#include "i_system.h" #include "r_compiler/llvm_include.h" #include "r_compiler/fixedfunction/drawskycodegen.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 DrawSkyCodegen::Generate(DrawSkyVariant variant, bool fourColumns, SSAValue args, SSAValue thread_data) { dest = args[0][0].load(true); source0[0] = args[0][1].load(true); source0[1] = args[0][2].load(true); source0[2] = args[0][3].load(true); source0[3] = args[0][4].load(true); source1[0] = args[0][5].load(true); source1[1] = args[0][6].load(true); source1[2] = args[0][7].load(true); source1[3] = args[0][8].load(true); pitch = args[0][9].load(true); count = args[0][10].load(true); dest_y = args[0][11].load(true); texturefrac[0] = args[0][12].load(true); texturefrac[1] = args[0][13].load(true); texturefrac[2] = args[0][14].load(true); texturefrac[3] = args[0][15].load(true); iscale[0] = args[0][16].load(true); iscale[1] = args[0][17].load(true); iscale[2] = args[0][18].load(true); iscale[3] = args[0][19].load(true); textureheight0 = args[0][20].load(true); textureheight1 = args[0][21].load(true); top_color = SSAVec4i::unpack(args[0][22].load(true)); bottom_color = SSAVec4i::unpack(args[0][23].load(true)); 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); count = count_for_thread(dest_y, count, thread); dest = dest_for_thread(dest_y, pitch, dest, thread); pitch = pitch * thread.num_cores; int numColumns = fourColumns ? 4 : 1; for (int i = 0; i < numColumns; i++) { stack_frac[i].store(texturefrac[i] + iscale[i] * skipped_by_thread(dest_y, thread)); fracstep[i] = iscale[i] * thread.num_cores; } Loop(variant, fourColumns); } void DrawSkyCodegen::Loop(DrawSkyVariant variant, bool fourColumns) { int numColumns = fourColumns ? 4 : 1; stack_index.store(SSAInt(0)); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < count); SSAInt frac[4]; for (int i = 0; i < numColumns; i++) frac[i] = stack_frac[i].load(); SSAInt offset = index * pitch * 4; if (fourColumns) { SSAVec4i colors[4]; for (int i = 0; i < 4; i++) colors[i] = FadeOut(frac[i], Sample(frac[i], i, variant)); SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3])); dest[offset].store_unaligned_vec16ub(color); } else { SSAVec4i color = FadeOut(frac[0], Sample(frac[0], 0, variant)); dest[offset].store_vec4ub(color); } stack_index.store(index.add(SSAInt(1), true, true)); for (int i = 0; i < numColumns; i++) stack_frac[i].store(frac[i] + fracstep[i]); loop.end_block(); } } SSAVec4i DrawSkyCodegen::Sample(SSAInt frac, int index, DrawSkyVariant variant) { SSAInt sample_index = (((frac << 8) >> FRACBITS) * textureheight0) >> FRACBITS; if (variant == DrawSkyVariant::Single) { return source0[index][sample_index * 4].load_vec4ub(false); } else { SSAInt sample_index2 = SSAInt::MIN(sample_index, textureheight1); SSAVec4i color0 = source0[index][sample_index * 4].load_vec4ub(false); SSAVec4i color1 = source1[index][sample_index2 * 4].load_vec4ub(false); return blend_alpha_blend(color0, color1); } } SSAVec4i DrawSkyCodegen::FadeOut(SSAInt frac, SSAVec4i color) { int start_fade = 2; // How fast it should fade out SSAInt alpha_top = SSAInt::MAX(SSAInt::MIN(frac.ashr(16 - start_fade), SSAInt(256)), SSAInt(0)); SSAInt alpha_bottom = SSAInt::MAX(SSAInt::MIN(((2 << 24) - frac).ashr(16 - start_fade), SSAInt(256)), SSAInt(0)); SSAInt inv_alpha_top = 256 - alpha_top; SSAInt inv_alpha_bottom = 256 - alpha_bottom; color = (color * alpha_top + top_color * inv_alpha_top) / 256; color = (color * alpha_bottom + bottom_color * inv_alpha_bottom) / 256; return color.insert(3, 255); }