Init optimization log

This commit is contained in:
Krzosa Karol
2022-06-29 18:52:43 +02:00
parent efdc23ea57
commit 5594165623
3 changed files with 226 additions and 3 deletions

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@@ -1,8 +1,8 @@
@echo off @echo off
clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib rem clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib
assets.exe rem assets.exe
rem tracy/TracyClient.cpp -DTRACY_ENABLE rem tracy/TracyClient.cpp -DTRACY_ENABLE

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@@ -411,7 +411,6 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
} }
// if(os.frame > 10) PROFILE_END(draw_triangle); // if(os.frame > 10) PROFILE_END(draw_triangle);
} }
function function

224
optimization_log.cpp Normal file
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@@ -0,0 +1,224 @@
function
void draw_triangle_nearest1(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) {
F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
S64 min_x = (S64)max(0.f, floor(min_x1));
S64 min_y = (S64)max(0.f, floor(min_y1));
S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
U32 *destination = dst->pixels + dst->x*min_y;
F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
for (S64 y = min_y; y < max_y; y++) {
for (S64 x = min_x; x < max_x; x++) {
F32 Cx0 = edge_function(p0, p1, { (F32)x,(F32)y });
F32 Cx1 = edge_function(p1, p2, { (F32)x,(F32)y });
F32 Cx2 = edge_function(p2, p0, { (F32)x,(F32)y });
if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
// ZoneNamedN(fill, "fill_pixel", true);
F32 w1 = Cx1 / area;
F32 w2 = Cx2 / area;
F32 w3 = Cx0 / area;
// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
F32* depth = depth_buffer + (x + y * dst->x);
if (*depth < interpolated_w) {
*depth = interpolated_w;
F32 invw0 = (w1 / p0.w);
F32 invw1 = (w2 / p1.w);
F32 invw2 = (w3 / p2.w);
Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
{
u /= interpolated_w;
v /= interpolated_w;
u = u - floor(u);
v = v - floor(v);
u = u * (src->x - 1);
v = v * (src->y - 1);
}
S64 ui = (S64)(u);
S64 vi = (S64)(v);
//F32 udiff = u - (F32)ui;
//F32 vdiff = v - (F32)vi;
// Origin UV (0,0) is in bottom left
U32 *dst_pixel = destination + x;
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
Vec4 result_color; {
U32 c = *pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r;
g*=g;
b*=b;
result_color = { r,g,b,a };
}
Vec4 dst_color; {
U32 c = *dst_pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r; g*=g; b*=b;
dst_color = { r,g,b,a };
}
#if 0
Vec3 light_color = vec3(0.8,0.8,1);
constexpr F32 ambient_strength = 0.1f; {
Vec3 ambient = ambient_strength * light_color;
Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
result_color.rgb *= (ambient+diffuse);
}
#endif
result_color = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
}
destination += dst->x;
}
}
function
void draw_triangle_nearest_b(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) {
// if(os.frame > 10) PROFILE_BEGIN(draw_triangle);
// ZoneScopedN("draw_triangle");
F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
S64 min_x = (S64)max(0.f, floor(min_x1));
S64 min_y = (S64)max(0.f, floor(min_y1));
S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
F32 dy10 = (p1.y - p0.y);
F32 dy21 = (p2.y - p1.y);
F32 dy02 = (p0.y - p2.y);
F32 dx10 = (p1.x - p0.x);
F32 dx21 = (p2.x - p1.x);
F32 dx02 = (p0.x - p2.x);
F32 C0 = dy10 * (p0.x) - dx10 * (p0.y);
F32 C1 = dy21 * (p1.x) - dx21 * (p1.y);
F32 C2 = dy02 * (p2.x) - dx02 * (p2.y);
F32 Cy0 = dy10 * min_x - dx10 * min_y - C0;
F32 Cy1 = dy21 * min_x - dx21 * min_y - C1;
F32 Cy2 = dy02 * min_x - dx02 * min_y - C2;
U32 *destination = dst->pixels + dst->x*min_y;
F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
for (S64 y = min_y; y < max_y; y++) {
F32 Cx0 = Cy0;
F32 Cx1 = Cy1;
F32 Cx2 = Cy2;
for (S64 x = min_x; x < max_x; x++) {
if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
// ZoneNamedN(fill, "fill_pixel", true);
F32 w1 = Cx1 / area;
F32 w2 = Cx2 / area;
F32 w3 = Cx0 / area;
// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object
F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
F32* depth = depth_buffer + (x + y * dst->x);
if (*depth < interpolated_w) {
*depth = interpolated_w;
F32 invw0 = (w1 / p0.w);
F32 invw1 = (w2 / p1.w);
F32 invw2 = (w3 / p2.w);
Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
{
u /= interpolated_w;
v /= interpolated_w;
u = u - floor(u);
v = v - floor(v);
u = u * (src->x - 1);
v = v * (src->y - 1);
}
S64 ui = (S64)(u);
S64 vi = (S64)(v);
//F32 udiff = u - (F32)ui;
//F32 vdiff = v - (F32)vi;
// Origin UV (0,0) is in bottom left
U32 *dst_pixel = destination + x;
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
Vec4 result_color; {
U32 c = *pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r;
g*=g;
b*=b;
result_color = { r,g,b,a };
}
Vec4 dst_color; {
U32 c = *dst_pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r; g*=g; b*=b;
dst_color = { r,g,b,a };
}
#if 0
Vec3 light_color = vec3(0.8,0.8,1);
constexpr F32 ambient_strength = 0.1f; {
Vec3 ambient = ambient_strength * light_color;
Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
result_color.rgb *= (ambient+diffuse);
}
#endif
result_color = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
Cx0 += dy10;
Cx1 += dy21;
Cx2 += dy02;
}
Cy0 -= dx10;
Cy1 -= dx21;
Cy2 -= dx02;
destination += dst->x;
}
// if(os.frame > 10) PROFILE_END(draw_triangle);
}