gzdoom/tools/drawergen/fixedfunction/drawskycodegen.cpp
2017-01-19 00:12:54 +01:00

131 lines
4.2 KiB
C++

/*
** DrawSky 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/drawskycodegen.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 DrawSkyCodegen::Generate(DrawSkyVariant variant, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load(true);
source0 = args[0][1].load(true);
source1 = args[0][5].load(true);
pitch = args[0][9].load(true);
count = args[0][10].load(true);
dest_y = args[0][11].load(true);
texturefrac = args[0][12].load(true);
iscale = args[0][16].load(true);
textureheight0 = args[0][20].load(true);
SSAInt textureheight1 = args[0][21].load(true);
maxtextureheight1 = textureheight1 - 1;
top_color = SSAVec4i::unpack(args[0][22].load(true));
bottom_color = SSAVec4i::unpack(args[0][23].load(true));
SSAInt flags = args[0][24].load(true);
thread.core = thread_data[0][0].load(true);
thread.num_cores = thread_data[0][1].load(true);
thread.pass_start_y = thread_data[0][2].load(true);
thread.pass_end_y = thread_data[0][3].load(true);
is_fade_sky = (flags & DrawSkyArgs::fade_sky) == SSAInt(DrawSkyArgs::fade_sky);
count = count_for_thread(dest_y, count, thread);
dest = dest_for_thread(dest_y, pitch, dest, thread);
pitch = pitch * thread.num_cores;
stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread));
fracstep = iscale * thread.num_cores;
SSAIfBlock branch;
branch.if_block(is_fade_sky);
Loop(variant, true);
branch.else_block();
Loop(variant, false);
branch.end_block();
}
void DrawSkyCodegen::Loop(DrawSkyVariant variant, bool fade_sky)
{
stack_index.store(SSAInt(0));
{
SSAForBlock loop;
SSAInt index = stack_index.load();
loop.loop_block(index < count);
SSAInt frac = stack_frac.load();
SSAInt offset = index * pitch * 4;
if (fade_sky)
{
SSAVec4i color = FadeOut(frac, Sample(frac, variant));
dest[offset].store_vec4ub(color);
}
else
{
dest[offset].store_vec4ub(Sample(frac, variant));
}
stack_index.store(index.add(SSAInt(1), true, true));
stack_frac.store(frac + fracstep);
loop.end_block();
}
}
SSAVec4i DrawSkyCodegen::Sample(SSAInt frac, DrawSkyVariant variant)
{
SSAInt sample_index = (((frac << 8) >> FRACBITS) * textureheight0) >> FRACBITS;
if (variant == DrawSkyVariant::Single)
{
return source0[sample_index * 4].load_vec4ub(false);
}
else
{
SSAInt sample_index2 = SSAInt::MIN(sample_index, maxtextureheight1);
SSAVec4i color0 = source0[sample_index * 4].load_vec4ub(false);
SSAVec4i color1 = source1[sample_index2 * 4].load_vec4ub(false);
return blend_alpha_blend(color0, color1);
}
}
SSAVec4i DrawSkyCodegen::FadeOut(SSAInt frac, SSAVec4i color)
{
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 inv_alpha_top = 256 - alpha_top;
SSAInt inv_alpha_bottom = 256 - alpha_bottom;
color = (color * alpha_top + top_color * inv_alpha_top) / 256;
color = (color * alpha_bottom + bottom_color * inv_alpha_bottom) / 256;
return color.insert(3, 255);
}