mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 23:23:07 +00:00
298 lines
9.9 KiB
C++
298 lines
9.9 KiB
C++
/*
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** DrawSpan 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/drawspancodegen.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 DrawSpanCodegen::Generate(DrawSpanVariant variant, SSAValue args)
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{
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destorg = args[0][0].load(true);
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source = args[0][1].load(true);
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destpitch = args[0][2].load(true);
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stack_xfrac.store(args[0][3].load(true));
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stack_yfrac.store(args[0][4].load(true));
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xstep = args[0][5].load(true);
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ystep = args[0][6].load(true);
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x1 = args[0][7].load(true);
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x2 = args[0][8].load(true);
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y = args[0][9].load(true);
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xbits = args[0][10].load(true);
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ybits = args[0][11].load(true);
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light = args[0][12].load(true);
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srcalpha = args[0][13].load(true);
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destalpha = args[0][14].load(true);
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SSAShort light_alpha = args[0][15].load(true);
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SSAShort light_red = args[0][16].load(true);
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SSAShort light_green = args[0][17].load(true);
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SSAShort light_blue = args[0][18].load(true);
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SSAShort fade_alpha = args[0][19].load(true);
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SSAShort fade_red = args[0][20].load(true);
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SSAShort fade_green = args[0][21].load(true);
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SSAShort fade_blue = args[0][22].load(true);
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SSAShort desaturate = args[0][23].load(true);
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SSAInt flags = args[0][24].load(true);
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start_viewpos_x = args[0][25].load(true);
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step_viewpos_x = args[0][26].load(true);
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dynlights = args[0][27].load(true);
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num_dynlights = args[0][28].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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count = x2 - x1 + 1;
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data = destorg[(x1 + y * destpitch) * 4];
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yshift = 32 - ybits;
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xshift = yshift - xbits;
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xmask = ((SSAInt(1) << xbits) - 1) << ybits;
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// 64x64 is the most common case by far, so special case it.
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is_64x64 = xbits == SSAInt(6) && ybits == SSAInt(6);
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is_simple_shade = (flags & DrawSpanArgs::simple_shade) == SSAInt(DrawSpanArgs::simple_shade);
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is_nearest_filter = (flags & DrawSpanArgs::nearest_filter) == SSAInt(DrawSpanArgs::nearest_filter);
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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 DrawSpanCodegen::LoopShade(DrawSpanVariant 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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LoopFilter(variant, isSimpleShade, true);
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branch.else_block();
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stack_xfrac.store(stack_xfrac.load() - (SSAInt(1) << (31 - xbits)));
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stack_yfrac.store(stack_yfrac.load() - (SSAInt(1) << (31 - ybits)));
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LoopFilter(variant, isSimpleShade, false);
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branch.end_block();
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}
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void DrawSpanCodegen::LoopFilter(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter)
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{
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SSAIfBlock branch;
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branch.if_block(is_64x64);
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{
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SSAInt sseLength = Loop4x(variant, isSimpleShade, isNearestFilter, true);
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Loop(sseLength * 4, variant, isSimpleShade, isNearestFilter, true);
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}
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branch.else_block();
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{
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SSAInt sseLength = Loop4x(variant, isSimpleShade, isNearestFilter, false);
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Loop(sseLength * 4, variant, isSimpleShade, isNearestFilter, false);
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}
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branch.end_block();
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}
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SSAInt DrawSpanCodegen::Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64)
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{
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SSAInt sseLength = count / 4;
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stack_index.store(SSAInt(0));
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stack_viewpos_x.store(start_viewpos_x);
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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 < sseLength);
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SSAVec16ub bg = data[index * 16].load_unaligned_vec16ub(false);
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SSAVec8s bg0 = SSAVec8s::extendlo(bg);
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SSAVec8s bg1 = SSAVec8s::extendhi(bg);
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SSAVec4i bgcolors[4] =
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{
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SSAVec4i::extendlo(bg0),
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SSAVec4i::extendhi(bg0),
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SSAVec4i::extendlo(bg1),
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SSAVec4i::extendhi(bg1)
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};
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SSAVec4i colors[4];
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for (int i = 0; i < 4; i++)
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{
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SSAInt xfrac = stack_xfrac.load();
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SSAInt yfrac = stack_yfrac.load();
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viewpos_x = stack_viewpos_x.load();
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colors[i] = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolors[i], variant);
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stack_viewpos_x.store(viewpos_x + step_viewpos_x);
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stack_xfrac.store(xfrac + xstep);
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stack_yfrac.store(yfrac + ystep);
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}
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SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
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data[index * 16].store_unaligned_vec16ub(color);
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stack_index.store(index.add(SSAInt(1), true, true));
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loop.end_block();
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}
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return sseLength;
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}
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void DrawSpanCodegen::Loop(SSAInt start, DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64)
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{
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stack_index.store(start);
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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viewpos_x = stack_viewpos_x.load();
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loop.loop_block(index < count);
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SSAInt xfrac = stack_xfrac.load();
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SSAInt yfrac = stack_yfrac.load();
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SSAVec4i bgcolor = data[index * 4].load_vec4ub(false);
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SSAVec4i color = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolor, variant);
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data[index * 4].store_vec4ub(color);
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stack_viewpos_x.store(viewpos_x + step_viewpos_x);
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stack_index.store(index.add(SSAInt(1), true, true));
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stack_xfrac.store(xfrac + xstep);
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stack_yfrac.store(yfrac + ystep);
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loop.end_block();
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}
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}
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SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64)
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{
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if (isNearestFilter)
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{
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SSAInt spot;
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if (is64x64)
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spot = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6));
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else
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spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
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return source[spot * 4].load_vec4ub(true);
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}
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else
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{
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if (is64x64)
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{
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return SampleLinear(source, xfrac, yfrac, SSAInt(26), SSAInt(26));
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}
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else
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{
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return SampleLinear(source, xfrac, yfrac, 32 - xbits, 32 - ybits);
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}
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}
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}
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SSAVec4i DrawSpanCodegen::SampleLinear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits)
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{
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SSAInt xshift = (32 - xbits);
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SSAInt yshift = (32 - ybits);
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SSAInt xmask = (SSAInt(1) << xshift) - 1;
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SSAInt ymask = (SSAInt(1) << yshift) - 1;
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SSAInt x = xfrac >> xbits;
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SSAInt y = yfrac >> ybits;
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SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAInt inv_b = (xfrac >> (xbits - 4)) & 15;
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SSAInt inv_a = (yfrac >> (ybits - 4)) & 15;
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SSAInt a = 16 - inv_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 DrawSpanCodegen::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 Lyz2 = light_y; // L.y*L.y + L.z*L.z
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SSAFloat Lx = light_x - viewpos_x;
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SSAFloat dist2 = Lyz2 + Lx * Lx;
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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_z * rcp_dist * distance_attenuation;
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SSAInt attenuation = SSAInt((light_z == 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 DrawSpanCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawSpanVariant 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 DrawSpanVariant::Opaque:
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return blend_copy(fg);
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case DrawSpanVariant::Masked:
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return blend_alpha_blend(fg, bg);
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case DrawSpanVariant::Translucent:
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case DrawSpanVariant::AddClamp:
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return blend_add(fg, bg, srcalpha, destalpha);
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case DrawSpanVariant::MaskedTranslucent:
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case DrawSpanVariant::MaskedAddClamp:
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return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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}
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}
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