Optimizing, brought back edge function, got rid of a bunch of divides

This commit is contained in:
Krzosa Karol
2022-07-07 17:29:53 +02:00
parent 7a1de15e50
commit a42438859b
2 changed files with 319 additions and 12 deletions

View File

@@ -6,4 +6,6 @@ rem assets.exe
rem tracy/TracyClient.cpp -DTRACY_ENABLE rem tracy/TracyClient.cpp -DTRACY_ENABLE
clang main.cpp -O2 -mavx2 -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib -Wl,optick\lib\x64\release\OptickCore.lib pushd %~dp0
clang main.cpp -O2 -mavx2 -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib
popd

327
main.cpp
View File

@@ -295,7 +295,7 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
U64 filled_pixel_count; U64 filled_pixel_count;
U64 filled_pixel_total_time; U64 filled_pixel_total_time;
// #include "optimization_log.cpp" #include "optimization_log.cpp"
function function
void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
@@ -327,6 +327,311 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32 dx21 = (p2.x - p1.x); F32 dx21 = (p2.x - p1.x);
F32 dx02 = (p0.x - p2.x); F32 dx02 = (p0.x - p2.x);
F32x8 var255 = _mm256_set1_ps(255);
F32x8 var0 = _mm256_set1_ps(0);
F32x8 var1 = _mm256_set1_ps(1);
F32x8 var_max_x = _mm256_set1_ps(max_x);
F32x8 var07 = _mm256_set_ps(7,6,5,4,3,2,1,0);
F32x8 inv255 = _mm256_div_ps(var1, var255);
F32x8 var_src_x_minus_one = _mm256_set1_ps(src->x-1);
F32x8 var_src_y_minus_one = _mm256_set1_ps(src->y-1);
S32x8 var_src_y_minus_one_int = _mm256_set1_epi32(src->y-1);
S32x8 var_src_x_int = _mm256_set1_epi32(src->x);
S32x8 var_0xff000000 = _mm256_set1_epi32(0xff000000);
S32x8 var_0x00ff0000 = _mm256_set1_epi32(0x00ff0000);
S32x8 var_0x0000ff00 = _mm256_set1_epi32(0x0000ff00);
S32x8 var_0x000000ff = _mm256_set1_epi32(0x000000ff);
F32x8 var_tex0x = _mm256_set1_ps(tex0.x);
F32x8 var_tex1x = _mm256_set1_ps(tex1.x);
F32x8 var_tex2x = _mm256_set1_ps(tex2.x);
F32x8 var_tex0y = _mm256_set1_ps(tex0.y);
F32x8 var_tex1y = _mm256_set1_ps(tex1.y);
F32x8 var_tex2y = _mm256_set1_ps(tex2.y);
F32x8 inv_p0w = _mm256_div_ps(var1, _mm256_set1_ps(p0.w));
F32x8 inv_p1w = _mm256_div_ps(var1, _mm256_set1_ps(p1.w));
F32x8 inv_p2w = _mm256_div_ps(var1, _mm256_set1_ps(p2.w));
F32x8 one_over_p0w = _mm256_set1_ps(1.f / p0.w);
F32x8 one_over_p1w = _mm256_set1_ps(1.f / p1.w);
F32x8 one_over_p2w = _mm256_set1_ps(1.f / p2.w);
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);
F32x8 inv_area8 = _mm256_div_ps(var1, _mm256_set1_ps(area));
F32x8 _dy10 = _mm256_set1_ps(dy10);
F32x8 _dx10 = _mm256_set1_ps(dx10);
F32x8 _dy21 = _mm256_set1_ps(dy21);
F32x8 _dx21 = _mm256_set1_ps(dx21);
F32x8 _dy02 = _mm256_set1_ps(dy02);
F32x8 _dx02 = _mm256_set1_ps(dx02);
F32x8 p0_x = _mm256_set1_ps(p0.x);
F32x8 p0_y = _mm256_set1_ps(p0.y);
F32x8 p1_x = _mm256_set1_ps(p1.x);
F32x8 p1_y = _mm256_set1_ps(p1.y);
F32x8 p2_x = _mm256_set1_ps(p2.x);
F32x8 p2_y = _mm256_set1_ps(p2.y);
U64 fill_pixels_begin = __rdtsc();
for (S64 y = min_y; y < max_y; y++) {
F32x8 Y = _mm256_set1_ps(y);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
F32x8 X = _mm256_add_ps(_mm256_set1_ps(x8), var07);
// F32x8 Cx0 = (p1.y - p0.y) * (p.x - p0.x) - (p1.x - p0.x) * (p.y - p0.y);
F32x8 px_minus_0x = _mm256_sub_ps(X, p0_x);
F32x8 py_minus_0y = _mm256_sub_ps(Y, p0_y);
F32x8 left0 = _mm256_mul_ps(_dy10, px_minus_0x);
F32x8 right0 = _mm256_mul_ps(_dx10, py_minus_0y);
F32x8 Cx0 = _mm256_sub_ps(left0,right0);
// F32 result = (p2.y - p1.y) * (p.x - p1.x) - (p2.x - p1.x) * (p.y - p1.y);
F32x8 px_minus_1x = _mm256_sub_ps(X, p1_x);
F32x8 py_minus_1y = _mm256_sub_ps(Y, p1_y);
F32x8 left1 = _mm256_mul_ps(_dy21, px_minus_1x);
F32x8 right1 = _mm256_mul_ps(_dx21, py_minus_1y);
F32x8 Cx1 = _mm256_sub_ps(left1,right1);
// F32 result = (p0.y - p2.y) * (p.x - p2.x) - (p0.x - p2.x) * (p.y - p2.y);
F32x8 px_minus_2x = _mm256_sub_ps(X, p2_x);
F32x8 py_minus_2y = _mm256_sub_ps(Y, p2_y);
F32x8 left2 = _mm256_mul_ps(_dy02, px_minus_2x);
F32x8 right2 = _mm256_mul_ps(_dx02, py_minus_2y);
F32x8 Cx2 = _mm256_sub_ps(left2,right2);
F32x8 should_fill;
F32x8 i11 = _mm256_set1_ps(x8);
F32x8 i12 = _mm256_add_ps(i11, var07);
F32x8 i13 = _mm256_cmp_ps(i12, var_max_x, _CMP_LT_OQ);
F32x8 i6 = _mm256_cmp_ps(Cx0, var0, _CMP_GE_OQ);
F32x8 i7 = _mm256_cmp_ps(Cx1, var0, _CMP_GE_OQ);
F32x8 i8 = _mm256_cmp_ps(Cx2, var0, _CMP_GE_OQ);
F32x8 i9 = _mm256_and_ps(i6, i7);
F32x8 i10 = _mm256_and_ps(i9, i8);
should_fill = _mm256_and_ps(i13, i10);
F32x8 w0 = _mm256_mul_ps(Cx1, inv_area8);
F32x8 w1 = _mm256_mul_ps(Cx2, inv_area8);
F32x8 w2 = _mm256_mul_ps(Cx0, inv_area8);
// @Todo: Turn this into 1 / interpolated_w, turns out in theory it should be
// more performant but couldn't make it work
// @Old_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
F32x8 interpolated_w;
F32x8 i14 = _mm256_mul_ps(one_over_p0w, w0); //
F32x8 i15 = _mm256_mul_ps(one_over_p1w, w1);
F32x8 i16 = _mm256_mul_ps(one_over_p2w, w2);
F32x8 i17 = _mm256_add_ps(i14, i15);
F32x8 i18 = _mm256_add_ps(i16, i17);
interpolated_w = {i18};
F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x));
F32x8 depth = _mm256_loadu_ps(depth_pointer);
F32x8 should_fill_term = _mm256_cmp_ps(depth, interpolated_w, _CMP_LT_OQ);
should_fill = _mm256_and_ps(should_fill, should_fill_term);
#if 0
// If all pixels are not going to get drawn then opt out
// Seems to decrease perf
F32x8 compare_with_zero = _mm256_cmpeq_epi32(should_fill, var0);
int mask = _mm256_movemask_epi8(compare_with_zero);
if(mask == 1) continue;
#endif
F32x8 invw0 = _mm256_mul_ps(w0, inv_p0w);
F32x8 invw1 = _mm256_mul_ps(w1, inv_p1w);
F32x8 invw2 = _mm256_mul_ps(w2, inv_p2w);
F32x8 u_term0 = _mm256_mul_ps(var_tex0x, invw0);
F32x8 u_term1 = _mm256_mul_ps(var_tex1x, invw1);
F32x8 u_term2 = _mm256_mul_ps(var_tex2x, invw2);
F32x8 u_term3 = _mm256_add_ps(u_term0, u_term1);
F32x8 u0 = _mm256_add_ps(u_term2, u_term3);
F32x8 v_term0 = _mm256_mul_ps(var_tex0y, invw0);
F32x8 v_term1 = _mm256_mul_ps(var_tex1y, invw1);
F32x8 v_term2 = _mm256_mul_ps(var_tex2y, invw2);
F32x8 v_term3 = _mm256_add_ps(v_term0, v_term1);
F32x8 v0 = _mm256_add_ps(v_term2, v_term3);
F32x8 u1 = _mm256_div_ps(u0, interpolated_w);
F32x8 v1 = _mm256_div_ps(v0, interpolated_w);
F32x8 u_floored = _mm256_floor_ps(u1);
F32x8 v_floored = _mm256_floor_ps(v1);
F32x8 u2 = _mm256_sub_ps(u1, u_floored);
F32x8 v2 = _mm256_sub_ps(v1, v_floored);
F32x8 u3 = _mm256_mul_ps(u2, var_src_x_minus_one);
F32x8 v3 = _mm256_mul_ps(v2, var_src_y_minus_one);
F32x8 ui = _mm256_cvtps_epi32(u3);
F32x8 vi = _mm256_cvtps_epi32(v3);
// Origin UV (0,0) is in bottom left
_mm256_maskstore_epi32((int *)depth_pointer, should_fill, interpolated_w);
S32x8 indices1 = _mm256_sub_epi32(var_src_y_minus_one_int, vi);
S32x8 indices3 = _mm256_mullo_epi32(var_src_x_int, indices1);
S32x8 indices = _mm256_add_epi32(indices3, ui);
//
// Fetch and calculate texel values
//
S32x8 pixel;
if(I(should_fill, 0)) Is(pixel, 0) = src->pixels[Is(indices, 0)];
if(I(should_fill, 1)) Is(pixel, 1) = src->pixels[Is(indices, 1)];
if(I(should_fill, 2)) Is(pixel, 2) = src->pixels[Is(indices, 2)];
if(I(should_fill, 3)) Is(pixel, 3) = src->pixels[Is(indices, 3)];
if(I(should_fill, 4)) Is(pixel, 4) = src->pixels[Is(indices, 4)];
if(I(should_fill, 5)) Is(pixel, 5) = src->pixels[Is(indices, 5)];
if(I(should_fill, 6)) Is(pixel, 6) = src->pixels[Is(indices, 6)];
if(I(should_fill, 7)) Is(pixel, 7) = src->pixels[Is(indices, 7)];
S32x8 texel_i_a = _mm256_and_si256(pixel, var_0xff000000);
S32x8 texel_i_b = _mm256_and_si256(pixel, var_0x00ff0000);
S32x8 texel_i_g = _mm256_and_si256(pixel, var_0x0000ff00);
S32x8 texel_i_r = _mm256_and_si256(pixel, var_0x000000ff);
// Alpha is done this way because signed integer shift is weird
// When sign bit is set it sets all bits that we shift the sign through
// So first we shift
texel_i_a = _mm256_srai_epi32(texel_i_a, 24);
texel_i_a = _mm256_and_si256(texel_i_a, var_0x000000ff);
texel_i_b = _mm256_srai_epi32(texel_i_b, 16);
texel_i_g = _mm256_srai_epi32(texel_i_g, 8 );
texel_i_r = _mm256_srai_epi32(texel_i_r, 0 );
F32x8 texel_a0 = _mm256_cvtepi32_ps(texel_i_a);
F32x8 texel_b0 = _mm256_cvtepi32_ps(texel_i_b);
F32x8 texel_g0 = _mm256_cvtepi32_ps(texel_i_g);
F32x8 texel_r0 = _mm256_cvtepi32_ps(texel_i_r);
F32x8 texel_b1 = _mm256_mul_ps(texel_b0, inv255);
F32x8 texel_g1 = _mm256_mul_ps(texel_g0, inv255);
F32x8 texel_r1 = _mm256_mul_ps(texel_r0, inv255);
F32x8 texel_a1 = _mm256_mul_ps(texel_a0, inv255);
texel_r1 = _mm256_mul_ps(texel_r1, texel_r1);
texel_g1 = _mm256_mul_ps(texel_g1, texel_g1);
texel_b1 = _mm256_mul_ps(texel_b1, texel_b1);
//
// Fetch and calculate dst pixels
//
U32 *dst_memory = destination + x8;
S32x8 dst_pixel = _mm256_maskload_epi32((const int *)dst_memory, should_fill);
S32x8 dst_i_a0 = _mm256_and_si256(dst_pixel, var_0xff000000);
S32x8 dst_i_b0 = _mm256_and_si256(dst_pixel, var_0x00ff0000);
S32x8 dst_i_g0 = _mm256_and_si256(dst_pixel, var_0x0000ff00);
S32x8 dst_i_r0 = _mm256_and_si256(dst_pixel, var_0x000000ff);
S32x8 dst_i_a1 = _mm256_srai_epi32(dst_i_a0, 24);
dst_i_a1 = _mm256_and_si256(dst_i_a1, var_0x000000ff);
S32x8 dst_i_b1 = _mm256_srai_epi32(dst_i_b0, 16);
S32x8 dst_i_g1 = _mm256_srai_epi32(dst_i_g0, 8);
S32x8 dst_i_r1 = dst_i_r0;
F32x8 dst_a = _mm256_cvtepi32_ps(dst_i_a1);
F32x8 dst_b = _mm256_cvtepi32_ps(dst_i_b1);
F32x8 dst_g = _mm256_cvtepi32_ps(dst_i_g1);
F32x8 dst_r = _mm256_cvtepi32_ps(dst_i_r1);
dst_a = _mm256_mul_ps(dst_a, inv255);
dst_b = _mm256_mul_ps(dst_b, inv255);
dst_g = _mm256_mul_ps(dst_g, inv255);
dst_r = _mm256_mul_ps(dst_r, inv255);
dst_r = _mm256_mul_ps(dst_r, dst_r);
dst_g = _mm256_mul_ps(dst_g, dst_g);
dst_b = _mm256_mul_ps(dst_b, dst_b);
// Premultiplied alpha
{
dst_r = _mm256_add_ps(texel_r1, _mm256_mul_ps(_mm256_sub_ps(var1,texel_a1), dst_r));
dst_g = _mm256_add_ps(texel_g1, _mm256_mul_ps(_mm256_sub_ps(var1,texel_a1), dst_g));
dst_b = _mm256_add_ps(texel_b1, _mm256_mul_ps(_mm256_sub_ps(var1,texel_a1), dst_b));
dst_a = _mm256_sub_ps(_mm256_add_ps(texel_a1, dst_a), _mm256_mul_ps(texel_a1,dst_a));
}
// Almost linear to srgb
{
dst_r = _mm256_sqrt_ps(dst_r);
dst_g = _mm256_sqrt_ps(dst_g);
dst_b = _mm256_sqrt_ps(dst_b);
}
// Convert to integer format
dst_r = _mm256_mul_ps(dst_r, var255);
dst_g = _mm256_mul_ps(dst_g, var255);
dst_b = _mm256_mul_ps(dst_b, var255);
dst_a = _mm256_mul_ps(dst_a, var255);
S32x8 dst_r_int = _mm256_cvtps_epi32(dst_r);
S32x8 dst_g_int = _mm256_cvtps_epi32(dst_g);
S32x8 dst_b_int = _mm256_cvtps_epi32(dst_b);
S32x8 dst_a_int = _mm256_cvtps_epi32(dst_a);
S32x8 dst_int_a_shifted = _mm256_slli_epi32(dst_a_int, 24);
S32x8 dst_int_b_shifted = _mm256_slli_epi32(dst_b_int, 16);
S32x8 dst_int_g_shifted = _mm256_slli_epi32(dst_g_int, 8);
S32x8 dst_int_r_shifted = dst_r_int;
S32x8 packed_abgr0 = _mm256_or_si256(dst_int_a_shifted, dst_int_b_shifted);
S32x8 packed_abgr1 = _mm256_or_si256(dst_int_r_shifted, dst_int_g_shifted);
S32x8 packed_abgr2 = _mm256_or_si256(packed_abgr1, packed_abgr0);
_mm256_maskstore_epi32((int *)dst_memory, should_fill, packed_abgr2);
}
destination += dst->x;
}
U64 end_time = __rdtsc();
filled_pixel_total_time += end_time - fill_pixels_begin;
filled_pixel_count += (max_x - min_x)*(max_y - min_y);
}
function
void draw_triangle_nearest_iter(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(src->pixels == 0) return;
PROFILE_SCOPE(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));
if (min_y >= max_y) return;
if (min_x >= max_x) return;
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 C0 = dy10 * (p0.x) - dx10 * (p0.y);
F32 C1 = dy21 * (p1.x) - dx21 * (p1.y); F32 C1 = dy21 * (p1.x) - dx21 * (p1.y);
F32 C2 = dy02 * (p2.x) - dx02 * (p2.y); F32 C2 = dy02 * (p2.x) - dx02 * (p2.y);
@@ -338,6 +643,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32x8 var255 = _mm256_set1_ps(255); F32x8 var255 = _mm256_set1_ps(255);
F32x8 var0 = _mm256_set1_ps(0); F32x8 var0 = _mm256_set1_ps(0);
F32x8 var1 = _mm256_set1_ps(1); F32x8 var1 = _mm256_set1_ps(1);
F32x8 inv255 = _mm256_div_ps(var1, var255);
F32x8 var_max_x = _mm256_set1_ps(max_x); F32x8 var_max_x = _mm256_set1_ps(max_x);
F32x8 var07 = _mm256_set_ps(7,6,5,4,3,2,1,0); F32x8 var07 = _mm256_set_ps(7,6,5,4,3,2,1,0);
@@ -356,7 +662,6 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
S32x8 var_0x0000ff00 = _mm256_set1_epi32(0x0000ff00); S32x8 var_0x0000ff00 = _mm256_set1_epi32(0x0000ff00);
S32x8 var_0x000000ff = _mm256_set1_epi32(0x000000ff); S32x8 var_0x000000ff = _mm256_set1_epi32(0x000000ff);
F32x8 var_255 = _mm256_set1_ps(255);
F32x8 var_tex0x = _mm256_set1_ps(tex0.x); F32x8 var_tex0x = _mm256_set1_ps(tex0.x);
F32x8 var_tex1x = _mm256_set1_ps(tex1.x); F32x8 var_tex1x = _mm256_set1_ps(tex1.x);
F32x8 var_tex2x = _mm256_set1_ps(tex2.x); F32x8 var_tex2x = _mm256_set1_ps(tex2.x);
@@ -374,7 +679,6 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
U32 *destination = dst->pixels + dst->x*min_y; 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); F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
F32x8 area8 = _mm256_set1_ps(area); F32x8 area8 = _mm256_set1_ps(area);
U64 fill_pixels_begin = __rdtsc(); U64 fill_pixels_begin = __rdtsc();
for (S64 y = min_y; y < max_y; y++) { for (S64 y = min_y; y < max_y; y++) {
F32x8 Cx0 = _mm256_set1_ps(Cy0); F32x8 Cx0 = _mm256_set1_ps(Cy0);
@@ -502,10 +806,10 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32x8 texel_g0 = _mm256_cvtepi32_ps(texel_i_g); F32x8 texel_g0 = _mm256_cvtepi32_ps(texel_i_g);
F32x8 texel_r0 = _mm256_cvtepi32_ps(texel_i_r); F32x8 texel_r0 = _mm256_cvtepi32_ps(texel_i_r);
F32x8 texel_a1 = _mm256_div_ps(texel_a0, var_255); F32x8 texel_a1 = _mm256_mul_ps(texel_a0, inv255);
F32x8 texel_b1 = _mm256_div_ps(texel_b0, var_255); F32x8 texel_b1 = _mm256_mul_ps(texel_b0, inv255);
F32x8 texel_g1 = _mm256_div_ps(texel_g0, var_255); F32x8 texel_g1 = _mm256_mul_ps(texel_g0, inv255);
F32x8 texel_r1 = _mm256_div_ps(texel_r0, var_255); F32x8 texel_r1 = _mm256_mul_ps(texel_r0, inv255);
texel_r1 = _mm256_mul_ps(texel_r1, texel_r1); texel_r1 = _mm256_mul_ps(texel_r1, texel_r1);
texel_g1 = _mm256_mul_ps(texel_g1, texel_g1); texel_g1 = _mm256_mul_ps(texel_g1, texel_g1);
@@ -533,10 +837,10 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32x8 dst_g = _mm256_cvtepi32_ps(dst_i_g1); F32x8 dst_g = _mm256_cvtepi32_ps(dst_i_g1);
F32x8 dst_r = _mm256_cvtepi32_ps(dst_i_r1); F32x8 dst_r = _mm256_cvtepi32_ps(dst_i_r1);
dst_a = _mm256_div_ps(dst_a, var255); dst_a = _mm256_mul_ps(dst_a, inv255);
dst_b = _mm256_div_ps(dst_b, var255); dst_b = _mm256_mul_ps(dst_b, inv255);
dst_g = _mm256_div_ps(dst_g, var255); dst_g = _mm256_mul_ps(dst_g, inv255);
dst_r = _mm256_div_ps(dst_r, var255); dst_r = _mm256_mul_ps(dst_r, inv255);
dst_r = _mm256_mul_ps(dst_r, dst_r); dst_r = _mm256_mul_ps(dst_r, dst_r);
dst_g = _mm256_mul_ps(dst_g, dst_g); dst_g = _mm256_mul_ps(dst_g, dst_g);
@@ -590,6 +894,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
filled_pixel_count += (max_x - min_x)*(max_y - min_y); filled_pixel_count += (max_x - min_x)*(max_y - min_y);
} }
function function
void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
// ZoneNamedN(m, "draw_all_meshes", true); // ZoneNamedN(m, "draw_all_meshes", true);