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@ -7,7 +7,7 @@ |
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* functionality available on rlgl.h library used by raylib, becoming a direct software |
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* rendering replacement for OpenGL 1.1 backend and allowing to run raylib on GPU-less |
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* devices when required |
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* |
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* |
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* FEATURES: |
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* - Rendering to custom internal framebuffer with multiple color modes supported: |
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* - Color buffer: RGB - 8-bit (3:3:2) | RGB - 16-bit (5:6:5) | RGB - 24-bit (8:8:8) |
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@ -50,7 +50,7 @@ |
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* |
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* rlsw capabilities could be customized just defining some internal |
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* values before library inclusion (default values listed): |
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* |
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* |
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* #define SW_GL_FRAMEBUFFER_COPY_BGRA true |
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* #define SW_GL_BINDING_COPY_TEXTURE true |
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* #define SW_COLOR_BUFFER_BITS 24 |
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@ -60,7 +60,7 @@ |
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* #define SW_MAX_TEXTURE_STACK_SIZE 2 |
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* #define SW_MAX_TEXTURES 128 |
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* |
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* |
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* |
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* LICENSE: MIT |
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* |
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* Copyright (c) 2025-2026 Le Juez Victor (@Bigfoot71), reviewed by Ramon Santamaria (@raysan5) |
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@ -71,10 +71,10 @@ |
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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* copies of the Software, and to permit persons to whom the Software is |
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* furnished to do so, subject to the following conditions: |
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* |
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* |
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* The above copyright notice and this permission notice shall be included in all |
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* copies or substantial portions of the Software. |
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* |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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@ -648,7 +648,7 @@ SWAPI void swBindTexture(uint32_t id); |
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// Check for SIMD vector instructions |
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// NOTE: Compiler is responsible to enable required flags for host device, |
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// supported features are detected at compiler init but varies depending on compiler |
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// TODO: This logic must be reviewed to avoid the inclusion of multiple headers |
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// TODO: This logic must be reviewed to avoid the inclusion of multiple headers |
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// and enable the higher level of SIMD available |
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#if defined(__FMA__) && defined(__AVX2__) |
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#define SW_HAS_FMA_AVX2 |
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@ -896,7 +896,7 @@ typedef struct { |
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int vertexCounter; // Number of vertices in 'ctx.vertexBuffer' |
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SWdraw drawMode; // Current primitive mode (e.g., lines, triangles) |
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SWpoly polyMode; // Current polygon filling mode (e.g., lines, triangles) |
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SWpoly polyMode; // Current polygon filling mode (e.g., lines, triangles) |
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int reqVertices; // Number of vertices required for the primitive being drawn |
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float pointRadius; // Rasterized point radius |
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float lineWidth; // Rasterized line width |
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@ -1123,9 +1123,9 @@ static inline void sw_float_to_unorm8_simd(uint8_t dst[4], const float src[4]) |
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float32x4_t values = vld1q_f32(src); |
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float32x4_t scaled = vmulq_n_f32(values, 255.0f); |
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int32x4_t clamped_s32 = vcvtq_s32_f32(scaled); // f32 -> s32 (truncated) |
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int16x4_t narrow16_s = vqmovn_s32(clamped_s32); |
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int16x4_t narrow16_s = vqmovn_s32(clamped_s32); |
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int16x8_t combined16_s = vcombine_s16(narrow16_s, narrow16_s); |
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uint8x8_t narrow8_u = vqmovun_s16(combined16_s); |
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uint8x8_t narrow8_u = vqmovun_s16(combined16_s); |
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vst1_lane_u32((uint32_t*)dst, vreinterpret_u32_u8(narrow8_u), 0); |
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#elif defined(SW_HAS_SSE41) |
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__m128 values = _mm_loadu_ps(src); |
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@ -2690,9 +2690,9 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output) |
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const sw_vertex_t *input = RLSW.vertexBuffer; |
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// Calculate the centroid of the quad |
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float cx = (input[0].screen[0] + input[1].screen[0] + |
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float cx = (input[0].screen[0] + input[1].screen[0] + |
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input[2].screen[0] + input[3].screen[0])*0.25f; |
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float cy = (input[0].screen[1] + input[1].screen[1] + |
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float cy = (input[0].screen[1] + input[1].screen[1] + |
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input[2].screen[1] + input[3].screen[1])*0.25f; |
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// Calculate the angle of each vertex relative to the center |
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@ -3615,7 +3615,7 @@ bool swInit(int w, int h) |
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RLSW.loadedTextures[0].ty = 0.5f; |
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RLSW.loadedTextureCount = 1; |
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SW_LOG("INFO: RLSW: Software renderer initialized successfully\n"); |
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#if defined(SW_HAS_FMA_AVX) && defined(SW_HAS_FMA_AVX2) |
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SW_LOG("INFO: RLSW: Using SIMD instructions: FMA AVX\n"); |
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@ -4494,13 +4494,13 @@ void swDrawArrays(SWdraw mode, int offset, int count) |
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const float *texMatrix = RLSW.stackTexture[RLSW.stackTextureCounter - 1]; |
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const float *defaultTexcoord = RLSW.current.texcoord; |
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const float *defaultColor = RLSW.current.color; |
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const float *positions = RLSW.array.positions; |
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const float *texcoords = RLSW.array.texcoords; |
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const uint8_t *colors = RLSW.array.colors; |
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int end = offset + count; |
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for (int i = offset; i < end; i++) |
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{ |
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float u, v; |
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@ -4589,16 +4589,16 @@ void swDrawElements(SWdraw mode, int count, int type, const void *indices) |
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const float *texMatrix = RLSW.stackTexture[RLSW.stackTextureCounter - 1]; |
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const float *defaultTexcoord = RLSW.current.texcoord; |
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const float *defaultColor = RLSW.current.color; |
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const float *positions = RLSW.array.positions; |
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const float *texcoords = RLSW.array.texcoords; |
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const uint8_t *colors = RLSW.array.colors; |
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for (int i = 0; i < count; i++) |
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{ |
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int index = indicesUb ? indicesUb[i] : |
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int index = indicesUb ? indicesUb[i] : |
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(indicesUs ? indicesUs[i] : indicesUi[i]); |
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float u, v; |
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if (texcoords) |
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{ |
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