qzdoom/tools/drawergen/fixedfunction/drawcolumncodegen.h

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/*
** DrawColumn 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.
**
*/
#pragma once
#include "drawercodegen.h"
enum class DrawColumnVariant
{
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Fill,
FillAdd,
FillAddClamp,
FillSubClamp,
FillRevSubClamp,
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DrawCopy,
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Draw,
DrawAdd,
DrawTranslated,
DrawTlatedAdd,
DrawShaded,
DrawAddClamp,
DrawAddClampTranslated,
DrawSubClamp,
DrawSubClampTranslated,
DrawRevSubClamp,
DrawRevSubClampTranslated
};
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enum class DrawColumnMethod
{
Normal,
Rt1,
Rt4
};
class DrawColumnCodegen : public DrawerCodegen
{
public:
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void Generate(DrawColumnVariant variant, DrawColumnMethod method, SSAValue args, SSAValue thread_data);
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private:
void LoopShade(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade);
void Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter);
SSAVec4i ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter);
SSAVec4i ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, bool isSimpleShade);
SSAVec4i Sample(SSAInt frac, DrawColumnMethod method, bool isNearestFilter);
SSAVec4i SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
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SSAInt ColormapSample(SSAInt frac);
SSAVec4i TranslateSample(SSAInt frac);
SSAInt TranslateSamplePal(SSAInt frac);
SSAVec4i Shade(SSAVec4i fgcolor, bool isSimpleShade);
SSAVec4i ShadePal(SSAInt palIndex, bool isSimpleShade);
bool IsPaletteInput(DrawColumnVariant variant);
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SSAStack<SSAInt> stack_index, stack_frac;
SSAUBytePtr dest;
SSAUBytePtr source;
SSAUBytePtr source2;
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SSAUBytePtr colormap;
SSAUBytePtr translation;
SSAUBytePtr basecolors;
SSAInt pitch;
SSAInt count;
SSAInt dest_y;
SSAInt iscale;
SSAInt texturefracx;
SSAInt textureheight;
SSAInt one;
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SSAInt texturefrac;
SSAInt light;
SSAVec4i color;
SSAVec4i srccolor;
SSAInt srcalpha;
SSAInt destalpha;
SSABool is_simple_shade;
SSABool is_nearest_filter;
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SSAShadeConstants shade_constants;
SSAWorkerThread thread;
};