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131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
/*
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** DrawSky 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/drawskycodegen.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 DrawSkyCodegen::Generate(DrawSkyVariant variant, SSAValue args, SSAValue thread_data)
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{
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dest = args[0][0].load(true);
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source0 = args[0][1].load(true);
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source1 = 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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iscale = args[0][16].load(true);
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textureheight0 = args[0][20].load(true);
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SSAInt textureheight1 = args[0][21].load(true);
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maxtextureheight1 = textureheight1 - 1;
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top_color = SSAVec4i::unpack(args[0][22].load(true));
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bottom_color = SSAVec4i::unpack(args[0][23].load(true));
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SSAInt flags = args[0][24].load(true);
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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_fade_sky = (flags & DrawSkyArgs::fade_sky) == SSAInt(DrawSkyArgs::fade_sky);
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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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SSAIfBlock branch;
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branch.if_block(is_fade_sky);
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Loop(variant, true);
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branch.else_block();
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Loop(variant, false);
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branch.end_block();
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}
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void DrawSkyCodegen::Loop(DrawSkyVariant variant, bool fade_sky)
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{
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stack_index.store(SSAInt(0));
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{
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SSAForBlock loop;
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SSAInt index = stack_index.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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if (fade_sky)
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{
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SSAVec4i color = FadeOut(frac, Sample(frac, variant));
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dest[offset].store_vec4ub(color);
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}
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else
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{
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dest[offset].store_vec4ub(Sample(frac, variant));
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}
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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 DrawSkyCodegen::Sample(SSAInt frac, DrawSkyVariant variant)
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{
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SSAInt sample_index = (((frac << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
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if (variant == DrawSkyVariant::Single)
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{
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return source0[sample_index * 4].load_vec4ub(false);
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}
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else
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{
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SSAInt sample_index2 = SSAInt::MIN(sample_index, maxtextureheight1);
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SSAVec4i color0 = source0[sample_index * 4].load_vec4ub(false);
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SSAVec4i color1 = source1[sample_index2 * 4].load_vec4ub(false);
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return blend_alpha_blend(color0, color1);
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}
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}
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SSAVec4i DrawSkyCodegen::FadeOut(SSAInt frac, SSAVec4i color)
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{
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int start_fade = 2; // How fast it should fade out
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SSAInt alpha_top = SSAInt::MAX(SSAInt::MIN(frac.ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
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SSAInt alpha_bottom = SSAInt::MAX(SSAInt::MIN(((2 << 24) - frac).ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
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SSAInt inv_alpha_top = 256 - alpha_top;
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SSAInt inv_alpha_bottom = 256 - alpha_bottom;
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color = (color * alpha_top + top_color * inv_alpha_top) / 256;
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color = (color * alpha_bottom + bottom_color * inv_alpha_bottom) / 256;
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return color.insert(3, 255);
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}
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