#endif
#define ALIGN_SIZE 16
-#define ATOMIC_SIZE 32
+#define ATOMIC_SIZE 4
#ifdef SSE_POSSIBLE
#if defined(__APPLE__)
#include <libkern/OSAtomic.h>
#define ALIGN(var) var __attribute__((__aligned__(16)))
- #define ATOMIC(var) var __attribute__((__aligned__(32)))
+ #define ATOMIC(var) var __attribute__((__aligned__(4)))
#define MEMORY_BARRIER (_mm_sfence())
#define ATOMIC_COUNTER volatile int32_t
#define ATOMIC_INCREMENT(counter) (OSAtomicIncrement32Barrier(&(counter)))
#define ATOMIC_DECREMENT(counter) (OSAtomicDecrement32Barrier(&(counter)))
#define ATOMIC_ADD(counter, val) ((void)OSAtomicAdd32Barrier((val), &(counter)))
+ #elif defined(__GNUC__) && defined(WIN32)
+ #define ALIGN(var) var __attribute__((__aligned__(16)))
+ #define ATOMIC(var) var __attribute__((__aligned__(4)))
+ #define MEMORY_BARRIER (_mm_sfence())
+ //(__sync_synchronize())
+ #define ATOMIC_COUNTER volatile LONG
+ // this LONG * cast serves to fix an issue with broken mingw
+ // packages on Ubuntu; these only declare the function to take
+ // a LONG *, causing a compile error here. This seems to be
+ // error- and warn-free on platforms that DO declare
+ // InterlockedIncrement correctly, like mingw on Windows.
+ #define ATOMIC_INCREMENT(counter) (InterlockedIncrement((LONG *) &(counter)))
+ #define ATOMIC_DECREMENT(counter) (InterlockedDecrement((LONG *) &(counter)))
+ #define ATOMIC_ADD(counter, val) ((void)InterlockedExchangeAdd((LONG *) &(counter), (val)))
#elif defined(__GNUC__)
#define ALIGN(var) var __attribute__((__aligned__(16)))
- #define ATOMIC(var) var __attribute__((__aligned__(32)))
+ #define ATOMIC(var) var __attribute__((__aligned__(4)))
#define MEMORY_BARRIER (_mm_sfence())
//(__sync_synchronize())
#define ATOMIC_COUNTER volatile int
#define ATOMIC_ADD(counter, val) ((void)__sync_fetch_and_add(&(counter), (val)))
#elif defined(_MSC_VER)
#define ALIGN(var) __declspec(align(16)) var
- #define ATOMIC(var) __declspec(align(32)) var
+ #define ATOMIC(var) __declspec(align(4)) var
#define MEMORY_BARRIER (_mm_sfence())
//(MemoryBarrier())
#define ATOMIC_COUNTER volatile LONG
#ifdef SSE_POSSIBLE
#include <emmintrin.h>
-#if defined(__GNUC__) && (__GNUC < 4 || __GNUC_MINOR__ < 6)
+#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)
+#define MM_MALLOC(size) _mm_malloc(size, ALIGN_SIZE)
static void *MM_CALLOC(size_t nmemb, size_t size)
{
- void *ptr = _mm_malloc(nmemb*size, ATOMIC_SIZE);
+ void *ptr = _mm_malloc(nmemb*size, ALIGN_SIZE);
if (ptr != NULL) memset(ptr, 0, nmemb*size);
return ptr;
}
#define DPSOFTRAST_DRAW_MAXCOMMANDPOOL 2097152
#define DPSOFTRAST_DRAW_MAXCOMMANDSIZE 16384
-typedef ATOMIC(struct DPSOFTRAST_State_Command_Pool_s
+typedef ALIGN(struct DPSOFTRAST_State_Command_Pool_s
{
int freecommand;
int usedcommands;
- ATOMIC(unsigned char commands[DPSOFTRAST_DRAW_MAXCOMMANDPOOL]);
+ ALIGN(unsigned char commands[DPSOFTRAST_DRAW_MAXCOMMANDPOOL]);
}
DPSOFTRAST_State_Command_Pool);
-typedef ATOMIC(struct DPSOFTRAST_State_Triangle_s
+typedef ALIGN(struct DPSOFTRAST_State_Triangle_s
{
unsigned char mip[DPSOFTRAST_MAXTEXTUREUNITS]; // texcoord to screen space density values (for picking mipmap of textures)
float w[3];
}
DPSOFTRAST_BLENDMODE;
-typedef ATOMIC(struct DPSOFTRAST_State_Thread_s
+typedef ALIGN(struct DPSOFTRAST_State_Thread_s
{
void *thread;
int index;
int depthtest;
int depthfunc;
int scissortest;
- int alphatest;
- int alphafunc;
- float alphavalue;
int viewport[4];
int scissor[4];
float depthrange[2];
}
DPSOFTRAST_State_Thread);
-typedef ATOMIC(struct DPSOFTRAST_State_s
+typedef ALIGN(struct DPSOFTRAST_State_s
{
int fb_width;
int fb_height;
}
}
-DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index)
+static DPSOFTRAST_Texture *DPSOFTRAST_Texture_GetByIndex(int index)
{
if (index >= 1 && index < dpsoftrast.texture_end && dpsoftrast.texture[index].bytes)
return &dpsoftrast.texture[index];
while (dpsoftrast.texture_end > 0 && dpsoftrast.texture[dpsoftrast.texture_end-1].bytes == NULL)
dpsoftrast.texture_end--;
}
-void DPSOFTRAST_Texture_CalculateMipmaps(int index)
+static void DPSOFTRAST_Texture_CalculateMipmaps(int index)
{
int i, x, y, z, w, layer0, layer1, row0, row1;
unsigned char *o, *i0, *i1, *i2, *i3;
command->mode = mode;
}
-DEFCOMMAND(15, AlphaTest, int enable;)
-static void DPSOFTRAST_Interpret_AlphaTest(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_AlphaTest *command)
-{
- thread->alphatest = command->enable;
-}
-void DPSOFTRAST_AlphaTest(int enable)
-{
- DPSOFTRAST_Command_AlphaTest *command = DPSOFTRAST_ALLOCATECOMMAND(AlphaTest);
- command->enable = enable;
-}
-
-DEFCOMMAND(16, AlphaFunc, int func; float ref;)
-static void DPSOFTRAST_Interpret_AlphaFunc(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_AlphaFunc *command)
-{
- thread->alphafunc = command->func;
- thread->alphavalue = command->ref;
-}
-void DPSOFTRAST_AlphaFunc(int func, float ref)
-{
- DPSOFTRAST_Command_AlphaFunc *command = DPSOFTRAST_ALLOCATECOMMAND(AlphaFunc);
- command->func = func;
- command->ref = ref;
-}
-
void DPSOFTRAST_Color4f(float r, float g, float b, float a)
{
dpsoftrast.color[0] = r;
}
#endif
-void DPSOFTRAST_Vertex_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
+static void DPSOFTRAST_Vertex_Transform(float *out4f, const float *in4f, int numitems, const float *inmatrix16f)
{
#ifdef SSE_POSSIBLE
static const float identitymatrix[4][4] = {{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}};
#endif
}
-void DPSOFTRAST_Vertex_Copy(float *out4f, const float *in4f, int numitems)
+#if 0
+static void DPSOFTRAST_Vertex_Copy(float *out4f, const float *in4f, int numitems)
{
memcpy(out4f, in4f, numitems * sizeof(float[4]));
}
+#endif
#ifdef SSE_POSSIBLE
#define DPSOFTRAST_PROJECTVERTEX(out, in, viewportcenter, viewportscale) \
#endif
}
-void DPSOFTRAST_Draw_Span_Begin(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *zf)
+static void DPSOFTRAST_Draw_Span_Begin(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *zf)
{
int x;
int startx = span->startx;
}
}
-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)
+static void DPSOFTRAST_Draw_Span_FinishBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, const unsigned char* RESTRICT in4ub)
{
#ifdef SSE_POSSIBLE
int x;
pixel += (span->y * dpsoftrast.fb_width + span->x) * 4;
pixeli += span->y * dpsoftrast.fb_width + span->x;
// handle alphatest now (this affects depth writes too)
- if (thread->alphatest)
+ if (thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL)
for (x = startx;x < endx;x++)
if (in4ub[x*4+3] < 128)
pixelmask[x] = false;
#endif
}
-static void DPSOFTRAST_Texture2D(DPSOFTRAST_Texture *texture, int mip, float x, float y, float c[4])
- // warning: this is SLOW, only use if the optimized per-span functions won't do
- // FIXME does this function need flipping of the color order?
-{
- const unsigned char * RESTRICT pixelbase;
- const unsigned char * RESTRICT pixel[4];
- int tciwrapmask[2];
- tciwrapmask[0] = texture->mipmap[mip][2]-1;
- tciwrapmask[1] = texture->mipmap[mip][3]-1;
- pixelbase = (unsigned char *)texture->bytes + texture->mipmap[mip][0];
- if(texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR)
- {
- if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
- {
- unsigned int tc[2] = { x * (texture->mipmap[mip][2]<<12) - 2048, y * (texture->mipmap[mip][3]<<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 };
- tci[0] = tci[0] >= 0 ? (tci[0] <= texture->mipmap[mip][2]-1 ? tci[0] : texture->mipmap[mip][2]-1) : 0;
- tci[1] = tci[1] >= 0 ? (tci[1] <= texture->mipmap[mip][3]-1 ? tci[1] : texture->mipmap[mip][3]-1) : 0;
- tci1[0] = tci1[0] >= 0 ? (tci1[0] <= texture->mipmap[mip][2]-1 ? tci1[0] : texture->mipmap[mip][2]-1) : 0;
- tci1[1] = tci1[1] >= 0 ? (tci1[1] <= texture->mipmap[mip][3]-1 ? tci1[1] : texture->mipmap[mip][3]-1) : 0;
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[1] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci1[0]);
- pixel[2] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[3] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+tci1[0]);
- c[0] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 0xFF00000);
- c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 0xFF00000);
- c[2] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 0xFF00000);
- c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 0xFF00000);
- }
- else
- {
- unsigned int tc[2] = { x * (texture->mipmap[mip][2]<<12) - 2048, y * (texture->mipmap[mip][3]<<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 };
- tci[0] &= tciwrapmask[0];
- tci[1] &= tciwrapmask[1];
- tci1[0] &= tciwrapmask[0];
- tci1[1] &= tciwrapmask[1];
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[1] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci1[0]);
- pixel[2] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[3] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+tci1[0]);
- c[0] = (pixel[0][0]*lerp[0]+pixel[1][0]*lerp[1]+pixel[2][0]*lerp[2]+pixel[3][0]*lerp[3]) * (1.0f / 0xFF00000);
- c[1] = (pixel[0][1]*lerp[0]+pixel[1][1]*lerp[1]+pixel[2][1]*lerp[2]+pixel[3][1]*lerp[3]) * (1.0f / 0xFF00000);
- c[2] = (pixel[0][2]*lerp[0]+pixel[1][2]*lerp[1]+pixel[2][2]*lerp[2]+pixel[3][2]*lerp[3]) * (1.0f / 0xFF00000);
- c[3] = (pixel[0][3]*lerp[0]+pixel[1][3]*lerp[1]+pixel[2][3]*lerp[2]+pixel[3][3]*lerp[3]) * (1.0f / 0xFF00000);
- }
- }
- else
- {
- if (texture->flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
- {
- int tci[2] = { x * texture->mipmap[mip][2], y * texture->mipmap[mip][3] };
- tci[0] = tci[0] >= 0 ? (tci[0] <= texture->mipmap[mip][2]-1 ? tci[0] : texture->mipmap[mip][2]-1) : 0;
- tci[1] = tci[1] >= 0 ? (tci[1] <= texture->mipmap[mip][3]-1 ? tci[1] : texture->mipmap[mip][3]-1) : 0;
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- c[0] = pixel[0][0] * (1.0f / 255.0f);
- c[1] = pixel[0][1] * (1.0f / 255.0f);
- c[2] = pixel[0][2] * (1.0f / 255.0f);
- c[3] = pixel[0][3] * (1.0f / 255.0f);
- }
- else
- {
- int tci[2] = { x * texture->mipmap[mip][2], y * texture->mipmap[mip][3] };
- tci[0] &= tciwrapmask[0];
- tci[1] &= tciwrapmask[1];
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- c[0] = pixel[0][0] * (1.0f / 255.0f);
- c[1] = pixel[0][1] * (1.0f / 255.0f);
- c[2] = pixel[0][2] * (1.0f / 255.0f);
- c[3] = pixel[0][3] * (1.0f / 255.0f);
- }
- }
-}
-
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 tciwrapmask[2];
- tciwrapmask[0] = texture->mipmap[mip][2]-1;
- tciwrapmask[1] = texture->mipmap[mip][3]-1;
+ 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)
{
- unsigned int tc[2] = { x * (texture->mipmap[mip][2]<<12) - 2048, y * (texture->mipmap[mip][3]<<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 };
- tci[0] = tci[0] >= 0 ? (tci[0] <= texture->mipmap[mip][2]-1 ? tci[0] : texture->mipmap[mip][2]-1) : 0;
- tci[1] = tci[1] >= 0 ? (tci[1] <= texture->mipmap[mip][3]-1 ? tci[1] : texture->mipmap[mip][3]-1) : 0;
- tci1[0] = tci1[0] >= 0 ? (tci1[0] <= texture->mipmap[mip][2]-1 ? tci1[0] : texture->mipmap[mip][2]-1) : 0;
- tci1[1] = tci1[1] >= 0 ? (tci1[1] <= texture->mipmap[mip][3]-1 ? tci1[1] : texture->mipmap[mip][3]-1) : 0;
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[1] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci1[0]);
- pixel[2] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[3] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+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;
+ 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
{
- unsigned int tc[2] = { x * (texture->mipmap[mip][2]<<12) - 2048, y * (texture->mipmap[mip][3]<<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 };
- tci[0] &= tciwrapmask[0];
- tci[1] &= tciwrapmask[1];
- tci1[0] &= tciwrapmask[0];
- tci1[1] &= tciwrapmask[1];
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[1] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci1[0]);
- pixel[2] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+tci[0]);
- pixel[3] = pixelbase + 4 * (tci1[1]*texture->mipmap[mip][2]+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;
+ 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)
{
- int tci[2] = { x * texture->mipmap[mip][2], y * texture->mipmap[mip][3] };
- tci[0] = tci[0] >= 0 ? (tci[0] <= texture->mipmap[mip][2]-1 ? tci[0] : texture->mipmap[mip][2]-1) : 0;
- tci[1] = tci[1] >= 0 ? (tci[1] <= texture->mipmap[mip][3]-1 ? tci[1] : texture->mipmap[mip][3]-1) : 0;
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- c[0] = pixel[0][0];
- c[1] = pixel[0][1];
- c[2] = pixel[0][2];
- c[3] = pixel[0][3];
+ 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
{
- int tci[2] = { x * texture->mipmap[mip][2], y * texture->mipmap[mip][3] };
- tci[0] &= tciwrapmask[0];
- tci[1] &= tciwrapmask[1];
- pixel[0] = pixelbase + 4 * (tci[1]*texture->mipmap[mip][2]+tci[0]);
- c[0] = pixel[0][0];
- c[1] = pixel[0][1];
- c[2] = pixel[0][2];
- c[3] = pixel[0][3];
+ 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)
+#if 0
+static void DPSOFTRAST_Draw_Span_Texture2DVarying(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
int x;
int startx = span->startx;
}
}
}
+#endif
-void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
+static void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
#ifdef SSE_POSSIBLE
int 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)
+static void DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
{
// TODO: IMPLEMENT
memset(out4ub + span->startx*4, 255, (span->startx - span->endx)*4);
}
-float DPSOFTRAST_SampleShadowmap(const float *vector)
+static float DPSOFTRAST_SampleShadowmap(const float *vector)
{
// TODO: IMPLEMENT
return 1.0f;
}
-void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf)
+#if 0
+static void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf)
{
int x;
int startx = span->startx;
out4f[x*4+3] = in4f[x*4+3] * c[3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf)
+#if 0
+static void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf)
{
int x;
int startx = span->startx;
out4f[x*4+3] = c[3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
+#if 0
+static void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
{
int x, startx = span->startx, endx = span->endx;
float c[4], localcolor[4];
out4f[x*4+3] = ina4f[x*4+3] + c[3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
+#if 0
+static void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
int x, startx = span->startx, endx = span->endx;
for (x = startx;x < endx;x++)
out4f[x*4+3] = ina4f[x*4+3] * inb4f[x*4+3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
+#if 0
+static void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
int x, startx = span->startx, endx = span->endx;
for (x = startx;x < endx;x++)
out4f[x*4+3] = ina4f[x*4+3] + inb4f[x*4+3];
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
+#if 0
+static void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
{
int x, startx = span->startx, endx = span->endx;
float a, b;
out4f[x*4+3] = ina4f[x*4+3] * a + inb4f[x*4+3] * b;
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, const float *color)
+#if 0
+static void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, float *out4f, const float *in4f, const float *color)
{
int x, startx = span->startx, endx = span->endx;
float localcolor[4], ilerp, lerp;
out4f[x*4+3] = in4f[x*4+3] * ilerp + localcolor[3] * lerp;
}
}
+#endif
-void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf)
+static void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf)
{
#ifdef SSE_POSSIBLE
int 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)
+static void DPSOFTRAST_Draw_Span_VaryingBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, int arrayindex, const float *zf)
{
#ifdef SSE_POSSIBLE
int 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)
+static void DPSOFTRAST_Draw_Span_AddBloomBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *subcolor)
{
#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
#endif
}
-void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+static void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
#endif
}
-void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+static void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
#endif
}
-void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra)
+#if 0
+static void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra)
{
#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
}
#endif
}
+#endif
-void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+static void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
{
#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
#endif
}
-void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color)
+static void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color)
{
#ifdef SSE_POSSIBLE
int x, startx = span->startx, endx = span->endx;
-void DPSOFTRAST_VertexShader_Generic(void)
+static void DPSOFTRAST_VertexShader_Generic(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_COLOR);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1);
}
-void DPSOFTRAST_PixelShader_Generic(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Generic(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
-void DPSOFTRAST_VertexShader_PostProcess(void)
+static void DPSOFTRAST_VertexShader_PostProcess(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_PostProcess(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_PostProcess(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: optimize!! at the very least there is no reason to use texture sampling on the frame texture
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void)
+static void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_Depth_Or_Shadow(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Depth_Or_Shadow(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// this is never called (because colormask is off when this shader is used)
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_FlatColor(void)
+static void DPSOFTRAST_VertexShader_FlatColor(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
}
-void DPSOFTRAST_PixelShader_FlatColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_FlatColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
#ifdef SSE_POSSIBLE
unsigned char * RESTRICT pixelmask = span->pixelmask;
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
- if (thread->alphatest || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+ if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
pixel = buffer_FragColorbgra8;
Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
-void DPSOFTRAST_VertexShader_VertexColor(void)
+static void DPSOFTRAST_VertexShader_VertexColor(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_COLOR);
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
}
-void DPSOFTRAST_PixelShader_VertexColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_VertexColor(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
#ifdef SSE_POSSIBLE
unsigned char * RESTRICT pixelmask = span->pixelmask;
int arrayindex = DPSOFTRAST_ARRAY_COLOR;
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
- if (thread->alphatest || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+ if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
pixel = buffer_FragColorbgra8;
Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
-void DPSOFTRAST_VertexShader_Lightmap(void)
+static void DPSOFTRAST_VertexShader_Lightmap(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_Lightmap(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Lightmap(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
#ifdef SSE_POSSIBLE
unsigned char * RESTRICT pixelmask = span->pixelmask;
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
- if (thread->alphatest || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+ if ((thread->shader_permutation & SHADERPERMUTATION_ALPHAKILL) || thread->fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
pixel = buffer_FragColorbgra8;
Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&thread->uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
void DPSOFTRAST_VertexShader_LightDirection(void);
void DPSOFTRAST_PixelShader_LightDirection(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span);
-void DPSOFTRAST_VertexShader_FakeLight(void)
+static void DPSOFTRAST_VertexShader_FakeLight(void)
{
DPSOFTRAST_VertexShader_LightDirection();
}
-void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_FakeLight(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
}
-void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
+static void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
{
DPSOFTRAST_VertexShader_LightDirection();
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
}
-void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
+static void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
{
DPSOFTRAST_VertexShader_LightDirection();
DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD4);
}
-void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
DPSOFTRAST_PixelShader_LightDirection(thread, triangle, span);
}
specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
}
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
- 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;
-void DPSOFTRAST_VertexShader_LightSource(void)
+static void DPSOFTRAST_VertexShader_LightSource(void)
{
int i;
int numvertices = dpsoftrast.numvertices;
DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelToLightM1);
}
-void DPSOFTRAST_PixelShader_LightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_LightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
#ifdef SSE_POSSIBLE
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
}
- specular = pow(specular, SpecularPower * glosstex[3]);
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
{
-void DPSOFTRAST_VertexShader_Refraction(void)
+static void DPSOFTRAST_VertexShader_Refraction(void)
{
- DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_POSITION, 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);
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- // DIRTY TRICK: only do sideways displacement. Not correct, but cheaper and thus better for SW.
-
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
float z;
int x, startx = span->startx, endx = span->endx;
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_TEXCOORD1); // or POSITION?
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4);
// read uniforms
ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0];
// " 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)
// " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
DPSOFTRAST_Texture2DBGRA8(texture, 0, ScreenTexCoord[0], ScreenTexCoord[1], c);
- //p = (int) bound(startx, x + (ScreenTexCoord[0] - SafeScreenTexCoord[0]) / (ModelViewProjectionPositionslope[0]*z), endx-1);
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];
-void DPSOFTRAST_VertexShader_Water(void)
+static void DPSOFTRAST_VertexShader_Water(void)
{
- DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ int i;
+ int numvertices = dpsoftrast.numvertices;
+ float EyePosition[4];
+ float EyeVectorModelSpace[4];
+ float EyeVector[4];
+ float position[4];
+ float svector[4];
+ float tvector[4];
+ float normal[4];
+ EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0];
+ EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1];
+ EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2];
+ EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3];
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD1);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD2);
+ DPSOFTRAST_Array_Load(DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD3);
+ for (i = 0;i < numvertices;i++)
+ {
+ position[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0];
+ position[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1];
+ position[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2];
+ svector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0];
+ svector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1];
+ svector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2];
+ tvector[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0];
+ tvector[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1];
+ tvector[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2];
+ normal[0] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0];
+ normal[1] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1];
+ normal[2] = dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2];
+ EyeVectorModelSpace[0] = EyePosition[0] - position[0];
+ EyeVectorModelSpace[1] = EyePosition[1] - position[1];
+ EyeVectorModelSpace[2] = EyePosition[2] - position[2];
+ EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2];
+ EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2];
+ EyeVector[2] = normal[0] * EyeVectorModelSpace[0] + normal[1] * EyeVectorModelSpace[1] + normal[2] * EyeVectorModelSpace[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+0] = EyeVector[0];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+1] = EyeVector[1];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+2] = EyeVector[2];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD6][i*4+3] = 0.0f;
+ }
+ DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, -1, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
}
-void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- // TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float z;
+ int x, startx = span->startx, endx = span->endx;
+
+ // texture reads
+ unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+
+ // 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);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+
+ // read varyings
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4);
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, EyeVectordata, EyeVectorslope, DPSOFTRAST_ARRAY_TEXCOORD6);
+
+ // read uniforms
+ ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0];
+ ScreenScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+1];
+ ScreenScaleRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+2];
+ ScreenScaleRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+3];
+ ScreenCenterRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+0];
+ ScreenCenterRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+1];
+ ScreenCenterRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+2];
+ ScreenCenterRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+3];
+ DistortScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+0];
+ DistortScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+1];
+ DistortScaleRefractReflect[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+2];
+ DistortScaleRefractReflect[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+3];
+ RefractColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+2];
+ RefractColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+1];
+ RefractColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+0];
+ RefractColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+3];
+ ReflectColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+2];
+ ReflectColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+1];
+ ReflectColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+0];
+ ReflectColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectColor*4+3];
+ ReflectFactor = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectFactor*4+0];
+ ReflectOffset = thread->uniform4f[DPSOFTRAST_UNIFORM_ReflectOffset*4+0];
+
+ // do stuff
+ for (x = startx;x < endx;x++)
+ {
+ float SafeScreenTexCoord[4];
+ float ScreenTexCoord[4];
+ float v[3];
+ float iw;
+ unsigned char c1[4];
+ unsigned char c2[4];
+ float Fresnel;
+
+ z = buffer_z[x];
+
+ // " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+ iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z
+
+ // " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+ SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0]; // * z (disappears)
+ SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1]; // * z (disappears)
+ SafeScreenTexCoord[2] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[2] + ScreenCenterRefractReflect[2]; // * z (disappears)
+ SafeScreenTexCoord[3] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[3] + ScreenCenterRefractReflect[3]; // * z (disappears)
+
+ // " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+ v[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ v[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ v[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(v);
+ ScreenTexCoord[0] = SafeScreenTexCoord[0] + v[0] * DistortScaleRefractReflect[0];
+ ScreenTexCoord[1] = SafeScreenTexCoord[1] + v[1] * DistortScaleRefractReflect[1];
+ ScreenTexCoord[2] = SafeScreenTexCoord[2] + v[0] * DistortScaleRefractReflect[2];
+ ScreenTexCoord[3] = SafeScreenTexCoord[3] + v[1] * DistortScaleRefractReflect[3];
+
+ // " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
+ v[0] = (EyeVectordata[0] + EyeVectorslope[0] * x); // * z (disappears)
+ v[1] = (EyeVectordata[1] + EyeVectorslope[1] * x); // * z (disappears)
+ v[2] = (EyeVectordata[2] + EyeVectorslope[2] * x); // * z (disappears)
+ DPSOFTRAST_Vector3Normalize(v);
+ Fresnel = 1.0f - v[2];
+ Fresnel = min(1.0f, Fresnel);
+ Fresnel = Fresnel * Fresnel * ReflectFactor + ReflectOffset;
+
+ // " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
+ // " dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
+ DPSOFTRAST_Texture2DBGRA8(texture_refraction, 0, ScreenTexCoord[0], ScreenTexCoord[1], c1);
+ DPSOFTRAST_Texture2DBGRA8(texture_reflection, 0, ScreenTexCoord[2], ScreenTexCoord[3], c2);
+
+ buffer_FragColorbgra8[x*4+0] = (c1[0] * RefractColor[0]) * (1.0f - Fresnel) + (c2[0] * ReflectColor[0]) * Fresnel;
+ buffer_FragColorbgra8[x*4+1] = (c1[1] * RefractColor[1]) * (1.0f - Fresnel) + (c2[1] * ReflectColor[1]) * Fresnel;
+ buffer_FragColorbgra8[x*4+2] = (c1[2] * RefractColor[2]) * (1.0f - Fresnel) + (c2[2] * ReflectColor[2]) * Fresnel;
+ buffer_FragColorbgra8[x*4+3] = min(( RefractColor[3] * (1.0f - Fresnel) + ReflectColor[3] * Fresnel) * 256, 255);
+ }
+
DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
}
-void DPSOFTRAST_VertexShader_ShowDepth(void)
+static 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)
+static void DPSOFTRAST_PixelShader_ShowDepth(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_DeferredGeometry(void)
+static void DPSOFTRAST_VertexShader_DeferredGeometry(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_DeferredGeometry(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_DeferredGeometry(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-void DPSOFTRAST_VertexShader_DeferredLightSource(void)
+static void DPSOFTRAST_VertexShader_DeferredLightSource(void)
{
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
}
-void DPSOFTRAST_PixelShader_DeferredLightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
+static void DPSOFTRAST_PixelShader_DeferredLightSource(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
// TODO: IMPLEMENT
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
{2, DPSOFTRAST_VertexShader_FakeLight, DPSOFTRAST_PixelShader_FakeLight, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
{2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace, DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
{2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
+ {2, DPSOFTRAST_VertexShader_Lightmap, DPSOFTRAST_PixelShader_Lightmap, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_LIGHTMAP, GL20TU_GLOW, ~0}},
+ {2, DPSOFTRAST_VertexShader_VertexColor, DPSOFTRAST_PixelShader_VertexColor, {DPSOFTRAST_ARRAY_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, ~0}, {GL20TU_COLOR, ~0}},
{2, DPSOFTRAST_VertexShader_LightDirection, DPSOFTRAST_PixelShader_LightDirection, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
{2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
- {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
- {2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {~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}},
}
}
-void DPSOFTRAST_Draw_ProcessSpans(DPSOFTRAST_State_Thread *thread)
+static void DPSOFTRAST_Draw_ProcessSpans(DPSOFTRAST_State_Thread *thread)
{
int i;
DPSOFTRAST_State_Triangle *triangle;
thread->numspans = 0;
}
-DEFCOMMAND(22, Draw, int datasize; int starty; int endy; ATOMIC_COUNTER refcount; int clipped; int firstvertex; int numvertices; int numtriangles; float *arrays; int *element3i; unsigned short *element3s;);
+DEFCOMMAND(22, Draw, int datasize; int starty; int endy; ATOMIC_COUNTER refcount; int clipped; int firstvertex; int numvertices; int numtriangles; float *arrays; int *element3i; unsigned short *element3s;)
static void DPSOFTRAST_Interpret_Draw(DPSOFTRAST_State_Thread *thread, DPSOFTRAST_Command_Draw *command)
{
}
}
-DEFCOMMAND(23, SetRenderTargets, int width; int height;);
+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;
INTERPCOMMAND(DepthRange)
INTERPCOMMAND(PolygonOffset)
INTERPCOMMAND(CullFace)
- INTERPCOMMAND(AlphaTest)
- INTERPCOMMAND(AlphaFunc)
INTERPCOMMAND(SetTexture)
INTERPCOMMAND(SetShader)
INTERPCOMMAND(Uniform4f)
thread->depthtest = true;
thread->depthfunc = GL_LEQUAL;
thread->scissortest = false;
- thread->alphatest = false;
- thread->alphafunc = GL_GREATER;
- thread->alphavalue = 0.5f;
thread->viewport[0] = 0;
thread->viewport[1] = 0;
thread->viewport[2] = dpsoftrast.fb_width;