Beispiel #1
0
void S_PaintChannelFrom16_altivec( portable_samplepair_t paintbuffer[PAINTBUFFER_SIZE], int snd_vol, channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
	int						data, aoff, boff;
	int						leftvol, rightvol;
	int						i, j;
	portable_samplepair_t	*samp;
	sndBuffer				*chunk;
	short					*samples;
	float					ooff, fdata[2], fdiv, fleftvol, frightvol;

	if (sc->soundChannels <= 0) {
		return;
	}

	samp = &paintbuffer[ bufferOffset ];

	if (ch->doppler) {
		sampleOffset = sampleOffset*ch->oldDopplerScale;
	}

	if ( sc->soundChannels == 2 ) {
		sampleOffset *= sc->soundChannels;

		if ( sampleOffset & 1 ) {
			sampleOffset &= ~1;
		}
	}

	chunk = sc->soundData;
	while (sampleOffset>=SND_CHUNK_SIZE) {
		chunk = chunk->next;
		sampleOffset -= SND_CHUNK_SIZE;
		if (!chunk) {
			chunk = sc->soundData;
		}
	}

	if (!ch->doppler || ch->dopplerScale==1.0f) {
		vector signed short volume_vec;
		vector unsigned int volume_shift;
		int vectorCount, samplesLeft, chunkSamplesLeft;
		leftvol = ch->leftvol*snd_vol;
		rightvol = ch->rightvol*snd_vol;
		samples = chunk->sndChunk;
		((short *)&volume_vec)[0] = leftvol;
		((short *)&volume_vec)[1] = leftvol;
		((short *)&volume_vec)[4] = leftvol;
		((short *)&volume_vec)[5] = leftvol;
		((short *)&volume_vec)[2] = rightvol;
		((short *)&volume_vec)[3] = rightvol;
		((short *)&volume_vec)[6] = rightvol;
		((short *)&volume_vec)[7] = rightvol;
		volume_shift = vec_splat_u32(8);
		i = 0;

		while(i < count) {
			/* Try to align destination to 16-byte boundary */
			while(i < count && (((unsigned long)&samp[i] & 0x1f) || ((count-i) < 8) || ((SND_CHUNK_SIZE - sampleOffset) < 8))) {
				data  = samples[sampleOffset++];
				samp[i].left += (data * leftvol)>>8;

				if ( sc->soundChannels == 2 ) {
					data = samples[sampleOffset++];
				}
				samp[i].right += (data * rightvol)>>8;
	
				if (sampleOffset == SND_CHUNK_SIZE) {
					chunk = chunk->next;
					samples = chunk->sndChunk;
					sampleOffset = 0;
				}
				i++;
			}
			/* Destination is now aligned.  Process as many 8-sample 
			   chunks as we can before we run out of room from the current
			   sound chunk.  We do 8 per loop to avoid extra source data reads. */
			samplesLeft = count - i;
			chunkSamplesLeft = SND_CHUNK_SIZE - sampleOffset;
			if(samplesLeft > chunkSamplesLeft)
				samplesLeft = chunkSamplesLeft;
			
			vectorCount = samplesLeft / 8;
			
			if(vectorCount)
			{
				vector unsigned char tmp;
				vector short s0, s1, sampleData0, sampleData1;
				vector signed int merge0, merge1;
				vector signed int d0, d1, d2, d3;				
				vector unsigned char samplePermute0 =
					VECCONST_UINT8(0, 1, 4, 5, 0, 1, 4, 5, 2, 3, 6, 7, 2, 3, 6, 7);
				vector unsigned char samplePermute1 = 
					VECCONST_UINT8(8, 9, 12, 13, 8, 9, 12, 13, 10, 11, 14, 15, 10, 11, 14, 15);
				vector unsigned char loadPermute0, loadPermute1;
				
				// Rather than permute the vectors after we load them to do the sample
				// replication and rearrangement, we permute the alignment vector so
				// we do everything in one step below and avoid data shuffling.
				tmp = vec_lvsl(0,&samples[sampleOffset]);								
				loadPermute0 = vec_perm(tmp,tmp,samplePermute0);
				loadPermute1 = vec_perm(tmp,tmp,samplePermute1);
				
				s0 = *(vector short *)&samples[sampleOffset];
				while(vectorCount)
				{
					/* Load up source (16-bit) sample data */
					s1 = *(vector short *)&samples[sampleOffset+7];
					
					/* Load up destination sample data */
					d0 = *(vector signed int *)&samp[i];
					d1 = *(vector signed int *)&samp[i+2];
					d2 = *(vector signed int *)&samp[i+4];
					d3 = *(vector signed int *)&samp[i+6];

					sampleData0 = vec_perm(s0,s1,loadPermute0);
					sampleData1 = vec_perm(s0,s1,loadPermute1);
					
					merge0 = vec_mule(sampleData0,volume_vec);
					merge0 = vec_sra(merge0,volume_shift);	/* Shift down to proper range */
					
					merge1 = vec_mulo(sampleData0,volume_vec);
					merge1 = vec_sra(merge1,volume_shift);
					
					d0 = vec_add(merge0,d0);
					d1 = vec_add(merge1,d1);
					
					merge0 = vec_mule(sampleData1,volume_vec);
					merge0 = vec_sra(merge0,volume_shift);	/* Shift down to proper range */
					
					merge1 = vec_mulo(sampleData1,volume_vec);
					merge1 = vec_sra(merge1,volume_shift);					

					d2 = vec_add(merge0,d2);
					d3 = vec_add(merge1,d3);

					/* Store destination sample data */
					*(vector signed int *)&samp[i] = d0;
					*(vector signed int *)&samp[i+2] = d1;
					*(vector signed int *)&samp[i+4] = d2;
					*(vector signed int *)&samp[i+6] = d3;

					i += 8;
					vectorCount--;
					s0 = s1;
					sampleOffset += 8;
				}
				if (sampleOffset == SND_CHUNK_SIZE) {
					chunk = chunk->next;
					samples = chunk->sndChunk;
					sampleOffset = 0;
				}
			}
		}
	} else {
Beispiel #2
0
static void ProjectDlightTexture_altivec( void ) {
	int		i, l;
	vec_t	origin0, origin1, origin2;
	float   texCoords0, texCoords1;
	vector float floatColorVec0, floatColorVec1;
	vector float modulateVec, colorVec, zero;
	vector short colorShort;
	vector signed int colorInt;
	vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
	vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff);
	float	*texCoords;
	byte	*colors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	unsigned	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	vec3_t	floatColor;
	float	modulate = 0.0f;

	if ( !backEnd.refdef.num_dlights ) {
		return;
	}

	// There has to be a better way to do this so that floatColor
	// and/or modulate are already 16-byte aligned.
	floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
	modulatePerm = vec_lvsl(0,(float *)&modulate);
	modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
	zero = (vector float)vec_splat_s8(0);

	for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
		dlight_t	*dl;

		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;	// this surface definately doesn't have any of this light
		}
		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		origin0 = dl->transformed[0];
		origin1 = dl->transformed[1];
		origin2 = dl->transformed[2];
		radius = dl->radius;
		scale = 1.0f / radius;

		if(r_greyscale->integer)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
		}
		else if(r_greyscale->value)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
		}
		else
		{
			floatColor[0] = dl->color[0] * 255.0f;
			floatColor[1] = dl->color[1] * 255.0f;
			floatColor[2] = dl->color[2] * 255.0f;
		}
		floatColorVec0 = vec_ld(0, floatColor);
		floatColorVec1 = vec_ld(11, floatColor);
		floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			int		clip = 0;
			vec_t dist0, dist1, dist2;
			
			dist0 = origin0 - tess.xyz[i][0];
			dist1 = origin1 - tess.xyz[i][1];
			dist2 = origin2 - tess.xyz[i][2];

			backEnd.pc.c_dlightVertexes++;

			texCoords0 = 0.5f + dist0 * scale;
			texCoords1 = 0.5f + dist1 * scale;

			if( !r_dlightBacks->integer &&
					// dist . tess.normal[i]
					( dist0 * tess.normal[i][0] +
					dist1 * tess.normal[i][1] +
					dist2 * tess.normal[i][2] ) < 0.0f ) {
				clip = 63;
			} else {
				if ( texCoords0 < 0.0f ) {
					clip |= 1;
				} else if ( texCoords0 > 1.0f ) {
					clip |= 2;
				}
				if ( texCoords1 < 0.0f ) {
					clip |= 4;
				} else if ( texCoords1 > 1.0f ) {
					clip |= 8;
				}
				texCoords[0] = texCoords0;
				texCoords[1] = texCoords1;

				// modulate the strength based on the height and color
				if ( dist2 > radius ) {
					clip |= 16;
					modulate = 0.0f;
				} else if ( dist2 < -radius ) {
					clip |= 32;
					modulate = 0.0f;
				} else {
					dist2 = Q_fabs(dist2);
					if ( dist2 < radius * 0.5f ) {
						modulate = 1.0f;
					} else {
						modulate = 2.0f * (radius - dist2) * scale;
					}
				}
			}
			clipBits[i] = clip;

			modulateVec = vec_ld(0,(float *)&modulate);
			modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
			colorVec = vec_madd(floatColorVec0,modulateVec,zero);
			colorInt = vec_cts(colorVec,0);	// RGBx
			colorShort = vec_pack(colorInt,colorInt);		// RGBxRGBx
			colorChar = vec_packsu(colorShort,colorShort);	// RGBxRGBxRGBxRGBx
			colorChar = vec_sel(colorChar,vSel,vSel);		// RGBARGBARGBARGBA replace alpha with 255
			vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors);	// store color
		}

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
				continue;	// not lighted
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		GL_Bind( tr.dlightImage );
		// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
		// where they aren't rendered
		if ( dl->additive ) {
			GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		else {
			GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		R_DrawElements( numIndexes, hitIndexes );
		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
	}
}
Beispiel #3
0
static void ProjectDlightTexture_altivec( void ) {
	int		i, l;
	vec_t	origin0, origin1, origin2;
	float   texCoords0, texCoords1;
	vector float floatColorVec0, floatColorVec1;
	vector float modulateVec, colorVec, zero;
	vector short colorShort;
	vector signed int colorInt;
	vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
	vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff);
	float	*texCoords;
	byte	*colors;
	int		*intColors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	float	radiusInverseCubed;
	float	intensity, remainder;
	vec3_t	floatColor;
	float	modulate = 0.0f;
	qboolean vertexLight;

	if ( !backEnd.refdef.num_dlights ) {
		return;
	}

	// There has to be a better way to do this so that floatColor
	// and/or modulate are already 16-byte aligned.
	floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
	modulatePerm = vec_lvsl(0,(float *)&modulate);
	modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
	zero = (vector float)vec_splat_s8(0);

	for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
		dlight_t	*dl;

		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;	// this surface definately doesn't have any of this light
		}

		// clear colors
		Com_Memset( colorArray, 0, sizeof( colorArray ) );

		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		origin0 = dl->transformed[0];
		origin1 = dl->transformed[1];
		origin2 = dl->transformed[2];
		radius = dl->radius;
		scale = 1.0f / radius;
		radiusInverseCubed = dl->radiusInverseCubed;
		intensity = dl->intensity;

		vertexLight = ( ( dl->flags & REF_DIRECTED_DLIGHT ) || ( dl->flags & REF_VERTEX_DLIGHT ) );

		// directional lights have max intensity and washout remainder intensity
		if ( dl->flags & REF_DIRECTED_DLIGHT ) {
			remainder = intensity * 0.125;
		} else {
			remainder = 0.0f;
		}

		if(r_greyscale->integer)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
		}
		else if(r_greyscale->value)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
		}
		else
		{
			floatColor[0] = dl->color[0] * 255.0f;
			floatColor[1] = dl->color[1] * 255.0f;
			floatColor[2] = dl->color[2] * 255.0f;
		}
		floatColorVec0 = vec_ld(0, floatColor);
		floatColorVec1 = vec_ld(11, floatColor);
		floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			int		clip = 0;
			vec_t dist0, dist1, dist2;
			
			dist0 = origin0 - tess.xyz[i][0];
			dist1 = origin1 - tess.xyz[i][1];
			dist2 = origin2 - tess.xyz[i][2];

			backEnd.pc.c_dlightVertexes++;

			// directional dlight, origin is a directional normal
			if ( dl->flags & REF_DIRECTED_DLIGHT ) {
				// twosided surfaces use absolute value of the calculated lighting
				modulate = intensity * DotProduct( dl->origin, tess.normal[ i ] );
				if ( tess.shader->cullType == CT_TWO_SIDED ) {
					modulate = fabs( modulate );
				}
				modulate += remainder;
			}
			// spherical vertex lit dlight
			else if ( dl->flags & REF_VERTEX_DLIGHT )
			{
				vec3_t	dir;

				dir[ 0 ] = radius - fabs( dist0 );
				if ( dir[ 0 ] <= 0.0f ) {
					continue;
				}
				dir[ 1 ] = radius - fabs( dist1 );
				if ( dir[ 1 ] <= 0.0f ) {
					continue;
				}
				dir[ 2 ] = radius - fabs( dist2 );
				if ( dir[ 2 ] <= 0.0f ) {
					continue;
				}

				modulate = intensity * dir[ 0 ] * dir[ 1 ] * dir[ 2 ] * radiusInverseCubed;
			}
			// vertical cylinder dlight
			else
			{
				texCoords0 = 0.5f + dist0 * scale;
				texCoords1 = 0.5f + dist1 * scale;

				if( !r_dlightBacks->integer &&
						// dist . tess.normal[i]
						( dist0 * tess.normal[i][0] +
						dist1 * tess.normal[i][1] +
						dist2 * tess.normal[i][2] ) < 0.0f ) {
					clip = 63;
				} else {
					if ( texCoords0 < 0.0f ) {
						clip |= 1;
					} else if ( texCoords0 > 1.0f ) {
						clip |= 2;
					}
					if ( texCoords1 < 0.0f ) {
						clip |= 4;
					} else if ( texCoords1 > 1.0f ) {
						clip |= 8;
					}
					texCoords[0] = texCoords0;
					texCoords[1] = texCoords1;

					// modulate the strength based on the height and color
					if ( dist2 > radius ) {
						clip |= 16;
						modulate = 0.0f;
					} else if ( dist2 < -radius ) {
						clip |= 32;
						modulate = 0.0f;
					} else {
						dist2 = Q_fabs(dist2);
						if ( dist2 < radius * 0.5f ) {
							modulate = intensity;
						} else {
							modulate = intensity * 2.0f * (radius - dist2) * scale;
						}
					}
				}
			}
			clipBits[i] = clip;

			// optimizations
			if ( vertexLight && modulate < ( 1.0f / 128.0f ) ) {
				continue;
			} else if ( modulate > 1.0f ) {
				modulate = 1.0f;
			}

			// ZTM: FIXME: should probably clamp to 0-255 range before converting to char,
			// but I don't know how to do altvec stuff or if it's even used anymore
			modulateVec = vec_ld(0,(float *)&modulate);
			modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
			colorVec = vec_madd(floatColorVec0,modulateVec,zero);
			colorInt = vec_cts(colorVec,0);	// RGBx
			colorShort = vec_pack(colorInt,colorInt);		// RGBxRGBx
			colorChar = vec_packsu(colorShort,colorShort);	// RGBxRGBxRGBxRGBx
			colorChar = vec_sel(colorChar,vSel,vSel);		// RGBARGBARGBARGBA replace alpha with 255
			vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors);	// store color
		}

		// build a list of triangles that need light
		intColors = (int*) colorArray;
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( vertexLight ) {
				if ( !( intColors[ a ] | intColors[ b ] | intColors[ c ] ) ) {
					continue;
				}
			} else {
				if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
					continue;	// not lighted
				}
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		if ( !vertexLight ) {
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
		} else {
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
		}

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		if ( dl->dlshader ) {
			shader_t *dls = dl->dlshader;

			for ( i = 0; i < dls->numUnfoggedPasses; i++ ) {
				shaderStage_t *stage = dls->stages[i];
				R_BindAnimatedImage( &dls->stages[i]->bundle[0] );
				GL_State( stage->stateBits | GLS_DEPTHFUNC_EQUAL );
				R_DrawElements( numIndexes, hitIndexes );
				backEnd.pc.c_totalIndexes += numIndexes;
				backEnd.pc.c_dlightIndexes += numIndexes;
			}
		} else {
			R_FogOff();
			if ( !vertexLight ) {
				GL_Bind( tr.dlightImage );
			} else {
				GL_Bind( tr.whiteImage );
			}
			// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
			// where they aren't rendered
			if ( dl->flags & REF_ADDITIVE_DLIGHT ) {
				GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			else {
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			R_DrawElements( numIndexes, hitIndexes );
			backEnd.pc.c_totalIndexes += numIndexes;
			backEnd.pc.c_dlightIndexes += numIndexes;
			RB_FogOn();
		}
	}
}