2016-09-26 07:00:19 +00:00
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#include "i_system.h"
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#include "r_compiler/fixedfunction/fixedfunction.h"
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#include "r_compiler/ssa/ssa_function.h"
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#include "r_compiler/ssa/ssa_scope.h"
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#include "r_compiler/ssa/ssa_for_block.h"
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#include "r_compiler/ssa/ssa_if_block.h"
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#include "r_compiler/ssa/ssa_stack.h"
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#include "r_compiler/ssa/ssa_function.h"
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#include "r_compiler/ssa/ssa_struct_type.h"
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#include "r_compiler/ssa/ssa_value.h"
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#include "r_compiler/ssa/ssa_barycentric_weight.h"
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2016-09-28 16:49:39 +00:00
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void DrawSpanCodegen::Generate(SSAValue args)
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{
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destorg = args[0][0].load();
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source = args[0][1].load();
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destpitch = args[0][2].load();
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2016-09-27 20:54:37 +00:00
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stack_xfrac.store(args[0][3].load());
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stack_yfrac.store(args[0][4].load());
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2016-09-28 16:49:39 +00:00
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xstep = args[0][5].load();
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ystep = args[0][6].load();
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x1 = args[0][7].load();
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x2 = args[0][8].load();
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y = args[0][9].load();
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xbits = args[0][10].load();
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ybits = args[0][11].load();
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light = args[0][12].load();
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srcalpha = args[0][13].load();
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destalpha = args[0][14].load();
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SSAShort light_alpha = args[0][15].load();
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SSAShort light_red = args[0][16].load();
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SSAShort light_green = args[0][17].load();
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SSAShort light_blue = args[0][18].load();
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SSAShort fade_alpha = args[0][19].load();
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SSAShort fade_red = args[0][20].load();
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SSAShort fade_green = args[0][21].load();
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SSAShort fade_blue = args[0][22].load();
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SSAShort desaturate = args[0][23].load();
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SSAInt flags = args[0][24].load();
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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 == 6 && ybits == 6;
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is_simple_shade = (flags & RenderArgs::simple_shade) == RenderArgs::simple_shade;
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is_nearest_filter = (flags & RenderArgs::nearest_filter) == RenderArgs::nearest_filter;
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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LoopShade(true);
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branch.else_block();
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LoopShade(false);
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branch.end_block();
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}
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2016-09-27 20:54:37 +00:00
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2016-09-28 16:49:39 +00:00
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void DrawSpanCodegen::LoopShade(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(isSimpleShade, true);
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branch.else_block();
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LoopFilter(isSimpleShade, false);
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branch.end_block();
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}
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void DrawSpanCodegen::LoopFilter(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(isSimpleShade, isNearestFilter, true);
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Loop(sseLength * 4, 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(isSimpleShade, isNearestFilter, false);
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Loop(sseLength * 4, 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(bool isSimpleShade, bool isNearestFilter, bool is64x64)
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{
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2016-09-27 20:54:37 +00:00
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SSAInt sseLength = count / 4;
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2016-09-26 07:00:19 +00:00
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stack_index.store(0);
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{
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2016-09-27 20:54:37 +00:00
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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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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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2016-09-28 16:49:39 +00:00
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SSAVec4i fg = Sample(xfrac, yfrac, isNearestFilter, is64x64);
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if (isSimpleShade)
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colors[i] = shade_bgra_simple(fg, light);
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else
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colors[i] = shade_bgra_advanced(fg, light, shade_constants);
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2016-09-27 20:54:37 +00:00
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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 ssecolors(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
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data[index * 16].store_unaligned_vec16ub(ssecolors);
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stack_index.store(index + 1);
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loop.end_block();
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}
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2016-09-28 16:49:39 +00:00
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return sseLength;
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}
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2016-09-27 20:54:37 +00:00
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2016-09-28 16:49:39 +00:00
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void DrawSpanCodegen::Loop(SSAInt start, bool isSimpleShade, bool isNearestFilter, bool is64x64)
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{
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stack_index.store(start);
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2016-09-27 20:54:37 +00:00
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{
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SSAForBlock loop;
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2016-09-26 07:00:19 +00:00
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SSAInt index = stack_index.load();
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loop.loop_block(index < count);
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2016-09-27 20:54:37 +00:00
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SSAInt xfrac = stack_xfrac.load();
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SSAInt yfrac = stack_yfrac.load();
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2016-09-28 16:49:39 +00:00
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SSAVec4i fg = Sample(xfrac, yfrac, isNearestFilter, is64x64);
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SSAVec4i color;
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if (isSimpleShade)
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color = shade_bgra_simple(fg, light);
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else
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color = shade_bgra_advanced(fg, light, shade_constants);
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2016-09-27 20:54:37 +00:00
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2016-09-27 01:07:03 +00:00
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data[index * 4].store_vec4ub(color);
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2016-09-27 20:54:37 +00:00
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2016-09-26 07:00:19 +00:00
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stack_index.store(index + 1);
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2016-09-27 20:54:37 +00:00
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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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2016-09-26 07:00:19 +00:00
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}
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2016-09-28 16:49:39 +00:00
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}
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2016-09-26 07:00:19 +00:00
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2016-09-28 16:49:39 +00:00
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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();
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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 sample_linear(source, xfrac, yfrac, 26, 26);
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}
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else
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{
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return sample_linear(source, xfrac, yfrac, 32 - xbits, 32 - ybits);
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}
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}
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2016-09-26 07:00:19 +00:00
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}
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2016-09-28 16:49:39 +00:00
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/////////////////////////////////////////////////////////////////////////////
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SSAInt DrawerCodegen::calc_light_multiplier(SSAInt light)
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2016-09-28 03:18:16 +00:00
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{
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return 256 - (light >> (FRACBITS - 8));
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors)
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2016-09-28 03:18:16 +00:00
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{
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SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
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return shade_bgra_simple(color, light);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors)
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2016-09-28 03:18:16 +00:00
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{
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SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
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return shade_bgra_advanced(color, light, constants);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::shade_bgra_simple(SSAVec4i color, SSAInt light)
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2016-09-28 03:18:16 +00:00
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{
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color = color * light / 256;
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return color.insert(3, 255);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants)
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2016-09-28 03:18:16 +00:00
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{
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SSAInt blue = color[0];
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SSAInt green = color[1];
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SSAInt red = color[2];
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SSAInt alpha = color[3];
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SSAInt intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate;
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SSAVec4i inv_light = 256 - light;
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SSAVec4i inv_desaturate = 256 - constants.desaturate;
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color = (color * inv_desaturate + intensity) / 256;
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color = (constants.fade * inv_light + color * light) / 256;
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color = (color * constants.light) / 256;
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return color.insert(3, alpha);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::blend_copy(SSAVec4i fg)
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2016-09-28 03:18:16 +00:00
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{
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return fg;
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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2016-09-28 03:18:16 +00:00
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{
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SSAVec4i color = (fg * srcalpha + bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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2016-09-28 03:18:16 +00:00
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{
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SSAVec4i color = (bg * destalpha - fg * srcalpha) / 256;
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return color.insert(3, 255);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha)
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2016-09-28 03:18:16 +00:00
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{
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SSAVec4i color = (fg * srcalpha - bg * destalpha) / 256;
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return color.insert(3, 255);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::blend_alpha_blend(SSAVec4i fg, SSAVec4i bg)
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2016-09-28 03:18:16 +00:00
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{
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SSAInt alpha = fg[3];
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alpha = alpha + (alpha >> 7); // // 255 -> 256
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SSAInt inv_alpha = 256 - alpha;
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SSAVec4i color = (fg * alpha + bg * inv_alpha) / 256;
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return color.insert(3, 255);
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}
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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
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2016-09-28 03:18:16 +00:00
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{
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SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
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SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
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SSAInt y0 = frac_y0 >> FRACBITS;
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SSAInt y1 = frac_y1 >> FRACBITS;
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2016-09-29 00:26:36 +00:00
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SSAVec4i p00 = col0[y0 * 4].load_vec4ub();
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SSAVec4i p01 = col0[y1 * 4].load_vec4ub();
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SSAVec4i p10 = col1[y0 * 4].load_vec4ub();
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SSAVec4i p11 = col1[y1 * 4].load_vec4ub();
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2016-09-28 03:18:16 +00:00
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SSAInt inv_b = texturefracx;
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SSAInt inv_a = (frac_y1 >> (FRACBITS - 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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2016-09-28 16:49:39 +00:00
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SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits)
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2016-09-28 03:18:16 +00:00
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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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2016-09-29 00:26:36 +00:00
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SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub();
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SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub();
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SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub();
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SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub();
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2016-09-28 03:18:16 +00:00
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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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}
|