qzdoom/src/r_compiler/fixedfunction/drawercodegen.h

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#pragma once
#include "r_compiler/llvmdrawers.h"
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#include "r_compiler/ssa/ssa_value.h"
#include "r_compiler/ssa/ssa_vec4f.h"
#include "r_compiler/ssa/ssa_vec4i.h"
#include "r_compiler/ssa/ssa_vec8s.h"
#include "r_compiler/ssa/ssa_vec16ub.h"
#include "r_compiler/ssa/ssa_int.h"
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#include "r_compiler/ssa/ssa_int_ptr.h"
#include "r_compiler/ssa/ssa_short.h"
#include "r_compiler/ssa/ssa_ubyte_ptr.h"
#include "r_compiler/ssa/ssa_vec4f_ptr.h"
#include "r_compiler/ssa/ssa_vec4i_ptr.h"
#include "r_compiler/ssa/ssa_stack.h"
#include "r_compiler/ssa/ssa_bool.h"
#include "r_compiler/ssa/ssa_barycentric_weight.h"
#include "r_compiler/llvm_include.h"
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class SSAWorkerThread
{
public:
SSAInt core;
SSAInt num_cores;
SSAInt pass_start_y;
SSAInt pass_end_y;
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SSAUBytePtr temp;
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};
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class SSAShadeConstants
{
public:
SSAVec4i light;
SSAVec4i fade;
SSAInt desaturate;
};
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class DrawerCodegen
{
public:
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// Checks if a line is rendered by this thread
SSABool line_skipped_by_thread(SSAInt line, SSAWorkerThread thread);
// The number of lines to skip to reach the first line to be rendered by this thread
SSAInt skipped_by_thread(SSAInt first_line, SSAWorkerThread thread);
// The number of lines to be rendered by this thread
SSAInt count_for_thread(SSAInt first_line, SSAInt count, SSAWorkerThread thread);
// Calculate the dest address for the first line to be rendered by this thread
SSAUBytePtr dest_for_thread(SSAInt first_line, SSAInt pitch, SSAUBytePtr dest, SSAWorkerThread thread);
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// LightBgra
SSAInt calc_light_multiplier(SSAInt light);
SSAVec4i shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors);
SSAVec4i shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors);
SSAVec4i shade_bgra_simple(SSAVec4i color, SSAInt light);
SSAVec4i shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants);
// BlendBgra
SSAVec4i blend_copy(SSAVec4i fg);
SSAVec4i blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
SSAVec4i blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
SSAVec4i blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
SSAVec4i blend_alpha_blend(SSAVec4i fg, SSAVec4i bg);
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// Calculates the final alpha values to be used when combined with the source texture alpha channel
SSAInt calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha);
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// SampleBgra
SSAVec4i sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
SSAVec4i sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits);
};