/* ** 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, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data) { this->variant = variant; this->blendmode = blendmode; this->truecolor = truecolor; LoadArgs(args, thread_data); Setup(); LoopBlockY(); } SSAInt DrawTriangleCodegen::FloatTo28_4(SSAFloat v) { // SSAInt(SSAFloat::round(16.0f * v), false); SSAInt a = SSAInt(v * 32.0f, false); return (a + (a.ashr(31) | SSAInt(1))).ashr(1); } void DrawTriangleCodegen::Setup() { int pixelsize = truecolor ? 4 : 1; // 28.4 fixed-point coordinates Y1 = FloatTo28_4(v1.y); Y2 = FloatTo28_4(v2.y); Y3 = FloatTo28_4(v3.y); X1 = FloatTo28_4(v1.x); X2 = FloatTo28_4(v2.x); X3 = FloatTo28_4(v3.x); // 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).ashr(4), clipleft); maxx = SSAInt::MIN((SSAInt::MAX(SSAInt::MAX(X1, X2), X3) + 0xF).ashr(4), clipright - 1); miny = SSAInt::MAX((SSAInt::MIN(SSAInt::MIN(Y1, Y2), Y3) + 0xF).ashr(4), cliptop); maxy = SSAInt::MIN((SSAInt::MAX(SSAInt::MAX(Y1, Y2), Y3) + 0xF).ashr(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 v1.x = SSAFloat(X1) * 0.0625f; v2.x = SSAFloat(X2) * 0.0625f; v3.x = SSAFloat(X3) * 0.0625f; v1.y = SSAFloat(Y1) * 0.0625f; v2.y = SSAFloat(Y2) * 0.0625f; v3.y = SSAFloat(Y3) * 0.0625f; 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() { 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(); } 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() { 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 = x < clipleft || (x + q) > clipright || y < cliptop || (y + q) > clipbottom; // Calculate varying variables for affine block SSAFloat offx0 = SSAFloat(x - minx); SSAFloat offy0 = SSAFloat(y - miny); 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++) { SSAFloat varyingTL = (startVarying[i] + offx0 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTL; SSAFloat varyingTR = (startVarying[i] + offx1 * gradVaryingX[i] + offy0 * gradVaryingY[i]) * rcpWTR; SSAFloat varyingBL = (startVarying[i] + offx0 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBL; SSAFloat varyingBR = (startVarying[i] + offx1 * gradVaryingX[i] + offy1 * gradVaryingY[i]) * rcpWBR; SSAFloat pos = varyingTL; SSAFloat stepPos = (varyingBL - varyingTL) * (1.0f / q); SSAFloat startStepX = (varyingTR - varyingTL) * (1.0f / q); SSAFloat incrStepX = (varyingBR - varyingBL) * (1.0f / q) - startStepX; varyingPos[i] = SSAInt(pos * SSAFloat((float)0x01000000), false); varyingStepPos[i] = SSAInt(stepPos * SSAFloat((float)0x01000000), false); varyingStartStepX[i] = SSAInt(startStepX * SSAFloat((float)0x01000000), false); varyingIncrStepX[i] = SSAInt(incrStepX * SSAFloat((float)0x01000000), false); } 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)); SSAInt diminishedlight = SSAInt(SSAFloat::clamp((1.0f - lightscale) * 256.0f + 0.5f, SSAFloat(0.0f), SSAFloat(256.0f)), false); currentlight = is_fixed_light.select(light, diminishedlight); SetStencilBlock(x / 8 + y / 8 * stencilPitch); SSABool covered = a == SSAInt(0xF) && b == SSAInt(0xF) && c == SSAInt(0xF) && !clipneeded; if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) { covered = covered && StencilIsSingleValue(); } // Accept whole block when totally covered SSAIfBlock branch_covered; branch_covered.if_block(covered); { LoopFullBlock(); } branch_covered.else_block(); { LoopPartialBlock(); } branch_covered.end_block(); branch.end_block(); stack_x.store(x + q); } loop.end_block(); } void DrawTriangleCodegen::LoopFullBlock() { SSAIfBlock branch_stenciltest; if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) { branch_stenciltest.if_block(StencilGetSingle() == stencilTestValue); } if (variant == TriDrawVariant::Stencil) { StencilClear(stencilWriteValue); } else { int pixelsize = truecolor ? 4 : 1; for (int iy = 0; iy < q; iy++) { SSAUBytePtr buffer = dest[(x + iy * pitch) * pixelsize]; SSAIntPtr subsectorbuffer = subsectorGBuffer[x + iy * pitch]; SSAInt varying[TriVertex::NumVarying]; SSAInt varyingStep[TriVertex::NumVarying]; for (int i = 0; i < TriVertex::NumVarying; i++) { varying[i] = (varyingPos[i] + varyingStepPos[i] * iy) << 8; varyingStep[i] = (varyingStartStepX[i] + varyingIncrStepX[i] * iy) << 8; } for (int ix = 0; ix < q; ix += 4) { SSAUBytePtr buf = buffer[ix * pixelsize]; if (truecolor) { SSAVec16ub pixels16 = buf.load_unaligned_vec16ub(false); SSAVec8s pixels8hi = SSAVec8s::extendhi(pixels16); SSAVec8s pixels8lo = SSAVec8s::extendlo(pixels16); SSAVec4i pixels[4] = { SSAVec4i::extendlo(pixels8lo), SSAVec4i::extendhi(pixels8lo), SSAVec4i::extendlo(pixels8hi), SSAVec4i::extendhi(pixels8hi) }; for (int sse = 0; sse < 4; sse++) { if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { SSABool subsectorTest = subsectorbuffer[ix].load(true) >= subsectorDepth; pixels[sse] = subsectorTest.select(ProcessPixel32(pixels[sse], varying), pixels[sse]); } else { pixels[sse] = ProcessPixel32(pixels[sse], varying); } for (int i = 0; i < TriVertex::NumVarying; i++) varying[i] = varying[i] + varyingStep[i]; } buf.store_unaligned_vec16ub(SSAVec16ub(SSAVec8s(pixels[0], pixels[1]), SSAVec8s(pixels[2], pixels[3]))); } else { SSAVec4i pixels = buf.load_vec4ub(false); for (int sse = 0; sse < 4; sse++) { if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { SSABool subsectorTest = subsectorbuffer[ix].load(true) >= subsectorDepth; pixels.insert(sse, subsectorTest.select(ProcessPixel8(pixels[sse], varying), pixels[sse])); } else { pixels.insert(sse, ProcessPixel8(pixels[sse], varying)); } for (int i = 0; i < TriVertex::NumVarying; i++) varying[i] = varying[i] + varyingStep[i]; } buf.store_vec4ub(pixels); } if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsectorbuffer[ix].store_unaligned_vec4i(SSAVec4i(subsectorDepth)); } } } if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) { branch_stenciltest.end_block(); } } void DrawTriangleCodegen::LoopPartialBlock() { 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[x * pixelsize]); stack_subsectorbuffer.store(subsectorGBuffer[x]); 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++) { stack_varying[i].store((varyingPos[i] + varyingStepPos[i] * iy) << 8); varyingStep[i] = (varyingStartStepX[i] + varyingIncrStepX[i] * iy) << 8; } 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) && (iy + y >= cliptop) && (iy + y < clipbottom); SSABool covered = CX1 > SSAInt(0) && CX2 > SSAInt(0) && CX3 > SSAInt(0) && visible; if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { covered = covered && subsectorbuffer[ix].load(true) >= subsectorDepth; } else { covered = covered && StencilGet(ix, iy) == stencilTestValue; } SSAIfBlock branch; branch.if_block(covered); { if (variant == TriDrawVariant::Stencil) { StencilSet(ix, iy, stencilWriteValue); } else { SSAUBytePtr buf = buffer[ix * pixelsize]; if (truecolor) { SSAVec4i bg = buf.load_vec4ub(false); buf.store_vec4ub(ProcessPixel32(bg, varying)); } else { SSAUByte bg = buf.load(false); buf.store(ProcessPixel8(bg.zext_int(), varying).trunc_ubyte()); } if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsectorbuffer[ix].store(subsectorDepth); } } 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(); } SSAVec4i DrawTriangleCodegen::TranslateSample(SSAInt uvoffset) { if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) return translation[color * 4].load_vec4ub(true); else return translation[texturePixels[uvoffset].load(true).zext_int() * 4].load_vec4ub(true); } SSAVec4i DrawTriangleCodegen::Sample(SSAInt uvoffset) { if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) return SSAVec4i::unpack(color); else return texturePixels[uvoffset * 4].load_vec4ub(true); } SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying) { 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; SSAVec4i fg; SSAInt alpha, inv_alpha; SSAVec4i output; switch (blendmode) { default: case TriBlendMode::Copy: fg = Sample(uvoffset); output = blend_copy(shade_bgra_simple(fg, currentlight)); break; case TriBlendMode::AlphaBlend: fg = Sample(uvoffset); output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg); break; case TriBlendMode::AddSolid: fg = Sample(uvoffset); output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, destalpha); break; case TriBlendMode::Add: fg = Sample(uvoffset); output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::Sub: fg = Sample(uvoffset); output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::RevSub: fg = Sample(uvoffset); output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::Shaded: fg = Sample(uvoffset); alpha = fg[0]; alpha = alpha + (alpha >> 7); // 255 -> 256 inv_alpha = 256 - alpha; output = blend_add(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), bg, alpha, inv_alpha); break; case TriBlendMode::TranslateCopy: fg = TranslateSample(uvoffset); output = blend_copy(shade_bgra_simple(fg, currentlight)); break; case TriBlendMode::TranslateAlphaBlend: fg = TranslateSample(uvoffset); output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg); break; break; case TriBlendMode::TranslateAdd: fg = TranslateSample(uvoffset); output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::TranslateSub: fg = TranslateSample(uvoffset); output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::TranslateRevSub: fg = TranslateSample(uvoffset); output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; } return output; } SSAInt DrawTriangleCodegen::ProcessPixel8(SSAInt bg, SSAInt *varying) { 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 (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { return color; } else { SSAUByte fg = texturePixels[uvoffset].load(true); return fg.zext_int(); } } 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()))); SSAIfBlock branchFirstSet; branchFirstSet.if_block((mask & SSAInt(0xffffff00)) == SSAInt(0xffffff00)); { SSAUByte val0 = mask.trunc_ubyte(); for (int i = 0; i < 8 * 8; i++) StencilBlock[i].store(val0); StencilBlockMask.store(SSAInt(0)); } 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)); } SSAUByte DrawTriangleCodegen::StencilGetSingle() { return StencilBlockMask.load(false).trunc_ubyte(); } void DrawTriangleCodegen::StencilClear(SSAUByte value) { StencilBlockMask.store(SSAInt(0xffffff00) | value.zext_int()); } SSABool DrawTriangleCodegen::StencilIsSingleValue() { return (StencilBlockMask.load(false) & SSAInt(0xffffff00)) == SSAInt(0xffffff00); } void DrawTriangleCodegen::LoadArgs(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 = SSAInt(0);// args[0][5].load(true); clipright = args[0][6].load(true); cliptop = SSAInt(0);// 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); translation = 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); color = uniforms[0][2].load(true); srcalpha = uniforms[0][3].load(true); destalpha = uniforms[0][4].load(true); SSAShort light_alpha = uniforms[0][5].load(true); SSAShort light_red = uniforms[0][6].load(true); SSAShort light_green = uniforms[0][7].load(true); SSAShort light_blue = uniforms[0][8].load(true); SSAShort fade_alpha = uniforms[0][9].load(true); SSAShort fade_red = uniforms[0][10].load(true); SSAShort fade_green = uniforms[0][11].load(true); SSAShort fade_blue = uniforms[0][12].load(true); SSAShort desaturate = uniforms[0][13].load(true); SSAInt flags = uniforms[0][14].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); is_fixed_light = (flags & TriUniforms::fixed_light) == SSAInt(TriUniforms::fixed_light); }