Files
software_rasterizer/optimization_log.cpp
2022-07-05 16:22:42 +02:00

1028 lines
35 KiB
C++

function
void draw_triangle_nearest_a(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);
U64 fill_pixels_begin = __rdtsc();
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;
}
U64 end_time = __rdtsc();
filled_pixel_total_time += end_time - fill_pixels_begin;
filled_pixel_count += (max_x - min_x)*(max_y - min_y);
// if(os.frame > 10) PROFILE_END(draw_triangle);
}
function
void draw_triangle_bilinear(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)clamp_bot(0.f, floor(min_x1));
S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
F32 area = edge_function(p0, p1, p2);
for (S64 y = min_y; y < max_y; y++) {
for (S64 x = min_x; x < max_x; x++) {
F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y });
F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
F32 w1 = edge1 / area;
F32 w2 = edge2 / area;
F32 w3 = edge0 / area;
F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
// @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* 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 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
U32 *dst_pixel = dst->pixels + (x + y * dst->x);
#if 0
Vec4 result_color = vec4abgr(*pixel);
#else
Vec4 pixelx1y1 = vec4abgr(*pixel);
Vec4 pixelx2y1 = vec4abgr(*(pixel + 1));
Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x));
Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x));
pixelx1y1 = srgb_to_almost_linear(pixelx1y1);
pixelx2y1 = srgb_to_almost_linear(pixelx2y1);
pixelx1y2 = srgb_to_almost_linear(pixelx1y2);
pixelx2y2 = srgb_to_almost_linear(pixelx2y2);
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
#endif
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);
}
Vec4 dst_color = vec4abgr(*dst_pixel);
dst_color = srgb_to_almost_linear(dst_color);
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;
}
}
}
}
}
function
void draw_triangle_nearest_c(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 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;
Vec8 Cx0;
Vec8 Cx1;
Vec8 Cx2;
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
Vec8 Dy10 = vec8(dy10) * var07;
Vec8 Dy21 = vec8(dy21) * var07;
Vec8 Dy02 = vec8(dy02) * var07;
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++) {
Cx0 = vec8(Cy0);
Cx1 = vec8(Cy1);
Cx2 = vec8(Cy2);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
PROFILE_SCOPE(fill_triangle_outer);
Cx0 += Dy10;
Cx1 += Dy21;
Cx2 += Dy02;
Vec8I x = vec8i(x8) + var07i;
for(S64 i = 0; i < 8; i++){
// S64 x = x8+i;
if (Cx0[0] >= 0 && Cx1[0] >= 0 && Cx2[0] >= 0) {
PROFILE_SCOPE(fill_triangle_inner);
F32 w1 = Cx1[0] / area;
F32 w2 = Cx2[0] / area;
F32 w3 = Cx0[0] / 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[i] + y * dst->x);
if (*depth < interpolated_w) {
PROFILE_SCOPE(fill_triangle_after_depth_test);
*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[i];
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[0] += dy10;
Cx1[0] += dy21;
Cx2[0] += dy02;
}
}
Cy0 -= dx10;
Cy1 -= dx21;
Cy2 -= dx02;
destination += dst->x;
}
}
function
void draw_triangle_nearest_d_bugged(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 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;
Vec8 zero8 = vec8(0);
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8);
Vec8 Dy10 = vec8(dy10) * var1_8;
Vec8 Dy21 = vec8(dy21) * var1_8;
Vec8 Dy02 = vec8(dy02) * var1_8;
Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w;
Vec8I ui, vi;
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);
Vec8 area8 = vec8(area);
for (S64 y = min_y; y < max_y; y++) {
Vec8 Cx0 = vec8(Cy0);
Vec8 Cx1 = vec8(Cy1);
Vec8 Cx2 = vec8(Cy2);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
PROFILE_SCOPE(fill_triangle_outer);
Cx0 = vec8(Cx0[7]) + Dy10;
Cx1 = vec8(Cx1[7]) + Dy21;
Cx2 = vec8(Cx2[7]) + Dy02;
Vec8 should_fill;
{
Vec8 a = (vec8(x8) + var07);
Vec8 b = vec8(max_x);
should_fill = a < b;
should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8);
}
w0 = Cx1 / area8;
w1 = Cx2 / area8;
w2 = Cx0 / area8;
// @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
interpolated_w = vec8(1.f / p0.w) * w0 + vec8(1.f / p1.w) * w1 + vec8(1.f / p2.w) * w2;
F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x));
Vec8 depth = loadu8(depth_pointer);
should_fill = should_fill & (depth < interpolated_w);
invw0 = (w0 / vec8(p0.w));
invw1 = (w1 / vec8(p1.w));
invw2 = (w2 / vec8(p2.w));
u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2;
v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2;
u /= interpolated_w;
v /= interpolated_w;
u = u - floor8(u);
v = v - floor8(v);
u = u * vec8(src->x - 1);
v = v * vec8(src->y - 1);
ui = convert_vec8_to_vec8i(u);
vi = convert_vec8_to_vec8i(v);
// Origin UV (0,0) is in bottom left
_mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd);
Vec8I indices = ui + ((vec8i(src->y) - vec8i(1) - vi) * vec8i(src->x));
U32 *pixel[8] = {
src->pixels + indices.e[0],
src->pixels + indices.e[1],
src->pixels + indices.e[2],
src->pixels + indices.e[3],
src->pixels + indices.e[4],
src->pixels + indices.e[5],
src->pixels + indices.e[6],
src->pixels + indices.e[7],
};
U32 *dst_pixel = destination + x8;
for(S64 i = 0; i < 8; i++){
if (should_fill[i]){
PROFILE_SCOPE(fill_triangle_after_depth_test);
Vec4 result_color; {
U32 c = *pixel[i];
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[i];
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
// Premultiplied alpha
{
result_color.r = result_color.r + ((1-result_color.a) * dst_color.r);
result_color.g = result_color.g + ((1-result_color.a) * dst_color.g);
result_color.b = result_color.b + ((1-result_color.a) * dst_color.b);
result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a;
}
// Almost linear to srgb
{
result_color.r = sqrtf(result_color.r);
result_color.g = sqrtf(result_color.g);
result_color.b = sqrtf(result_color.b);
}
U32 color32;
{
U8 red = (U8)(result_color.r * 255);
U8 green = (U8)(result_color.g * 255);
U8 blue = (U8)(result_color.b * 255);
U8 alpha = (U8)(result_color.a * 255);
color32 = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0);
}
dst_pixel[i] = color32;
}
}
}
Cy0 -= dx10;
Cy1 -= dx21;
Cy2 -= dx02;
destination += dst->x;
}
}
function
void draw_triangle_nearest_e(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 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;
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8);
Vec8 Dy10 = vec8(dy10) * var07;
Vec8 Dy21 = vec8(dy21) * var07;
Vec8 Dy02 = vec8(dy02) * var07;
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++) {
Vec8 Cx0 = vec8(Cy0);
Vec8 Cx1 = vec8(Cy1);
Vec8 Cx2 = vec8(Cy2);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
PROFILE_SCOPE(fill_triangle_outer);
Cx0 = vec8(Cx0[7]) + Dy10*var1_8;
Cx1 = vec8(Cx1[7]) + Dy21*var1_8;
Cx2 = vec8(Cx2[7]) + Dy02*var1_8;
Vec8I x = vec8i(x8) + var07i;
for(S64 i = 0; i < 8; i++){
// S64 x = x8+i;
if (Cx0[i] >= 0 && Cx1[i] >= 0 && Cx2[i] >= 0) {
PROFILE_SCOPE(fill_triangle_inner);
F32 w1 = Cx1[i] / area;
F32 w2 = Cx2[i] / area;
F32 w3 = Cx0[i] / 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[i] + y * dst->x);
if (*depth < interpolated_w) {
PROFILE_SCOPE(fill_triangle_after_depth_test);
*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[i];
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;
}
}
}
}
Cy0 -= dx10;
Cy1 -= dx21;
Cy2 -= dx02;
destination += dst->x;
}
}
function
void draw_triangle_nearest_f(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 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;
Vec8 var255 = vec8(255);
Vec8 zero8 = vec8(0);
Vec8 var1 = vec8(1);
Vec8I var0i = vec8i(0);
Vec8I var1i = vec8i(1);
Vec8I var07i = vec8i(0,1,2,3,4,5,6,7);
Vec8 var07 = vec8(0,1,2,3,4,5,6,7);
Vec8 var1_8 = vec8(1,2,3,4,5,6,7,8);
Vec8 Dy10 = vec8(dy10) * var1_8;
Vec8 Dy21 = vec8(dy21) * var1_8;
Vec8 Dy02 = vec8(dy02) * var1_8;
Vec8 iw_term0 = vec8(1.f / p0.w);
Vec8 iw_term1 = vec8(1.f / p1.w);
Vec8 iw_term2 = vec8(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);
Vec8 area8 = vec8(area);
U64 fill_pixels_begin = __rdtsc();
for (S64 y = min_y; y < max_y; y++) {
Vec8 Cx0 = vec8(Cy0);
Vec8 Cx1 = vec8(Cy1);
Vec8 Cx2 = vec8(Cy2);
for (S64 x8 = min_x; x8 < max_x; x8+=8) {
Cx0 = vec8(Cx0[7]) + Dy10;
Cx1 = vec8(Cx1[7]) + Dy21;
Cx2 = vec8(Cx2[7]) + Dy02;
Vec8 should_fill;
{
Vec8 a = (vec8(x8) + var07);
Vec8 b = vec8(max_x);
should_fill = a < b;
should_fill = should_fill & (Cx0 >= zero8 & Cx1 >= zero8 & Cx2 >= zero8);
}
Vec8 w0 = Cx1 / area8;
Vec8 w1 = Cx2 / area8;
Vec8 w2 = Cx0 / area8;
// @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
Vec8 interpolated_w = iw_term0 * w0 + iw_term1 * w1 + iw_term2 * w2;
F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x));
Vec8 depth = loadu8(depth_pointer);
should_fill = should_fill & (depth < interpolated_w);
Vec8 invw0 = (w0 / vec8(p0.w));
Vec8 invw1 = (w1 / vec8(p1.w));
Vec8 invw2 = (w2 / vec8(p2.w));
Vec8 u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2;
Vec8 v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2;
u /= interpolated_w;
v /= interpolated_w;
u = u - floor8(u);
v = v - floor8(v);
u = u * vec8(src->x - 1);
v = v * vec8(src->y - 1);
Vec8I ui = convert_vec8_to_vec8i(u);
Vec8I vi = convert_vec8_to_vec8i(v);
// Origin UV (0,0) is in bottom left
_mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd);
Vec8I indices = ui + ((vec8i(src->y) - var1i - vi) * vec8i(src->x));
S32 size = src->x * src->y;
indices.simd = _mm256_min_epi32(_mm256_set1_ps(size), indices.simd);
indices.simd = _mm256_max_epi32(var0i.simd, indices.simd);
//
// Fetch and calculate texel values
//
Vec8I pixel;
if(should_fill[0]) pixel.e[0] = src->pixels[indices.e[0]];
if(should_fill[1]) pixel.e[1] = src->pixels[indices.e[1]];
if(should_fill[2]) pixel.e[2] = src->pixels[indices.e[2]];
if(should_fill[3]) pixel.e[3] = src->pixels[indices.e[3]];
if(should_fill[4]) pixel.e[4] = src->pixels[indices.e[4]];
if(should_fill[5]) pixel.e[5] = src->pixels[indices.e[5]];
if(should_fill[6]) pixel.e[6] = src->pixels[indices.e[6]];
if(should_fill[7]) pixel.e[7] = src->pixels[indices.e[7]];
Vec8I texel_i_a = pixel & vec8i(0xff000000);
Vec8I texel_i_b = pixel & vec8i(0x00ff0000);
Vec8I texel_i_g = pixel & vec8i(0x0000ff00);
Vec8I texel_i_r = pixel & vec8i(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 = (texel_i_a >> 24);
texel_i_a = texel_i_a & vec8i(0x000000ff);
texel_i_b = (texel_i_b >> 16);
texel_i_g = (texel_i_g >> 8 );
texel_i_r = (texel_i_r >> 0 );
Vec8 texel_a = convert_vec8i_to_vec8(texel_i_a);
Vec8 texel_b = convert_vec8i_to_vec8(texel_i_b);
Vec8 texel_g = convert_vec8i_to_vec8(texel_i_g);
Vec8 texel_r = convert_vec8i_to_vec8(texel_i_r);
Vec8 v255 = vec8(255.f);
texel_a = texel_a / v255;
texel_b = texel_b / v255;
texel_g = texel_g / v255;
texel_r = texel_r / v255;
texel_r = texel_r * texel_r;
texel_g = texel_g * texel_g;
texel_b = texel_b * texel_b;
//
// Fetch and calculate dst pixels
//
U32 *dst_memory = destination + x8;
Vec8I dst_pixel = {_mm256_maskload_epi32((const int *)dst_memory, should_fill.simd)};
Vec8I dst_i_a = dst_pixel & vec8i(0xff000000);
Vec8I dst_i_b = dst_pixel & vec8i(0x00ff0000);
Vec8I dst_i_g = dst_pixel & vec8i(0x0000ff00);
Vec8I dst_i_r = dst_pixel & vec8i(0x000000ff);
dst_i_a = dst_i_a >> 24;
dst_i_a = dst_i_a & vec8i(0x000000ff);
dst_i_b = dst_i_b >> 16 ;
dst_i_g = dst_i_g >> 8;
Vec8 dst_a = convert_vec8i_to_vec8(dst_i_a) / var255;
Vec8 dst_b = convert_vec8i_to_vec8(dst_i_b) / var255;
Vec8 dst_g = convert_vec8i_to_vec8(dst_i_g) / var255;
Vec8 dst_r = convert_vec8i_to_vec8(dst_i_r) / var255;
dst_r *= dst_r;
dst_g *= dst_g;
dst_b *= dst_b;
// Premultiplied alpha
{
dst_r = texel_r + ((var1-texel_a) * dst_r);
dst_g = texel_g + ((var1-texel_a) * dst_g);
dst_b = texel_b + ((var1-texel_a) * dst_b);
dst_a = texel_a + dst_a - texel_a*dst_a;
}
// Almost linear to srgb
{
dst_r.simd = {_mm256_sqrt_ps(dst_r.simd)};
dst_g.simd = {_mm256_sqrt_ps(dst_g.simd)};
dst_b.simd = {_mm256_sqrt_ps(dst_b.simd)};
}
Vec8I result;
for(S64 i = 0; i < 8; i++){
if (should_fill[i]){
U8 red = (U8)(dst_r[i] * 255);
U8 green = (U8)(dst_g[i] * 255);
U8 blue = (U8)(dst_b[i] * 255);
U8 alpha = (U8)(dst_a[i] * 255);
result.e[i] = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0);
}
}
_mm256_maskstore_epi32((int *)dst_memory, should_fill.simd, result.simd);
}
Cy0 -= dx10;
Cy1 -= dx21;
Cy2 -= dx02;
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);
}