gzdoom/tools/drawergen/fixedfunction/drawtrianglecodegen.cpp

696 lines
24 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.
**
*/
#include "precomp.h"
#include "timestamp.h"
#include "fixedfunction/drawtrianglecodegen.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 DrawTriangleCodegen::Generate(TriBlendMode blendmode, bool truecolor, bool colorfill, SSAValue args, SSAValue thread_data)
{
this->blendmode = blendmode;
this->truecolor = truecolor;
this->colorfill = colorfill;
pixelsize = truecolor ? 4 : 1;
LoadArgs(args, thread_data);
CalculateGradients();
if (truecolor)
{
SSAIfBlock branch;
branch.if_block(is_simple_shade);
{
DrawFullSpans(true);
DrawPartialBlocks(true);
}
branch.else_block();
{
DrawFullSpans(false);
DrawPartialBlocks(false);
}
branch.end_block();
}
else
{
DrawFullSpans(true);
DrawPartialBlocks(true);
}
}
void DrawTriangleCodegen::DrawFullSpans(bool isSimpleShade)
{
stack_i.store(SSAInt(0));
SSAForBlock loop;
SSAInt i = stack_i.load();
loop.loop_block(i < numSpans, 0);
{
SSAInt spanX = SSAShort(fullSpans[i][0].load(true).v).zext_int();
SSAInt spanY = SSAShort(fullSpans[i][1].load(true).v).zext_int();
SSAInt spanLength = fullSpans[i][2].load(true);
SSAInt width = spanLength;
SSAInt height = SSAInt(8);
stack_dest.store(destOrg[(spanX + spanY * pitch) * pixelsize]);
stack_posYW.store(start.W + gradientX.W * (spanX - startX) + gradientY.W * (spanY - startY));
for (int j = 0; j < TriVertex::NumVarying; j++)
stack_posYVarying[j].store(start.Varying[j] + gradientX.Varying[j] * (spanX - startX) + gradientY.Varying[j] * (spanY - startY));
stack_y.store(SSAInt(0));
SSAForBlock loop_y;
SSAInt y = stack_y.load();
SSAUBytePtr dest = stack_dest.load();
SSAStepVariables blockPosY;
blockPosY.W = stack_posYW.load();
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = stack_posYVarying[j].load();
loop_y.loop_block(y < height, 0);
{
stack_posXW.store(blockPosY.W);
for (int j = 0; j < TriVertex::NumVarying; j++)
stack_posXVarying[j].store(blockPosY.Varying[j]);
SSAFloat rcpW = SSAFloat((float)0x01000000) / blockPosY.W;
stack_lightpos.store(FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f / 32.0f), globVis * blockPosY.W), SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true));
for (int j = 0; j < TriVertex::NumVarying; j++)
stack_varyingPos[j].store(SSAInt(blockPosY.Varying[j] * rcpW, false));
stack_x.store(SSAInt(0));
SSAForBlock loop_x;
SSAInt x = stack_x.load();
SSAStepVariables blockPosX;
blockPosX.W = stack_posXW.load();
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] = stack_posXVarying[j].load();
SSAInt lightpos = stack_lightpos.load();
SSAInt varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = stack_varyingPos[j].load();
loop_x.loop_block(x < width, 0);
{
blockPosX.W = blockPosX.W + gradientX.W * 8.0f;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] = blockPosX.Varying[j] + gradientX.Varying[j] * 8.0f;
rcpW = SSAFloat((float)0x01000000) / blockPosX.W;
SSAInt varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
SSAInt nextPos = SSAInt(blockPosX.Varying[j] * rcpW, false);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
SSAInt lightnext = FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f / 32.0f), globVis * blockPosX.W), SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true);
SSAInt lightstep = (lightnext - lightpos) / 8;
if (truecolor)
{
for (int ix = 0; ix < 8; ix += 4)
{
SSAUBytePtr destptr = dest[(x * 8 + ix) * 4];
SSAVec16ub pixels16 = destptr.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++)
{
currentlight = is_fixed_light.select(light, lightpos >> 8);
pixels[sse] = ProcessPixel32(pixels[sse], varyingPos, isSimpleShade);
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = varyingPos[j] + varyingStep[j];
lightpos = lightpos + lightstep;
}
destptr.store_unaligned_vec16ub(SSAVec16ub(SSAVec8s(pixels[0], pixels[1]), SSAVec8s(pixels[2], pixels[3])));
}
}
else
{
for (int ix = 0; ix < 8; ix++)
{
currentlight = is_fixed_light.select(light, lightpos >> 8);
SSAInt colormapindex = SSAInt::MIN((256 - currentlight) * 32 / 256, SSAInt(31));
currentcolormap = Colormaps[colormapindex << 8];
SSAUBytePtr destptr = dest[(x * 8 + ix)];
destptr.store(ProcessPixel8(destptr.load(false).zext_int(), varyingPos).trunc_ubyte());
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = varyingPos[j] + varyingStep[j];
lightpos = lightpos + lightstep;
}
}
for (int j = 0; j < TriVertex::NumVarying; j++)
stack_varyingPos[j].store(varyingPos[j]);
stack_lightpos.store(lightpos);
stack_posXW.store(blockPosX.W);
for (int j = 0; j < TriVertex::NumVarying; j++)
stack_posXVarying[j].store(blockPosX.Varying[j]);
stack_x.store(x + 1);
}
loop_x.end_block();
stack_posYW.store(blockPosY.W + gradientY.W);
for (int j = 0; j < TriVertex::NumVarying; j++)
stack_posYVarying[j].store(blockPosY.Varying[j] + gradientY.Varying[j]);
stack_dest.store(dest[pitch * pixelsize]);
stack_y.store(y + 1);
}
loop_y.end_block();
stack_i.store(i + 1);
}
loop.end_block();
}
void DrawTriangleCodegen::DrawPartialBlocks(bool isSimpleShade)
{
stack_i.store(SSAInt(0));
SSAForBlock loop;
SSAInt i = stack_i.load();
loop.loop_block(i < numBlocks, 0);
{
SSAInt blockX = SSAShort(partialBlocks[i][0].load(true).v).zext_int();
SSAInt blockY = SSAShort(partialBlocks[i][1].load(true).v).zext_int();
SSAInt mask0 = partialBlocks[i][2].load(true);
SSAInt mask1 = partialBlocks[i][3].load(true);
SSAUBytePtr dest = destOrg[(blockX + blockY * pitch) * pixelsize];
SSAStepVariables blockPosY;
blockPosY.W = start.W + gradientX.W * (blockX - startX) + gradientY.W * (blockY - startY);
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (blockX - startX) + gradientY.Varying[j] * (blockY - startY);
for (int maskNum = 0; maskNum < 2; maskNum++)
{
SSAInt mask = (maskNum == 0) ? mask0 : mask1;
for (int y = 0; y < 4; y++)
{
SSAStepVariables blockPosX = blockPosY;
SSAFloat rcpW = SSAFloat((float)0x01000000) / blockPosX.W;
SSAInt varyingPos[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = SSAInt(blockPosX.Varying[j] * rcpW, false);
SSAInt lightpos = FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f / 32.0f), globVis * blockPosX.W), SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true);
blockPosX.W = blockPosX.W + gradientX.W * 8.0f;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosX.Varying[j] = blockPosX.Varying[j] + gradientX.Varying[j] * 8.0f;
rcpW = SSAFloat((float)0x01000000) / blockPosX.W;
SSAInt varyingStep[TriVertex::NumVarying];
for (int j = 0; j < TriVertex::NumVarying; j++)
{
SSAInt nextPos = SSAInt(blockPosX.Varying[j] * rcpW, false);
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
}
SSAInt lightnext = FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f / 32.0f), globVis * blockPosX.W), SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true);
SSAInt lightstep = (lightnext - lightpos) / 8;
for (int x = 0; x < 8; x++)
{
SSABool covered = !((mask & (1 << (31 - y * 8 - x))) == SSAInt(0));
SSAIfBlock branch;
branch.if_block(covered);
{
if (truecolor)
{
currentlight = is_fixed_light.select(light, lightpos >> 8);
SSAUBytePtr destptr = dest[x * 4];
destptr.store_vec4ub(ProcessPixel32(destptr.load_vec4ub(false), varyingPos, isSimpleShade));
}
else
{
currentlight = is_fixed_light.select(light, lightpos >> 8);
SSAInt colormapindex = SSAInt::MIN((256 - currentlight) * 32 / 256, SSAInt(31));
currentcolormap = Colormaps[colormapindex << 8];
SSAUBytePtr destptr = dest[x];
destptr.store(ProcessPixel8(destptr.load(false).zext_int(), varyingPos).trunc_ubyte());
}
}
branch.end_block();
for (int j = 0; j < TriVertex::NumVarying; j++)
varyingPos[j] = varyingPos[j] + varyingStep[j];
lightpos = lightpos + lightstep;
}
blockPosY.W = blockPosY.W + gradientY.W;
for (int j = 0; j < TriVertex::NumVarying; j++)
blockPosY.Varying[j] = blockPosY.Varying[j] + gradientY.Varying[j];
dest = dest[pitch * pixelsize];
}
}
stack_i.store(i + 1);
}
loop.end_block();
}
SSAVec4i DrawTriangleCodegen::TranslateSample32(SSAInt *varying)
{
SSAInt ufrac = varying[0] << 8;
SSAInt vfrac = varying[1] << 8;
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
if (colorfill)
return translation[color * 4].load_vec4ub(true);
else
return translation[texturePixels[uvoffset].load(true).zext_int() * 4].load_vec4ub(true);
}
SSAInt DrawTriangleCodegen::TranslateSample8(SSAInt *varying)
{
SSAInt ufrac = varying[0] << 8;
SSAInt vfrac = varying[1] << 8;
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
if (colorfill)
return translation[color].load(true).zext_int();
else
return translation[texturePixels[uvoffset].load(true).zext_int()].load(true).zext_int();
}
SSAVec4i DrawTriangleCodegen::Sample32(SSAInt *varying)
{
if (colorfill)
return SSAVec4i::unpack(color);
SSAInt ufrac = varying[0] << 8;
SSAInt vfrac = varying[1] << 8;
SSAVec4i nearest;
SSAVec4i linear;
{
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
nearest = texturePixels[uvoffset * 4].load_vec4ub(true);
}
return nearest;
/*
{
SSAInt uone = (SSAInt(0x01000000) / textureWidth) << 8;
SSAInt vone = (SSAInt(0x01000000) / textureHeight) << 8;
ufrac = ufrac - (uone >> 1);
vfrac = vfrac - (vone >> 1);
SSAInt frac_x0 = (ufrac >> FRACBITS) * textureWidth;
SSAInt frac_x1 = ((ufrac + uone) >> FRACBITS) * textureWidth;
SSAInt frac_y0 = (vfrac >> FRACBITS) * textureHeight;
SSAInt frac_y1 = ((vfrac + vone) >> FRACBITS) * textureHeight;
SSAInt x0 = frac_x0 >> FRACBITS;
SSAInt x1 = frac_x1 >> FRACBITS;
SSAInt y0 = frac_y0 >> FRACBITS;
SSAInt y1 = frac_y1 >> FRACBITS;
SSAVec4i p00 = texturePixels[(x0 * textureHeight + y0) * 4].load_vec4ub(true);
SSAVec4i p01 = texturePixels[(x0 * textureHeight + y1) * 4].load_vec4ub(true);
SSAVec4i p10 = texturePixels[(x1 * textureHeight + y0) * 4].load_vec4ub(true);
SSAVec4i p11 = texturePixels[(x1 * textureHeight + y1) * 4].load_vec4ub(true);
SSAInt inv_b = (frac_x1 >> (FRACBITS - 4)) & 15;
SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
SSAInt a = 16 - inv_a;
SSAInt b = 16 - inv_b;
linear = (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
}
// // Min filter = linear, Mag filter = nearest:
// AffineLinear = (gradVaryingX[0] / AffineW) > SSAFloat(1.0f) || (gradVaryingX[0] / AffineW) < SSAFloat(-1.0f);
return AffineLinear.select(linear, nearest);
*/
}
SSAInt DrawTriangleCodegen::Sample8(SSAInt *varying)
{
SSAInt ufrac = varying[0] << 8;
SSAInt vfrac = varying[1] << 8;
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
if (colorfill)
return color;
else
return texturePixels[uvoffset].load(true).zext_int();
}
SSAInt DrawTriangleCodegen::Shade8(SSAInt c)
{
return currentcolormap[c].load(true).zext_int();
}
SSAVec4i DrawTriangleCodegen::Shade32(SSAVec4i fg, SSAInt light, bool isSimpleShade)
{
if (isSimpleShade)
return shade_bgra_simple(fg, currentlight);
else
return shade_bgra_advanced(fg, currentlight, shade_constants);
}
SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying, bool isSimpleShade)
{
SSAVec4i fg;
SSAVec4i output;
switch (blendmode)
{
default:
case TriBlendMode::Copy:
fg = Sample32(varying);
output = blend_copy(Shade32(fg, currentlight, isSimpleShade));
break;
case TriBlendMode::AlphaBlend:
fg = Sample32(varying);
output = blend_alpha_blend(Shade32(fg, currentlight, isSimpleShade), bg);
break;
case TriBlendMode::AddSolid:
fg = Sample32(varying);
output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, destalpha);
break;
case TriBlendMode::Add:
fg = Sample32(varying);
output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::Sub:
fg = Sample32(varying);
output = blend_sub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::RevSub:
fg = Sample32(varying);
output = blend_revsub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::Stencil:
fg = Sample32(varying);
output = blend_stencil(Shade32(SSAVec4i::unpack(color), currentlight, isSimpleShade), fg[3], bg, srcalpha, destalpha);
break;
case TriBlendMode::Shaded:
output = blend_stencil(Shade32(SSAVec4i::unpack(color), currentlight, isSimpleShade), Sample8(varying), bg, srcalpha, destalpha);
break;
case TriBlendMode::TranslateCopy:
fg = TranslateSample32(varying);
output = blend_copy(Shade32(fg, currentlight, isSimpleShade));
break;
case TriBlendMode::TranslateAlphaBlend:
fg = TranslateSample32(varying);
output = blend_alpha_blend(Shade32(fg, currentlight, isSimpleShade), bg);
break;
case TriBlendMode::TranslateAdd:
fg = TranslateSample32(varying);
output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::TranslateSub:
fg = TranslateSample32(varying);
output = blend_sub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::TranslateRevSub:
fg = TranslateSample32(varying);
output = blend_revsub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::AddSrcColorOneMinusSrcColor:
fg = Sample32(varying);
output = blend_add_srccolor_oneminussrccolor(Shade32(fg, currentlight, isSimpleShade), bg);
break;
case TriBlendMode::Skycap:
fg = Sample32(varying);
output = FadeOut(varying[1], fg);
break;
}
return output;
}
SSAVec4i DrawTriangleCodegen::ToBgra(SSAInt index)
{
SSAVec4i c = BaseColors[index * 4].load_vec4ub(true);
c = c.insert(3, 255);
return c;
}
SSAInt DrawTriangleCodegen::ToPal8(SSAVec4i c)
{
SSAInt red = SSAInt::clamp(c[0], SSAInt(0), SSAInt(255));
SSAInt green = SSAInt::clamp(c[1], SSAInt(0), SSAInt(255));
SSAInt blue = SSAInt::clamp(c[2], SSAInt(0), SSAInt(255));
return RGB256k[((blue >> 2) * 64 + (green >> 2)) * 64 + (red >> 2)].load(true).zext_int();
}
SSAInt DrawTriangleCodegen::ProcessPixel8(SSAInt bg, SSAInt *varying)
{
SSAVec4i fg;
SSAInt alpha, inv_alpha;
SSAInt output;
SSAInt palindex;
switch (blendmode)
{
default:
case TriBlendMode::Copy:
output = Shade8(Sample8(varying));
break;
case TriBlendMode::AlphaBlend:
palindex = Sample8(varying);
output = Shade8(palindex);
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::AddSolid:
palindex = Sample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, destalpha));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::Add:
palindex = Sample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::Sub:
palindex = Sample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_sub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::RevSub:
palindex = Sample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::Stencil:
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), (Sample8(varying) == SSAInt(0)).select(SSAInt(0), SSAInt(256)), ToBgra(bg), srcalpha, destalpha));
break;
case TriBlendMode::Shaded:
palindex = Sample8(varying);
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), palindex, ToBgra(bg), srcalpha, destalpha));
break;
case TriBlendMode::TranslateCopy:
palindex = TranslateSample8(varying);
output = Shade8(palindex);
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::TranslateAlphaBlend:
palindex = TranslateSample8(varying);
output = Shade8(palindex);
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::TranslateAdd:
palindex = TranslateSample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::TranslateSub:
palindex = TranslateSample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_sub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::TranslateRevSub:
palindex = TranslateSample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::AddSrcColorOneMinusSrcColor:
palindex = Sample8(varying);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_add_srccolor_oneminussrccolor(fg, ToBgra(bg)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::Skycap:
fg = ToBgra(Sample8(varying));
output = ToPal8(FadeOut(varying[1], fg));
break;
}
return output;
}
SSAVec4i DrawTriangleCodegen::FadeOut(SSAInt frac, SSAVec4i fg)
{
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 alpha = SSAInt::MIN(alpha_top, alpha_bottom);
SSAInt inv_alpha = 256 - alpha;
fg = (fg * alpha + SSAVec4i::unpack(color) * inv_alpha) / 256;
return fg.insert(3, 255);
}
void DrawTriangleCodegen::CalculateGradients()
{
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
start.W = v1.w + gradientX.W * (SSAFloat(startX) - v1.x) + gradientY.W * (SSAFloat(startY) - v1.y);
for (int i = 0; i < TriVertex::NumVarying; i++)
{
gradientX.Varying[i] = FindGradientX(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);
gradientY.Varying[i] = FindGradientY(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);
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (SSAFloat(startX) - v1.x) + gradientY.Varying[i] * (SSAFloat(startY) - v1.y);
}
shade = (64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f) / 32.0f;
globVis = SSAFloat(1706.0f / 32.0f);
}
void DrawTriangleCodegen::LoadArgs(SSAValue args, SSAValue thread_data)
{
destOrg = 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));
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));
if (!truecolor)
{
Colormaps = args[0][20].load(true);
RGB256k = args[0][21].load(true);
BaseColors = args[0][22].load(true);
}
fullSpans = thread_data[0][5].load(true);
partialBlocks = thread_data[0][6].load(true);
numSpans = thread_data[0][7].load(true);
numBlocks = thread_data[0][8].load(true);
startX = thread_data[0][9].load(true);
startY = thread_data[0][10].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);
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);
}
SSAFloat DrawTriangleCodegen::FindGradientX(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::FindGradientY(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;
}