641 lines
27 KiB
C++
641 lines
27 KiB
C++
#include <stdio.h>
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#include <math.h>
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#include <pthread.h>
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#include <list>
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#define MIN_THREAD_WORK 10
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#define AA_MODE_NONE 0
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#define AA_MODE_UNSCALED_SSAA_ONLY 1
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#define AA_MODE_SSAA_ONLY 2
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#define AA_MODE_SSAA_OR_BILINEAR 3
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extern "C"
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{
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typedef struct intcolor {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} intcolor_t;
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typedef struct floatcolor {
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float r;
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float g;
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float b;
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float a;
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} floatcolor_t;
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typedef struct point {
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float x;
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float y;
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float z;
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struct point add(struct point other) {
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return (struct point){
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x + other.x,
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y + other.y,
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z + other.z,
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};
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};
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} point_t;
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typedef struct matrix {
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float a11;
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float a12;
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float a13;
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float a21;
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float a22;
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float a23;
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float a31;
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float a32;
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float a33;
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float a41;
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float a42;
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float a43;
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point_t multiply_point(point_t point) {
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return (point_t){
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(a11 * point.x) + (a21 * point.y) + (a31 * point.z) + a41,
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(a12 * point.x) + (a22 * point.y) + (a32 * point.z) + a42,
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(a13 * point.x) + (a23 * point.y) + (a33 * point.z) + a43,
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};
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}
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} matrix_t;
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typedef struct work {
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intcolor_t *imgdata;
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unsigned char *maskdata;
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unsigned int imgwidth;
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unsigned int minx;
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unsigned int maxx;
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unsigned int miny;
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unsigned int maxy;
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intcolor_t *texdata;
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unsigned int texwidth;
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unsigned int texheight;
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float xscale;
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float yscale;
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matrix_t inverse;
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int use_perspective;
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floatcolor_t add_color;
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floatcolor_t mult_color;
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int blendfunc;
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pthread_t *thread;
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int aa_mode;
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} work_t;
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inline unsigned char clamp(float color) {
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return fmin(fmax(0.0, roundf(color)), 255.0);
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}
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intcolor_t blend_normal(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Normal" blend mode, which is just alpha blending. Various games use the DX
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// equation Src * As + Dst * (1 - As). We premultiply Dst by Ad as well, since
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// we are blitting onto a destination that could have transparency. Once we are
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// done, we divide out the premultiplied Ad in order to put the pixes back to
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// their full blended values since we are not setting the destination alpha to 1.0.
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// This enables partial transparent backgrounds to work properly.
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// Short circuit for speed.
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if (src.a == 0) {
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return dest;
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}
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if (src.a == 255) {
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return src;
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}
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// Calculate alpha blending.
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float srcpercent = src.a / 255.0;
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float destpercent = dest.a / 255.0;
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float srcremainder = 1.0 - srcpercent;
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float new_alpha = fmin(fmax(0.0, srcpercent + destpercent * srcremainder), 1.0);
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return (intcolor_t){
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clamp(((dest.r * destpercent * srcremainder) + (src.r * srcpercent)) / new_alpha),
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clamp(((dest.g * destpercent * srcremainder) + (src.g * srcpercent)) / new_alpha),
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clamp(((dest.b * destpercent * srcremainder) + (src.b * srcpercent)) / new_alpha),
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clamp(255 * new_alpha)
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};
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}
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intcolor_t blend_addition(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Addition" blend mode, which is used for fog/clouds/etc. Various games use the DX
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// equation Src * As + Dst * 1. It appears jubeat does not premultiply the source
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// by its alpha component.
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// Short circuit for speed.
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if (src.a == 0) {
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return dest;
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}
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// Calculate final color blending.
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float srcpercent = src.a / 255.0;
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return (intcolor_t){
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clamp(dest.r + (src.r * srcpercent)),
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clamp(dest.g + (src.g * srcpercent)),
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clamp(dest.b + (src.b * srcpercent)),
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// Additive blending doesn't actually make sense on semi-transparent destinations,
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// as that implies that the semi-transparent pixel will be later displayed on top
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// of something else. That doesn't work since additive blending needs to non-linearly
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// mix with the destination. So, in reality, we should be doing what subtractive
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// blending does and keeping the destination alpha (which should always be 255),
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// but if somebody renders an animation with additive blending meant to go over a
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// background onto a transparent or semi-transparent background this will make the
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// resulting graphic look more correct.
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clamp(dest.a + (255 * srcpercent)),
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};
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}
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intcolor_t blend_subtraction(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Subtraction" blend mode, used for darkening an image. Various games use the DX
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// equation Dst * 1 - Src * As. It appears jubeat does not premultiply the source
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// by its alpha component much like the "additive" blend above..
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// Short circuit for speed.
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if (src.a == 0) {
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return dest;
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}
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// Calculate final color blending.
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float srcpercent = src.a / 255.0;
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return (intcolor_t){
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clamp(dest.r - (src.r * srcpercent)),
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clamp(dest.g - (src.g * srcpercent)),
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clamp(dest.b - (src.b * srcpercent)),
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dest.a,
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};
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}
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intcolor_t blend_multiply(
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intcolor_t dest,
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intcolor_t src
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) {
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// "Multiply" blend mode, used for darkening an image. Various games use the DX
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// equation Src * 0 + Dst * Src. It appears jubeat uses the alternative formula
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// Src * Dst + Dst * (1 - As) which reduces to the first equation as long as the
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// source alpha is always 255.
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// Calculate final color blending.
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return (intcolor_t){
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clamp(255 * ((dest.r / 255.0) * (src.r / 255.0))),
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clamp(255 * ((dest.g / 255.0) * (src.g / 255.0))),
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clamp(255 * ((dest.b / 255.0) * (src.b / 255.0))),
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dest.a,
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};
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}
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intcolor_t blend_mask_create(
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intcolor_t dest,
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intcolor_t src
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) {
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// Mask creating just allows a pixel to be drawn if the source image has a nonzero
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// alpha, according to the SWF spec.
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if (src.a != 0) {
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return (intcolor_t){255, 0, 0, 255};
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} else {
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return (intcolor_t){0, 0, 0, 0};
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}
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}
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intcolor_t blend_mask_combine(
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intcolor_t dest,
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intcolor_t src
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) {
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// Mask blending just takes the source and destination and ands them together, making
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// a final mask that is the intersection of the original mask and the new mask. The
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// reason we even have a color component to this is for debugging visibility.
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if (dest.a != 0 && src.a != 0) {
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return (intcolor_t){255, 0, 0, 255};
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} else {
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return (intcolor_t){0, 0, 0, 0};
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}
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}
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intcolor_t blend_point(
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floatcolor_t add_color,
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floatcolor_t mult_color,
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intcolor_t src_color,
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intcolor_t dest_color,
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int blendfunc
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) {
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// Calculate multiplicative and additive colors against the source.
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src_color = (intcolor_t){
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clamp((src_color.r * mult_color.r) + (255 * add_color.r)),
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clamp((src_color.g * mult_color.g) + (255 * add_color.g)),
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clamp((src_color.b * mult_color.b) + (255 * add_color.b)),
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clamp((src_color.a * mult_color.a) + (255 * add_color.a)),
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};
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if (blendfunc == 3) {
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return blend_multiply(dest_color, src_color);
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}
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// TODO: blend mode 4, which is "screen" blending according to SWF references. I've only seen this
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// in Jubeat and it implements it using OpenGL equation Src * (1 - Dst) + Dst * 1.
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// TODO: blend mode 5, which is "lighten" blending according to SWF references. Jubeat does not
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// premultiply by alpha, but the GL/DX equation is max(Src * As, Dst * 1).
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// TODO: blend mode 6, which is "darken" blending according to SWF references. Jubeat does not
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// premultiply by alpha, but the GL/DX equation is min(Src * As, Dst * 1).
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// TODO: blend mode 10, which is "invert" according to SWF references. The only game I could find
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// that implemented this had equation Src * (1 - Dst) + Dst * (1 - As).
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// TODO: blend mode 13, which is "overlay" according to SWF references. The equation seems to be
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// Src * Dst + Dst * Src but Jubeat thinks it should be Src * Dst + Dst * (1 - As).
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if (blendfunc == 8) {
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return blend_addition(dest_color, src_color);
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}
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if (blendfunc == 9 || blendfunc == 70) {
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return blend_subtraction(dest_color, src_color);
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}
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if (blendfunc == 256) {
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return blend_mask_combine(dest_color, src_color);
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}
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if (blendfunc == 257) {
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return blend_mask_create(dest_color, src_color);
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}
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// TODO: blend mode 75, which is not in the SWF spec and appears to have the equation
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// Src * (1 - Dst) + Dst * (1 - Src).
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return blend_normal(dest_color, src_color);
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}
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void chunk_composite_fast(work_t *work) {
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// Regardless of AA work, calculate the transform matrix for determining the stride for AA pixel lookups, since it
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// costs us almost nothing. Essentially what we're doing here is calculating the scale, clamping it at 1.0 as the
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// minimum and then setting the AA sample swing accordingly. This has the effect of anti-aliasing scaled up images
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// a bit softer than would otherwise be achieved.
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float xswing;
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float yswing;
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if (work->aa_mode == AA_MODE_UNSCALED_SSAA_ONLY) {
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xswing = 0.5;
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yswing = 0.5;
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} else {
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xswing = 0.5 * fmax(1.0, work->xscale);
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yswing = 0.5 * fmax(1.0, work->yscale);
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}
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for (unsigned int imgy = work->miny; imgy < work->maxy; imgy++) {
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for (unsigned int imgx = work->minx; imgx < work->maxx; imgx++) {
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// Determine offset.
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unsigned int imgoff = imgx + (imgy * work->imgwidth);
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// If we are masked off, don't do any other calculations.
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if (work->maskdata != NULL && work->maskdata[imgoff] == 0) {
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// This pixel is masked off!
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continue;
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}
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// Blend for simple anti-aliasing.
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if (work->aa_mode != AA_MODE_NONE) {
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// Calculate what texture pixel data goes here.
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int r = 0;
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int g = 0;
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int b = 0;
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int a = 0;
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int count = 0;
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int denom = 0;
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// First, figure out if we can use bilinear resampling. Bilinear seems to look
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// awful on perspective transforms, so disable it for all of them.
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int bilinear = 0;
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if (work->aa_mode == AA_MODE_SSAA_OR_BILINEAR && work->xscale >= 1.0 && work->yscale >= 1.0) {
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point_t aaloc = work->inverse.multiply_point((point_t){(float)(imgx + 0.5), (float)(imgy + 0.5)});
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int aax = aaloc.x;
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int aay = aaloc.y;
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if (!(aax <= 0 || aay <= 0 || aax >= ((int)work->texwidth - 1) || aay >= ((int)work->texheight - 1))) {
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bilinear = 1;
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}
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}
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// Now perform the desired AA operation.
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intcolor_t average;
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if (bilinear) {
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// Calculate the pixel we're after, and what percentage into the pixel we are.
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int aax;
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int aay;
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float aaxrem;
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float aayrem;
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if (work->use_perspective) {
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// We don't check for negative here, because we already checked it above and wouldn't
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// have enabled bilinear interpoliation.
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point_t texloc = work->inverse.multiply_point((point_t){(float)(imgx + 0.5), (float)(imgy + 0.5)});
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float fx = texloc.x / texloc.z;
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float fy = texloc.y / texloc.z;
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aax = fx;
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aay = fy;
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aaxrem = fx - (float)aax;
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aayrem = fy - (float)aay;
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} else {
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point_t texloc = work->inverse.multiply_point((point_t){(float)(imgx + 0.5), (float)(imgy + 0.5)});
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aax = texloc.x;
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aay = texloc.y;
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aaxrem = texloc.x - (float)aax;
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aayrem = texloc.y - (float)aay;
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}
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// Find the four pixels that we can interpolate from. The first number is the x, and second is y.
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unsigned int tex00 = aax + (aay * work->texwidth);
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unsigned int tex10 = tex00 + 1;
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unsigned int tex01 = aax + ((aay + 1) * work->texwidth);
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unsigned int tex11 = tex01 + 1;
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// Calculate various scaling factors based on alpha and percentage.
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float tex00percent = work->texdata[tex00].a / 255.0;
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float tex10percent = work->texdata[tex10].a / 255.0;
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float tex01percent = work->texdata[tex01].a / 255.0;
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float tex11percent = work->texdata[tex11].a / 255.0;
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float y0percent = (tex00percent * (1.0 - aaxrem)) + (tex10percent * aaxrem);
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float y1percent = (tex01percent * (1.0 - aaxrem)) + (tex11percent * aaxrem);
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float finalpercent = (y0percent * (1.0 - aayrem)) + (y1percent * aayrem);
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if (finalpercent <= 0.0) {
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// This pixel would be blank, so we avoid dividing by zero.
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average = (intcolor_t){
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255,
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255,
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255,
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0,
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};
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} else {
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// Interpolate in the X direction on both Y axis.
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float y0r = ((work->texdata[tex00].r * tex00percent * (1.0 - aaxrem)) + (work->texdata[tex10].r * tex10percent * aaxrem));
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float y0g = ((work->texdata[tex00].g * tex00percent * (1.0 - aaxrem)) + (work->texdata[tex10].g * tex10percent * aaxrem));
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float y0b = ((work->texdata[tex00].b * tex00percent * (1.0 - aaxrem)) + (work->texdata[tex10].b * tex10percent * aaxrem));
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float y1r = ((work->texdata[tex01].r * tex01percent * (1.0 - aaxrem)) + (work->texdata[tex11].r * tex11percent * aaxrem));
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float y1g = ((work->texdata[tex01].g * tex01percent * (1.0 - aaxrem)) + (work->texdata[tex11].g * tex11percent * aaxrem));
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float y1b = ((work->texdata[tex01].b * tex01percent * (1.0 - aaxrem)) + (work->texdata[tex11].b * tex11percent * aaxrem));
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// Now interpolate the Y direction to get the final pixel value.
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average = (intcolor_t){
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(unsigned char)(((y0r * (1.0 - aayrem)) + (y1r * aayrem)) / finalpercent),
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(unsigned char)(((y0g * (1.0 - aayrem)) + (y1g * aayrem)) / finalpercent),
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(unsigned char)(((y0b * (1.0 - aayrem)) + (y1b * aayrem)) / finalpercent),
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(unsigned char)(finalpercent * 255),
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};
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}
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} else {
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for (float addy = 0.5 - yswing; addy <= 0.5 + yswing; addy += yswing / 2.0) {
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for (float addx = 0.5 - xswing; addx <= 0.5 + xswing; addx += xswing / 2.0) {
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int aax = -1;
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int aay = -1;
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if (work->use_perspective) {
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point_t texloc = work->inverse.multiply_point((point_t){(float)imgx + addx, (float)imgy + addy});
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if (texloc.z > 0.0) {
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aax = texloc.x / texloc.z;
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aay = texloc.y / texloc.z;
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}
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} else {
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point_t texloc = work->inverse.multiply_point((point_t){(float)imgx + addx, (float)imgy + addy});
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aax = texloc.x;
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aay = texloc.y;
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}
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// If we're out of bounds, don't update. Factor this in, however, so we can get partial
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// transparency to the pixel that is already there.
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denom ++;
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if (aax < 0 || aay < 0 || aax >= (int)work->texwidth || aay >= (int)work->texheight) {
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continue;
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}
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// Grab the values to average, for SSAA. Make sure to factor in alpha as a poor-man's
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// blend to ensure that partial transparency pixel values don't unnecessarily factor
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// into average calculations.
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unsigned int texoff = aax + (aay * work->texwidth);
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// If this is a fully transparent pixel, the below formulas work out to adding nothing
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// so we should skip this altogether.
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if (work->texdata[texoff].a == 0) {
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continue;
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}
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float apercent = work->texdata[texoff].a / 255.0;
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r += (int)(work->texdata[texoff].r * apercent);
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g += (int)(work->texdata[texoff].g * apercent);
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b += (int)(work->texdata[texoff].b * apercent);
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a += work->texdata[texoff].a;
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count ++;
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}
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}
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if (count == 0) {
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// None of the samples existed in-bounds.
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continue;
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}
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// Average the pixels. Make sure to divide out the alpha in preparation for blending.
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unsigned char alpha = (unsigned char)(a / denom);
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if (alpha == 0) {
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// Samples existed in bounds, but with zero alpha.
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average = (intcolor_t){
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255,
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255,
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255,
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0,
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};
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} else {
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// Samples existed in bounds, with some alpha component, un-premultiply it.
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float apercent = alpha / 255.0;
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average = (intcolor_t){
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(unsigned char)((r / denom) / apercent),
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(unsigned char)((g / denom) / apercent),
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(unsigned char)((b / denom) / apercent),
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alpha,
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};
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}
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}
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// Blend it.
|
|
work->imgdata[imgoff] = blend_point(work->add_color, work->mult_color, average, work->imgdata[imgoff], work->blendfunc);
|
|
} else {
|
|
// Grab the center of the pixel to get the color.
|
|
int texx = -1;
|
|
int texy = -1;
|
|
|
|
if (work->use_perspective) {
|
|
point_t texloc = work->inverse.multiply_point((point_t){(float)imgx + (float)0.5, (float)imgy + (float)0.5});
|
|
if (texloc.z > 0.0) {
|
|
texx = texloc.x / texloc.z;
|
|
texy = texloc.y / texloc.z;
|
|
}
|
|
} else {
|
|
point_t texloc = work->inverse.multiply_point((point_t){(float)imgx + (float)0.5, (float)imgy + (float)0.5});
|
|
texx = texloc.x;
|
|
texy = texloc.y;
|
|
}
|
|
|
|
// If we're out of bounds, don't update.
|
|
if (texx < 0 || texy < 0 || texx >= (int)work->texwidth || texy >= (int)work->texheight) {
|
|
continue;
|
|
}
|
|
|
|
// Blend it.
|
|
unsigned int texoff = texx + (texy * work->texwidth);
|
|
work->imgdata[imgoff] = blend_point(work->add_color, work->mult_color, work->texdata[texoff], work->imgdata[imgoff], work->blendfunc);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void *chunk_composite_worker(void *arg) {
|
|
work_t *work = (work_t *)arg;
|
|
chunk_composite_fast(work);
|
|
return NULL;
|
|
}
|
|
|
|
int composite_fast(
|
|
unsigned char *imgbytes,
|
|
unsigned char *maskbytes,
|
|
unsigned int imgwidth,
|
|
unsigned int imgheight,
|
|
unsigned int minx,
|
|
unsigned int maxx,
|
|
unsigned int miny,
|
|
unsigned int maxy,
|
|
floatcolor_t add_color,
|
|
floatcolor_t mult_color,
|
|
float xscale,
|
|
float yscale,
|
|
matrix_t inverse,
|
|
int use_perspective,
|
|
int blendfunc,
|
|
unsigned char *texbytes,
|
|
unsigned int texwidth,
|
|
unsigned int texheight,
|
|
unsigned int threads,
|
|
unsigned int aa_mode
|
|
) {
|
|
// Cast to a usable type.
|
|
intcolor_t *imgdata = (intcolor_t *)imgbytes;
|
|
intcolor_t *texdata = (intcolor_t *)texbytes;
|
|
|
|
if (threads == 1 || (maxy - miny) < (MIN_THREAD_WORK * 2)) {
|
|
// Just create a local work structure so we can call the common function.
|
|
work_t work;
|
|
work.imgdata = imgdata;
|
|
work.maskdata = maskbytes;
|
|
work.imgwidth = imgwidth;
|
|
work.minx = minx;
|
|
work.maxx = maxx;
|
|
work.miny = miny;
|
|
work.maxy = maxy;
|
|
work.texdata = texdata;
|
|
work.texwidth = texwidth;
|
|
work.texheight = texheight;
|
|
work.xscale = xscale;
|
|
work.yscale = yscale;
|
|
work.inverse = inverse;
|
|
work.add_color = add_color;
|
|
work.mult_color = mult_color;
|
|
work.blendfunc = blendfunc;
|
|
work.aa_mode = aa_mode;
|
|
work.use_perspective = use_perspective;
|
|
|
|
chunk_composite_fast(&work);
|
|
} else {
|
|
std::list<work_t *> workers;
|
|
work_t *mywork = NULL;
|
|
unsigned int imgy = miny;
|
|
unsigned int step = (maxy - miny) / threads;
|
|
if (step < MIN_THREAD_WORK) {
|
|
step = MIN_THREAD_WORK;
|
|
}
|
|
|
|
for (unsigned int worker = 0; worker < threads; worker++) {
|
|
// We are slightly different if this is the last worker, because
|
|
// its going to this thread. Make sure it consumes the rest of the
|
|
// work, as well as not getting a pthread. Make sure each thread
|
|
// has a minimum amount of work so we don't waste pthread overhead
|
|
// starting and stopping it. Because of this, make sure that the
|
|
// last chunk we create is always our own.
|
|
unsigned int me = 0;
|
|
if (worker == (threads - 1) || (imgy + step) >= maxy) {
|
|
me = 1;
|
|
}
|
|
|
|
// Create storage for this worker.
|
|
pthread_t *thread = me ? NULL : (pthread_t *)malloc(sizeof(pthread_t));
|
|
work_t *work = (work_t *)malloc(sizeof(work_t));
|
|
|
|
// Pass to it all of the params it needs.
|
|
work->imgdata = imgdata;
|
|
work->maskdata = maskbytes;
|
|
work->imgwidth = imgwidth;
|
|
work->minx = minx;
|
|
work->maxx = maxx;
|
|
work->miny = imgy;
|
|
work->maxy = me ? maxy : imgy + step;
|
|
work->texdata = texdata;
|
|
work->texwidth = texwidth;
|
|
work->texheight = texheight;
|
|
work->xscale = xscale;
|
|
work->yscale = yscale;
|
|
work->inverse = inverse;
|
|
work->add_color = add_color;
|
|
work->mult_color = mult_color;
|
|
work->blendfunc = blendfunc;
|
|
work->thread = thread;
|
|
work->aa_mode = aa_mode;
|
|
work->use_perspective = use_perspective;
|
|
|
|
if (me)
|
|
{
|
|
// This is the row for this thread.
|
|
mywork = work;
|
|
|
|
// Always exit here, we might not have actually scheduled
|
|
// the maximum permitted threads.
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Kick off the thread.
|
|
pthread_create(thread, NULL, chunk_composite_worker, work);
|
|
|
|
// Save the row so we can access it for scheduling.
|
|
workers.push_back(work);
|
|
|
|
// The next chunk of work is the next step.
|
|
imgy += step;
|
|
}
|
|
}
|
|
|
|
// Now, run my own work.
|
|
chunk_composite_fast(mywork);
|
|
|
|
// Join on all threads once they're finished.
|
|
std::list<work_t *>::iterator work = workers.begin();
|
|
|
|
while(work != workers.end()) {
|
|
// Join the thread.
|
|
pthread_join(*((*work)->thread), NULL);
|
|
|
|
// Free the memory we allocated.
|
|
free((*work)->thread);
|
|
free((*work));
|
|
|
|
// Remove it from our bookkeeping.
|
|
work = workers.erase(work);
|
|
}
|
|
|
|
// Free the memory we allocated.
|
|
free(mywork);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
}
|