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https://github.com/ZDoom/gzdoom.git
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231 lines
8 KiB
C++
231 lines
8 KiB
C++
/*
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** DrawWall 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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#include "precomp.h"
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#include "timestamp.h"
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#include "fixedfunction/drawwallcodegen.h"
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#include "ssa/ssa_function.h"
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#include "ssa/ssa_scope.h"
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#include "ssa/ssa_for_block.h"
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#include "ssa/ssa_if_block.h"
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#include "ssa/ssa_stack.h"
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#include "ssa/ssa_function.h"
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#include "ssa/ssa_struct_type.h"
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#include "ssa/ssa_value.h"
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void DrawWallCodegen::Generate(DrawWallVariant variant, SSAValue args, SSAValue thread_data)
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{
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dest = args[0][0].load(true);
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source = args[0][1].load(true);
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source2 = args[0][5].load(true);
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pitch = args[0][9].load(true);
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count = args[0][10].load(true);
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dest_y = args[0][11].load(true);
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texturefrac = args[0][12].load(true);
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texturefracx = args[0][16].load(true);
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iscale = args[0][20].load(true);
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textureheight = args[0][24].load(true);
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light = args[0][28].load(true);
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srcalpha = args[0][32].load(true);
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destalpha = args[0][33].load(true);
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SSAShort light_alpha = args[0][34].load(true);
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SSAShort light_red = args[0][35].load(true);
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SSAShort light_green = args[0][36].load(true);
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SSAShort light_blue = args[0][37].load(true);
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SSAShort fade_alpha = args[0][38].load(true);
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SSAShort fade_red = args[0][39].load(true);
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SSAShort fade_green = args[0][40].load(true);
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SSAShort fade_blue = args[0][41].load(true);
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SSAShort desaturate = args[0][42].load(true);
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SSAInt flags = args[0][43].load(true);
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start_z = args[0][44].load(true);
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step_z = args[0][45].load(true);
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dynlights = args[0][46].load(true);
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num_dynlights = args[0][47].load(true);
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shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
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shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
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shade_constants.desaturate = desaturate.zext_int();
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thread.core = thread_data[0][0].load(true);
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thread.num_cores = thread_data[0][1].load(true);
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thread.pass_start_y = thread_data[0][2].load(true);
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thread.pass_end_y = thread_data[0][3].load(true);
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is_simple_shade = (flags & DrawWallArgs::simple_shade) == SSAInt(DrawWallArgs::simple_shade);
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is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == SSAInt(DrawWallArgs::nearest_filter);
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count = count_for_thread(dest_y, count, thread);
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dest = dest_for_thread(dest_y, pitch, dest, thread);
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pitch = pitch * thread.num_cores;
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stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread));
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fracstep = iscale * thread.num_cores;
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one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
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start_z = start_z + step_z * SSAFloat(skipped_by_thread(dest_y, thread));
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step_z = step_z * SSAFloat(thread.num_cores);
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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LoopShade(variant, true);
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branch.else_block();
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LoopShade(variant, false);
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branch.end_block();
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}
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void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool isSimpleShade)
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{
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SSAIfBlock branch;
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branch.if_block(is_nearest_filter);
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Loop(variant, isSimpleShade, true);
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branch.else_block();
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stack_frac.store(stack_frac.load() - (one / 2));
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Loop(variant, isSimpleShade, false);
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branch.end_block();
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}
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void DrawWallCodegen::Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter)
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{
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stack_index.store(SSAInt(0));
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stack_z.store(start_z);
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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z = stack_z.load();
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loop.loop_block(index < count);
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SSAInt frac = stack_frac.load();
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SSAInt offset = index * pitch * 4;
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SSAVec4i bgcolor = dest[offset].load_vec4ub(false);
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SSAVec4i color = Blend(Shade(Sample(frac, isNearestFilter), isSimpleShade), bgcolor, variant);
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dest[offset].store_vec4ub(color);
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stack_z.store(z + step_z);
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stack_index.store(index.add(SSAInt(1), true, true));
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stack_frac.store(frac + fracstep);
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loop.end_block();
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}
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}
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SSAVec4i DrawWallCodegen::Sample(SSAInt frac, bool isNearestFilter)
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{
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if (isNearestFilter)
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{
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SSAInt sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
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return source[sample_index * 4].load_vec4ub(false);
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}
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else
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{
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return SampleLinear(source, source2, texturefracx, frac, one, textureheight);
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}
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}
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SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
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{
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SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
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SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
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SSAInt y0 = frac_y0 >> FRACBITS;
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SSAInt y1 = frac_y1 >> FRACBITS;
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SSAVec4i p00 = col0[y0 * 4].load_vec4ub(true);
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SSAVec4i p01 = col0[y1 * 4].load_vec4ub(true);
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SSAVec4i p10 = col1[y0 * 4].load_vec4ub(true);
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SSAVec4i p11 = col1[y1 * 4].load_vec4ub(true);
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SSAInt inv_b = texturefracx;
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SSAInt a = (frac_y1 >> (FRACBITS - 4)) & 15;
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SSAInt inv_a = 16 - a;
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SSAInt b = 16 - inv_b;
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return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
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}
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SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, bool isSimpleShade)
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{
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SSAVec4i c;
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if (isSimpleShade)
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c = shade_bgra_simple(fg, light);
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else
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c = shade_bgra_advanced(fg, light, shade_constants);
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stack_lit_color.store(SSAVec4i(0));
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stack_light_index.store(SSAInt(0));
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SSAForBlock block;
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SSAInt light_index = stack_light_index.load();
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SSAVec4i lit_color = stack_lit_color.load();
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block.loop_block(light_index < num_dynlights);
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{
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SSAVec4i light_color = SSAUBytePtr(SSAValue(dynlights[light_index][0]).v).load_vec4ub(true);
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SSAFloat light_x = dynlights[light_index][1].load(true);
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SSAFloat light_y = dynlights[light_index][2].load(true);
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SSAFloat light_z = dynlights[light_index][3].load(true);
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SSAFloat light_rcp_radius = dynlights[light_index][4].load(true);
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// attenuation = 1 - MIN(dist * (1/radius), 1)
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SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y
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SSAFloat Lz = light_z - z;
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SSAFloat dist2 = Lxy2 + Lz * Lz;
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SSAFloat rcp_dist = SSAFloat::rsqrt(dist2);
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SSAFloat dist = dist2 * rcp_dist;
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SSAFloat distance_attenuation = SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f));
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// The simple light type
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SSAFloat simple_attenuation = distance_attenuation;
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// The point light type
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// diffuse = dot(N,L) * attenuation
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SSAFloat point_attenuation = light_y * rcp_dist * distance_attenuation;
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SSAInt attenuation = SSAInt((light_y == SSAFloat(0.0f)).select(simple_attenuation, point_attenuation), true);
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SSAVec4i contribution = (light_color * attenuation) >> 8;
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stack_lit_color.store(lit_color + contribution);
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stack_light_index.store(light_index + 1);
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}
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block.end_block();
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return c + ((stack_lit_color.load() * fg) >> 8);
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}
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SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)
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{
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switch (variant)
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{
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default:
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case DrawWallVariant::Opaque:
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return blend_copy(fg);
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case DrawWallVariant::Masked:
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return blend_alpha_blend(fg, bg);
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case DrawWallVariant::Add:
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case DrawWallVariant::AddClamp:
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return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawWallVariant::SubClamp:
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return blend_sub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawWallVariant::RevSubClamp:
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return blend_revsub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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}
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}
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