#include "i_system.h" #include "r_compiler/llvm_include.h" #include "r_compiler/fixedfunction/drawspancodegen.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 DrawSpanCodegen::Generate(DrawSpanVariant variant, SSAValue args) { destorg = args[0][0].load(); source = args[0][1].load(); destpitch = args[0][2].load(); stack_xfrac.store(args[0][3].load()); stack_yfrac.store(args[0][4].load()); xstep = args[0][5].load(); ystep = args[0][6].load(); x1 = args[0][7].load(); x2 = args[0][8].load(); y = args[0][9].load(); xbits = args[0][10].load(); ybits = args[0][11].load(); light = args[0][12].load(); srcalpha = args[0][13].load(); destalpha = args[0][14].load(); SSAShort light_alpha = args[0][15].load(); SSAShort light_red = args[0][16].load(); SSAShort light_green = args[0][17].load(); SSAShort light_blue = args[0][18].load(); SSAShort fade_alpha = args[0][19].load(); SSAShort fade_red = args[0][20].load(); SSAShort fade_green = args[0][21].load(); SSAShort fade_blue = args[0][22].load(); SSAShort desaturate = args[0][23].load(); SSAInt flags = args[0][24].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(); count = x2 - x1 + 1; data = destorg[(x1 + y * destpitch) * 4]; yshift = 32 - ybits; xshift = yshift - xbits; xmask = ((SSAInt(1) << xbits) - 1) << ybits; // 64x64 is the most common case by far, so special case it. is_64x64 = xbits == SSAInt(6) && ybits == SSAInt(6); is_simple_shade = (flags & DrawSpanArgs::simple_shade) == SSAInt(DrawSpanArgs::simple_shade); is_nearest_filter = (flags & DrawSpanArgs::nearest_filter) == SSAInt(DrawSpanArgs::nearest_filter); SSAIfBlock branch; branch.if_block(is_simple_shade); LoopShade(variant, true); branch.else_block(); LoopShade(variant, false); branch.end_block(); } void DrawSpanCodegen::LoopShade(DrawSpanVariant variant, bool isSimpleShade) { SSAIfBlock branch; branch.if_block(is_nearest_filter); LoopFilter(variant, isSimpleShade, true); branch.else_block(); LoopFilter(variant, isSimpleShade, false); branch.end_block(); } void DrawSpanCodegen::LoopFilter(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter) { SSAIfBlock branch; branch.if_block(is_64x64); { SSAInt sseLength = Loop4x(variant, isSimpleShade, isNearestFilter, true); Loop(sseLength * 4, variant, isSimpleShade, isNearestFilter, true); } branch.else_block(); { SSAInt sseLength = Loop4x(variant, isSimpleShade, isNearestFilter, false); Loop(sseLength * 4, variant, isSimpleShade, isNearestFilter, false); } branch.end_block(); } SSAInt DrawSpanCodegen::Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64) { SSAInt sseLength = count / 4; stack_index.store(SSAInt(0)); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < sseLength); SSAVec16ub bg = data[index * 16].load_unaligned_vec16ub(); SSAVec8s bg0 = SSAVec8s::extendlo(bg); SSAVec8s bg1 = SSAVec8s::extendhi(bg); SSAVec4i bgcolors[4] = { SSAVec4i::extendlo(bg0), SSAVec4i::extendhi(bg0), SSAVec4i::extendlo(bg1), SSAVec4i::extendhi(bg1) }; SSAVec4i colors[4]; for (int i = 0; i < 4; i++) { SSAInt xfrac = stack_xfrac.load(); SSAInt yfrac = stack_yfrac.load(); colors[i] = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolors[i], variant); stack_xfrac.store(xfrac + xstep); stack_yfrac.store(yfrac + ystep); } SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3])); data[index * 16].store_unaligned_vec16ub(color); stack_index.store(index + 1); loop.end_block(); } return sseLength; } void DrawSpanCodegen::Loop(SSAInt start, DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64) { stack_index.store(start); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < count); SSAInt xfrac = stack_xfrac.load(); SSAInt yfrac = stack_yfrac.load(); SSAVec4i bgcolor = data[index * 4].load_vec4ub(); SSAVec4i color = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolor, variant); data[index * 4].store_vec4ub(color); stack_index.store(index + 1); stack_xfrac.store(xfrac + xstep); stack_yfrac.store(yfrac + ystep); loop.end_block(); } } SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64) { if (isNearestFilter) { SSAInt spot; if (is64x64) spot = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6)); else spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift); return source[spot * 4].load_vec4ub(); } else { if (is64x64) { return sample_linear(source, xfrac, yfrac, SSAInt(26), SSAInt(26)); } else { return sample_linear(source, xfrac, yfrac, 32 - xbits, 32 - ybits); } } } SSAVec4i DrawSpanCodegen::Shade(SSAVec4i fg, bool isSimpleShade) { if (isSimpleShade) return shade_bgra_simple(fg, light); else return shade_bgra_advanced(fg, light, shade_constants); } SSAVec4i DrawSpanCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawSpanVariant variant) { switch (variant) { default: case DrawSpanVariant::Opaque: return blend_copy(fg); case DrawSpanVariant::Masked: return blend_alpha_blend(fg, bg); case DrawSpanVariant::Translucent: case DrawSpanVariant::AddClamp: return blend_add(fg, bg, srcalpha, destalpha); case DrawSpanVariant::MaskedTranslucent: case DrawSpanVariant::MaskedAddClamp: return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); } }