Finally fix the crash! Loaded memory for pixels that where labeled as invalid aka shouldn't fill
This commit is contained in:
@@ -6,4 +6,4 @@ rem assets.exe
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rem tracy/TracyClient.cpp -DTRACY_ENABLE
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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
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clang main.cpp -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
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79
main.cpp
79
main.cpp
@@ -298,6 +298,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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if(src->pixels == 0) return;
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PROFILE_SCOPE(draw_triangle);
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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@@ -334,25 +335,25 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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Vec8 Dy10 = vec8(dy10) * var1_8;
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Vec8 Dy21 = vec8(dy21) * var1_8;
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Vec8 Dy02 = vec8(dy02) * var1_8;
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Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w;
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Vec8I ui, vi;
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Vec8 iw_term0 = vec8(1.f / p0.w);
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Vec8 iw_term1 = vec8(1.f / p1.w);
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Vec8 iw_term2 = vec8(1.f / p2.w);
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U32 *destination = dst->pixels + dst->x*min_y;
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F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y);
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Vec8 area8 = vec8(area);
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for (S64 y = min_y; y < max_y; y++) {
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Vec8 Cx0 = vec8(Cy0);
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Vec8 Cx1 = vec8(Cy1);
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Vec8 Cx2 = vec8(Cy2);
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for (S64 x8 = min_x; x8 < max_x; x8+=8) {
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PROFILE_SCOPE(fill_triangle_outer);
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Cx0 = vec8(Cx0[7]) + Dy10;
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Cx1 = vec8(Cx1[7]) + Dy21;
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Cx2 = vec8(Cx2[7]) + Dy02;
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Vec8 should_fill;
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{
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Vec8 a = (vec8(x8) + var07);
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@@ -361,55 +362,71 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8);
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}
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w0 = Cx1 / area8;
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w1 = Cx2 / area8;
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w2 = Cx0 / area8;
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Vec8 w0 = Cx1 / area8;
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Vec8 w1 = Cx2 / area8;
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Vec8 w2 = Cx0 / area8;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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interpolated_w = vec8(1.f / p0.w) * w0 + vec8(1.f / p1.w) * w1 + vec8(1.f / p2.w) * w2;
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Vec8 interpolated_w = iw_term0 * w0 + iw_term1 * w1 + iw_term2 * w2;
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F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x));
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Vec8 depth = loadu8(depth_pointer);
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should_fill = should_fill & (depth < interpolated_w);
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invw0 = (w0 / vec8(p0.w));
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invw1 = (w1 / vec8(p1.w));
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invw2 = (w2 / vec8(p2.w));
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Vec8 invw0 = (w0 / vec8(p0.w));
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Vec8 invw1 = (w1 / vec8(p1.w));
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Vec8 invw2 = (w2 / vec8(p2.w));
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u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2;
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v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2;
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Vec8 u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2;
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Vec8 v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2;
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u /= interpolated_w;
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v /= interpolated_w;
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u = u - floor8(u);
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v = v - floor8(v);
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u = u * vec8(src->x - 1);
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v = v * vec8(src->y - 1);
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ui = convert_vec8_to_vec8i(u);
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vi = convert_vec8_to_vec8i(v);
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Vec8I ui = convert_vec8_to_vec8i(u);
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Vec8I vi = convert_vec8_to_vec8i(v);
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// Origin UV (0,0) is in bottom left
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_mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd);
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Vec8I indices = ui + ((vec8i(src->y) - vec8i(1) - vi) * vec8i(src->x));
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U32 *pixel[8] = {
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src->pixels + indices.e[0],
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src->pixels + indices.e[1],
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src->pixels + indices.e[2],
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src->pixels + indices.e[3],
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src->pixels + indices.e[4],
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src->pixels + indices.e[5],
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src->pixels + indices.e[6],
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src->pixels + indices.e[7],
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};
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S32 size = src->x * src->y;
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indices.simd = _mm256_min_epi32(_mm256_set1_ps(size), indices.simd);
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indices.simd = _mm256_max_epi32(_mm256_set1_ps(0), indices.simd);
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U32 pixel[8] = {};
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if(should_fill[0]) pixel[0] = src->pixels[indices.e[0]];
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if(should_fill[1]) pixel[1] = src->pixels[indices.e[1]];
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if(should_fill[2]) pixel[2] = src->pixels[indices.e[2]];
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if(should_fill[3]) pixel[3] = src->pixels[indices.e[3]];
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if(should_fill[4]) pixel[4] = src->pixels[indices.e[4]];
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if(should_fill[5]) pixel[5] = src->pixels[indices.e[5]];
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if(should_fill[6]) pixel[6] = src->pixels[indices.e[6]];
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if(should_fill[7]) pixel[7] = src->pixels[indices.e[7]];
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// Vec8I *pixelv = (Vec8I *)pixel;
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// Vec8I texel_i_a = *pixelv & vec8i(0xff000000);
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// Vec8I texel_i_b = *pixelv & vec8i(0x00ff0000);
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// Vec8I texel_i_g = *pixelv & vec8i(0x0000ff00);
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// Vec8I texel_i_r = *pixelv & vec8i(0x000000ff);
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// Vec8 texel_a = convert_vec8i_to_vec8(texel_i_a >> 24) / vec8(255.f);
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// Vec8 texel_b = convert_vec8i_to_vec8(texel_i_b >> 16) / vec8(255.f);
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// Vec8 texel_g = convert_vec8i_to_vec8(texel_i_g >> 8 ) / vec8(255.f);
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// Vec8 texel_r = convert_vec8i_to_vec8(texel_i_r >> 0 ) / vec8(255.f);
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// texel_r = texel_r * texel_r;
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// texel_g = texel_g * texel_g;
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// texel_b = texel_b * texel_b;
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U32 *dst_pixel = destination + x8;
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for(S64 i = 0; i < 8; i++){
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if (should_fill[i]){
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PROFILE_SCOPE(fill_triangle_after_depth_test);
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Vec4 result_color; {
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U32 c = *pixel[i];
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Vec4 result_color;// = {texel_r[i], texel_g[i], texel_b[i], texel_a[i]};
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{
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U32 c = pixel[i];
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F32 a = ((c & 0xff000000) >> 24) / 255.f;
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F32 b = ((c & 0x00ff0000) >> 16) / 255.f;
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F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
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@@ -25,7 +25,8 @@ const char *profile_scope_names[] = {
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struct ProfileState {
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U64 samples[5096*32];
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S64 i;
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S32 pixel_counts[5096*32];
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S32 i;
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};
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global ProfileState profile_scopes[ProfileScopeName_Count];
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4
vec.cpp
4
vec.cpp
@@ -39,6 +39,8 @@ Vec8I vec8i(S32 a, S32 b, S32 c, S32 d, S32 e, S32 f, S32 g, S32 h){ return {_mm
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Vec8I operator>(Vec8I a, Vec8I b){
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return {_mm256_cmpgt_epi32(a.simd, b.simd)};
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}
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Vec8I operator>>(Vec8I a, U8 v){ return {_mm256_srai_epi32(a.simd, v)}; }
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Vec8I operator&(Vec8I a, Vec8I b){ return {_mm256_and_si256(a.simd, b.simd)}; }
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Vec8I operator+(Vec8I a, Vec8I b){ return {_mm256_add_epi32(a.simd, b.simd)}; }
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Vec8I operator-(Vec8I a, Vec8I b){ return {_mm256_sub_epi32(a.simd, b.simd)}; }
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Vec8I operator*(Vec8I a, Vec8I b){
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@@ -48,3 +50,5 @@ Vec8I operator*(Vec8I a, Vec8I b){
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Vec8I operator+=(Vec8I &a, Vec8I b){ return a + b; }
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Vec8I convert_vec8_to_vec8i(Vec8 v){ return Vec8I{_mm256_cvtps_epi32(v.simd)}; }
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Vec8 convert_vec8i_to_vec8(Vec8I v){ return {_mm256_cvtepi32_ps(v.simd)}; }
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