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96 lines
3.4 KiB
C++
96 lines
3.4 KiB
C++
/*
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** Drawer code generation
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "precomp.h"
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#include "ssa/ssa_value.h"
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#include "ssa/ssa_vec4f.h"
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#include "ssa/ssa_vec4i.h"
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#include "ssa/ssa_vec8s.h"
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#include "ssa/ssa_vec16ub.h"
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#include "ssa/ssa_int.h"
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#include "ssa/ssa_int_ptr.h"
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#include "ssa/ssa_short.h"
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#include "ssa/ssa_ubyte_ptr.h"
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#include "ssa/ssa_vec4f_ptr.h"
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#include "ssa/ssa_vec4i_ptr.h"
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#include "ssa/ssa_stack.h"
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#include "ssa/ssa_bool.h"
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#include "ssa/ssa_barycentric_weight.h"
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#include "llvm_include.h"
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class SSAWorkerThread
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{
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public:
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SSAInt core;
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SSAInt num_cores;
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SSAInt pass_start_y;
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SSAInt pass_end_y;
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SSAUBytePtr temp;
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};
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class SSAShadeConstants
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{
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public:
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SSAVec4i light;
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SSAVec4i fade;
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SSAInt desaturate;
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};
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class DrawerCodegen
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{
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public:
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// Checks if a line is rendered by this thread
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SSABool line_skipped_by_thread(SSAInt line, SSAWorkerThread thread);
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// The number of lines to skip to reach the first line to be rendered by this thread
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SSAInt skipped_by_thread(SSAInt first_line, SSAWorkerThread thread);
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// The number of lines to be rendered by this thread
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SSAInt count_for_thread(SSAInt first_line, SSAInt count, SSAWorkerThread thread);
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// Calculate the dest address for the first line to be rendered by this thread
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SSAUBytePtr dest_for_thread(SSAInt first_line, SSAInt pitch, SSAUBytePtr dest, SSAWorkerThread thread);
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// LightBgra
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SSAInt calc_light_multiplier(SSAInt light);
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SSAVec4i shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors);
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SSAVec4i shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors);
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SSAVec4i shade_bgra_simple(SSAVec4i color, SSAInt light);
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SSAVec4i shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants);
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// BlendBgra
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SSAVec4i blend_copy(SSAVec4i fg);
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SSAVec4i blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_alpha_blend(SSAVec4i fg, SSAVec4i bg);
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SSAVec4i blend_stencil(SSAVec4i color, SSAInt fgalpha, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_add_srccolor_oneminussrccolor(SSAVec4i fg, SSAVec4i bg);
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// Calculates the final alpha values to be used when combined with the source texture alpha channel
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SSAInt calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha);
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};
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#define FRACBITS 16
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#define FRACUNIT (1<<FRACBITS)
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