gzdoom/src/r_compiler/fixedfunction/fixedfunction.cpp

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#include "i_system.h"
#include "r_compiler/fixedfunction/fixedfunction.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"
#include "r_compiler/ssa/ssa_barycentric_weight.h"
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void DrawSpanCodegen::Generate(SSAValue args)
{
destorg = args[0][0].load();
source = args[0][1].load();
destpitch = args[0][2].load();
stack_xfrac.store(args[0][3].load());
stack_yfrac.store(args[0][4].load());
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xstep = args[0][5].load();
ystep = args[0][6].load();
x1 = args[0][7].load();
x2 = args[0][8].load();
y = args[0][9].load();
xbits = args[0][10].load();
ybits = args[0][11].load();
light = args[0][12].load();
srcalpha = args[0][13].load();
destalpha = args[0][14].load();
SSAShort light_alpha = args[0][15].load();
SSAShort light_red = args[0][16].load();
SSAShort light_green = args[0][17].load();
SSAShort light_blue = args[0][18].load();
SSAShort fade_alpha = args[0][19].load();
SSAShort fade_red = args[0][20].load();
SSAShort fade_green = args[0][21].load();
SSAShort fade_blue = args[0][22].load();
SSAShort desaturate = args[0][23].load();
SSAInt flags = args[0][24].load();
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();
count = x2 - x1 + 1;
data = destorg[(x1 + y * destpitch) * 4];
yshift = 32 - ybits;
xshift = yshift - xbits;
xmask = ((SSAInt(1) << xbits) - 1) << ybits;
// 64x64 is the most common case by far, so special case it.
is_64x64 = xbits == 6 && ybits == 6;
is_simple_shade = (flags & RenderArgs::simple_shade) == RenderArgs::simple_shade;
is_nearest_filter = (flags & RenderArgs::nearest_filter) == RenderArgs::nearest_filter;
SSAIfBlock branch;
branch.if_block(is_simple_shade);
LoopShade(true);
branch.else_block();
LoopShade(false);
branch.end_block();
}
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void DrawSpanCodegen::LoopShade(bool isSimpleShade)
{
SSAIfBlock branch;
branch.if_block(is_nearest_filter);
LoopFilter(isSimpleShade, true);
branch.else_block();
LoopFilter(isSimpleShade, false);
branch.end_block();
}
void DrawSpanCodegen::LoopFilter(bool isSimpleShade, bool isNearestFilter)
{
SSAIfBlock branch;
branch.if_block(is_64x64);
{
SSAInt sseLength = Loop4x(isSimpleShade, isNearestFilter, true);
Loop(sseLength * 4, isSimpleShade, isNearestFilter, true);
}
branch.else_block();
{
SSAInt sseLength = Loop4x(isSimpleShade, isNearestFilter, false);
Loop(sseLength * 4, isSimpleShade, isNearestFilter, false);
}
branch.end_block();
}
SSAInt DrawSpanCodegen::Loop4x(bool isSimpleShade, bool isNearestFilter, bool is64x64)
{
SSAInt sseLength = count / 4;
stack_index.store(0);
{
SSAForBlock loop;
SSAInt index = stack_index.load();
loop.loop_block(index < sseLength);
SSAVec4i colors[4];
for (int i = 0; i < 4; i++)
{
SSAInt xfrac = stack_xfrac.load();
SSAInt yfrac = stack_yfrac.load();
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SSAVec4i fg = Sample(xfrac, yfrac, isNearestFilter, is64x64);
if (isSimpleShade)
colors[i] = shade_bgra_simple(fg, light);
else
colors[i] = shade_bgra_advanced(fg, light, shade_constants);
stack_xfrac.store(xfrac + xstep);
stack_yfrac.store(yfrac + ystep);
}
SSAVec16ub ssecolors(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
data[index * 16].store_unaligned_vec16ub(ssecolors);
stack_index.store(index + 1);
loop.end_block();
}
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return sseLength;
}
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void DrawSpanCodegen::Loop(SSAInt start, bool isSimpleShade, bool isNearestFilter, bool is64x64)
{
stack_index.store(start);
{
SSAForBlock loop;
SSAInt index = stack_index.load();
loop.loop_block(index < count);
SSAInt xfrac = stack_xfrac.load();
SSAInt yfrac = stack_yfrac.load();
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SSAVec4i fg = Sample(xfrac, yfrac, isNearestFilter, is64x64);
SSAVec4i color;
if (isSimpleShade)
color = shade_bgra_simple(fg, light);
else
color = shade_bgra_advanced(fg, light, shade_constants);
data[index * 4].store_vec4ub(color);
stack_index.store(index + 1);
stack_xfrac.store(xfrac + xstep);
stack_yfrac.store(yfrac + ystep);
loop.end_block();
}
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}
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SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64)
{
if (isNearestFilter)
{
SSAInt spot;
if (is64x64)
spot = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6));
else
spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
return source[spot * 4].load_vec4ub();
}
else
{
if (is64x64)
{
return sample_linear(source, xfrac, yfrac, 26, 26);
}
else
{
return sample_linear(source, xfrac, yfrac, 32 - xbits, 32 - ybits);
}
}
}
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/////////////////////////////////////////////////////////////////////////////
SSAInt DrawerCodegen::calc_light_multiplier(SSAInt light)
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{
return 256 - (light >> (FRACBITS - 8));
}
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SSAVec4i DrawerCodegen::shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors)
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{
SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
return shade_bgra_simple(color, light);
}
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SSAVec4i DrawerCodegen::shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors)
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{
SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
return shade_bgra_advanced(color, light, constants);
}
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SSAVec4i DrawerCodegen::shade_bgra_simple(SSAVec4i color, SSAInt light)
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{
color = color * light / 256;
return color.insert(3, 255);
}
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SSAVec4i DrawerCodegen::shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants)
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{
SSAInt blue = color[0];
SSAInt green = color[1];
SSAInt red = color[2];
SSAInt alpha = color[3];
SSAInt intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
SSAVec4i inv_light = 256 - light;
SSAVec4i inv_desaturate = 256 - constants.desaturate;
color = (color * inv_desaturate + intensity) / 256;
color = (constants.fade * inv_light + color * light) / 256;
color = (color * constants.light) / 256;
return color.insert(3, alpha);
}
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SSAVec4i DrawerCodegen::blend_copy(SSAVec4i fg)
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{
return fg;
}
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SSAVec4i DrawerCodegen::blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
SSAVec4i color = (fg * srcalpha + bg * destalpha) / 256;
return color.insert(3, 255);
}
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SSAVec4i DrawerCodegen::blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
SSAVec4i color = (bg * destalpha - fg * srcalpha) / 256;
return color.insert(3, 255);
}
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SSAVec4i DrawerCodegen::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
SSAVec4i color = (fg * srcalpha - bg * destalpha) / 256;
return color.insert(3, 255);
}
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SSAVec4i DrawerCodegen::blend_alpha_blend(SSAVec4i fg, SSAVec4i bg)
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{
SSAInt alpha = fg[3];
alpha = alpha + (alpha >> 7); // // 255 -> 256
SSAInt inv_alpha = 256 - alpha;
SSAVec4i color = (fg * alpha + bg * inv_alpha) / 256;
return color.insert(3, 255);
}
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SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
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{
SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
SSAInt y0 = frac_y0 >> FRACBITS;
SSAInt y1 = frac_y1 >> FRACBITS;
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SSAVec4i p00 = col0[y0 * 4].load_vec4ub();
SSAVec4i p01 = col0[y1 * 4].load_vec4ub();
SSAVec4i p10 = col1[y0 * 4].load_vec4ub();
SSAVec4i p11 = col1[y1 * 4].load_vec4ub();
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SSAInt inv_b = texturefracx;
SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
SSAInt a = 16 - inv_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 DrawerCodegen::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits)
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{
SSAInt xshift = (32 - xbits);
SSAInt yshift = (32 - ybits);
SSAInt xmask = (SSAInt(1) << xshift) - 1;
SSAInt ymask = (SSAInt(1) << yshift) - 1;
SSAInt x = xfrac >> xbits;
SSAInt y = yfrac >> ybits;
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SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub();
SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub();
SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub();
SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub();
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SSAInt inv_b = (xfrac >> (xbits - 4)) & 15;
SSAInt inv_a = (yfrac >> (ybits - 4)) & 15;
SSAInt a = 16 - inv_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;
}