/* ** 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. ** */ #include "precomp.h" #include "timestamp.h" #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" 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); start_z = args[0][44].load(true); step_z = args[0][45].load(true); dynlights = args[0][46].load(true); num_dynlights = args[0][47].load(true); 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); is_simple_shade = (flags & DrawWallArgs::simple_shade) == SSAInt(DrawWallArgs::simple_shade); is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == SSAInt(DrawWallArgs::nearest_filter); count = count_for_thread(dest_y, count, thread); dest = dest_for_thread(dest_y, pitch, dest, thread); pitch = pitch * thread.num_cores; int numColumns = fourColumns ? 4 : 1; for (int i = 0; i < numColumns; i++) { stack_frac[i].store(texturefrac[i] + iscale[i] * skipped_by_thread(dest_y, thread)); fracstep[i] = iscale[i] * thread.num_cores; one[i] = ((0x80000000 + textureheight[i] - 1) / textureheight[i]) * 2 + 1; } start_z = start_z + step_z * SSAFloat(skipped_by_thread(dest_y, thread)); step_z = step_z * SSAFloat(thread.num_cores); 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)); Loop(variant, fourColumns, isSimpleShade, false); branch.end_block(); } void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSimpleShade, bool isNearestFilter) { int numColumns = fourColumns ? 4 : 1; stack_index.store(SSAInt(0)); stack_z.store(start_z); { SSAForBlock loop; SSAInt index = stack_index.load(); z = stack_z.load(); loop.loop_block(index < count); SSAInt frac[4]; for (int i = 0; i < numColumns; i++) frac[i] = stack_frac[i].load(); SSAInt offset = index * pitch * 4; if (fourColumns) { SSAVec16ub bg = dest[offset].load_unaligned_vec16ub(false); 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); } else { SSAVec4i bgcolor = dest[offset].load_vec4ub(false); SSAVec4i color = Blend(Shade(Sample(frac[0], 0, isNearestFilter), 0, isSimpleShade), bgcolor, variant); dest[offset].store_vec4ub(color); } stack_z.store(z + step_z); stack_index.store(index.add(SSAInt(1), true, true)); for (int i = 0; i < numColumns; i++) stack_frac[i].store(frac[i] + fracstep[i]); loop.end_block(); } } SSAVec4i DrawWallCodegen::Sample(SSAInt frac, int index, bool isNearestFilter) { if (isNearestFilter) { SSAInt sample_index = ((frac >> FRACBITS) * textureheight[index]) >> FRACBITS; return source[index][sample_index * 4].load_vec4ub(false); } else { return SampleLinear(source[index], source2[index], texturefracx[index], frac, one[index], textureheight[index]); } } 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; } SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade) { SSAVec4i c; if (isSimpleShade) c = shade_bgra_simple(fg, light[index]); else c = shade_bgra_advanced(fg, light[index], shade_constants); stack_lit_color.store(c); stack_light_index.store(SSAInt(0)); SSAForBlock block; SSAInt light_index = stack_light_index.load(); SSAVec4i lit_color = stack_lit_color.load(); block.loop_block(light_index < num_dynlights); { SSAVec4i light_color = SSAUBytePtr(SSAValue(dynlights[light_index][0]).v).load_vec4ub(true); SSAFloat light_x = dynlights[light_index][1].load(true); //SSAFloat light_y = dynlights[light_index][2].load(true); SSAFloat light_z = dynlights[light_index][3].load(true); SSAFloat light_rcp_radius = dynlights[light_index][4].load(true); // L = light-pos // dist = sqrt(dot(L, L)) // attenuation = 1 - MIN(dist * (1/radius), 1) SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y SSAFloat Lz = light_z - z; SSAFloat dist = SSAFloat::sqrt(Lxy2 + Lz * Lz); SSAInt attenuation = SSAInt(SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f)), true); SSAVec4i contribution = (light_color * fg * attenuation) >> 16; stack_lit_color.store(lit_color + contribution); stack_light_index.store(light_index + 1); } block.end_block(); return stack_lit_color.load(); } 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: return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawWallVariant::SubClamp: return blend_sub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawWallVariant::RevSubClamp: return blend_revsub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); } }