gzdoom/src/r_compiler/fixedfunction/drawwallcodegen.cpp

168 lines
5.4 KiB
C++

#include "i_system.h"
#include "r_compiler/fixedfunction/drawwallcodegen.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 DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAValue args)
{
dest = args[0][0].load();
source[0] = args[0][1].load();
source[1] = args[0][2].load();
source[2] = args[0][3].load();
source[3] = args[0][4].load();
source2[0] = args[0][5].load();
source2[1] = args[0][6].load();
source2[2] = args[0][7].load();
source2[3] = args[0][8].load();
pitch = args[0][9].load();
count = args[0][10].load();
dest_y = args[0][11].load();
texturefrac[0] = args[0][12].load();
texturefrac[1] = args[0][13].load();
texturefrac[2] = args[0][14].load();
texturefrac[3] = args[0][15].load();
texturefracx[0] = args[0][16].load();
texturefracx[1] = args[0][17].load();
texturefracx[2] = args[0][18].load();
texturefracx[3] = args[0][19].load();
iscale[0] = args[0][20].load();
iscale[1] = args[0][21].load();
iscale[2] = args[0][22].load();
iscale[3] = args[0][23].load();
textureheight[0] = args[0][24].load();
textureheight[1] = args[0][25].load();
textureheight[2] = args[0][26].load();
textureheight[3] = args[0][27].load();
light[0] = args[0][28].load();
light[1] = args[0][29].load();
light[2] = args[0][30].load();
light[3] = args[0][31].load();
srcalpha = args[0][32].load();
destalpha = args[0][33].load();
SSAShort light_alpha = args[0][34].load();
SSAShort light_red = args[0][35].load();
SSAShort light_green = args[0][36].load();
SSAShort light_blue = args[0][37].load();
SSAShort fade_alpha = args[0][38].load();
SSAShort fade_red = args[0][39].load();
SSAShort fade_green = args[0][40].load();
SSAShort fade_blue = args[0][41].load();
SSAShort desaturate = args[0][42].load();
SSAInt flags = args[0][43].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();
is_simple_shade = (flags & DrawWallArgs::simple_shade) == DrawWallArgs::simple_shade;
is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == DrawWallArgs::nearest_filter;
/*
count = thread->count_for_thread(command->_dest_y, command->_count);
fracstep = command->_iscale * thread->num_cores;
frac = command->_texturefrac + command->_iscale * thread->skipped_by_thread(command->_dest_y);
texturefracx = command->_texturefracx;
dest = thread->dest_for_thread(command->_dest_y, command->_pitch, (uint32_t*)command->_dest);
pitch = command->_pitch * thread->num_cores;
height = command->_textureheight;
one = ((0x80000000 + height - 1) / height) * 2 + 1;
*/
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);
fracstep[i] = iscale[i];// * num_cores;
one[i] = ((0x80000000 + textureheight[i] - 1) / textureheight[i]) * 2 + 1;
}
SSAIfBlock branch;
branch.if_block(is_simple_shade);
LoopShade(variant, fourColumns, true);
branch.else_block();
LoopShade(variant, fourColumns, false);
branch.end_block();
}
void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool fourColumns, bool isSimpleShade)
{
SSAIfBlock branch;
branch.if_block(is_nearest_filter);
Loop(variant, fourColumns, isSimpleShade, true);
branch.else_block();
Loop(variant, fourColumns, isSimpleShade, false);
branch.end_block();
}
void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSimpleShade, bool isNearestFilter)
{
int numColumns = fourColumns ? 4 : 1;
stack_index.store(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 = (dest_y + index) * pitch * 4;
if (fourColumns)
{
}
else
{
SSAVec4i bgcolor = dest[offset].load_vec4ub();
SSAVec4i color = Blend(Shade(Sample(frac[0], isNearestFilter), 0, isSimpleShade), bgcolor, variant);
dest[offset].store_vec4ub(color);
}
stack_index.store(index + 1);
for (int i = 0; i < numColumns; i++)
stack_frac[i].store(frac[i] + fracstep[i]);
loop.end_block();
}
}
SSAVec4i DrawWallCodegen::Sample(SSAInt frac, bool isNearestFilter)
{
// int sample_index() { return ((frac >> FRACBITS) * height) >> FRACBITS; }
return SSAVec4i(0);
}
SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade)
{
if (isSimpleShade)
return shade_bgra_simple(fg, light[index]);
else
return shade_bgra_advanced(fg, light[index], shade_constants);
}
SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)
{
switch (variant)
{
default:
case DrawWallVariant::Opaque:
return blend_copy(fg);
case DrawWallVariant::Masked:
return blend_alpha_blend(fg, bg);
case DrawWallVariant::Add:
case DrawWallVariant::AddClamp:
return blend_add(fg, bg, srcalpha, destalpha);
case DrawWallVariant::SubClamp:
return blend_sub(fg, bg, srcalpha, destalpha);
case DrawWallVariant::RevSubClamp:
return blend_revsub(fg, bg, srcalpha, destalpha);
}
}