gzdoom/src/r_compiler/fixedfunction/drawtrianglecodegen.h
2016-11-19 02:53:32 +01:00

135 lines
4 KiB
C++

/*
** 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.
**
*/
#pragma once
#include "drawercodegen.h"
struct SSATriVertex
{
SSAFloat x, y, z, w;
SSAFloat varying[TriVertex::NumVarying];
};
class DrawTriangleCodegen : public DrawerCodegen
{
public:
void Generate(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data);
private:
void LoadArgs(SSAValue args, SSAValue thread_data);
SSATriVertex LoadTriVertex(SSAValue v);
void LoadUniforms(SSAValue uniforms);
void Setup();
SSAInt FloatTo28_4(SSAFloat v);
void LoopBlockY();
void LoopBlockX();
void LoopFullBlock();
void LoopPartialBlock();
void ProcessPixel(SSAUBytePtr buffer, SSAIntPtr subsectorbuffer, SSAInt *varying);
SSAVec4i TranslateSample(SSAInt uvoffset);
SSAVec4i Sample(SSAInt uvoffset);
void SetStencilBlock(SSAInt block);
void StencilSet(SSAInt x, SSAInt y, SSAUByte value);
void StencilClear(SSAUByte value);
SSAUByte StencilGet(SSAInt x, SSAInt y);
SSAUByte StencilGetSingle();
SSABool StencilIsSingleValue();
SSAFloat gradx(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
SSAFloat grady(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
TriDrawVariant variant;
TriBlendMode blendmode;
bool truecolor;
SSAStack<SSAInt> stack_C1, stack_C2, stack_C3;
SSAStack<SSAInt> stack_y;
SSAStack<SSAUBytePtr> stack_dest;
SSAStack<SSAIntPtr> stack_subsectorGBuffer;
SSAStack<SSAInt> stack_x;
SSAStack<SSAUBytePtr> stack_buffer;
SSAStack<SSAIntPtr> stack_subsectorbuffer;
SSAStack<SSAInt> stack_iy, stack_ix;
SSAStack<SSAInt> stack_varying[TriVertex::NumVarying];
SSAStack<SSAInt> stack_CY1, stack_CY2, stack_CY3;
SSAStack<SSAInt> stack_CX1, stack_CX2, stack_CX3;
SSAUBytePtr dest;
SSAInt pitch;
SSATriVertex v1;
SSATriVertex v2;
SSATriVertex v3;
SSAInt clipleft;
SSAInt clipright;
SSAInt cliptop;
SSAInt clipbottom;
SSAUBytePtr texturePixels;
SSAInt textureWidth;
SSAInt textureHeight;
SSAUBytePtr translation;
SSAInt color, srcalpha, destalpha;
SSAInt light;
SSAInt subsectorDepth;
SSAShadeConstants shade_constants;
SSABool is_simple_shade;
SSABool is_nearest_filter;
SSABool is_fixed_light;
SSAUBytePtr stencilValues;
SSAIntPtr stencilMasks;
SSAInt stencilPitch;
SSAUByte stencilTestValue;
SSAUByte stencilWriteValue;
SSAIntPtr subsectorGBuffer;
SSAWorkerThread thread;
// Block size, standard 8x8 (must be power of two)
const int q = 8;
SSAInt Y1, Y2, Y3;
SSAInt X1, X2, X3;
SSAInt DX12, DX23, DX31;
SSAInt DY12, DY23, DY31;
SSAInt FDX12, FDX23, FDX31;
SSAInt FDY12, FDY23, FDY31;
SSAInt minx, maxx, miny, maxy;
SSAInt C1, C2, C3;
SSAFloat gradWX, gradWY, startW;
SSAFloat gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying], startVarying[TriVertex::NumVarying];
SSAInt x, y;
SSAInt x0, x1, y0, y1;
SSAInt currentlight;
SSAInt varyingPos[TriVertex::NumVarying];
SSAInt varyingStepPos[TriVertex::NumVarying];
SSAInt varyingStartStepX[TriVertex::NumVarying];
SSAInt varyingIncrStepX[TriVertex::NumVarying];
SSAUBytePtr StencilBlock;
SSAIntPtr StencilBlockMask;
};