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Add light, blend and sampler functions
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parent
f9a7186550
commit
576fed5afc
4 changed files with 173 additions and 7 deletions
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@ -154,8 +154,7 @@ void FixedFunction::CodegenDrawSpan()
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SSAInt spot64 = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6));
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//SSAInt spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
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//*loop.dest = LightBgra::shade_bgra(_source[loop.spot64()], _light, _shade_constants);
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colors[i] = source[spot64 * 4].load_vec4ub() * light / 256;
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colors[i] = shade_bgra_simple(source[spot64 * 4].load_vec4ub(), light);
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stack_xfrac.store(xfrac + xstep);
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stack_yfrac.store(yfrac + ystep);
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@ -181,9 +180,7 @@ void FixedFunction::CodegenDrawSpan()
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SSAInt spot64 = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6));
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//SSAInt spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
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//*loop.dest = LightBgra::shade_bgra(_source[loop.spot64()], _light, _shade_constants);
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SSAVec4i color = source[spot64 * 4].load_vec4ub();
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color = color * light / 256;
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SSAVec4i color = shade_bgra_simple(source[spot64 * 4].load_vec4ub(), light);
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data[index * 4].store_vec4ub(color);
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stack_index.store(index + 1);
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@ -200,6 +197,122 @@ void FixedFunction::CodegenDrawSpan()
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mProgram.functionPassManager()->run(*function.func);
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}
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SSAInt FixedFunction::calc_light_multiplier(SSAInt light)
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{
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return 256 - (light >> (FRACBITS - 8));
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}
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SSAVec4i FixedFunction::shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors)
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{
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SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
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return shade_bgra_simple(color, light);
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}
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SSAVec4i FixedFunction::shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors)
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{
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SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
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return shade_bgra_advanced(color, light, constants);
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}
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SSAVec4i FixedFunction::shade_bgra_simple(SSAVec4i color, SSAInt light)
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{
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color = color * light / 256;
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return color.insert(3, 255);
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}
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SSAVec4i FixedFunction::shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants)
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{
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SSAInt blue = color[0];
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SSAInt green = color[1];
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SSAInt red = color[2];
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SSAInt alpha = color[3];
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SSAInt intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
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SSAVec4i inv_light = 256 - light;
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SSAVec4i inv_desaturate = 256 - constants.desaturate;
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color = (color * inv_desaturate + intensity) / 256;
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color = (constants.fade * inv_light + color * light) / 256;
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color = (color * constants.light) / 256;
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return color.insert(3, alpha);
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}
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SSAVec4i FixedFunction::blend_copy(SSAVec4i fg)
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{
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return fg;
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}
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SSAVec4i FixedFunction::blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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SSAVec4i color = (fg * srcalpha + bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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SSAVec4i FixedFunction::blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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SSAVec4i color = (bg * destalpha - fg * srcalpha) / 256;
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return color.insert(3, 255);
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}
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SSAVec4i FixedFunction::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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{
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SSAVec4i color = (fg * srcalpha - bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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SSAVec4i FixedFunction::blend_alpha_blend(SSAVec4i fg, SSAVec4i bg)
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{
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SSAInt alpha = fg[3];
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alpha = alpha + (alpha >> 7); // // 255 -> 256
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SSAInt inv_alpha = 256 - alpha;
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SSAVec4i color = (fg * alpha + bg * inv_alpha) / 256;
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return color.insert(3, 255);
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}
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SSAVec4i FixedFunction::sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
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{
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SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
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SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
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SSAInt y0 = frac_y0 >> FRACBITS;
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SSAInt y1 = frac_y1 >> FRACBITS;
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SSAVec4i p00 = col0[y0].load_vec4ub();
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SSAVec4i p01 = col0[y1].load_vec4ub();
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SSAVec4i p10 = col1[y0].load_vec4ub();
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SSAVec4i p11 = col1[y1].load_vec4ub();
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SSAInt inv_b = texturefracx;
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SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
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SSAInt a = 16 - inv_a;
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SSAInt b = 16 - inv_b;
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return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
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}
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SSAVec4i FixedFunction::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits)
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{
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SSAInt xshift = (32 - xbits);
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SSAInt yshift = (32 - ybits);
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SSAInt xmask = (SSAInt(1) << xshift) - 1;
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SSAInt ymask = (SSAInt(1) << yshift) - 1;
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SSAInt x = xfrac >> xbits;
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SSAInt y = yfrac >> ybits;
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SSAVec4i p00 = texture[(y & ymask) + ((x & xmask) << yshift)].load_vec4ub();
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SSAVec4i p01 = texture[((y + 1) & ymask) + ((x & xmask) << yshift)].load_vec4ub();
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SSAVec4i p10 = texture[(y & ymask) + (((x + 1) & xmask) << yshift)].load_vec4ub();
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SSAVec4i p11 = texture[((y + 1) & ymask) + (((x + 1) & xmask) << yshift)].load_vec4ub();
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SSAInt inv_b = (xfrac >> (xbits - 4)) & 15;
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SSAInt inv_a = (yfrac >> (ybits - 4)) & 15;
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SSAInt a = 16 - inv_a;
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SSAInt b = 16 - inv_b;
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return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
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}
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llvm::Type *FixedFunction::GetRenderArgsStruct(llvm::LLVMContext &context)
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{
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std::vector<llvm::Type *> elements;
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@ -6,6 +6,7 @@
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#include "r_compiler/ssa/ssa_vec8s.h"
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#include "r_compiler/ssa/ssa_vec16ub.h"
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#include "r_compiler/ssa/ssa_int.h"
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#include "r_compiler/ssa/ssa_int_ptr.h"
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#include "r_compiler/ssa/ssa_short.h"
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#include "r_compiler/ssa/ssa_ubyte_ptr.h"
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#include "r_compiler/ssa/ssa_vec4f_ptr.h"
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@ -57,8 +58,30 @@ struct RenderArgs
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uint32_t light;
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uint32_t srcalpha;
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uint32_t destalpha;
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//ShadeConstants _shade_constants;
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//int32_t nearest_filter;
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uint16_t light_alpha;
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uint16_t light_red;
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uint16_t light_green;
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uint16_t light_blue;
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uint16_t fade_alpha;
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uint16_t fade_red;
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uint16_t fade_green;
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uint16_t fade_blue;
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uint16_t desaturate;
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uint32_t flags;
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enum Flags
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{
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simple_shade = 1,
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nearest_filter = 2
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};
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};
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class SSAShadeConstants
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{
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public:
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SSAVec4i light;
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SSAVec4i fade;
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SSAInt desaturate;
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};
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class FixedFunction
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@ -71,6 +94,24 @@ public:
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private:
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void CodegenDrawSpan();
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// LightBgra
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SSAInt calc_light_multiplier(SSAInt light);
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SSAVec4i shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors);
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SSAVec4i shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors);
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SSAVec4i shade_bgra_simple(SSAVec4i color, SSAInt light);
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SSAVec4i shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants);
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// BlendBgra
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SSAVec4i blend_copy(SSAVec4i fg);
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SSAVec4i blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_alpha_blend(SSAVec4i fg, SSAVec4i bg);
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// SampleBgra
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SSAVec4i sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
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SSAVec4i sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits);
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static llvm::Type *GetRenderArgsStruct(llvm::LLVMContext &context);
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RenderProgram mProgram;
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@ -60,6 +60,16 @@ SSAInt SSAVec4i::operator[](SSAInt index)
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return SSAInt::from_llvm(SSAScope::builder().CreateExtractElement(v, index.v, SSAScope::hint()));
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}
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SSAVec4i SSAVec4i::insert(SSAInt index, SSAInt value)
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{
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return SSAVec4i::from_llvm(SSAScope::builder().CreateInsertElement(v, value.v, index.v, SSAScope::hint()));
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}
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SSAVec4i SSAVec4i::insert(int index, SSAInt value)
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{
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return SSAVec4i::from_llvm(SSAScope::builder().CreateInsertElement(v, value.v, index, SSAScope::hint()));
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}
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llvm::Type *SSAVec4i::llvm_type()
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{
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return llvm::VectorType::get(llvm::Type::getInt32Ty(SSAScope::context()), 4);
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@ -19,6 +19,8 @@ public:
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explicit SSAVec4i(llvm::Value *v);
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SSAVec4i(SSAVec4f f32);
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SSAInt operator[](SSAInt index);
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SSAVec4i insert(SSAInt index, SSAInt value);
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SSAVec4i insert(int index, SSAInt value);
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static SSAVec4i bitcast(SSAVec4f f32);
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static SSAVec4i bitcast(SSAVec8s i16);
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static SSAVec4i shuffle(const SSAVec4i &f0, int index0, int index1, int index2, int index3);
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