gzdoom-gles/tools/drawergen/fixedfunction/drawwallcodegen.cpp

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/*
** DrawWall code generation
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
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#include "precomp.h"
#include "timestamp.h"
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#include "fixedfunction/drawwallcodegen.h"
#include "ssa/ssa_function.h"
#include "ssa/ssa_scope.h"
#include "ssa/ssa_for_block.h"
#include "ssa/ssa_if_block.h"
#include "ssa/ssa_stack.h"
#include "ssa/ssa_function.h"
#include "ssa/ssa_struct_type.h"
#include "ssa/ssa_value.h"
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void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load(true);
source[0] = args[0][1].load(true);
source[1] = args[0][2].load(true);
source[2] = args[0][3].load(true);
source[3] = args[0][4].load(true);
source2[0] = args[0][5].load(true);
source2[1] = args[0][6].load(true);
source2[2] = args[0][7].load(true);
source2[3] = args[0][8].load(true);
pitch = args[0][9].load(true);
count = args[0][10].load(true);
dest_y = args[0][11].load(true);
texturefrac[0] = args[0][12].load(true);
texturefrac[1] = args[0][13].load(true);
texturefrac[2] = args[0][14].load(true);
texturefrac[3] = args[0][15].load(true);
texturefracx[0] = args[0][16].load(true);
texturefracx[1] = args[0][17].load(true);
texturefracx[2] = args[0][18].load(true);
texturefracx[3] = args[0][19].load(true);
iscale[0] = args[0][20].load(true);
iscale[1] = args[0][21].load(true);
iscale[2] = args[0][22].load(true);
iscale[3] = args[0][23].load(true);
textureheight[0] = args[0][24].load(true);
textureheight[1] = args[0][25].load(true);
textureheight[2] = args[0][26].load(true);
textureheight[3] = args[0][27].load(true);
light[0] = args[0][28].load(true);
light[1] = args[0][29].load(true);
light[2] = args[0][30].load(true);
light[3] = args[0][31].load(true);
srcalpha = args[0][32].load(true);
destalpha = args[0][33].load(true);
SSAShort light_alpha = args[0][34].load(true);
SSAShort light_red = args[0][35].load(true);
SSAShort light_green = args[0][36].load(true);
SSAShort light_blue = args[0][37].load(true);
SSAShort fade_alpha = args[0][38].load(true);
SSAShort fade_red = args[0][39].load(true);
SSAShort fade_green = args[0][40].load(true);
SSAShort fade_blue = args[0][41].load(true);
SSAShort desaturate = args[0][42].load(true);
SSAInt flags = args[0][43].load(true);
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shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
shade_constants.desaturate = desaturate.zext_int();
thread.core = thread_data[0][0].load(true);
thread.num_cores = thread_data[0][1].load(true);
thread.pass_start_y = thread_data[0][2].load(true);
thread.pass_end_y = thread_data[0][3].load(true);
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is_simple_shade = (flags & DrawWallArgs::simple_shade) == SSAInt(DrawWallArgs::simple_shade);
is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == SSAInt(DrawWallArgs::nearest_filter);
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count = count_for_thread(dest_y, count, thread);
dest = dest_for_thread(dest_y, pitch, dest, thread);
pitch = pitch * thread.num_cores;
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int numColumns = fourColumns ? 4 : 1;
for (int i = 0; i < numColumns; i++)
{
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stack_frac[i].store(texturefrac[i] + iscale[i] * skipped_by_thread(dest_y, thread));
fracstep[i] = iscale[i] * thread.num_cores;
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one[i] = ((0x80000000 + textureheight[i] - 1) / textureheight[i]) * 2 + 1;
}
SSAIfBlock branch;
branch.if_block(is_simple_shade);
LoopShade(variant, fourColumns, true);
branch.else_block();
LoopShade(variant, fourColumns, false);
branch.end_block();
}
void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool fourColumns, bool isSimpleShade)
{
SSAIfBlock branch;
branch.if_block(is_nearest_filter);
Loop(variant, fourColumns, isSimpleShade, true);
branch.else_block();
int numColumns = fourColumns ? 4 : 1;
for (int i = 0; i < numColumns; i++)
stack_frac[i].store(stack_frac[i].load() - (one[i] / 2));
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Loop(variant, fourColumns, isSimpleShade, false);
branch.end_block();
}
void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSimpleShade, bool isNearestFilter)
{
int numColumns = fourColumns ? 4 : 1;
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stack_index.store(SSAInt(0));
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{
SSAForBlock loop;
SSAInt index = stack_index.load();
loop.loop_block(index < count);
SSAInt frac[4];
for (int i = 0; i < numColumns; i++)
frac[i] = stack_frac[i].load();
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SSAInt offset = index * pitch * 4;
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if (fourColumns)
{
SSAVec16ub bg = dest[offset].load_unaligned_vec16ub(false);
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SSAVec8s bg0 = SSAVec8s::extendlo(bg);
SSAVec8s bg1 = SSAVec8s::extendhi(bg);
SSAVec4i bgcolors[4] =
{
SSAVec4i::extendlo(bg0),
SSAVec4i::extendhi(bg0),
SSAVec4i::extendlo(bg1),
SSAVec4i::extendhi(bg1)
};
SSAVec4i colors[4];
for (int i = 0; i < 4; i++)
colors[i] = Blend(Shade(Sample(frac[i], i, isNearestFilter), i, isSimpleShade), bgcolors[i], variant);
SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
dest[offset].store_unaligned_vec16ub(color);
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}
else
{
SSAVec4i bgcolor = dest[offset].load_vec4ub(false);
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SSAVec4i color = Blend(Shade(Sample(frac[0], 0, isNearestFilter), 0, isSimpleShade), bgcolor, variant);
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dest[offset].store_vec4ub(color);
}
stack_index.store(index.add(SSAInt(1), true, true));
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for (int i = 0; i < numColumns; i++)
stack_frac[i].store(frac[i] + fracstep[i]);
loop.end_block();
}
}
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SSAVec4i DrawWallCodegen::Sample(SSAInt frac, int index, bool isNearestFilter)
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{
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if (isNearestFilter)
{
SSAInt sample_index = ((frac >> FRACBITS) * textureheight[index]) >> FRACBITS;
return source[index][sample_index * 4].load_vec4ub(false);
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}
else
{
return SampleLinear(source[index], source2[index], texturefracx[index], frac, one[index], textureheight[index]);
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}
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}
SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
{
SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
SSAInt y0 = frac_y0 >> FRACBITS;
SSAInt y1 = frac_y1 >> FRACBITS;
SSAVec4i p00 = col0[y0 * 4].load_vec4ub(true);
SSAVec4i p01 = col0[y1 * 4].load_vec4ub(true);
SSAVec4i p10 = col1[y0 * 4].load_vec4ub(true);
SSAVec4i p11 = col1[y1 * 4].load_vec4ub(true);
SSAInt inv_b = texturefracx;
SSAInt a = (frac_y1 >> (FRACBITS - 4)) & 15;
SSAInt inv_a = 16 - a;
SSAInt b = 16 - inv_b;
return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
}
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SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade)
{
if (isSimpleShade)
return shade_bgra_simple(fg, light[index]);
else
return shade_bgra_advanced(fg, light[index], shade_constants);
}
SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)
{
switch (variant)
{
default:
case DrawWallVariant::Opaque:
return blend_copy(fg);
case DrawWallVariant::Masked:
return blend_alpha_blend(fg, bg);
case DrawWallVariant::Add:
case DrawWallVariant::AddClamp:
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return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawWallVariant::SubClamp:
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return blend_sub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawWallVariant::RevSubClamp:
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return blend_revsub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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}
}