragColorbgra8)
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+#endif
+}
+
+
+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)
+{
+ DPSOFTRAST_VertexShader_LightDirection();
+}
+
+void DPSOFTRAST_PixelShader_FakeLight(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_ModelSpace(void)
+{
+ DPSOFTRAST_VertexShader_LightDirection();
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
+}
+
+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)
+{
+ 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)
+{
+ DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirection(void)
+{
+ int i;
+ int numvertices = dpsoftrast.numvertices;
+ float LightDir[4];
+ float LightVector[4];
+ float EyePosition[4];
+ float EyeVectorModelSpace[4];
+ float EyeVector[4];
+ float position[4];
+ float svector[4];
+ float tvector[4];
+ float normal[4];
+ LightDir[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+0];
+ LightDir[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+1];
+ LightDir[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+2];
+ LightDir[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+3];
+ 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_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+ 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];
+ LightVector[0] = svector[0] * LightDir[0] + svector[1] * LightDir[1] + svector[2] * LightDir[2];
+ LightVector[1] = tvector[0] * LightDir[0] + tvector[1] * LightDir[1] + tvector[2] * LightDir[2];
+ LightVector[2] = normal[0] * LightDir[0] + normal[1] * LightDir[1] + normal[2] * LightDir[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+0] = LightVector[0];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+1] = LightVector[1];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+2] = LightVector[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD5][i*4+3] = 0.0f;
+ 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);
+}
+
+#define DPSOFTRAST_Min(a,b) ((a) < (b) ? (a) : (b))
+#define DPSOFTRAST_Max(a,b) ((a) > (b) ? (a) : (b))
+#define DPSOFTRAST_Vector3Dot(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
+#define DPSOFTRAST_Vector3LengthSquared(v) (DPSOFTRAST_Vector3Dot((v),(v)))
+#define DPSOFTRAST_Vector3Length(v) (sqrt(DPSOFTRAST_Vector3LengthSquared(v)))
+#define DPSOFTRAST_Vector3Normalize(v)\
+do\
+{\
+ float len = sqrt(DPSOFTRAST_Vector3Dot(v,v));\
+ if (len)\
+ {\
+ len = 1.0f / len;\
+ v[0] *= len;\
+ v[1] *= len;\
+ v[2] *= len;\
+ }\
+}\
+while(0)
+
+void DPSOFTRAST_PixelShader_LightDirection(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];
+ unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_deluxemapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_lightmapbgra8[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 LightVectordata[4];
+ float LightVectorslope[4];
+ float EyeVectordata[4];
+ float EyeVectorslope[4];
+ float VectorSdata[4];
+ float VectorSslope[4];
+ float VectorTdata[4];
+ float VectorTslope[4];
+ float VectorRdata[4];
+ float VectorRslope[4];
+ float z;
+ float diffusetex[4];
+ float glosstex[4];
+ float surfacenormal[4];
+ float lightnormal[4];
+ float lightnormal_modelspace[4];
+ float eyenormal[4];
+ float specularnormal[4];
+ float diffuse;
+ float specular;
+ float SpecularPower;
+ int d[4];
+ 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;
+ 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];
+ Color_Ambient[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Pants[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0];
+ Color_Pants[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1];
+ Color_Pants[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2];
+ Color_Pants[3] = 0.0f;
+ Color_Shirt[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0];
+ Color_Shirt[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1];
+ Color_Shirt[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2];
+ Color_Shirt[3] = 0.0f;
+ 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);
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ 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];
+ Color_Specular[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+ Color_Specular[3] = 0.0f;
+ SpecularPower = thread->uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+ 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++)
+ {
+ 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];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+ glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+ glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+ glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n";
+ lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+
+ // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+ lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x);
+
+ // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+ lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x);
+
+ // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+ lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x);
+
+ // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n";
+ {
+ float f = 1.0f / (256.0f * max(0.25f, lightnormal[2]));
+ 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_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;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+ }
+
+ 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);
+
+ 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;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( 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;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ 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_CALCATTRIB4F(triangle, span, VectorSdata, VectorSslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorTdata, VectorTslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, VectorRdata, VectorRslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+ 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++)
+ {
+ 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];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ if(thread->shader_mode == SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ // myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n";
+ lightnormal_modelspace[0] = buffer_texture_deluxemapbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[1] = buffer_texture_deluxemapbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ lightnormal_modelspace[2] = buffer_texture_deluxemapbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+
+ // lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+ lightnormal[0] = lightnormal_modelspace[0] * (VectorSdata[0] + VectorSslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorSdata[1] + VectorSslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorSdata[2] + VectorSslope[2] * x);
+
+ // lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+ lightnormal[1] = lightnormal_modelspace[0] * (VectorTdata[0] + VectorTslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorTdata[1] + VectorTslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorTdata[2] + VectorTslope[2] * x);
+
+ // lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+ lightnormal[2] = lightnormal_modelspace[0] * (VectorRdata[0] + VectorRslope[0] * x)
+ + lightnormal_modelspace[1] * (VectorRdata[1] + VectorRslope[1] * x)
+ + lightnormal_modelspace[2] * (VectorRdata[2] + VectorRslope[2] * x);
+
+ // lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ // myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n";
+ {
+ float f = 1.0f / (256.0f * max(0.25f, lightnormal[2]));
+ 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_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;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+ }
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * (Color_Ambient[3] ));if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;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];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+
+ if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
+ {
+ d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)( diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)( diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)( diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightSource(void)
+{
+ int i;
+ int numvertices = dpsoftrast.numvertices;
+ float LightPosition[4];
+ float LightVector[4];
+ float LightVectorModelSpace[4];
+ float EyePosition[4];
+ float EyeVectorModelSpace[4];
+ float EyeVector[4];
+ float position[4];
+ float svector[4];
+ float tvector[4];
+ float normal[4];
+ LightPosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+0];
+ LightPosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+1];
+ LightPosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+2];
+ LightPosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+3];
+ 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_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+ 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);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
+ 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];
+ LightVectorModelSpace[0] = LightPosition[0] - position[0];
+ LightVectorModelSpace[1] = LightPosition[1] - position[1];
+ LightVectorModelSpace[2] = LightPosition[2] - position[2];
+ LightVector[0] = svector[0] * LightVectorModelSpace[0] + svector[1] * LightVectorModelSpace[1] + svector[2] * LightVectorModelSpace[2];
+ LightVector[1] = tvector[0] * LightVectorModelSpace[0] + tvector[1] * LightVectorModelSpace[1] + tvector[2] * LightVectorModelSpace[2];
+ LightVector[2] = normal[0] * LightVectorModelSpace[0] + normal[1] * LightVectorModelSpace[1] + normal[2] * LightVectorModelSpace[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] = LightVector[0];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] = LightVector[1];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] = LightVector[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3] = 0.0f;
+ 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_TEXCOORD2][i*4+0] = EyeVector[0];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1] = EyeVector[1];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2] = EyeVector[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+3] = 0.0f;
+ }
+ DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ 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)
+{
+#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_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_cubebgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_pantsbgra8[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 CubeVectordata[4];
+ float CubeVectorslope[4];
+ float LightVectordata[4];
+ float LightVectorslope[4];
+ float EyeVectordata[4];
+ float EyeVectorslope[4];
+ float z;
+ float diffusetex[4];
+ float glosstex[4];
+ float surfacenormal[4];
+ float lightnormal[4];
+ float eyenormal[4];
+ float specularnormal[4];
+ float diffuse;
+ float specular;
+ float SpecularPower;
+ float CubeVector[4];
+ float attenuation;
+ int d[4];
+ 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;
+ 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];
+ Color_Ambient[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+ Color_Diffuse[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+ Color_Diffuse[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+ Color_Diffuse[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+ Color_Diffuse[3] = 0.0f;
+ Color_Specular[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
+ Color_Specular[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
+ Color_Specular[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+ Color_Specular[3] = 0.0f;
+ Color_Pants[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0];
+ Color_Pants[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1];
+ Color_Pants[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2];
+ Color_Pants[3] = 0.0f;
+ Color_Shirt[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0];
+ Color_Shirt[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1];
+ Color_Shirt[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2];
+ Color_Shirt[3] = 0.0f;
+ LightColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+ LightColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+ LightColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+ LightColor[3] = 0.0f;
+ SpecularPower = thread->uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, LightVectordata, LightVectorslope, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, CubeVectordata, CubeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD3);
+ DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
+ memset(buffer_FragColorbgra8 + startx*4, 0, (endx-startx)*4); // clear first, because we skip writing black pixels, and there are a LOT of them...
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+ DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(triangle, span, buffer_texture_cubebgra8, GL20TU_CUBE, DPSOFTRAST_ARRAY_TEXCOORD3, buffer_z);
+ if (thread->shader_permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z;
+ CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z;
+ CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z;
+ attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector);
+ if (attenuation < 0.01f)
+ continue;
+ if (thread->shader_permutation & SHADERPERMUTATION_SHADOWMAP2D)
+ {
+ attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector);
+ if (attenuation < 0.01f)
+ continue;
+ }
+
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+ glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+ glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+ glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ 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);
+
+ 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
+ attenuation *= (1.0f / 255.0f);
+ d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse) + glosstex[0] * Color_Specular[0] * specular) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse) + glosstex[1] * Color_Specular[1] * specular) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse) + glosstex[2] * Color_Specular[2] * specular) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse) + glosstex[0] * Color_Specular[0] * specular) * LightColor[0] * attenuation);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse) + glosstex[1] * Color_Specular[1] * specular) * LightColor[1] * attenuation);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse) + glosstex[2] * Color_Specular[2] * specular) * LightColor[2] * attenuation);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else if (thread->shader_permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z;
+ CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z;
+ CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z;
+ attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector);
+ if (attenuation < 0.01f)
+ continue;
+ if (thread->shader_permutation & SHADERPERMUTATION_SHADOWMAP2D)
+ {
+ attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector);
+ if (attenuation < 0.01f)
+ continue;
+ }
+
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+ lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+ lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+ lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+ DPSOFTRAST_Vector3Normalize(lightnormal);
+
+ diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+ if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+ {
+ // scale down the attenuation to account for the cubefilter multiplying everything by 255
+ attenuation *= (1.0f / 255.0f);
+ d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse)) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse)) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse)) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse)) * LightColor[0] * attenuation);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse)) * LightColor[1] * attenuation);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse)) * LightColor[2] * attenuation);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ else
+ {
+ for (x = startx;x < endx;x++)
+ {
+ z = buffer_z[x];
+ CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z;
+ CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z;
+ CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z;
+ attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector);
+ if (attenuation < 0.01f)
+ continue;
+ if (thread->shader_permutation & SHADERPERMUTATION_SHADOWMAP2D)
+ {
+ attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector);
+ if (attenuation < 0.01f)
+ continue;
+ }
+
+ diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+ diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+ diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+ diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+ if (thread->shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+ diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+ diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+ diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+ }
+ if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+ {
+ // scale down the attenuation to account for the cubefilter multiplying everything by 255
+ attenuation *= (1.0f / 255.0f);
+ d[0] = (int)((diffusetex[0] * (Color_Ambient[0])) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((diffusetex[1] * (Color_Ambient[1])) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((diffusetex[2] * (Color_Ambient[2])) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255;
+ }
+ else
+ {
+ d[0] = (int)((diffusetex[0] * (Color_Ambient[0])) * LightColor[0] * attenuation);if (d[0] > 255) d[0] = 255;
+ d[1] = (int)((diffusetex[1] * (Color_Ambient[1])) * LightColor[1] * attenuation);if (d[1] > 255) d[1] = 255;
+ d[2] = (int)((diffusetex[2] * (Color_Ambient[2])) * LightColor[2] * attenuation);if (d[2] > 255) d[2] = 255;
+ d[3] = (int)( diffusetex[3] );if (d[3] > 255) d[3] = 255;
+ }
+ buffer_FragColorbgra8[x*4+0] = d[0];
+ buffer_FragColorbgra8[x*4+1] = d[1];
+ buffer_FragColorbgra8[x*4+2] = d[2];
+ buffer_FragColorbgra8[x*4+3] = d[3];
+ }
+ }
+ DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
+#endif
+}
+
+
+
+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)
+{
+ 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);
+ 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)
+{
+ 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)
+{
+ 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];
+ 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;
+
+ DPSOFTRAST_Texture *texture_refraction = thread->texbound[GL20TU_REFRACTION];
+ DPSOFTRAST_Texture *texture_reflection = thread->texbound[GL20TU_REFLECTION];
+ if(!texture_refraction || !texture_reflection) return;
+
+ // read textures
+ DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
+ 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_ShowDepth(void)
+{
+ DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+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);
+}
+
+
+
+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)
+{
+ // 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);
+}
+
+
+
+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)
+{
+ // 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);
+}
+
+
+
+typedef struct DPSOFTRAST_ShaderModeInfo_s
+{
+ int lodarrayindex;
+ void (*Vertex)(void);
+ void (*Span)(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
+ unsigned char arrays[DPSOFTRAST_ARRAY_TOTAL];
+ unsigned char texunits[DPSOFTRAST_MAXTEXTUREUNITS];
+}
+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_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}},
+};
+
+static void DPSOFTRAST_Draw_DepthTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_State_Span *span)
+{
+ int x;
+ int startx;
+ int endx;
+ unsigned int *depthpixel;
+ int depth;
+ int depthslope;
+ unsigned int d;
+ unsigned char *pixelmask;
+ DPSOFTRAST_State_Triangle *triangle;
+ triangle = &thread->triangles[span->triangle];
+ 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;
+ }
+}
+
+void DPSOFTRAST_Draw_ProcessSpans(DPSOFTRAST_State_Thread *thread)
+{
+ int i;
+ DPSOFTRAST_State_Triangle *triangle;
+ DPSOFTRAST_State_Span *span;
+ for (i = 0; i < thread->numspans; i++)
+ {
+ span = &thread->spans[i];
+ triangle = &thread->triangles[span->triangle];
+ 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;);
+
+static void DPSOFTRAST_Interpret_Draw(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Draw *command)
+{
+#ifdef SSE_POSSIBLE
+ int cullface = thread->cullface;
+ int minx, maxx, miny, maxy;
+ int miny1, maxy1, miny2, maxy2;
+ __m128i fbmin, fbmax;
+ __m128 viewportcenter, viewportscale;
+ int firstvertex = command->firstvertex;
+ int numvertices = command->numvertices;
+ int numtriangles = command->numtriangles;
+ const int *element3i = command->element3i;
+ const unsigned short *element3s = command->element3s;
+ int clipped = command->clipped;
+ int i;
+ int j;
+ int k;
+ int y;
+ int e[3];
+ __m128i screeny;
+ int starty, endy, bandy;
+ int numpoints;
+ int clipcase;
+ float clipdist[4];
+ float clip0origin, clip0slope;
+ int clip0dir;
+ __m128 triangleedge1, triangleedge2, trianglenormal;
+ __m128 clipfrac[3];
+ __m128 screen[4];
+ DPSOFTRAST_State_Triangle *triangle;
+ DPSOFTRAST_Texture *texture;
+ DPSOFTRAST_ValidateQuick(thread, DPSOFTRAST_VALIDATE_DRAW);
+ miny = thread->fb_scissor[1];
+ maxy = thread->fb_scissor[1] + thread->fb_scissor[3];
+ miny1 = bound(miny, thread->miny1, maxy);
+ maxy1 = bound(miny, thread->maxy1, maxy);
+ miny2 = bound(miny, thread->miny2, maxy);
+ maxy2 = bound(miny, thread->maxy2, maxy);
+ if ((command->starty >= maxy1 || command->endy <= miny1) && (command->starty >= maxy2 || command->endy <= miny2))
+ {
+ if (!ATOMIC_DECREMENT(command->refcount))
+ {
+ if (command->commandsize <= DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw)))
+ MM_FREE(command->arrays);
+ }
+ return;
+ }
+ minx = thread->fb_scissor[0];
+ maxx = thread->fb_scissor[0] + thread->fb_scissor[2];
+ fbmin = _mm_setr_epi16(minx, miny1, minx, miny1, minx, miny1, minx, miny1);
+ fbmax = _mm_sub_epi16(_mm_setr_epi16(maxx, maxy2, maxx, maxy2, maxx, maxy2, maxx, maxy2), _mm_set1_epi16(1));
+ viewportcenter = _mm_load_ps(thread->fb_viewportcenter);
+ viewportscale = _mm_load_ps(thread->fb_viewportscale);
+ screen[3] = _mm_setzero_ps();
+ clipfrac[0] = clipfrac[1] = clipfrac[2] = _mm_setzero_ps();
+ for (i = 0;i < numtriangles;i++)
+ {
+ const float *screencoord4f = command->arrays;
+ const float *arrays = screencoord4f + numvertices*4;
+
+ // generate the 3 edges of this triangle
+ // generate spans for the triangle - switch based on left split or right split classification of triangle
+ if (element3s)
+ {
+ e[0] = element3s[i*3+0] - firstvertex;
+ e[1] = element3s[i*3+1] - firstvertex;
+ e[2] = element3s[i*3+2] - firstvertex;
+ }
+ else if (element3i)
+ {
+ e[0] = element3i[i*3+0] - firstvertex;
+ e[1] = element3i[i*3+1] - firstvertex;
+ e[2] = element3i[i*3+2] - firstvertex;
+ }
+ else
+ {
+ e[0] = i*3+0;
+ e[1] = i*3+1;
+ e[2] = i*3+2;
+ }
+
+#define SKIPBACKFACE \
+ triangleedge1 = _mm_sub_ps(screen[0], screen[1]); \
+ triangleedge2 = _mm_sub_ps(screen[2], screen[1]); \
+ /* store normal in 2, 0, 1 order instead of 0, 1, 2 as it requires fewer shuffles and leaves z component accessible as scalar */ \
+ trianglenormal = _mm_sub_ss(_mm_mul_ss(triangleedge1, _mm_shuffle_ps(triangleedge2, triangleedge2, _MM_SHUFFLE(3, 0, 2, 1))), \
+ _mm_mul_ss(_mm_shuffle_ps(triangleedge1, triangleedge1, _MM_SHUFFLE(3, 0, 2, 1)), triangleedge2)); \
+ switch(cullface) \
+ { \
+ case GL_BACK: \
+ if (_mm_ucomilt_ss(trianglenormal, _mm_setzero_ps())) \
+ continue; \
+ break; \
+ case GL_FRONT: \
+ if (_mm_ucomigt_ss(trianglenormal, _mm_setzero_ps())) \
+ continue; \
+ break; \
+ }
+
+#define CLIPPEDVERTEXLERP(k,p1, p2) \
+ clipfrac[p1] = _mm_set1_ps(clipdist[p1] / (clipdist[p1] - clipdist[p2])); \
+ { \
+ __m128 v1 = _mm_load_ps(&arrays[e[p1]*4]), v2 = _mm_load_ps(&arrays[e[p2]*4]); \
+ DPSOFTRAST_PROJECTVERTEX(screen[k], _mm_add_ps(v1, _mm_mul_ps(_mm_sub_ps(v2, v1), clipfrac[p1])), viewportcenter, viewportscale); \
+ }
+#define CLIPPEDVERTEXCOPY(k,p1) \
+ screen[k] = _mm_load_ps(&screencoord4f[e[p1]*4]);
+
+#define GENATTRIBCOPY(attrib, p1) \
+ attrib = _mm_load_ps(&arrays[e[p1]*4]);
+#define GENATTRIBLERP(attrib, p1, p2) \
+ { \
+ __m128 v1 = _mm_load_ps(&arrays[e[p1]*4]), v2 = _mm_load_ps(&arrays[e[p2]*4]); \
+ attrib = _mm_add_ps(v1, _mm_mul_ps(_mm_sub_ps(v2, v1), clipfrac[p1])); \
+ }
+#define GENATTRIBS(attrib0, attrib1, attrib2) \
+ switch(clipcase) \
+ { \
+ default: \
+ case 0: GENATTRIBCOPY(attrib0, 0); GENATTRIBCOPY(attrib1, 1); GENATTRIBCOPY(attrib2, 2); break; \
+ case 1: GENATTRIBCOPY(attrib0, 0); GENATTRIBCOPY(attrib1, 1); GENATTRIBLERP(attrib2, 1, 2); break; \
+ case 2: GENATTRIBCOPY(attrib0, 0); GENATTRIBLERP(attrib1, 0, 1); GENATTRIBLERP(attrib2, 1, 2); break; \
+ case 3: GENATTRIBCOPY(attrib0, 0); GENATTRIBLERP(attrib1, 0, 1); GENATTRIBLERP(attrib2, 2, 0); break; \
+ case 4: GENATTRIBLERP(attrib0, 0, 1); GENATTRIBCOPY(attrib1, 1); GENATTRIBCOPY(attrib2, 2); break; \
+ case 5: GENATTRIBLERP(attrib0, 0, 1); GENATTRIBCOPY(attrib1, 1); GENATTRIBLERP(attrib2, 1, 2); break; \
+ case 6: GENATTRIBLERP(attrib0, 1, 2); GENATTRIBCOPY(attrib1, 2); GENATTRIBLERP(attrib2, 2, 0); break; \
+ }
+
+ if (! clipped)
+ goto notclipped;
+
+ // calculate distance from nearplane
+ clipdist[0] = arrays[e[0]*4+2] + arrays[e[0]*4+3];
+ clipdist[1] = arrays[e[1]*4+2] + arrays[e[1]*4+3];
+ clipdist[2] = arrays[e[2]*4+2] + arrays[e[2]*4+3];
+ if (clipdist[0] >= 0.0f)
+ {
+ if (clipdist[1] >= 0.0f)
+ {
+ if (clipdist[2] >= 0.0f)
+ {
+ notclipped:
+ // triangle is entirely in front of nearplane
+ CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXCOPY(2,2);
+ SKIPBACKFACE;
+ numpoints = 3;
+ clipcase = 0;
+ }
+ else
+ {
+ CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXLERP(2,1,2); CLIPPEDVERTEXLERP(3,2,0);
+ SKIPBACKFACE;
+ numpoints = 4;
+ clipcase = 1;
+ }
+ }
+ else
+ {
+ if (clipdist[2] >= 0.0f)
+ {
+ CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXLERP(1,0,1); CLIPPEDVERTEXLERP(2,1,2); CLIPPEDVERTEXCOPY(3,2);
+ SKIPBACKFACE;
+ numpoints = 4;
+ clipcase = 2;
+ }
+ else
+ {
+ CLIPPEDVERTEXCOPY(0,0); CLIPPEDVERTEXLERP(1,0,1); CLIPPEDVERTEXLERP(2,2,0);
+ SKIPBACKFACE;
+ numpoints = 3;
+ clipcase = 3;
+ }
+ }
+ }
+ else if (clipdist[1] >= 0.0f)
+ {
+ if (clipdist[2] >= 0.0f)
+ {
+ CLIPPEDVERTEXLERP(0,0,1); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXCOPY(2,2); CLIPPEDVERTEXLERP(3,2,0);
+ SKIPBACKFACE;
+ numpoints = 4;
+ clipcase = 4;
+ }
+ else
+ {
+ CLIPPEDVERTEXLERP(0,0,1); CLIPPEDVERTEXCOPY(1,1); CLIPPEDVERTEXLERP(2,1,2);
+ SKIPBACKFACE;
+ numpoints = 3;
+ clipcase = 5;
+ }
+ }
+ else if (clipdist[2] >= 0.0f)
+ {
+ CLIPPEDVERTEXLERP(0,1,2); CLIPPEDVERTEXCOPY(1,2); CLIPPEDVERTEXLERP(2,2,0);
+ SKIPBACKFACE;
+ numpoints = 3;
+ clipcase = 6;
+ }
+ else continue; // triangle is entirely behind nearplane
+
+ {
+ // calculate integer y coords for triangle points
+ __m128i screeni = _mm_packs_epi32(_mm_cvttps_epi32(_mm_movelh_ps(screen[0], screen[1])), _mm_cvttps_epi32(_mm_movelh_ps(screen[2], numpoints > 3 ? screen[3] : screen[2]))),
+ screenir = _mm_shuffle_epi32(screeni, _MM_SHUFFLE(1, 0, 3, 2)),
+ screenmin = _mm_min_epi16(screeni, screenir),
+ screenmax = _mm_max_epi16(screeni, screenir);
+ screenmin = _mm_min_epi16(screenmin, _mm_shufflelo_epi16(screenmin, _MM_SHUFFLE(1, 0, 3, 2)));
+ screenmax = _mm_max_epi16(screenmax, _mm_shufflelo_epi16(screenmax, _MM_SHUFFLE(1, 0, 3, 2)));
+ screenmin = _mm_max_epi16(screenmin, fbmin);
+ screenmax = _mm_min_epi16(screenmax, fbmax);
+ // skip offscreen triangles
+ if (_mm_cvtsi128_si32(_mm_cmplt_epi16(screenmax, screenmin)))
+ continue;
+ starty = _mm_extract_epi16(screenmin, 1);
+ endy = _mm_extract_epi16(screenmax, 1)+1;
+ if (starty >= maxy1 && endy <= miny2)
+ continue;
+ screeny = _mm_srai_epi32(screeni, 16);
+ }
+
+ triangle = &thread->triangles[thread->numtriangles];
+
+ // calculate attribute plans for triangle data...
+ // okay, this triangle is going to produce spans, we'd better project
+ // the interpolants now (this is what gives perspective texturing),
+ // this consists of simply multiplying all arrays by the W coord
+ // (which is basically 1/Z), which will be undone per-pixel
+ // (multiplying by Z again) to get the perspective-correct array
+ // values
+ {
+ __m128 attribuvslope, attribuxslope, attribuyslope, attribvxslope, attribvyslope, attriborigin, attribedge1, attribedge2, attribxslope, attribyslope, w0, w1, w2, x1, y1;
+ __m128 mipedgescale, mipdensity;
+ attribuvslope = _mm_div_ps(_mm_movelh_ps(triangleedge1, triangleedge2), _mm_shuffle_ps(trianglenormal, trianglenormal, _MM_SHUFFLE(0, 0, 0, 0)));
+ attribuxslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(3, 3, 3, 3));
+ attribuyslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(2, 2, 2, 2));
+ attribvxslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(1, 1, 1, 1));
+ attribvyslope = _mm_shuffle_ps(attribuvslope, attribuvslope, _MM_SHUFFLE(0, 0, 0, 0));
+ w0 = _mm_shuffle_ps(screen[0], screen[0], _MM_SHUFFLE(3, 3, 3, 3));
+ w1 = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(3, 3, 3, 3));
+ w2 = _mm_shuffle_ps(screen[2], screen[2], _MM_SHUFFLE(3, 3, 3, 3));
+ attribedge1 = _mm_sub_ss(w0, w1);
+ attribedge2 = _mm_sub_ss(w2, w1);
+ 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));
+ x1 = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(0, 0, 0, 0));
+ y1 = _mm_shuffle_ps(screen[1], screen[1], _MM_SHUFFLE(1, 1, 1, 1));
+ attriborigin = _mm_sub_ss(w1, _mm_add_ss(_mm_mul_ss(attribxslope, x1), _mm_mul_ss(attribyslope, y1)));
+ _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++)
+ {
+ __m128 attrib0, attrib1, attrib2;
+ k = DPSOFTRAST_ShaderModeTable[thread->shader_mode].arrays[j];
+ if (k >= DPSOFTRAST_ARRAY_TOTAL)
+ break;
+ arrays += numvertices*4;
+ GENATTRIBS(attrib0, attrib1, attrib2);
+ attriborigin = _mm_mul_ps(attrib1, w1);
+ attribedge1 = _mm_sub_ps(_mm_mul_ps(attrib0, w0), attriborigin);
+ attribedge2 = _mm_sub_ps(_mm_mul_ps(attrib2, w2), attriborigin);
+ 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_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);
+ mipedgescale = _mm_mul_ps(mipedgescale, mipedgescale);
+ mipedgescale = _mm_rsqrt_ps(_mm_add_ps(mipedgescale, _mm_shuffle_ps(mipedgescale, mipedgescale, _MM_SHUFFLE(2, 3, 0, 1))));
+ mipedgescale = _mm_mul_ps(_mm_sub_ps(_mm_movelh_ps(attrib0, attrib2), _mm_movelh_ps(attrib1, attrib1)), mipedgescale);
+ }
+ }
+
+ memset(triangle->mip, 0, sizeof(triangle->mip));
+ for (j = 0;j < DPSOFTRAST_MAXTEXTUREUNITS;j++)
+ {
+ int texunit = DPSOFTRAST_ShaderModeTable[thread->shader_mode].texunits[j];
+ if (texunit >= DPSOFTRAST_MAXTEXTUREUNITS)
+ break;
+ texture = thread->texbound[texunit];
+ if (texture && texture->filter > DPSOFTRAST_TEXTURE_FILTER_LINEAR)
+ {
+ mipdensity = _mm_mul_ps(mipedgescale, _mm_cvtepi32_ps(_mm_shuffle_epi32(_mm_loadl_epi64((const __m128i *)&texture->mipmap[0][2]), _MM_SHUFFLE(1, 0, 1, 0))));
+ mipdensity = _mm_mul_ps(mipdensity, mipdensity);
+ mipdensity = _mm_add_ps(mipdensity, _mm_shuffle_ps(mipdensity, mipdensity, _MM_SHUFFLE(2, 3, 0, 1)));
+ mipdensity = _mm_min_ss(mipdensity, _mm_shuffle_ps(mipdensity, mipdensity, _MM_SHUFFLE(2, 2, 2, 2)));
+ // this will be multiplied in the texturing routine by the texture resolution
+ y = _mm_cvtss_si32(mipdensity);
+ if (y > 0)
+ {
+ y = (int)(log((float)y)*0.5f/M_LN2);
+ if (y > texture->mipmaps - 1)
+ y = texture->mipmaps - 1;
+ triangle->mip[texunit] = y;
+ }
+ }
+ }
+ }
+
+ for (y = starty, bandy = min(endy, maxy1); y < endy; bandy = min(endy, maxy2), y = max(y, miny2))
+ for (; y < bandy;)
+ {
+ __m128 xcoords, xslope;
+ __m128i ycc = _mm_cmpgt_epi32(_mm_set1_epi32(y), screeny);
+ int yccmask = _mm_movemask_epi8(ycc);
+ int edge0p, edge0n, edge1p, edge1n;
+ int nexty;
+ float w, wslope;
+ float clip0;
+ if (numpoints == 4)
+ {
+ switch(yccmask)
+ {
+ default:
+ case 0xFFFF: /*0000*/ y = endy; continue;
+ case 0xFFF0: /*1000*/ edge0p = 3;edge0n = 0;edge1p = 1;edge1n = 0;break;
+ case 0xFF0F: /*0100*/ edge0p = 0;edge0n = 1;edge1p = 2;edge1n = 1;break;
+ case 0xFF00: /*1100*/ edge0p = 3;edge0n = 0;edge1p = 2;edge1n = 1;break;
+ case 0xF0FF: /*0010*/ edge0p = 1;edge0n = 2;edge1p = 3;edge1n = 2;break;
+ case 0xF0F0: /*1010*/ edge0p = 1;edge0n = 2;edge1p = 3;edge1n = 2;break; // concave - nonsense
+ case 0xF00F: /*0110*/ edge0p = 0;edge0n = 1;edge1p = 3;edge1n = 2;break;
+ case 0xF000: /*1110*/ edge0p = 3;edge0n = 0;edge1p = 3;edge1n = 2;break;
+ case 0x0FFF: /*0001*/ edge0p = 2;edge0n = 3;edge1p = 0;edge1n = 3;break;
+ case 0x0FF0: /*1001*/ edge0p = 2;edge0n = 3;edge1p = 1;edge1n = 0;break;
+ case 0x0F0F: /*0101*/ edge0p = 2;edge0n = 3;edge1p = 2;edge1n = 1;break; // concave - nonsense
+ case 0x0F00: /*1101*/ edge0p = 2;edge0n = 3;edge1p = 2;edge1n = 1;break;
+ case 0x00FF: /*0011*/ edge0p = 1;edge0n = 2;edge1p = 0;edge1n = 3;break;
+ case 0x00F0: /*1011*/ edge0p = 1;edge0n = 2;edge1p = 1;edge1n = 0;break;
+ case 0x000F: /*0111*/ edge0p = 0;edge0n = 1;edge1p = 0;edge1n = 3;break;
+ case 0x0000: /*1111*/ y++; continue;
+ }
+ }
+ else
+ {
+ switch(yccmask)
+ {
+ default:
+ case 0xFFFF: /*000*/ y = endy; continue;
+ case 0xFFF0: /*100*/ edge0p = 2;edge0n = 0;edge1p = 1;edge1n = 0;break;
+ case 0xFF0F: /*010*/ edge0p = 0;edge0n = 1;edge1p = 2;edge1n = 1;break;
+ case 0xFF00: /*110*/ edge0p = 2;edge0n = 0;edge1p = 2;edge1n = 1;break;
+ case 0x00FF: /*001*/ edge0p = 1;edge0n = 2;edge1p = 0;edge1n = 2;break;
+ case 0x00F0: /*101*/ edge0p = 1;edge0n = 2;edge1p = 1;edge1n = 0;break;
+ case 0x000F: /*011*/ edge0p = 0;edge0n = 1;edge1p = 0;edge1n = 2;break;
+ case 0x0000: /*111*/ y++; continue;
+ }
+ }
+ ycc = _mm_max_epi16(_mm_srli_epi16(ycc, 1), screeny);
+ ycc = _mm_min_epi16(ycc, _mm_shuffle_epi32(ycc, _MM_SHUFFLE(1, 0, 3, 2)));
+ ycc = _mm_min_epi16(ycc, _mm_shuffle_epi32(ycc, _MM_SHUFFLE(2, 3, 0, 1)));
+ nexty = _mm_extract_epi16(ycc, 0);
+ if (nexty >= bandy) nexty = bandy-1;
+ xslope = _mm_sub_ps(_mm_movelh_ps(screen[edge0n], screen[edge1n]), _mm_movelh_ps(screen[edge0p], screen[edge1p]));
+ xslope = _mm_div_ps(xslope, _mm_shuffle_ps(xslope, xslope, _MM_SHUFFLE(3, 3, 1, 1)));
+ xcoords = _mm_add_ps(_mm_movelh_ps(screen[edge0p], screen[edge1p]),
+ _mm_mul_ps(xslope, _mm_sub_ps(_mm_set1_ps(y), _mm_shuffle_ps(screen[edge0p], screen[edge1p], _MM_SHUFFLE(1, 1, 1, 1)))));
+ xcoords = _mm_add_ps(xcoords, _mm_set1_ps(0.5f));
+ if (_mm_ucomigt_ss(xcoords, _mm_shuffle_ps(xcoords, xcoords, _MM_SHUFFLE(1, 0, 3, 2))))
+ {
+ xcoords = _mm_shuffle_ps(xcoords, xcoords, _MM_SHUFFLE(1, 0, 3, 2));
+ xslope = _mm_shuffle_ps(xslope, xslope, _MM_SHUFFLE(1, 0, 3, 2));
+ }
+ 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) 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 = 0;
+ span->endx = min(endx - offset, DPSOFTRAST_DRAW_MAXSPANLENGTH);
+ if (span->startx >= span->endx)
+ 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);
+ }
+ }
+ }
+
+ if (++thread->numtriangles >= DPSOFTRAST_DRAW_MAXTRIANGLES)
+ {
+ DPSOFTRAST_Draw_ProcessSpans(thread);
+ thread->numtriangles = 0;
+ }
+ }
+
+ if (!ATOMIC_DECREMENT(command->refcount))
+ {
+ if (command->commandsize <= DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw)))
+ MM_FREE(command->arrays);
+ }
+
+ if (thread->numspans > 0 || thread->numtriangles > 0)
+ {
+ DPSOFTRAST_Draw_ProcessSpans(thread);
+ thread->numtriangles = 0;
+ }
+#endif
+}
+
+static DPSOFTRAST_Command_Draw *DPSOFTRAST_Draw_AllocateDrawCommand(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s)
+{
+ int i;
+ int j;
+ int commandsize = DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw));
+ int datasize = 2*numvertices*sizeof(float[4]);
+ DPSOFTRAST_Command_Draw *command;
+ unsigned char *data;
+ for (i = 0; i < DPSOFTRAST_ARRAY_TOTAL; i++)
+ {
+ j = DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].arrays[i];
+ if (j >= DPSOFTRAST_ARRAY_TOTAL)
+ break;
+ datasize += numvertices*sizeof(float[4]);
+ }
+ if (element3s)
+ datasize += numtriangles*sizeof(unsigned short[3]);
+ else if (element3i)
+ datasize += numtriangles*sizeof(int[3]);
+ datasize = DPSOFTRAST_ALIGNCOMMAND(datasize);
+ if (commandsize + datasize > DPSOFTRAST_DRAW_MAXCOMMANDSIZE)
+ {
+ command = (DPSOFTRAST_Command_Draw *) DPSOFTRAST_AllocateCommand(DPSOFTRAST_OPCODE_Draw, commandsize);
+ data = (unsigned char *)MM_CALLOC(datasize, 1);
+ }
+ else
+ {
+ command = (DPSOFTRAST_Command_Draw *) DPSOFTRAST_AllocateCommand(DPSOFTRAST_OPCODE_Draw, commandsize + datasize);
+ data = (unsigned char *)command + commandsize;
+ }
+ command->firstvertex = firstvertex;
+ command->numvertices = numvertices;
+ command->numtriangles = numtriangles;
+ command->arrays = (float *)data;
+ memset(dpsoftrast.post_array4f, 0, sizeof(dpsoftrast.post_array4f));
+ dpsoftrast.firstvertex = firstvertex;
+ dpsoftrast.numvertices = numvertices;
+ dpsoftrast.screencoord4f = (float *)data;
+ data += numvertices*sizeof(float[4]);
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION] = (float *)data;
+ data += numvertices*sizeof(float[4]);
+ for (i = 0; i < DPSOFTRAST_ARRAY_TOTAL; i++)
+ {
+ j = DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].arrays[i];
+ if (j >= DPSOFTRAST_ARRAY_TOTAL)
+ break;
+ dpsoftrast.post_array4f[j] = (float *)data;
+ data += numvertices*sizeof(float[4]);
+ }
+ command->element3i = NULL;
+ command->element3s = NULL;
+ if (element3s)
+ {
+ command->element3s = (unsigned short *)data;
+ memcpy(command->element3s, element3s, numtriangles*sizeof(unsigned short[3]));
+ }
+ else if (element3i)
+ {
+ command->element3i = (int *)data;
+ memcpy(command->element3i, element3i, numtriangles*sizeof(int[3]));
+ }
+ return command;
+}
+
+void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s)
+{
+ DPSOFTRAST_Command_Draw *command = DPSOFTRAST_Draw_AllocateDrawCommand(firstvertex, numvertices, numtriangles, element3i, element3s);
+ DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Vertex();
+ command->starty = bound(0, dpsoftrast.drawstarty, dpsoftrast.fb_height);
+ command->endy = bound(0, dpsoftrast.drawendy, dpsoftrast.fb_height);
+ if (command->starty >= command->endy)
+ {
+ if (command->commandsize <= DPSOFTRAST_ALIGNCOMMAND(sizeof(DPSOFTRAST_Command_Draw)))
+ MM_FREE(command->arrays);
+ DPSOFTRAST_UndoCommand(command->commandsize);
+ return;
+ }
+ command->clipped = dpsoftrast.drawclipped;
+ command->refcount = dpsoftrast.numthreads;
+
+ if (dpsoftrast.usethreads)
+ {
+ int i;
+ DPSOFTRAST_Draw_SyncCommands();
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ DPSOFTRAST_State_Thread *thread = &dpsoftrast.threads[i];
+ if (((command->starty < thread->maxy1 && command->endy > thread->miny1) || (command->starty < thread->maxy2 && command->endy > thread->miny2)) && thread->starving)
+ Thread_CondSignal(thread->drawcond);
+ }
+ }
+ else
+ {
+ 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)
+{
+ int commandoffset = thread->commandoffset;
+ while (commandoffset != endoffset)
+ {
+ DPSOFTRAST_Command *command = (DPSOFTRAST_Command *)&dpsoftrast.commandpool.commands[commandoffset];
+ switch (command->opcode)
+ {
+#define INTERPCOMMAND(name) \
+ case DPSOFTRAST_OPCODE_##name : \
+ DPSOFTRAST_Interpret_##name (thread, (DPSOFTRAST_Command_##name *)command); \
+ commandoffset += DPSOFTRAST_ALIGNCOMMAND(sizeof( DPSOFTRAST_Command_##name )); \
+ if (commandoffset >= DPSOFTRAST_DRAW_MAXCOMMANDPOOL) \
+ commandoffset = 0; \
+ break;
+ INTERPCOMMAND(Viewport)
+ INTERPCOMMAND(ClearColor)
+ INTERPCOMMAND(ClearDepth)
+ INTERPCOMMAND(ColorMask)
+ INTERPCOMMAND(DepthTest)
+ INTERPCOMMAND(ScissorTest)
+ INTERPCOMMAND(Scissor)
+ INTERPCOMMAND(BlendFunc)
+ INTERPCOMMAND(BlendSubtract)
+ INTERPCOMMAND(DepthMask)
+ INTERPCOMMAND(DepthFunc)
+ INTERPCOMMAND(DepthRange)
+ INTERPCOMMAND(PolygonOffset)
+ INTERPCOMMAND(CullFace)
+ 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);
+ commandoffset += command->commandsize;
+ if (commandoffset >= DPSOFTRAST_DRAW_MAXCOMMANDPOOL)
+ commandoffset = 0;
+ thread->commandoffset = commandoffset;
+ break;
+
+ case DPSOFTRAST_OPCODE_Reset:
+ commandoffset = 0;
+ break;
+ }
+ }
+ thread->commandoffset = commandoffset;
+}
+
+static int DPSOFTRAST_Draw_Thread(void *data)
+{
+ DPSOFTRAST_State_Thread *thread = (DPSOFTRAST_State_Thread *)data;
+ while(thread->index >= 0)
+ {
+ if (thread->commandoffset != dpsoftrast.drawcommand)
+ {
+ DPSOFTRAST_Draw_InterpretCommands(thread, dpsoftrast.drawcommand);
+ }
+ else
+ {
+ Thread_LockMutex(thread->drawmutex);
+ if (thread->commandoffset == dpsoftrast.drawcommand && thread->index >= 0)
+ {
+ if (thread->waiting) Thread_CondSignal(thread->waitcond);
+ thread->starving = true;
+ Thread_CondWait(thread->drawcond, thread->drawmutex);
+ thread->starving = false;
+ }
+ Thread_UnlockMutex(thread->drawmutex);
+ }
+ }
+ return 0;
+}
+
+static void DPSOFTRAST_Draw_FlushThreads(void)
+{
+ DPSOFTRAST_State_Thread *thread;
+ int i;
+ DPSOFTRAST_Draw_SyncCommands();
+ if (dpsoftrast.usethreads)
+ {
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ thread = &dpsoftrast.threads[i];
+ if (thread->commandoffset != dpsoftrast.drawcommand)
+ {
+ Thread_LockMutex(thread->drawmutex);
+ if (thread->commandoffset != dpsoftrast.drawcommand && thread->starving)
+ Thread_CondSignal(thread->drawcond);
+ Thread_UnlockMutex(thread->drawmutex);
+ }
+ }
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ thread = &dpsoftrast.threads[i];
+ if (thread->commandoffset != dpsoftrast.drawcommand)
+ {
+ Thread_LockMutex(thread->drawmutex);
+ if (thread->commandoffset != dpsoftrast.drawcommand)
+ {
+ thread->waiting = true;
+ Thread_CondWait(thread->waitcond, thread->drawmutex);
+ thread->waiting = false;
+ }
+ Thread_UnlockMutex(thread->drawmutex);
+ }
+ }
+ }
+ else
+ {
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ thread = &dpsoftrast.threads[i];
+ if (thread->commandoffset != dpsoftrast.drawcommand)
+ DPSOFTRAST_Draw_InterpretCommands(thread, dpsoftrast.drawcommand);
+ }
+ }
+ dpsoftrast.commandpool.usedcommands = 0;
+}
+
+void DPSOFTRAST_Flush(void)
+{
+ DPSOFTRAST_Draw_FlushThreads();
+}
+
+void DPSOFTRAST_Finish(void)
+{
+ DPSOFTRAST_Flush();
+}
+
+int DPSOFTRAST_Init(int width, int height, int numthreads, int interlace, unsigned int *colorpixels, unsigned int *depthpixels)
+{
+ int i;
+ union
+ {
+ int i;
+ unsigned char b[4];
+ }
+ u;
+ u.i = 1;
+ memset(&dpsoftrast, 0, sizeof(dpsoftrast));
+ dpsoftrast.bigendian = u.b[3];
+ dpsoftrast.fb_width = width;
+ dpsoftrast.fb_height = height;
+ dpsoftrast.fb_depthpixels = depthpixels;
+ dpsoftrast.fb_colorpixels[0] = colorpixels;
+ dpsoftrast.fb_colorpixels[1] = NULL;
+ dpsoftrast.fb_colorpixels[1] = NULL;
+ dpsoftrast.fb_colorpixels[1] = NULL;
+ dpsoftrast.viewport[0] = 0;
+ dpsoftrast.viewport[1] = 0;
+ dpsoftrast.viewport[2] = dpsoftrast.fb_width;
+ dpsoftrast.viewport[3] = dpsoftrast.fb_height;
+ DPSOFTRAST_RecalcViewport(dpsoftrast.viewport, dpsoftrast.fb_viewportcenter, dpsoftrast.fb_viewportscale);
+ dpsoftrast.texture_firstfree = 1;
+ dpsoftrast.texture_end = 1;
+ dpsoftrast.texture_max = 0;
+ dpsoftrast.color[0] = 1;
+ dpsoftrast.color[1] = 1;
+ dpsoftrast.color[2] = 1;
+ dpsoftrast.color[3] = 1;
+ dpsoftrast.usethreads = numthreads > 0 && Thread_HasThreads();
+ dpsoftrast.interlace = dpsoftrast.usethreads ? bound(0, interlace, 1) : 0;
+ dpsoftrast.numthreads = dpsoftrast.usethreads ? bound(1, numthreads, 64) : 1;
+ dpsoftrast.threads = (DPSOFTRAST_State_Thread *)MM_CALLOC(dpsoftrast.numthreads, sizeof(DPSOFTRAST_State_Thread));
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ 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->blendfunc[0] = GL_ONE;
+ thread->blendfunc[1] = GL_ZERO;
+ thread->depthmask = true;
+ thread->depthtest = true;
+ thread->depthfunc = GL_LEQUAL;
+ thread->scissortest = false;
+ thread->viewport[0] = 0;
+ thread->viewport[1] = 0;
+ thread->viewport[2] = dpsoftrast.fb_width;
+ thread->viewport[3] = dpsoftrast.fb_height;
+ thread->scissor[0] = 0;
+ thread->scissor[1] = 0;
+ thread->scissor[2] = dpsoftrast.fb_width;
+ thread->scissor[3] = dpsoftrast.fb_height;
+ thread->depthrange[0] = 0;
+ 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;
+
+ thread->numspans = 0;
+ thread->numtriangles = 0;
+ thread->commandoffset = 0;
+ thread->waiting = false;
+ thread->starving = false;
+
+ thread->validate = -1;
+ DPSOFTRAST_Validate(thread, -1);
+
+ if (dpsoftrast.usethreads)
+ {
+ thread->waitcond = Thread_CreateCond();
+ thread->drawcond = Thread_CreateCond();
+ thread->drawmutex = Thread_CreateMutex();
+ thread->thread = Thread_CreateThread(DPSOFTRAST_Draw_Thread, thread);
+ }
+ }
+ return 0;
+}
+
+void DPSOFTRAST_Shutdown(void)
+{
+ int i;
+ if (dpsoftrast.usethreads && dpsoftrast.numthreads > 0)
+ {
+ DPSOFTRAST_State_Thread *thread;
+ for (i = 0; i < dpsoftrast.numthreads; i++)
+ {
+ thread = &dpsoftrast.threads[i];
+ Thread_LockMutex(thread->drawmutex);
+ thread->index = -1;
+ Thread_CondSignal(thread->drawcond);
+ Thread_UnlockMutex(thread->drawmutex);
+ Thread_WaitThread(thread->thread, 0);
+ Thread_DestroyCond(thread->waitcond);
+ Thread_DestroyCond(thread->drawcond);
+ Thread_DestroyMutex(thread->drawmutex);
+ }
+ }
+ for (i = 0;i < dpsoftrast.texture_end;i++)
+ if (dpsoftrast.texture[i].bytes)
+ MM_FREE(dpsoftrast.texture[i].bytes);
+ if (dpsoftrast.texture)
+ free(dpsoftrast.texture);
+ if (dpsoftrast.threads)
+ MM_FREE(dpsoftrast.threads);
+ memset(&dpsoftrast, 0, sizeof(dpsoftrast));
+}
+