/* ** DrawColumn 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/drawcolumncodegen.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 DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod method, SSAValue args, SSAValue thread_data) { dest = args[0][0].load(true); source = args[0][1].load(true); source2 = args[0][2].load(true); colormap = args[0][3].load(true); translation = args[0][4].load(true); basecolors = args[0][5].load(true); pitch = args[0][6].load(true); count = args[0][7].load(true); dest_y = args[0][8].load(true); if (method == DrawColumnMethod::Normal) { iscale = args[0][9].load(true); texturefracx = args[0][10].load(true); textureheight = args[0][11].load(true); } texturefrac = args[0][12].load(true); light = args[0][13].load(true); color = SSAVec4i::unpack(args[0][14].load(true)); srccolor = SSAVec4i::unpack(args[0][15].load(true)); srcalpha = args[0][16].load(true); destalpha = args[0][17].load(true); SSAShort light_alpha = args[0][18].load(true); SSAShort light_red = args[0][19].load(true); SSAShort light_green = args[0][20].load(true); SSAShort light_blue = args[0][21].load(true); SSAShort fade_alpha = args[0][22].load(true); SSAShort fade_red = args[0][23].load(true); SSAShort fade_green = args[0][24].load(true); SSAShort fade_blue = args[0][25].load(true); SSAShort desaturate = args[0][26].load(true); SSAInt flags = args[0][27].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); thread.temp = thread_data[0][4].load(true); is_simple_shade = (flags & DrawColumnArgs::simple_shade) == SSAInt(DrawColumnArgs::simple_shade); is_nearest_filter = (flags & DrawColumnArgs::nearest_filter) == SSAInt(DrawColumnArgs::nearest_filter); count = count_for_thread(dest_y, count, thread); dest = dest_for_thread(dest_y, pitch, dest, thread); pitch = pitch * thread.num_cores; if (method == DrawColumnMethod::Normal) { stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread)); iscale = iscale * thread.num_cores; one = (1 << 30) / textureheight; SSAIfBlock branch; branch.if_block(is_simple_shade); LoopShade(variant, method, true); branch.else_block(); LoopShade(variant, method, false); branch.end_block(); } else { source = thread.temp[((dest_y + skipped_by_thread(dest_y, thread)) * 4 + texturefrac) * 4]; SSAIfBlock branch; branch.if_block(is_simple_shade); Loop(variant, method, true, true); branch.else_block(); Loop(variant, method, false, true); branch.end_block(); } } void DrawColumnCodegen::LoopShade(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade) { SSAIfBlock branch; branch.if_block(is_nearest_filter); Loop(variant, method, isSimpleShade, true); branch.else_block(); stack_frac.store(stack_frac.load() - (one >> 1)); Loop(variant, method, isSimpleShade, false); branch.end_block(); } void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter) { SSAInt sincr; if (method != DrawColumnMethod::Normal) sincr = thread.num_cores * 4; stack_index.store(SSAInt(0)); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < count); SSAInt sample_index, frac; if (method == DrawColumnMethod::Normal) { frac = stack_frac.load(); if (IsPaletteInput(variant)) sample_index = frac >> FRACBITS; else sample_index = frac; } else { sample_index = index * sincr * 4; } SSAInt offset = index * pitch * 4; SSAVec4i bgcolor[4]; int numColumns = (method == DrawColumnMethod::Rt4) ? 4 : 1; if (numColumns == 4) { SSAVec16ub bg = dest[offset].load_unaligned_vec16ub(false); SSAVec8s bg0 = SSAVec8s::extendlo(bg); SSAVec8s bg1 = SSAVec8s::extendhi(bg); bgcolor[0] = SSAVec4i::extendlo(bg0); bgcolor[1] = SSAVec4i::extendhi(bg0); bgcolor[2] = SSAVec4i::extendlo(bg1); bgcolor[3] = SSAVec4i::extendhi(bg1); } else { bgcolor[0] = dest[offset].load_vec4ub(false); } SSAVec4i outcolor[4]; for (int i = 0; i < numColumns; i++) outcolor[i] = ProcessPixel(sample_index + i * 4, bgcolor[i], variant, method, isSimpleShade, isNearestFilter); if (numColumns == 4) { SSAVec16ub packedcolor(SSAVec8s(outcolor[0], outcolor[1]), SSAVec8s(outcolor[2], outcolor[3])); dest[offset].store_unaligned_vec16ub(packedcolor); } else { dest[offset].store_vec4ub(outcolor[0]); } stack_index.store(index.add(SSAInt(1), true, true)); if (method == DrawColumnMethod::Normal) stack_frac.store(frac + iscale); loop.end_block(); } } bool DrawColumnCodegen::IsPaletteInput(DrawColumnVariant variant) { switch (variant) { default: case DrawColumnVariant::DrawCopy: case DrawColumnVariant::Draw: case DrawColumnVariant::DrawAdd: case DrawColumnVariant::DrawAddClamp: case DrawColumnVariant::DrawSubClamp: case DrawColumnVariant::DrawRevSubClamp: case DrawColumnVariant::Fill: case DrawColumnVariant::FillAdd: case DrawColumnVariant::FillAddClamp: case DrawColumnVariant::FillSubClamp: case DrawColumnVariant::FillRevSubClamp: return false; case DrawColumnVariant::DrawShaded: case DrawColumnVariant::DrawTranslated: case DrawColumnVariant::DrawTlatedAdd: case DrawColumnVariant::DrawAddClampTranslated: case DrawColumnVariant::DrawSubClampTranslated: case DrawColumnVariant::DrawRevSubClampTranslated: return true; } } SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter) { SSAInt alpha, inv_alpha; SSAVec4i fg; switch (variant) { default: case DrawColumnVariant::DrawCopy: return blend_copy(Sample(sample_index, method, isNearestFilter)); case DrawColumnVariant::Draw: return blend_copy(Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade)); case DrawColumnVariant::DrawAdd: case DrawColumnVariant::DrawAddClamp: fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade); return blend_add(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawColumnVariant::DrawShaded: alpha = SSAInt::MAX(SSAInt::MIN(ColormapSample(sample_index), SSAInt(64)), SSAInt(0)) * 4; inv_alpha = 256 - alpha; return blend_add(color, bgcolor, alpha, inv_alpha); case DrawColumnVariant::DrawSubClamp: fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade); return blend_sub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawColumnVariant::DrawRevSubClamp: fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade); return blend_revsub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawColumnVariant::DrawTranslated: return blend_copy(Shade(TranslateSample(sample_index), isSimpleShade)); case DrawColumnVariant::DrawTlatedAdd: case DrawColumnVariant::DrawAddClampTranslated: fg = Shade(TranslateSample(sample_index), isSimpleShade); return blend_add(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawColumnVariant::DrawSubClampTranslated: fg = Shade(TranslateSample(sample_index), isSimpleShade); return blend_sub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawColumnVariant::DrawRevSubClampTranslated: fg = Shade(TranslateSample(sample_index), isSimpleShade); return blend_revsub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawColumnVariant::Fill: return blend_copy(color); case DrawColumnVariant::FillAdd: alpha = srccolor[3]; alpha = alpha + (alpha >> 7); inv_alpha = 256 - alpha; return blend_add(srccolor, bgcolor, alpha, inv_alpha); case DrawColumnVariant::FillAddClamp: return blend_add(srccolor, bgcolor, srcalpha, destalpha); case DrawColumnVariant::FillSubClamp: return blend_sub(srccolor, bgcolor, srcalpha, destalpha); case DrawColumnVariant::FillRevSubClamp: return blend_revsub(srccolor, bgcolor, srcalpha, destalpha); } } SSAVec4i DrawColumnCodegen::ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, bool isSimpleShade) { SSAInt alpha, inv_alpha; switch (variant) { default: case DrawColumnVariant::DrawCopy: return blend_copy(basecolors[ColormapSample(sample_index) * 4].load_vec4ub(true)); case DrawColumnVariant::Draw: return blend_copy(ShadePal(ColormapSample(sample_index), isSimpleShade)); case DrawColumnVariant::DrawAdd: case DrawColumnVariant::DrawAddClamp: return blend_add(ShadePal(ColormapSample(sample_index), isSimpleShade), bgcolor, srcalpha, destalpha); case DrawColumnVariant::DrawShaded: alpha = SSAInt::MAX(SSAInt::MIN(ColormapSample(sample_index), SSAInt(64)), SSAInt(0)) * 4; inv_alpha = 256 - alpha; return blend_add(color, bgcolor, alpha, inv_alpha); case DrawColumnVariant::DrawSubClamp: return blend_sub(ShadePal(ColormapSample(sample_index), isSimpleShade), bgcolor, srcalpha, destalpha); case DrawColumnVariant::DrawRevSubClamp: return blend_revsub(ShadePal(ColormapSample(sample_index), isSimpleShade), bgcolor, srcalpha, destalpha); case DrawColumnVariant::DrawTranslated: return blend_copy(ShadePal(TranslateSamplePal(sample_index), isSimpleShade)); case DrawColumnVariant::DrawTlatedAdd: case DrawColumnVariant::DrawAddClampTranslated: return blend_add(ShadePal(TranslateSamplePal(sample_index), isSimpleShade), bgcolor, srcalpha, destalpha); case DrawColumnVariant::DrawSubClampTranslated: return blend_sub(ShadePal(TranslateSamplePal(sample_index), isSimpleShade), bgcolor, srcalpha, destalpha); case DrawColumnVariant::DrawRevSubClampTranslated: return blend_revsub(ShadePal(TranslateSamplePal(sample_index), isSimpleShade), bgcolor, srcalpha, destalpha); case DrawColumnVariant::Fill: return blend_copy(color); case DrawColumnVariant::FillAdd: alpha = srccolor[3]; alpha = alpha + (alpha >> 7); inv_alpha = 256 - alpha; return blend_add(srccolor, bgcolor, alpha, inv_alpha); case DrawColumnVariant::FillAddClamp: return blend_add(srccolor, bgcolor, srcalpha, destalpha); case DrawColumnVariant::FillSubClamp: return blend_sub(srccolor, bgcolor, srcalpha, destalpha); case DrawColumnVariant::FillRevSubClamp: return blend_revsub(srccolor, bgcolor, srcalpha, destalpha); } } SSAVec4i DrawColumnCodegen::Sample(SSAInt frac, DrawColumnMethod method, bool isNearestFilter) { if (method == DrawColumnMethod::Normal) { if (isNearestFilter) { SSAInt sample_index = (((frac << 2) >> FRACBITS) * textureheight) >> FRACBITS; return source[sample_index * 4].load_vec4ub(false); } else { return SampleLinear(source, source2, texturefracx, frac, one, textureheight); } } else { return source[frac].load_vec4ub(true); } } SSAVec4i DrawColumnCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height) { // Clamp to edge SSAInt frac_y0 = (SSAInt::MAX(SSAInt::MIN(texturefracy, SSAInt((1 << 30) - 1)), SSAInt(0)) >> (FRACBITS - 2)) * height; SSAInt frac_y1 = (SSAInt::MAX(SSAInt::MIN(texturefracy + one, SSAInt((1 << 30) - 1)), SSAInt(0)) >> (FRACBITS - 2)) * 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 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; } SSAInt DrawColumnCodegen::ColormapSample(SSAInt sample_index) { return colormap[source[sample_index].load(true).zext_int()].load(true).zext_int(); } SSAVec4i DrawColumnCodegen::TranslateSample(SSAInt sample_index) { return translation[source[sample_index].load(true).zext_int() * 4].load_vec4ub(true); } SSAInt DrawColumnCodegen::TranslateSamplePal(SSAInt sample_index) { return translation[source[sample_index].load(true).zext_int()].load(true).zext_int(); } SSAVec4i DrawColumnCodegen::Shade(SSAVec4i fg, bool isSimpleShade) { if (isSimpleShade) return shade_bgra_simple(fg, light); else return shade_bgra_advanced(fg, light, shade_constants); } SSAVec4i DrawColumnCodegen::ShadePal(SSAInt palIndex, bool isSimpleShade) { if (isSimpleShade) return shade_pal_index_simple(palIndex, light, basecolors); else return shade_pal_index_advanced(palIndex, light, shade_constants, basecolors); }