qzdoom/src/r_compiler/fixedfunction/fixedfunction.h

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#pragma once
#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_pixels.h"
#include "r_compiler/ssa/ssa_stack.h"
#include "r_compiler/ssa/ssa_barycentric_weight.h"
#include "r_compiler/llvm_include.h"
class RenderProgram
{
public:
RenderProgram();
~RenderProgram();
template<typename Func>
Func *GetProcAddress(const char *name) { return reinterpret_cast<Func*>(PointerToFunction(name)); }
llvm::LLVMContext &context() { return *mContext; }
llvm::Module *module() { return mModule; }
llvm::ExecutionEngine *engine() { return mEngine.get(); }
llvm::legacy::PassManager *modulePassManager() { return mModulePassManager.get(); }
llvm::legacy::FunctionPassManager *functionPassManager() { return mFunctionPassManager.get(); }
private:
void *PointerToFunction(const char *name);
std::unique_ptr<llvm::LLVMContext> mContext;
llvm::Module *mModule;
std::unique_ptr<llvm::ExecutionEngine> mEngine;
std::unique_ptr<llvm::legacy::PassManager> mModulePassManager;
std::unique_ptr<llvm::legacy::FunctionPassManager> mFunctionPassManager;
};
struct RenderArgs
{
uint32_t *destorg;
const uint32_t *source;
int32_t destpitch;
int32_t xfrac;
int32_t yfrac;
int32_t xstep;
int32_t ystep;
int32_t x1;
int32_t x2;
int32_t y;
int32_t xbits;
int32_t ybits;
uint32_t light;
uint32_t srcalpha;
uint32_t destalpha;
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uint16_t light_alpha;
uint16_t light_red;
uint16_t light_green;
uint16_t light_blue;
uint16_t fade_alpha;
uint16_t fade_red;
uint16_t fade_green;
uint16_t fade_blue;
uint16_t desaturate;
uint32_t flags;
enum Flags
{
simple_shade = 1,
nearest_filter = 2
};
};
class SSAShadeConstants
{
public:
SSAVec4i light;
SSAVec4i fade;
SSAInt desaturate;
};
class FixedFunction
{
public:
FixedFunction();
void(*DrawSpan)(const RenderArgs *) = nullptr;
private:
void CodegenDrawSpan();
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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);
// 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);
static llvm::Type *GetRenderArgsStruct(llvm::LLVMContext &context);
RenderProgram mProgram;
};
#if 0
class GlslProgram;
class GlslCodeGen;
class GlslFixedFunction
{
public:
GlslFixedFunction(GlslProgram &program, GlslCodeGen &vertex_codegen, GlslCodeGen &fragment_codegen);
void codegen();
static llvm::Type *get_sampler_struct(llvm::LLVMContext &context);
private:
void codegen_draw_triangles(int num_vertex_in, int num_vertex_out);
void codegen_calc_window_positions();
void codegen_calc_polygon_face_direction();
void codegen_calc_polygon_y_range();
void codegen_update_polygon_edge();
void codegen_texture();
void codegen_normalize();
void codegen_reflect();
void codegen_max();
void codegen_pow();
void codegen_dot();
void codegen_mix();
struct OuterData
{
OuterData() : sampler() { }
SSAInt start;
SSAInt end;
SSAInt input_width;
SSAInt input_height;
SSAInt output_width;
SSAInt output_height;
SSAUBytePtr input_pixels;
SSAUBytePtr output_pixels_line;
SSAVec4fPtr sse_left_varying_in;
SSAVec4fPtr sse_right_varying_in;
int num_varyings;
SSAVec4f viewport_x;
SSAVec4f viewport_rcp_half_width;
SSAVec4f dx;
SSAVec4f dw;
SSAVec4f v1w;
SSAVec4f v1x;
llvm::Value *sampler;
};
void render_polygon(
SSAInt input_width,
SSAInt input_height,
SSAUBytePtr input_data,
SSAInt output_width,
SSAInt output_height,
SSAUBytePtr output_data,
SSAInt viewport_x,
SSAInt viewport_y,
SSAInt viewport_width,
SSAInt viewport_height,
SSAInt num_vertices,
std::vector<SSAVec4fPtr> fragment_ins,
SSAInt core,
SSAInt num_cores);
void codegen_render_scanline(int num_varyings);
void process_first_pixels(OuterData &outer_data, SSAStack<SSAInt> &stack_x, SSAStack<SSAVec4f> &stack_xnormalized);
void process_last_pixels(OuterData &outer_data, SSAStack<SSAInt> &stack_x, SSAStack<SSAVec4f> &stack_xnormalized);
void inner_block(OuterData &data, SSAVec4f xnormalized, SSAVec4f *out_frag_colors);
void blend(SSAVec4f frag_colors[4], SSAVec16ub &dest);
GlslProgram &program;
GlslCodeGen &vertex_codegen;
GlslCodeGen &fragment_codegen;
};
#endif