/* ** DrawWall 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/drawwallcodegen.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 DrawWallCodegen::Generate(DrawWallVariant variant, SSAValue args, SSAValue thread_data) { dest = args[0][0].load(true); source = args[0][1].load(true); source2 = args[0][5].load(true); pitch = args[0][9].load(true); count = args[0][10].load(true); dest_y = args[0][11].load(true); texturefrac = args[0][12].load(true); texturefracx = args[0][16].load(true); iscale = args[0][20].load(true); textureheight = args[0][24].load(true); light = args[0][28].load(true); srcalpha = args[0][32].load(true); destalpha = args[0][33].load(true); SSAShort light_alpha = args[0][34].load(true); SSAShort light_red = args[0][35].load(true); SSAShort light_green = args[0][36].load(true); SSAShort light_blue = args[0][37].load(true); SSAShort fade_alpha = args[0][38].load(true); SSAShort fade_red = args[0][39].load(true); SSAShort fade_green = args[0][40].load(true); SSAShort fade_blue = args[0][41].load(true); SSAShort desaturate = args[0][42].load(true); SSAInt flags = args[0][43].load(true); start_z = args[0][44].load(true); step_z = args[0][45].load(true); dynlights = args[0][46].load(true); num_dynlights = args[0][47].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); is_simple_shade = (flags & DrawWallArgs::simple_shade) == SSAInt(DrawWallArgs::simple_shade); is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == SSAInt(DrawWallArgs::nearest_filter); count = count_for_thread(dest_y, count, thread); dest = dest_for_thread(dest_y, pitch, dest, thread); pitch = pitch * thread.num_cores; stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread)); fracstep = iscale * thread.num_cores; one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1; start_z = start_z + step_z * SSAFloat(skipped_by_thread(dest_y, thread)); step_z = step_z * SSAFloat(thread.num_cores); SSAIfBlock branch; branch.if_block(is_simple_shade); LoopShade(variant, true); branch.else_block(); LoopShade(variant, false); branch.end_block(); } void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool isSimpleShade) { SSAIfBlock branch; branch.if_block(is_nearest_filter); Loop(variant, isSimpleShade, true); branch.else_block(); stack_frac.store(stack_frac.load() - (one / 2)); Loop(variant, isSimpleShade, false); branch.end_block(); } void DrawWallCodegen::Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter) { stack_index.store(SSAInt(0)); stack_z.store(start_z); { SSAForBlock loop; SSAInt index = stack_index.load(); z = stack_z.load(); loop.loop_block(index < count); SSAInt frac = stack_frac.load(); SSAInt offset = index * pitch * 4; SSAVec4i bgcolor = dest[offset].load_vec4ub(false); SSAVec4i color = Blend(Shade(Sample(frac, isNearestFilter), isSimpleShade), bgcolor, variant); dest[offset].store_vec4ub(color); stack_z.store(z + step_z); stack_index.store(index.add(SSAInt(1), true, true)); stack_frac.store(frac + fracstep); loop.end_block(); } } SSAVec4i DrawWallCodegen::Sample(SSAInt frac, bool isNearestFilter) { if (isNearestFilter) { SSAInt sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS; return source[sample_index * 4].load_vec4ub(false); } else { return SampleLinear(source, source2, texturefracx, frac, one, textureheight); } } SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height) { SSAInt frac_y0 = (texturefracy >> FRACBITS) * height; SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * 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 a = (frac_y1 >> (FRACBITS - 4)) & 15; SSAInt inv_a = 16 - 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; } SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, bool isSimpleShade) { SSAVec4i c; if (isSimpleShade) c = shade_bgra_simple(fg, light); else c = shade_bgra_advanced(fg, light, shade_constants); stack_lit_color.store(c); stack_light_index.store(SSAInt(0)); SSAForBlock block; SSAInt light_index = stack_light_index.load(); SSAVec4i lit_color = stack_lit_color.load(); block.loop_block(light_index < num_dynlights); { SSAVec4i light_color = SSAUBytePtr(SSAValue(dynlights[light_index][0]).v).load_vec4ub(true); SSAFloat light_x = dynlights[light_index][1].load(true); SSAFloat light_y = dynlights[light_index][2].load(true); SSAFloat light_z = dynlights[light_index][3].load(true); SSAFloat light_rcp_radius = dynlights[light_index][4].load(true); // L = light-pos // dist = sqrt(dot(L, L)) // attenuation = 1 - MIN(dist * (1/radius), 1) SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y SSAFloat Lz = light_z - z; SSAFloat dist2 = Lxy2 + Lz * Lz; SSAFloat rcp_dist = SSAFloat::rsqrt(dist2); SSAFloat dist = dist2 * rcp_dist; SSAFloat distance_attenuation = SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f)); // The simple light type SSAFloat simple_attenuation = distance_attenuation; // The point light type // diffuse = dot(N,L) * attenuation SSAFloat point_attenuation = light_y * rcp_dist * distance_attenuation; SSAInt attenuation = SSAInt((light_y == SSAFloat(0.0f)).select(simple_attenuation, point_attenuation), true); SSAVec4i contribution = (light_color * fg * attenuation) >> 16; stack_lit_color.store(lit_color + contribution); stack_light_index.store(light_index + 1); } block.end_block(); return stack_lit_color.load(); } SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant) { switch (variant) { default: case DrawWallVariant::Opaque: return blend_copy(fg); case DrawWallVariant::Masked: return blend_alpha_blend(fg, bg); case DrawWallVariant::Add: case DrawWallVariant::AddClamp: return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawWallVariant::SubClamp: return blend_sub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); case DrawWallVariant::RevSubClamp: return blend_revsub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); } }