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DepthBufferRasterizerAVX.h
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////////////////////////////////////////////////////////////////////////////////
// Copyright 2017 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License"); you may not
// use this file except in compliance with the License. You may obtain a copy
// of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
// License for the specific language governing permissions and limitations
// under the License.
////////////////////////////////////////////////////////////////////////////////
#ifndef DEPTHBUFFERRASTERIZERAVX_H
#define DEPTHBUFFERRASTERIZERAVX_H
#include "DepthBufferRasterizer.h"
#include "TransformedModelSSE.h"
#include "HelperAVX.h"
#include "DepthBufferRasterizerSSE.h"
//union XY
//{
// struct
// {
// short x, y;
// };
// unsigned int xy;
//};
//
//struct BinTriangle
//{
// XY vert[3];
// float Z[3]; // Plane equation, not just values at the three verts
//};
class DepthBufferRasterizerAVX : public DepthBufferRasterizer, public HelperAVX
{
public:
DepthBufferRasterizerAVX();
virtual ~DepthBufferRasterizerAVX();
void CreateTransformedModels(CPUTAssetSet **pAssetSet, UINT numAssetSets);
// start inclusive, end exclusive
void ClearDepthTile(int startX, int startY, int endX, int endY, UINT idx);
void CreateCoarseDepth(int startX, int startY, int endX, int endY, UINT idx);
// Reset all models to be visible when frustum culling is disabled
inline void ResetInsideFrustum()
{
for(UINT i = 0; i < mNumModels1; i++)
{
mpTransformedModels1[i].SetInsideFrustum(true, 0);
mpTransformedModels1[i].SetInsideFrustum(true, 1);
}
}
// Set the view and projection matrices
inline void SetViewProj(float4x4 *viewMatrix, float4x4 *projMatrix, UINT idx);
inline void SetCPURenderTargetPixels(UINT *pRenderTargetPixels, UINT idx)
{
mpRenderTargetPixels[idx] = pRenderTargetPixels;
}
inline const float *GetDepthSummaryBuffer(UINT idx) {return mpSummaryBuffer[idx];}
inline void SetCamera(CPUTCamera *pCamera, UINT idx) {mpCamera[idx] = pCamera;}
inline void SetOccluderSizeThreshold(float occluderSizeThreshold) {mOccluderSizeThreshold = occluderSizeThreshold;}
inline void SetEnableFCulling(bool enableFCulling) {mEnableFCulling = enableFCulling;}
inline UINT GetNumOccluders() {return mNumModels1;}
inline UINT GetNumOccludersR2DB(UINT idx)
{
mNumRasterized[idx] = 0;
for(UINT i = 0; i < mNumModels1; i++)
{
mNumRasterized[idx] += mpTransformedModels1[i].IsRasterized2DB(idx) ? 1 : 0;
}
return mNumRasterized[idx];
}
inline double GetRasterizeTime()
{
double averageTime = 0.0;
for(UINT i = 0; i < AVG_COUNTER; i++)
{
averageTime += mRasterizeTime[i];
}
return averageTime / AVG_COUNTER;
}
inline UINT GetNumTriangles(){return mNumTriangles1;}
virtual inline UINT GetNumRasterizedTriangles(UINT idx)
{
UINT numRasterizedTris = 0;
for(UINT i = 0; i < NUM_TILES; i++)
{
numRasterizedTris += mNumRasterizedTris[idx][i];
}
return numRasterizedTris;
}
inline void ResetActive(UINT idx)
{
mNumModelsA[idx] = mNumVerticesA[idx] = mNumTrianglesA[idx] = 0;
}
inline void Activate(UINT modelId, UINT idx)
{
UINT activeId = mNumModelsA[idx]++;
assert(activeId < mNumModels1);
mpModelIndexA[idx][activeId] = modelId;
mNumVerticesA[idx] += mpStartV1[modelId + 1] - mpStartV1[modelId];
mNumTrianglesA[idx] += mpStartT1[modelId + 1] - mpStartT1[modelId];
}
protected:
TransformedModelSSE *mpTransformedModels1;
UINT mNumModels1;
UINT *mpXformedPosOffset1;
UINT *mpStartV1;
UINT *mpStartT1;
UINT mNumVertices1;
UINT mNumTriangles1;
UINT mNumRasterizedTris[2][NUM_TILES];
__m128 *mpXformedPos[2];
CPUTCamera *mpCamera[2];
__m128 *mpViewMatrix[2];
__m128 *mpProjMatrix[2];
UINT *mpRenderTargetPixels[2];
UINT mNumRasterized[2];
BinTriangle *mpBin[2];
USHORT *mpNumTrisInBin[2]; // number of triangles in the bin
UINT mTimeCounter;
UINT *mpModelIndexA[2]; // 'active' models = visible and not too small
UINT mNumModelsA[2];
UINT mNumVerticesA[2];
UINT mNumTrianglesA[2];
float mOccluderSizeThreshold;
float *mpSummaryBuffer[2];
bool mEnableFCulling;
double mRasterizeTime[AVG_COUNTER];
};
#endif //DEPTHBUFFERRASTERIZERAVX_H