#include "i_system.h" #include "r_compiler/fixedfunction/fixedfunction.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" #include "r_compiler/ssa/ssa_barycentric_weight.h" void DrawSpanCodegen::Generate(SSAValue args) { destorg = args[0][0].load(); source = args[0][1].load(); destpitch = args[0][2].load(); stack_xfrac.store(args[0][3].load()); stack_yfrac.store(args[0][4].load()); xstep = args[0][5].load(); ystep = args[0][6].load(); x1 = args[0][7].load(); x2 = args[0][8].load(); y = args[0][9].load(); xbits = args[0][10].load(); ybits = args[0][11].load(); light = args[0][12].load(); srcalpha = args[0][13].load(); destalpha = args[0][14].load(); SSAShort light_alpha = args[0][15].load(); SSAShort light_red = args[0][16].load(); SSAShort light_green = args[0][17].load(); SSAShort light_blue = args[0][18].load(); SSAShort fade_alpha = args[0][19].load(); SSAShort fade_red = args[0][20].load(); SSAShort fade_green = args[0][21].load(); SSAShort fade_blue = args[0][22].load(); SSAShort desaturate = args[0][23].load(); SSAInt flags = args[0][24].load(); 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(); count = x2 - x1 + 1; data = destorg[(x1 + y * destpitch) * 4]; yshift = 32 - ybits; xshift = yshift - xbits; xmask = ((SSAInt(1) << xbits) - 1) << ybits; // 64x64 is the most common case by far, so special case it. is_64x64 = xbits == 6 && ybits == 6; is_simple_shade = (flags & RenderArgs::simple_shade) == RenderArgs::simple_shade; is_nearest_filter = (flags & RenderArgs::nearest_filter) == RenderArgs::nearest_filter; SSAIfBlock branch; branch.if_block(is_simple_shade); LoopShade(true); branch.else_block(); LoopShade(false); branch.end_block(); } void DrawSpanCodegen::LoopShade(bool isSimpleShade) { SSAIfBlock branch; branch.if_block(is_nearest_filter); LoopFilter(isSimpleShade, true); branch.else_block(); LoopFilter(isSimpleShade, false); branch.end_block(); } void DrawSpanCodegen::LoopFilter(bool isSimpleShade, bool isNearestFilter) { SSAIfBlock branch; branch.if_block(is_64x64); { SSAInt sseLength = Loop4x(isSimpleShade, isNearestFilter, true); Loop(sseLength * 4, isSimpleShade, isNearestFilter, true); } branch.else_block(); { SSAInt sseLength = Loop4x(isSimpleShade, isNearestFilter, false); Loop(sseLength * 4, isSimpleShade, isNearestFilter, false); } branch.end_block(); } SSAInt DrawSpanCodegen::Loop4x(bool isSimpleShade, bool isNearestFilter, bool is64x64) { SSAInt sseLength = count / 4; stack_index.store(0); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < sseLength); SSAVec4i colors[4]; for (int i = 0; i < 4; i++) { SSAInt xfrac = stack_xfrac.load(); SSAInt yfrac = stack_yfrac.load(); SSAVec4i fg = Sample(xfrac, yfrac, isNearestFilter, is64x64); if (isSimpleShade) colors[i] = shade_bgra_simple(fg, light); else colors[i] = shade_bgra_advanced(fg, light, shade_constants); stack_xfrac.store(xfrac + xstep); stack_yfrac.store(yfrac + ystep); } SSAVec16ub ssecolors(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3])); data[index * 16].store_unaligned_vec16ub(ssecolors); stack_index.store(index + 1); loop.end_block(); } return sseLength; } void DrawSpanCodegen::Loop(SSAInt start, bool isSimpleShade, bool isNearestFilter, bool is64x64) { stack_index.store(start); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < count); SSAInt xfrac = stack_xfrac.load(); SSAInt yfrac = stack_yfrac.load(); SSAVec4i fg = Sample(xfrac, yfrac, isNearestFilter, is64x64); SSAVec4i color; if (isSimpleShade) color = shade_bgra_simple(fg, light); else color = shade_bgra_advanced(fg, light, shade_constants); data[index * 4].store_vec4ub(color); stack_index.store(index + 1); stack_xfrac.store(xfrac + xstep); stack_yfrac.store(yfrac + ystep); loop.end_block(); } } SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64) { if (isNearestFilter) { SSAInt spot; if (is64x64) spot = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6)); else spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift); return source[spot * 4].load_vec4ub(); } else { if (is64x64) { return sample_linear(source, xfrac, yfrac, 26, 26); } else { return sample_linear(source, xfrac, yfrac, 32 - xbits, 32 - ybits); } } } ///////////////////////////////////////////////////////////////////////////// SSAInt DrawerCodegen::calc_light_multiplier(SSAInt light) { return 256 - (light >> (FRACBITS - 8)); } SSAVec4i DrawerCodegen::shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors) { SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index]; return shade_bgra_simple(color, light); } SSAVec4i DrawerCodegen::shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors) { SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index]; return shade_bgra_advanced(color, light, constants); } SSAVec4i DrawerCodegen::shade_bgra_simple(SSAVec4i color, SSAInt light) { color = color * light / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants) { SSAInt blue = color[0]; SSAInt green = color[1]; SSAInt red = color[2]; SSAInt alpha = color[3]; SSAInt intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate; SSAVec4i inv_light = 256 - light; SSAVec4i inv_desaturate = 256 - constants.desaturate; color = (color * inv_desaturate + intensity) / 256; color = (constants.fade * inv_light + color * light) / 256; color = (color * constants.light) / 256; return color.insert(3, alpha); } SSAVec4i DrawerCodegen::blend_copy(SSAVec4i fg) { return fg; } SSAVec4i DrawerCodegen::blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha) { SSAVec4i color = (fg * srcalpha + bg * destalpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha) { SSAVec4i color = (bg * destalpha - fg * srcalpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha) { SSAVec4i color = (fg * srcalpha - bg * destalpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::blend_alpha_blend(SSAVec4i fg, SSAVec4i bg) { SSAInt alpha = fg[3]; alpha = alpha + (alpha >> 7); // // 255 -> 256 SSAInt inv_alpha = 256 - alpha; SSAVec4i color = (fg * alpha + bg * inv_alpha) / 256; return color.insert(3, 255); } SSAVec4i DrawerCodegen::sample_linear(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(); SSAVec4i p01 = col0[y1 * 4].load_vec4ub(); SSAVec4i p10 = col1[y0 * 4].load_vec4ub(); SSAVec4i p11 = col1[y1 * 4].load_vec4ub(); 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; } SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits) { SSAInt xshift = (32 - xbits); SSAInt yshift = (32 - ybits); SSAInt xmask = (SSAInt(1) << xshift) - 1; SSAInt ymask = (SSAInt(1) << yshift) - 1; SSAInt x = xfrac >> xbits; SSAInt y = yfrac >> ybits; SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(); SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(); SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(); SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(); SSAInt inv_b = (xfrac >> (xbits - 4)) & 15; SSAInt inv_a = (yfrac >> (ybits - 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; }