gzdoom/src/r_compiler/fixedfunction/drawtrianglecodegen.cpp

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/*
** DrawTriangle 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 "i_system.h"
#include "r_compiler/llvm_include.h"
#include "r_compiler/fixedfunction/drawtrianglecodegen.h"
#include "r_compiler/ssa/ssa_function.h"
#include "r_compiler/ssa/ssa_scope.h"
#include "r_compiler/ssa/ssa_for_block.h"
#include "r_compiler/ssa/ssa_if_block.h"
#include "r_compiler/ssa/ssa_stack.h"
#include "r_compiler/ssa/ssa_function.h"
#include "r_compiler/ssa/ssa_struct_type.h"
#include "r_compiler/ssa/ssa_value.h"
void DrawTriangleCodegen::Generate(TriDrawVariant variant, bool truecolor, SSAValue args, SSAValue thread_data)
{
LoadArgs(variant, truecolor, args, thread_data);
Setup(variant, truecolor);
LoopBlockY(variant, truecolor);
}
void DrawTriangleCodegen::Setup(TriDrawVariant variant, bool truecolor)
{
int pixelsize = truecolor ? 4 : 1;
// 28.4 fixed-point coordinates
Y1 = SSAInt(SSAFloat::round(16.0f * v1.y), false);
Y2 = SSAInt(SSAFloat::round(16.0f * v2.y), false);
Y3 = SSAInt(SSAFloat::round(16.0f * v3.y), false);
X1 = SSAInt(SSAFloat::round(16.0f * v1.x), false);
X2 = SSAInt(SSAFloat::round(16.0f * v2.x), false);
X3 = SSAInt(SSAFloat::round(16.0f * v3.x), false);
// Deltas
DX12 = X1 - X2;
DX23 = X2 - X3;
DX31 = X3 - X1;
DY12 = Y1 - Y2;
DY23 = Y2 - Y3;
DY31 = Y3 - Y1;
// Fixed-point deltas
FDX12 = DX12 << 4;
FDX23 = DX23 << 4;
FDX31 = DX31 << 4;
FDY12 = DY12 << 4;
FDY23 = DY23 << 4;
FDY31 = DY31 << 4;
// Bounding rectangle
minx = SSAInt::MAX((SSAInt::MIN(SSAInt::MIN(X1, X2), X3) + 0xF) >> 4, clipleft);
maxx = SSAInt::MIN((SSAInt::MAX(SSAInt::MAX(X1, X2), X3) + 0xF) >> 4, clipright - 1);
miny = SSAInt::MAX((SSAInt::MIN(SSAInt::MIN(Y1, Y2), Y3) + 0xF) >> 4, cliptop);
maxy = SSAInt::MIN((SSAInt::MAX(SSAInt::MAX(Y1, Y2), Y3) + 0xF) >> 4, clipbottom - 1);
SSAIfBlock if0;
if0.if_block(minx >= maxx || miny >= maxy);
if0.end_retvoid();
// Start in corner of 8x8 block
minx = minx & ~(q - 1);
miny = miny & ~(q - 1);
dest = dest[miny * pitch * pixelsize];
subsectorGBuffer = subsectorGBuffer[miny * pitch];
// Half-edge constants
C1 = DY12 * X1 - DX12 * Y1;
C2 = DY23 * X2 - DX23 * Y2;
C3 = DY31 * X3 - DX31 * Y3;
// Correct for fill convention
SSAIfBlock if1;
if1.if_block(DY12 < SSAInt(0) || (DY12 == SSAInt(0) && DX12 > SSAInt(0)));
stack_C1.store(C1 + 1);
if1.else_block();
stack_C1.store(C1);
if1.end_block();
C1 = stack_C1.load();
SSAIfBlock if2;
if2.if_block(DY23 < SSAInt(0) || (DY23 == SSAInt(0) && DX23 > SSAInt(0)));
stack_C2.store(C2 + 1);
if2.else_block();
stack_C2.store(C2);
if2.end_block();
C2 = stack_C2.load();
SSAIfBlock if3;
if3.if_block(DY31 < SSAInt(0) || (DY31 == SSAInt(0) && DX31 > SSAInt(0)));
stack_C3.store(C3 + 1);
if3.else_block();
stack_C3.store(C3);
if3.end_block();
C3 = stack_C3.load();
// Gradients
gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
startW = v1.w + gradWX * (SSAFloat(minx) - v1.x) + gradWY * (SSAFloat(miny) - v1.y);
for (int i = 0; i < TriVertex::NumVarying; i++)
{
gradVaryingX[i] = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
gradVaryingY[i] = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
startVarying[i] = v1.varying[i] * v1.w + gradVaryingX[i] * (SSAFloat(minx) - v1.x) + gradVaryingY[i] * (SSAFloat(miny) - v1.y);
}
}
SSAFloat DrawTriangleCodegen::gradx(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2)
{
SSAFloat top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
SSAFloat bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
return top / bottom;
}
SSAFloat DrawTriangleCodegen::grady(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2)
{
SSAFloat top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
SSAFloat bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
return top / bottom;
}
void DrawTriangleCodegen::LoopBlockY(TriDrawVariant variant, bool truecolor)
{
int pixelsize = truecolor ? 4 : 1;
stack_y.store(miny);
stack_dest.store(dest);
stack_subsectorGBuffer.store(subsectorGBuffer);
SSAForBlock loop;
y = stack_y.load();
dest = stack_dest.load();
subsectorGBuffer = stack_subsectorGBuffer.load();
loop.loop_block(y < maxy, 0);
{
SSAIfBlock branch;
branch.if_block((y / q) % thread.num_cores == thread.core);
{
LoopBlockX(variant, truecolor);
}
branch.end_block();
stack_dest.store(dest[q * pitch * pixelsize]);
stack_subsectorGBuffer.store(subsectorGBuffer[q * pitch]);
stack_y.store(y + q);
}
loop.end_block();
}
void DrawTriangleCodegen::LoopBlockX(TriDrawVariant variant, bool truecolor)
{
stack_x.store(minx);
SSAForBlock loop;
x = stack_x.load();
loop.loop_block(x < maxx, 0);
{
// Corners of block
x0 = x << 4;
x1 = (x + q - 1) << 4;
y0 = y << 4;
y1 = (y + q - 1) << 4;
// Evaluate half-space functions
SSABool a00 = C1 + DX12 * y0 - DY12 * x0 > SSAInt(0);
SSABool a10 = C1 + DX12 * y0 - DY12 * x1 > SSAInt(0);
SSABool a01 = C1 + DX12 * y1 - DY12 * x0 > SSAInt(0);
SSABool a11 = C1 + DX12 * y1 - DY12 * x1 > SSAInt(0);
SSAInt a = (a00.zext_int() << 0) | (a10.zext_int() << 1) | (a01.zext_int() << 2) | (a11.zext_int() << 3);
SSABool b00 = C2 + DX23 * y0 - DY23 * x0 > SSAInt(0);
SSABool b10 = C2 + DX23 * y0 - DY23 * x1 > SSAInt(0);
SSABool b01 = C2 + DX23 * y1 - DY23 * x0 > SSAInt(0);
SSABool b11 = C2 + DX23 * y1 - DY23 * x1 > SSAInt(0);
SSAInt b = (b00.zext_int() << 0) | (b10.zext_int() << 1) | (b01.zext_int() << 2) | (b11.zext_int() << 3);
SSABool c00 = C3 + DX31 * y0 - DY31 * x0 > SSAInt(0);
SSABool c10 = C3 + DX31 * y0 - DY31 * x1 > SSAInt(0);
SSABool c01 = C3 + DX31 * y1 - DY31 * x0 > SSAInt(0);
SSABool c11 = C3 + DX31 * y1 - DY31 * x1 > SSAInt(0);
SSAInt c = (c00.zext_int() << 0) | (c10.zext_int() << 1) | (c01.zext_int() << 2) | (c11.zext_int() << 3);
// Skip block when outside an edge
SSAIfBlock branch;
branch.if_block(!(a == SSAInt(0) || b == SSAInt(0) || c == SSAInt(0)));
// Check if block needs clipping
SSABool clipneeded = clipleft > x || clipright < (x + q) || cliptop > y || clipbottom < (y + q);
// Calculate varying variables for affine block
SSAFloat offx0 = SSAFloat(x - minx) + 0.5f;
SSAFloat offy0 = SSAFloat(y - miny) + 0.5f;
SSAFloat offx1 = offx0 + SSAFloat(q);
SSAFloat offy1 = offy0 + SSAFloat(q);
SSAFloat rcpWTL = 1.0f / (startW + offx0 * gradWX + offy0 * gradWY);
SSAFloat rcpWTR = 1.0f / (startW + offx1 * gradWX + offy0 * gradWY);
SSAFloat rcpWBL = 1.0f / (startW + offx0 * gradWX + offy1 * gradWY);
SSAFloat rcpWBR = 1.0f / (startW + offx1 * gradWX + offy1 * gradWY);
for (int i = 0; i < TriVertex::NumVarying; i++)
{
varyingTL[i] = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL;
varyingTR[i] = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR;
varyingBL[i] = ((startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL - varyingTL[i]) * (1.0f / q);
varyingBR[i] = ((startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR - varyingTR[i]) * (1.0f / q);
}
SSAFloat globVis = SSAFloat(1706.0f);
SSAFloat vis = globVis / rcpWTL;
SSAFloat shade = 64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f;
SSAFloat lightscale = SSAFloat::clamp((shade - SSAFloat::MIN(SSAFloat(24.0f), vis)) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f));
diminishedlight = SSAInt(SSAFloat::clamp((1.0f - lightscale) * 256.0f + 0.5f, SSAFloat(0.0f), SSAFloat(256.0f)), false);
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SetStencilBlock(x / 8 + y / 8 * stencilPitch);
SSABool covered = a == SSAInt(0xF) && b == SSAInt(0xF) && c == SSAInt(0xF) && !clipneeded;
if (variant != TriDrawVariant::DrawSubsector)
{
covered = covered && StencilIsSingleValue();
}
// Accept whole block when totally covered
SSAIfBlock branch_covered;
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branch_covered.if_block(covered);
{
LoopFullBlock(variant, truecolor);
}
branch_covered.else_block();
{
LoopPartialBlock(variant, truecolor);
}
branch_covered.end_block();
branch.end_block();
stack_x.store(x + q);
}
loop.end_block();
}
void DrawTriangleCodegen::LoopFullBlock(TriDrawVariant variant, bool truecolor)
{
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SSAIfBlock branch_stenciltest;
if (variant != TriDrawVariant::DrawSubsector)
{
branch_stenciltest.if_block(StencilGetSingle() == stencilTestValue);
}
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if (variant == TriDrawVariant::Stencil)
{
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StencilClear(stencilWriteValue);
}
else
{
int pixelsize = truecolor ? 4 : 1;
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stack_iy.store(SSAInt(0));
stack_buffer.store(dest);
stack_subsectorbuffer.store(subsectorGBuffer);
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SSAForBlock loopy;
SSAInt iy = stack_iy.load();
SSAUBytePtr buffer = stack_buffer.load();
SSAIntPtr subsectorbuffer = stack_subsectorbuffer.load();
loopy.loop_block(iy < SSAInt(q), q);
{
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SSAInt varyingStep[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
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SSAFloat pos = varyingTL[i] + varyingBL[i] * SSAFloat(iy);
SSAFloat step = (varyingTR[i] + varyingBR[i] * SSAFloat(iy) - pos) * (1.0f / q);
stack_varying[i].store(SSAInt((pos - SSAFloat::floor(pos)) * SSAFloat((float)0x100000000LL), true));
varyingStep[i] = SSAInt(step * SSAFloat((float)0x100000000LL), true);
}
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stack_ix.store(x);
SSAForBlock loopx;
SSAInt ix = stack_ix.load();
SSAInt varying[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
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varying[i] = stack_varying[i].load();
loopx.loop_block(ix < x + q, q);
{
if (variant == TriDrawVariant::DrawSubsector)
{
SSAIfBlock branch;
branch.if_block(subsectorbuffer[ix].load(true) >= subsectorDepth);
{
if (truecolor)
ProcessPixel(buffer[ix * 4], subsectorbuffer[ix], varying, variant, truecolor);
else
ProcessPixel(buffer[ix], subsectorbuffer[ix], varying, variant, truecolor);
}
branch.end_block();
}
else
{
if (truecolor)
ProcessPixel(buffer[ix * 4], subsectorbuffer[ix], varying, variant, truecolor);
else
ProcessPixel(buffer[ix], subsectorbuffer[ix], varying, variant, truecolor);
}
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for (int i = 0; i < TriVertex::NumVarying; i++)
stack_varying[i].store(varying[i] + varyingStep[i]);
stack_ix.store(ix + 1);
}
loopx.end_block();
stack_buffer.store(buffer[pitch * pixelsize]);
stack_subsectorbuffer.store(subsectorbuffer[pitch]);
stack_iy.store(iy + 1);
}
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loopy.end_block();
}
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if (variant != TriDrawVariant::DrawSubsector)
{
branch_stenciltest.end_block();
}
}
void DrawTriangleCodegen::LoopPartialBlock(TriDrawVariant variant, bool truecolor)
{
int pixelsize = truecolor ? 4 : 1;
stack_CY1.store(C1 + DX12 * y0 - DY12 * x0);
stack_CY2.store(C2 + DX23 * y0 - DY23 * x0);
stack_CY3.store(C3 + DX31 * y0 - DY31 * x0);
stack_iy.store(SSAInt(0));
stack_buffer.store(dest);
stack_subsectorbuffer.store(subsectorGBuffer);
SSAForBlock loopy;
SSAInt iy = stack_iy.load();
SSAUBytePtr buffer = stack_buffer.load();
SSAIntPtr subsectorbuffer = stack_subsectorbuffer.load();
SSAInt CY1 = stack_CY1.load();
SSAInt CY2 = stack_CY2.load();
SSAInt CY3 = stack_CY3.load();
loopy.loop_block(iy < SSAInt(q), q);
{
SSAInt varyingStep[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
SSAFloat pos = varyingTL[i] + varyingBL[i] * SSAFloat(iy);
SSAFloat step = (varyingTR[i] + varyingBR[i] * SSAFloat(iy) - pos) * (1.0f / q);
stack_varying[i].store(SSAInt((pos - SSAFloat::floor(pos)) * SSAFloat((float)0x100000000LL), true));
varyingStep[i] = SSAInt(step * SSAFloat((float)0x100000000LL), true);
}
stack_CX1.store(CY1);
stack_CX2.store(CY2);
stack_CX3.store(CY3);
stack_ix.store(SSAInt(0));
SSAForBlock loopx;
SSAInt ix = stack_ix.load();
SSAInt CX1 = stack_CX1.load();
SSAInt CX2 = stack_CX2.load();
SSAInt CX3 = stack_CX3.load();
SSAInt varying[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] = stack_varying[i].load();
loopx.loop_block(ix < SSAInt(q), q);
{
SSABool visible = (ix + x >= clipleft) && (ix + x < clipright) && (cliptop <= y + iy) && (clipbottom > y + iy);
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SSABool covered = CX1 > SSAInt(0) && CX2 > SSAInt(0) && CX3 > SSAInt(0) && visible;
if (variant == TriDrawVariant::DrawSubsector)
{
covered = covered && subsectorbuffer[ix + x].load(true) >= subsectorDepth;
}
else
{
covered = covered && StencilGet(ix, iy) == stencilTestValue;
}
SSAIfBlock branch;
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branch.if_block(covered);
{
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if (variant == TriDrawVariant::Stencil)
{
StencilSet(ix, iy, stencilWriteValue);
}
else
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{
if (truecolor)
ProcessPixel(buffer[(ix + x) * 4], subsectorbuffer[ix + x], varying, variant, truecolor);
else
ProcessPixel(buffer[ix + x], subsectorbuffer[ix + x], varying, variant, truecolor);
}
}
branch.end_block();
for (int i = 0; i < TriVertex::NumVarying; i++)
stack_varying[i].store(varying[i] + varyingStep[i]);
stack_CX1.store(CX1 - FDY12);
stack_CX2.store(CX2 - FDY23);
stack_CX3.store(CX3 - FDY31);
stack_ix.store(ix + 1);
}
loopx.end_block();
stack_CY1.store(CY1 + FDX12);
stack_CY2.store(CY2 + FDX23);
stack_CY3.store(CY3 + FDX31);
stack_buffer.store(buffer[pitch * pixelsize]);
stack_subsectorbuffer.store(subsectorbuffer[pitch]);
stack_iy.store(iy + 1);
}
loopy.end_block();
}
void DrawTriangleCodegen::ProcessPixel(SSAUBytePtr buffer, SSAIntPtr subsectorbuffer, SSAInt *varying, TriDrawVariant variant, bool truecolor)
{
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if (variant == TriDrawVariant::Fill)
{
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if (truecolor)
{
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buffer.store_vec4ub(SSAVec4i::unpack(solidcolor));
}
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else
{
//buffer.store(solidcolor);
}
subsectorbuffer.store(subsectorDepth);
}
else
{
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SSAInt ufrac = varying[0];
SSAInt vfrac = varying[1];
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
if (truecolor)
{
SSAVec4i fg = texturePixels[uvoffset * 4].load_vec4ub(true);
SSAInt fg_alpha = fg[3];
fg = (fg * diminishedlight) >> 8;
fg.insert(3, fg_alpha);
if (variant == TriDrawVariant::DrawMasked || variant == TriDrawVariant::DrawSubsector)
{
SSAIfBlock branch_transparency;
branch_transparency.if_block(fg_alpha > SSAInt(127));
{
buffer.store_vec4ub(fg);
if (variant != TriDrawVariant::DrawSubsector)
subsectorbuffer.store(subsectorDepth);
}
branch_transparency.end_block();
}
else
{
buffer.store_vec4ub(fg);
subsectorbuffer.store(subsectorDepth);
}
}
else
{
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SSAUByte palindex = texturePixels[uvoffset].load(true);
if (variant == TriDrawVariant::DrawMasked || variant == TriDrawVariant::DrawSubsector)
{
SSAIfBlock branch_transparency;
branch_transparency.if_block(!(palindex.zext_int() == SSAInt(0)));
{
buffer.store(palindex);
if (variant != TriDrawVariant::DrawSubsector)
subsectorbuffer.store(subsectorDepth);
}
branch_transparency.end_block();
}
else
{
buffer.store(palindex);
subsectorbuffer.store(subsectorDepth);
}
}
}
}
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void DrawTriangleCodegen::SetStencilBlock(SSAInt block)
{
StencilBlock = stencilValues[block * 64];
StencilBlockMask = stencilMasks[block];
}
void DrawTriangleCodegen::StencilSet(SSAInt x, SSAInt y, SSAUByte value)
{
SSAInt mask = StencilBlockMask.load(false);
SSAIfBlock branchNeedsUpdate;
branchNeedsUpdate.if_block(!(mask == (SSAInt(0xffffff00) | value.zext_int())));
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SSAIfBlock branchFirstSet;
branchFirstSet.if_block((mask & SSAInt(0xffffff00)) == SSAInt(0xffffff00));
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{
SSAUByte val0 = mask.trunc_ubyte();
for (int i = 0; i < 8 * 8; i++)
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StencilBlock[i].store(val0);
StencilBlockMask.store(SSAInt(0));
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}
branchFirstSet.end_block();
StencilBlock[x + y * 8].store(value);
branchNeedsUpdate.end_block();
}
SSAUByte DrawTriangleCodegen::StencilGet(SSAInt x, SSAInt y)
{
return StencilIsSingleValue().select(StencilBlockMask.load(false).trunc_ubyte(), StencilBlock[x + y * 8].load(false));
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}
SSAUByte DrawTriangleCodegen::StencilGetSingle()
{
return StencilBlockMask.load(false).trunc_ubyte();
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}
void DrawTriangleCodegen::StencilClear(SSAUByte value)
{
StencilBlockMask.store(SSAInt(0xffffff00) | value.zext_int());
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}
SSABool DrawTriangleCodegen::StencilIsSingleValue()
{
return (StencilBlockMask.load(false) & SSAInt(0xffffff00)) == SSAInt(0xffffff00);
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}
void DrawTriangleCodegen::LoadArgs(TriDrawVariant variant, bool truecolor, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load(true);
pitch = args[0][1].load(true);
v1 = LoadTriVertex(args[0][2].load(true));
v2 = LoadTriVertex(args[0][3].load(true));
v3 = LoadTriVertex(args[0][4].load(true));
clipleft = args[0][5].load(true);
clipright = args[0][6].load(true);
cliptop = args[0][7].load(true);
clipbottom = args[0][8].load(true);
texturePixels = args[0][9].load(true);
textureWidth = args[0][10].load(true);
textureHeight = args[0][11].load(true);
solidcolor = args[0][12].load(true);
LoadUniforms(args[0][13].load(true));
stencilValues = args[0][14].load(true);
stencilMasks = args[0][15].load(true);
stencilPitch = args[0][16].load(true);
stencilTestValue = args[0][17].load(true);
stencilWriteValue = args[0][18].load(true);
subsectorGBuffer = args[0][19].load(true);
thread.core = thread_data[0][0].load(true);
thread.num_cores = thread_data[0][1].load(true);
}
SSATriVertex DrawTriangleCodegen::LoadTriVertex(SSAValue ptr)
{
SSATriVertex v;
v.x = ptr[0][0].load(true);
v.y = ptr[0][1].load(true);
v.z = ptr[0][2].load(true);
v.w = ptr[0][3].load(true);
for (int i = 0; i < TriVertex::NumVarying; i++)
v.varying[i] = ptr[0][4 + i].load(true);
return v;
}
void DrawTriangleCodegen::LoadUniforms(SSAValue uniforms)
{
light = uniforms[0][0].load(true);
subsectorDepth = uniforms[0][1].load(true);
SSAShort light_alpha = uniforms[0][2].load(true);
SSAShort light_red = uniforms[0][3].load(true);
SSAShort light_green = uniforms[0][4].load(true);
SSAShort light_blue = uniforms[0][5].load(true);
SSAShort fade_alpha = uniforms[0][6].load(true);
SSAShort fade_red = uniforms[0][7].load(true);
SSAShort fade_green = uniforms[0][8].load(true);
SSAShort fade_blue = uniforms[0][9].load(true);
SSAShort desaturate = uniforms[0][10].load(true);
SSAInt flags = uniforms[0][11].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();
is_simple_shade = (flags & TriUniforms::simple_shade) == SSAInt(TriUniforms::simple_shade);
is_nearest_filter = (flags & TriUniforms::nearest_filter) == SSAInt(TriUniforms::nearest_filter);
}