mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Rewrote the LLVM triangle drawer to use the data from the triangle setup function
This commit is contained in:
parent
145c0a6d9e
commit
c643238b86
7 changed files with 843 additions and 388 deletions
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@ -58,7 +58,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
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args.objectToClip = &objectToClip;
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args.stenciltestvalue = 255;
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args.stencilwritevalue = 255;
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args.stencilwritevalue = 1;
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args.SetTexture(frontskytex);
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args.SetColormap(&NormalLight);
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args.SetClipPlane(0.0f, 0.0f, 0.0f, 0.0f);
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@ -84,6 +84,7 @@ void PolySkyDome::RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor)
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args.ccw = false;
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args.uniforms.color = capcolor;
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Skycap);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Skycap);
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}
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void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
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@ -98,6 +99,7 @@ void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int ro
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args.ccw = bottomCap;
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args.uniforms.color = solid;
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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}
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void PolySkyDome::CreateDome()
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@ -88,22 +88,19 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
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return;
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auto llvm = Drawers::Instance();
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void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *);
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PolyDrawFuncPtr setupfunc = nullptr;
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PolyDrawFuncPtr drawfunc = nullptr;
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int bmode = (int)blendmode;
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switch (variant)
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{
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default:
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//case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? &ScreenTriangle::DrawFunc : llvm->TriDrawNormal8[bmode]; break;
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//case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? &ScreenTriangle::DrawSubsectorFunc : llvm->TriDrawSubsector8[bmode]; break;
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//case TriDrawVariant::Stencil: drawfunc = &ScreenTriangle::StencilFunc; break;
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//case TriDrawVariant::StencilClose: drawfunc = &ScreenTriangle::StencilCloseFunc; break;
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case TriDrawVariant::DrawNormal: drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break;
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case TriDrawVariant::FillNormal: drawfunc = dest_bgra ? llvm->TriFillNormal32[bmode] : llvm->TriFillNormal8[bmode]; break;
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case TriDrawVariant::DrawSubsector: drawfunc = dest_bgra ? llvm->TriDrawSubsector32[bmode] : llvm->TriDrawSubsector8[bmode]; break;
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case TriDrawVariant::DrawNormal: setupfunc = &ScreenTriangle::SetupNormal; drawfunc = dest_bgra ? llvm->TriDrawNormal32[bmode] : llvm->TriDrawNormal8[bmode]; break;
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case TriDrawVariant::FillNormal: setupfunc = &ScreenTriangle::SetupNormal; drawfunc = dest_bgra ? llvm->TriFillNormal32[bmode] : llvm->TriFillNormal8[bmode]; break;
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case TriDrawVariant::DrawSubsector: setupfunc = &ScreenTriangle::SetupSubsector; drawfunc = dest_bgra ? llvm->TriDrawSubsector32[bmode] : llvm->TriDrawSubsector8[bmode]; break;
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case TriDrawVariant::FuzzSubsector:
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case TriDrawVariant::FillSubsector: drawfunc = dest_bgra ? llvm->TriFillSubsector32[bmode] : llvm->TriFillSubsector8[bmode]; break;
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case TriDrawVariant::Stencil: drawfunc = llvm->TriStencil; break;
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case TriDrawVariant::StencilClose: drawfunc = llvm->TriStencilClose; break;
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case TriDrawVariant::FillSubsector: setupfunc = &ScreenTriangle::SetupSubsector; drawfunc = dest_bgra ? llvm->TriFillSubsector32[bmode] : llvm->TriFillSubsector8[bmode]; break;
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case TriDrawVariant::Stencil: drawfunc = &ScreenTriangle::StencilFunc; break;
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case TriDrawVariant::StencilClose: drawfunc = &ScreenTriangle::StencilCloseFunc; break;
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}
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TriDrawTriangleArgs args;
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@ -139,7 +136,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
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{
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for (int j = 0; j < 3; j++)
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vert[j] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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draw_shaded_triangle(vert, ccw, &args, thread, setupfunc, drawfunc);
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}
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}
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else if (drawargs.mode == TriangleDrawMode::Fan)
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@ -149,7 +146,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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draw_shaded_triangle(vert, ccw, &args, thread, setupfunc, drawfunc);
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vert[1] = vert[2];
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}
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}
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@ -160,7 +157,7 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
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for (int i = 2; i < vcount; i++)
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{
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vert[2] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
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draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
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draw_shaded_triangle(vert, ccw, &args, thread, setupfunc, drawfunc);
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vert[0] = vert[1];
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vert[1] = vert[2];
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ccw = !ccw;
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@ -179,7 +176,7 @@ ShadedTriVertex PolyTriangleDrawer::shade_vertex(const TriMatrix &objectToClip,
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return sv;
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}
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void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread, void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *))
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void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread, PolyDrawFuncPtr setupfunc, PolyDrawFuncPtr drawfunc)
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{
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// Cull, clip and generate additional vertices as needed
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TriVertex clippedvert[max_additional_vertices];
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@ -223,6 +220,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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args->v1 = &clippedvert[numclipvert - 1];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i - 2];
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if (setupfunc) setupfunc(args, thread);
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drawfunc(args, thread);
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}
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}
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@ -233,6 +231,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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args->v1 = &clippedvert[0];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i];
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if (setupfunc) setupfunc(args, thread);
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drawfunc(args, thread);
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}
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}
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@ -952,7 +951,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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uint8_t *stencilBlock = &stencilValues[block * 64];
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uint32_t *stencilBlockMask = &stencilMasks[block];
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bool blockIsSingleStencil = ((*stencilBlockMask) & 0xffffff00) == 0xffffff00;
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bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) != stencilTestValue;
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bool skipBlock = blockIsSingleStencil && ((*stencilBlockMask) & 0xff) < stencilTestValue;
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// Skip block when outside an edge
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if (a == 0 || b == 0 || c == 0 || skipBlock)
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@ -1043,7 +1042,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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for (int ix = 0; ix < q; ix++)
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{
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] >= stencilTestValue;
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bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
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mask0 <<= 1;
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mask0 |= (uint32_t)covered;
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@ -1067,7 +1066,7 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
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for (int ix = 0; ix < q; ix++)
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{
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] == stencilTestValue;
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bool passStencilTest = blockIsSingleStencil || stencilBlock[ix + iy * q] >= stencilTestValue;
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bool covered = (CX1 > 0 && CX2 > 0 && CX3 > 0 && (x + ix) < clipright && (y + iy) < clipbottom && passStencilTest && subsector[ix] >= subsectorDepth);
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mask1 <<= 1;
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mask1 |= (uint32_t)covered;
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@ -1247,6 +1246,7 @@ void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThrea
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}
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}
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#if 0
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float ScreenTriangle::FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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@ -1323,11 +1323,10 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
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int32_t varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = (int32_t)(blockPosX.Varying[j] * rcpW);
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int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
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for (int x = 0; x < width; x++)
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{
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int lightpos = 256 - (int)(clamp(shade - MIN(24.0f, globVis * blockPosX.W) / 32.0f, 0.0f, 31.0f / 32.0f) * 256.0f);
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blockPosX.W += gradientX.W * 8;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] += gradientX.Varying[j] * 8;
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@ -1508,18 +1507,7 @@ void ScreenTriangle::Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thr
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}
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}
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}
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void ScreenTriangle::DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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SetupNormal(args, thread);
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Draw(args, thread);
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}
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void ScreenTriangle::DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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SetupSubsector(args, thread);
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Draw(args, thread);
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}
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#endif
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void ScreenTriangle::StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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@ -153,6 +153,8 @@ struct TriMatrix
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float matrix[16];
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};
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typedef void(*PolyDrawFuncPtr)(const TriDrawTriangleArgs *, WorkerThreadData *);
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class PolyTriangleDrawer
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{
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public:
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@ -163,7 +165,7 @@ public:
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private:
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static ShadedTriVertex shade_vertex(const TriMatrix &objectToClip, const float *clipPlane, const TriVertex &v);
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static void draw_arrays(const PolyDrawArgs &args, TriDrawVariant variant, TriBlendMode blendmode, WorkerThreadData *thread);
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static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread, void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *));
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static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread, PolyDrawFuncPtr setupfunc, PolyDrawFuncPtr drawfunc);
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static bool cullhalfspace(float clipdistance1, float clipdistance2, float &t1, float &t2);
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static void clipedge(const ShadedTriVertex *verts, TriVertex *clippedvert, int &numclipvert);
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@ -274,18 +276,11 @@ struct ScreenTriangleStepVariables
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class ScreenTriangle
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{
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public:
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static void DrawFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void DrawSubsectorFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void StencilFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void StencilCloseFunc(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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private:
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static void SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void SetupSubsector(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void Draw(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static void SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
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static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2);
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};
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@ -32,6 +32,636 @@
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#include "ssa/ssa_struct_type.h"
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#include "ssa/ssa_value.h"
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void DrawTriangleCodegen::Generate(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data)
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{
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this->variant = variant;
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this->blendmode = blendmode;
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this->truecolor = truecolor;
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pixelsize = truecolor ? 4 : 1;
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LoadArgs(args, thread_data);
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CalculateGradients();
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DrawFullSpans();
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DrawPartialBlocks();
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}
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void DrawTriangleCodegen::DrawFullSpans()
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{
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stack_i.store(SSAInt(0));
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SSAForBlock loop;
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SSAInt i = stack_i.load();
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loop.loop_block(i < numSpans, 0);
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{
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SSAInt spanX = SSAShort(fullSpans[i][0].load(true).v).zext_int();
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SSAInt spanY = SSAShort(fullSpans[i][1].load(true).v).zext_int();
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SSAInt spanLength = fullSpans[i][2].load(true);
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SSAInt width = spanLength;
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SSAInt height = SSAInt(8);
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stack_dest.store(destOrg[(spanX + spanY * pitch) * pixelsize]);
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stack_subsector.store(subsectorGBuffer[spanX + spanY * pitch]);
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stack_posYW.store(start.W + gradientX.W * (spanX - startX) + gradientY.W * (spanY - startY));
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for (int j = 0; j < TriVertex::NumVarying; j++)
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stack_posYVarying[j].store(start.Varying[j] + gradientX.Varying[j] * (spanX - startX) + gradientY.Varying[j] * (spanY - startY));
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stack_y.store(SSAInt(0));
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SSAForBlock loop_y;
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SSAInt y = stack_y.load();
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SSAUBytePtr dest = stack_dest.load();
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SSAIntPtr subsector = stack_subsector.load();
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SSAStepVariables blockPosY;
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blockPosY.W = stack_posYW.load();
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosY.Varying[j] = stack_posYVarying[j].load();
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loop_y.loop_block(y < height, 0);
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{
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stack_posXW.store(blockPosY.W);
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for (int j = 0; j < TriVertex::NumVarying; j++)
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stack_posXVarying[j].store(blockPosY.Varying[j]);
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SSAFloat rcpW = SSAFloat((float)0x01000000) / blockPosY.W;
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stack_lightpos.store(FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f), globVis * blockPosY.W) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true));
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for (int j = 0; j < TriVertex::NumVarying; j++)
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stack_varyingPos[j].store(SSAInt(blockPosY.Varying[j] * rcpW, false));
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stack_x.store(SSAInt(0));
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SSAForBlock loop_x;
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SSAInt x = stack_x.load();
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SSAStepVariables blockPosX;
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blockPosX.W = stack_posXW.load();
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] = stack_posXVarying[j].load();
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SSAInt lightpos = stack_lightpos.load();
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SSAInt varyingPos[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = stack_varyingPos[j].load();
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loop_x.loop_block(x < width, 0);
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{
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blockPosX.W = blockPosX.W + gradientX.W * 8.0f;
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for (int j = 0; j < TriVertex::NumVarying; j++)
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blockPosX.Varying[j] = blockPosX.Varying[j] + gradientX.Varying[j] * 8.0f;
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rcpW = SSAFloat((float)0x01000000) / blockPosX.W;
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SSAInt varyingStep[TriVertex::NumVarying];
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for (int j = 0; j < TriVertex::NumVarying; j++)
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{
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SSAInt nextPos = SSAInt(blockPosX.Varying[j] * rcpW, false);
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varyingStep[j] = (nextPos - varyingPos[j]) / 8;
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}
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SSAInt lightnext = FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f), globVis * blockPosX.W) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true);
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SSAInt lightstep = (lightnext - lightpos) / 8;
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for (int ix = 0; ix < 8; ix++)
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{
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if (truecolor)
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{
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currentlight = is_fixed_light.select(light, lightpos >> 8);
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SSAUBytePtr destptr = dest[(x * 8 + ix) * 4];
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destptr.store_vec4ub(ProcessPixel32(destptr.load_vec4ub(false), varyingPos));
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if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector)
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subsector[x * 8 + ix].store(subsectorDepth);
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}
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else
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{
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currentlight = is_fixed_light.select(light, lightpos >> 8);
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SSAInt colormapindex = SSAInt::MIN((256 - currentlight) * 32 / 256, SSAInt(31));
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currentcolormap = Colormaps[colormapindex << 8];
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SSAUBytePtr destptr = dest[(x * 8 + ix)];
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destptr.store(ProcessPixel8(destptr.load(false).zext_int(), varyingPos).trunc_ubyte());
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if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector)
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subsector[x * 8 + ix].store(subsectorDepth);
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}
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for (int j = 0; j < TriVertex::NumVarying; j++)
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varyingPos[j] = varyingPos[j] + varyingStep[j];
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lightpos = lightpos + lightstep;
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}
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|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
stack_varyingPos[j].store(varyingPos[j]);
|
||||
stack_lightpos.store(lightpos);
|
||||
stack_posXW.store(blockPosX.W);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
stack_posXVarying[j].store(blockPosX.Varying[j]);
|
||||
stack_x.store(x + 1);
|
||||
}
|
||||
loop_x.end_block();
|
||||
|
||||
stack_posYW.store(blockPosY.W + gradientY.W);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
stack_posYVarying[j].store(blockPosY.Varying[j] + gradientY.Varying[j]);
|
||||
stack_dest.store(dest[pitch * pixelsize]);
|
||||
stack_subsector.store(subsector[pitch]);
|
||||
stack_y.store(y + 1);
|
||||
}
|
||||
loop_y.end_block();
|
||||
|
||||
stack_i.store(i + 1);
|
||||
}
|
||||
loop.end_block();
|
||||
}
|
||||
|
||||
void DrawTriangleCodegen::DrawPartialBlocks()
|
||||
{
|
||||
stack_i.store(SSAInt(0));
|
||||
SSAForBlock loop;
|
||||
SSAInt i = stack_i.load();
|
||||
loop.loop_block(i < numBlocks, 0);
|
||||
{
|
||||
SSAInt blockX = SSAShort(partialBlocks[i][0].load(true).v).zext_int();
|
||||
SSAInt blockY = SSAShort(partialBlocks[i][1].load(true).v).zext_int();
|
||||
SSAInt mask0 = partialBlocks[i][2].load(true);
|
||||
SSAInt mask1 = partialBlocks[i][3].load(true);
|
||||
|
||||
SSAUBytePtr dest = destOrg[(blockX + blockY * pitch) * pixelsize];
|
||||
SSAIntPtr subsector = subsectorGBuffer[blockX + blockY * pitch];
|
||||
|
||||
SSAStepVariables blockPosY;
|
||||
blockPosY.W = start.W + gradientX.W * (blockX - startX) + gradientY.W * (blockY - startY);
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = start.Varying[j] + gradientX.Varying[j] * (blockX - startX) + gradientY.Varying[j] * (blockY - startY);
|
||||
|
||||
for (int maskNum = 0; maskNum < 2; maskNum++)
|
||||
{
|
||||
SSAInt mask = (maskNum == 0) ? mask0 : mask1;
|
||||
|
||||
for (int y = 0; y < 4; y++)
|
||||
{
|
||||
SSAStepVariables blockPosX = blockPosY;
|
||||
|
||||
SSAFloat rcpW = SSAFloat((float)0x01000000) / blockPosX.W;
|
||||
SSAInt varyingPos[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = SSAInt(blockPosX.Varying[j] * rcpW, false);
|
||||
|
||||
SSAInt lightpos = FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f), globVis * blockPosX.W) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true);
|
||||
|
||||
blockPosX.W = blockPosX.W + gradientX.W * 8.0f;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosX.Varying[j] = blockPosX.Varying[j] + gradientX.Varying[j] * 8.0f;
|
||||
|
||||
rcpW = SSAFloat((float)0x01000000) / blockPosX.W;
|
||||
SSAInt varyingStep[TriVertex::NumVarying];
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
{
|
||||
SSAInt nextPos = SSAInt(blockPosX.Varying[j] * rcpW, false);
|
||||
varyingStep[j] = (nextPos - varyingPos[j]) / 8;
|
||||
}
|
||||
|
||||
SSAInt lightnext = FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f), globVis * blockPosX.W) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true);
|
||||
SSAInt lightstep = (lightnext - lightpos) / 8;
|
||||
|
||||
for (int x = 0; x < 8; x++)
|
||||
{
|
||||
SSABool covered = !((mask & (1 << (31 - y * 8 - x))) == SSAInt(0));
|
||||
SSAIfBlock branch;
|
||||
branch.if_block(covered);
|
||||
{
|
||||
if (truecolor)
|
||||
{
|
||||
currentlight = is_fixed_light.select(light, lightpos >> 8);
|
||||
|
||||
SSAUBytePtr destptr = dest[x * 4];
|
||||
destptr.store_vec4ub(ProcessPixel32(destptr.load_vec4ub(false), varyingPos));
|
||||
|
||||
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector)
|
||||
subsector[x].store(subsectorDepth);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentlight = is_fixed_light.select(light, lightpos >> 8);
|
||||
SSAInt colormapindex = SSAInt::MIN((256 - currentlight) * 32 / 256, SSAInt(31));
|
||||
currentcolormap = Colormaps[colormapindex << 8];
|
||||
|
||||
SSAUBytePtr destptr = dest[x];
|
||||
destptr.store(ProcessPixel8(destptr.load(false).zext_int(), varyingPos).trunc_ubyte());
|
||||
|
||||
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector)
|
||||
subsector[x].store(subsectorDepth);
|
||||
}
|
||||
}
|
||||
branch.end_block();
|
||||
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
varyingPos[j] = varyingPos[j] + varyingStep[j];
|
||||
lightpos = lightpos + lightstep;
|
||||
}
|
||||
|
||||
blockPosY.W = blockPosY.W + gradientY.W;
|
||||
for (int j = 0; j < TriVertex::NumVarying; j++)
|
||||
blockPosY.Varying[j] = blockPosY.Varying[j] + gradientY.Varying[j];
|
||||
|
||||
dest = dest[pitch * pixelsize];
|
||||
subsector = subsector[pitch];
|
||||
}
|
||||
}
|
||||
|
||||
stack_i.store(i + 1);
|
||||
}
|
||||
loop.end_block();
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::TranslateSample32(SSAInt *varying)
|
||||
{
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return translation[color * 4].load_vec4ub(true);
|
||||
else
|
||||
return translation[texturePixels[uvoffset].load(true).zext_int() * 4].load_vec4ub(true);
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::TranslateSample8(SSAInt *varying)
|
||||
{
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return translation[color].load(true).zext_int();
|
||||
else
|
||||
return translation[texturePixels[uvoffset].load(true).zext_int()].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::Sample32(SSAInt *varying)
|
||||
{
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return SSAVec4i::unpack(color);
|
||||
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAVec4i nearest;
|
||||
SSAVec4i linear;
|
||||
|
||||
{
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
nearest = texturePixels[uvoffset * 4].load_vec4ub(true);
|
||||
}
|
||||
|
||||
return nearest;
|
||||
|
||||
/*
|
||||
{
|
||||
SSAInt uone = (SSAInt(0x01000000) / textureWidth) << 8;
|
||||
SSAInt vone = (SSAInt(0x01000000) / textureHeight) << 8;
|
||||
|
||||
ufrac = ufrac - (uone >> 1);
|
||||
vfrac = vfrac - (vone >> 1);
|
||||
|
||||
SSAInt frac_x0 = (ufrac >> FRACBITS) * textureWidth;
|
||||
SSAInt frac_x1 = ((ufrac + uone) >> FRACBITS) * textureWidth;
|
||||
SSAInt frac_y0 = (vfrac >> FRACBITS) * textureHeight;
|
||||
SSAInt frac_y1 = ((vfrac + vone) >> FRACBITS) * textureHeight;
|
||||
|
||||
SSAInt x0 = frac_x0 >> FRACBITS;
|
||||
SSAInt x1 = frac_x1 >> FRACBITS;
|
||||
SSAInt y0 = frac_y0 >> FRACBITS;
|
||||
SSAInt y1 = frac_y1 >> FRACBITS;
|
||||
|
||||
SSAVec4i p00 = texturePixels[(x0 * textureHeight + y0) * 4].load_vec4ub(true);
|
||||
SSAVec4i p01 = texturePixels[(x0 * textureHeight + y1) * 4].load_vec4ub(true);
|
||||
SSAVec4i p10 = texturePixels[(x1 * textureHeight + y0) * 4].load_vec4ub(true);
|
||||
SSAVec4i p11 = texturePixels[(x1 * textureHeight + y1) * 4].load_vec4ub(true);
|
||||
|
||||
SSAInt inv_b = (frac_x1 >> (FRACBITS - 4)) & 15;
|
||||
SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
|
||||
SSAInt a = 16 - inv_a;
|
||||
SSAInt b = 16 - inv_b;
|
||||
|
||||
linear = (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
|
||||
}
|
||||
|
||||
return AffineLinear.select(linear, nearest);
|
||||
*/
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::Sample8(SSAInt *varying)
|
||||
{
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return color;
|
||||
else
|
||||
return texturePixels[uvoffset].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::Shade8(SSAInt c)
|
||||
{
|
||||
return currentcolormap[c].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying)
|
||||
{
|
||||
SSAVec4i fg;
|
||||
SSAVec4i output;
|
||||
|
||||
switch (blendmode)
|
||||
{
|
||||
default:
|
||||
case TriBlendMode::Copy:
|
||||
fg = Sample32(varying);
|
||||
output = blend_copy(shade_bgra_simple(fg, currentlight));
|
||||
break;
|
||||
case TriBlendMode::AlphaBlend:
|
||||
fg = Sample32(varying);
|
||||
output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
|
||||
break;
|
||||
case TriBlendMode::AddSolid:
|
||||
fg = Sample32(varying);
|
||||
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, destalpha);
|
||||
break;
|
||||
case TriBlendMode::Add:
|
||||
fg = Sample32(varying);
|
||||
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::Sub:
|
||||
fg = Sample32(varying);
|
||||
output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::RevSub:
|
||||
fg = Sample32(varying);
|
||||
output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::Stencil:
|
||||
fg = Sample32(varying);
|
||||
output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), fg[3], bg, srcalpha, destalpha);
|
||||
break;
|
||||
case TriBlendMode::Shaded:
|
||||
output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), Sample8(varying), bg, srcalpha, destalpha);
|
||||
break;
|
||||
case TriBlendMode::TranslateCopy:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_copy(shade_bgra_simple(fg, currentlight));
|
||||
break;
|
||||
case TriBlendMode::TranslateAlphaBlend:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
|
||||
break;
|
||||
case TriBlendMode::TranslateAdd:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::TranslateSub:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::TranslateRevSub:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::AddSrcColorOneMinusSrcColor:
|
||||
fg = Sample32(varying);
|
||||
output = blend_add_srccolor_oneminussrccolor(shade_bgra_simple(fg, currentlight), bg);
|
||||
break;
|
||||
case TriBlendMode::Skycap:
|
||||
fg = Sample32(varying);
|
||||
output = FadeOut(varying[1], fg);
|
||||
break;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::ToBgra(SSAInt index)
|
||||
{
|
||||
SSAVec4i c = BaseColors[index * 4].load_vec4ub(true);
|
||||
c = c.insert(3, 255);
|
||||
return c;
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::ToPal8(SSAVec4i c)
|
||||
{
|
||||
return RGB32k[((c[2] >> 3) * 32 + (c[1] >> 3)) * 32 + (c[0] >> 3)].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::ProcessPixel8(SSAInt bg, SSAInt *varying)
|
||||
{
|
||||
SSAVec4i fg;
|
||||
SSAInt alpha, inv_alpha;
|
||||
SSAInt output;
|
||||
SSAInt palindex;
|
||||
|
||||
switch (blendmode)
|
||||
{
|
||||
default:
|
||||
case TriBlendMode::Copy:
|
||||
output = Shade8(Sample8(varying));
|
||||
break;
|
||||
case TriBlendMode::AlphaBlend:
|
||||
palindex = Sample8(varying);
|
||||
output = Shade8(palindex);
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::AddSolid:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, destalpha));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Add:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Sub:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_sub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::RevSub:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Stencil:
|
||||
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), (Sample8(varying) == SSAInt(0)).select(SSAInt(0), SSAInt(256)), ToBgra(bg), srcalpha, destalpha));
|
||||
break;
|
||||
case TriBlendMode::Shaded:
|
||||
palindex = Sample8(varying);
|
||||
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), palindex, ToBgra(bg), srcalpha, destalpha));
|
||||
break;
|
||||
case TriBlendMode::TranslateCopy:
|
||||
palindex = TranslateSample8(varying);
|
||||
output = Shade8(palindex);
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateAlphaBlend:
|
||||
palindex = TranslateSample8(varying);
|
||||
output = Shade8(palindex);
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateAdd:
|
||||
palindex = TranslateSample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateSub:
|
||||
palindex = TranslateSample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_sub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateRevSub:
|
||||
palindex = TranslateSample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::AddSrcColorOneMinusSrcColor:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add_srccolor_oneminussrccolor(fg, ToBgra(bg)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Skycap:
|
||||
fg = ToBgra(Sample8(varying));
|
||||
output = ToPal8(FadeOut(varying[1], fg));
|
||||
break;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::FadeOut(SSAInt frac, SSAVec4i fg)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
SSAInt alpha_top = SSAInt::MAX(SSAInt::MIN(frac.ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
|
||||
SSAInt alpha_bottom = SSAInt::MAX(SSAInt::MIN(((2 << 24) - frac).ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
|
||||
SSAInt alpha = SSAInt::MIN(alpha_top, alpha_bottom);
|
||||
SSAInt inv_alpha = 256 - alpha;
|
||||
|
||||
fg = (fg * alpha + SSAVec4i::unpack(color) * inv_alpha) / 256;
|
||||
return fg.insert(3, 255);
|
||||
}
|
||||
|
||||
void DrawTriangleCodegen::CalculateGradients()
|
||||
{
|
||||
gradientX.W = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
gradientY.W = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w);
|
||||
start.W = v1.w + gradientX.W * (SSAFloat(startX) - v1.x) + gradientY.W * (SSAFloat(startY) - v1.y);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
{
|
||||
gradientX.Varying[i] = FindGradientX(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
|
||||
gradientY.Varying[i] = FindGradientY(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.varying[i] * v1.w, v2.varying[i] * v2.w, v3.varying[i] * v3.w);
|
||||
start.Varying[i] = v1.varying[i] * v1.w + gradientX.Varying[i] * (SSAFloat(startX) - v1.x) + gradientY.Varying[i] * (SSAFloat(startY) - v1.y);
|
||||
}
|
||||
|
||||
shade = (64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
globVis = SSAFloat(1706.0f);
|
||||
}
|
||||
|
||||
void DrawTriangleCodegen::LoadArgs(SSAValue args, SSAValue thread_data)
|
||||
{
|
||||
destOrg = args[0][0].load(true);
|
||||
pitch = args[0][1].load(true);
|
||||
v1 = LoadTriVertex(args[0][2].load(true));
|
||||
v2 = LoadTriVertex(args[0][3].load(true));
|
||||
v3 = LoadTriVertex(args[0][4].load(true));
|
||||
texturePixels = args[0][9].load(true);
|
||||
textureWidth = args[0][10].load(true);
|
||||
textureHeight = args[0][11].load(true);
|
||||
translation = args[0][12].load(true);
|
||||
LoadUniforms(args[0][13].load(true));
|
||||
subsectorGBuffer = args[0][19].load(true);
|
||||
if (!truecolor)
|
||||
{
|
||||
Colormaps = args[0][20].load(true);
|
||||
RGB32k = args[0][21].load(true);
|
||||
BaseColors = args[0][22].load(true);
|
||||
}
|
||||
|
||||
fullSpans = thread_data[0][5].load(true);
|
||||
partialBlocks = thread_data[0][6].load(true);
|
||||
numSpans = thread_data[0][7].load(true);
|
||||
numBlocks = thread_data[0][8].load(true);
|
||||
startX = thread_data[0][9].load(true);
|
||||
startY = thread_data[0][10].load(true);
|
||||
}
|
||||
|
||||
SSATriVertex DrawTriangleCodegen::LoadTriVertex(SSAValue ptr)
|
||||
{
|
||||
SSATriVertex v;
|
||||
v.x = ptr[0][0].load(true);
|
||||
v.y = ptr[0][1].load(true);
|
||||
v.z = ptr[0][2].load(true);
|
||||
v.w = ptr[0][3].load(true);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
v.varying[i] = ptr[0][4 + i].load(true);
|
||||
return v;
|
||||
}
|
||||
|
||||
void DrawTriangleCodegen::LoadUniforms(SSAValue uniforms)
|
||||
{
|
||||
light = uniforms[0][0].load(true);
|
||||
subsectorDepth = uniforms[0][1].load(true);
|
||||
color = uniforms[0][2].load(true);
|
||||
srcalpha = uniforms[0][3].load(true);
|
||||
destalpha = uniforms[0][4].load(true);
|
||||
|
||||
SSAShort light_alpha = uniforms[0][5].load(true);
|
||||
SSAShort light_red = uniforms[0][6].load(true);
|
||||
SSAShort light_green = uniforms[0][7].load(true);
|
||||
SSAShort light_blue = uniforms[0][8].load(true);
|
||||
SSAShort fade_alpha = uniforms[0][9].load(true);
|
||||
SSAShort fade_red = uniforms[0][10].load(true);
|
||||
SSAShort fade_green = uniforms[0][11].load(true);
|
||||
SSAShort fade_blue = uniforms[0][12].load(true);
|
||||
SSAShort desaturate = uniforms[0][13].load(true);
|
||||
SSAInt flags = uniforms[0][14].load(true);
|
||||
shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
|
||||
shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
|
||||
shade_constants.desaturate = desaturate.zext_int();
|
||||
|
||||
is_simple_shade = (flags & TriUniforms::simple_shade) == SSAInt(TriUniforms::simple_shade);
|
||||
is_nearest_filter = (flags & TriUniforms::nearest_filter) == SSAInt(TriUniforms::nearest_filter);
|
||||
is_fixed_light = (flags & TriUniforms::fixed_light) == SSAInt(TriUniforms::fixed_light);
|
||||
}
|
||||
|
||||
SSAFloat DrawTriangleCodegen::FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2)
|
||||
{
|
||||
SSAFloat top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
|
||||
SSAFloat bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
SSAFloat DrawTriangleCodegen::FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2)
|
||||
{
|
||||
SSAFloat top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
||||
SSAFloat bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
|
||||
return top / bottom;
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
void DrawTriangleCodegen::Generate(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data)
|
||||
{
|
||||
this->variant = variant;
|
||||
|
@ -742,297 +1372,6 @@ void DrawTriangleCodegen::LoopMaskedStoreBlock()
|
|||
}
|
||||
#endif
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::TranslateSample32(SSAInt *varying)
|
||||
{
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return translation[color * 4].load_vec4ub(true);
|
||||
else
|
||||
return translation[texturePixels[uvoffset].load(true).zext_int() * 4].load_vec4ub(true);
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::TranslateSample8(SSAInt *varying)
|
||||
{
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return translation[color].load(true).zext_int();
|
||||
else
|
||||
return translation[texturePixels[uvoffset].load(true).zext_int()].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::Sample32(SSAInt *varying)
|
||||
{
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return SSAVec4i::unpack(color);
|
||||
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAVec4i nearest;
|
||||
SSAVec4i linear;
|
||||
|
||||
{
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
nearest = texturePixels[uvoffset * 4].load_vec4ub(true);
|
||||
}
|
||||
|
||||
{
|
||||
SSAInt uone = (SSAInt(0x01000000) / textureWidth) << 8;
|
||||
SSAInt vone = (SSAInt(0x01000000) / textureHeight) << 8;
|
||||
|
||||
ufrac = ufrac - (uone >> 1);
|
||||
vfrac = vfrac - (vone >> 1);
|
||||
|
||||
SSAInt frac_x0 = (ufrac >> FRACBITS) * textureWidth;
|
||||
SSAInt frac_x1 = ((ufrac + uone) >> FRACBITS) * textureWidth;
|
||||
SSAInt frac_y0 = (vfrac >> FRACBITS) * textureHeight;
|
||||
SSAInt frac_y1 = ((vfrac + vone) >> FRACBITS) * textureHeight;
|
||||
|
||||
SSAInt x0 = frac_x0 >> FRACBITS;
|
||||
SSAInt x1 = frac_x1 >> FRACBITS;
|
||||
SSAInt y0 = frac_y0 >> FRACBITS;
|
||||
SSAInt y1 = frac_y1 >> FRACBITS;
|
||||
|
||||
SSAVec4i p00 = texturePixels[(x0 * textureHeight + y0) * 4].load_vec4ub(true);
|
||||
SSAVec4i p01 = texturePixels[(x0 * textureHeight + y1) * 4].load_vec4ub(true);
|
||||
SSAVec4i p10 = texturePixels[(x1 * textureHeight + y0) * 4].load_vec4ub(true);
|
||||
SSAVec4i p11 = texturePixels[(x1 * textureHeight + y1) * 4].load_vec4ub(true);
|
||||
|
||||
SSAInt inv_b = (frac_x1 >> (FRACBITS - 4)) & 15;
|
||||
SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
|
||||
SSAInt a = 16 - inv_a;
|
||||
SSAInt b = 16 - inv_b;
|
||||
|
||||
linear = (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
|
||||
}
|
||||
|
||||
return AffineLinear.select(linear, nearest);
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::Sample8(SSAInt *varying)
|
||||
{
|
||||
SSAInt ufrac = varying[0] << 8;
|
||||
SSAInt vfrac = varying[1] << 8;
|
||||
|
||||
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
|
||||
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
|
||||
SSAInt uvoffset = upos * textureHeight + vpos;
|
||||
|
||||
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
|
||||
return color;
|
||||
else
|
||||
return texturePixels[uvoffset].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::Shade8(SSAInt c)
|
||||
{
|
||||
return currentcolormap[c].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying)
|
||||
{
|
||||
SSAVec4i fg;
|
||||
SSAVec4i output;
|
||||
|
||||
switch (blendmode)
|
||||
{
|
||||
default:
|
||||
case TriBlendMode::Copy:
|
||||
fg = Sample32(varying);
|
||||
output = blend_copy(shade_bgra_simple(fg, currentlight));
|
||||
break;
|
||||
case TriBlendMode::AlphaBlend:
|
||||
fg = Sample32(varying);
|
||||
output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
|
||||
break;
|
||||
case TriBlendMode::AddSolid:
|
||||
fg = Sample32(varying);
|
||||
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, destalpha);
|
||||
break;
|
||||
case TriBlendMode::Add:
|
||||
fg = Sample32(varying);
|
||||
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::Sub:
|
||||
fg = Sample32(varying);
|
||||
output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::RevSub:
|
||||
fg = Sample32(varying);
|
||||
output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::Stencil:
|
||||
fg = Sample32(varying);
|
||||
output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), fg[3], bg, srcalpha, destalpha);
|
||||
break;
|
||||
case TriBlendMode::Shaded:
|
||||
output = blend_stencil(shade_bgra_simple(SSAVec4i::unpack(color), currentlight), Sample8(varying), bg, srcalpha, destalpha);
|
||||
break;
|
||||
case TriBlendMode::TranslateCopy:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_copy(shade_bgra_simple(fg, currentlight));
|
||||
break;
|
||||
case TriBlendMode::TranslateAlphaBlend:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
|
||||
break;
|
||||
case TriBlendMode::TranslateAdd:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::TranslateSub:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::TranslateRevSub:
|
||||
fg = TranslateSample32(varying);
|
||||
output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
|
||||
break;
|
||||
case TriBlendMode::AddSrcColorOneMinusSrcColor:
|
||||
fg = Sample32(varying);
|
||||
output = blend_add_srccolor_oneminussrccolor(shade_bgra_simple(fg, currentlight), bg);
|
||||
break;
|
||||
case TriBlendMode::Skycap:
|
||||
fg = Sample32(varying);
|
||||
output = FadeOut(varying[1], fg);
|
||||
break;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::ToBgra(SSAInt index)
|
||||
{
|
||||
SSAVec4i c = BaseColors[index * 4].load_vec4ub(true);
|
||||
c = c.insert(3, 255);
|
||||
return c;
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::ToPal8(SSAVec4i c)
|
||||
{
|
||||
return RGB32k[((c[2] >> 3) * 32 + (c[1] >> 3)) * 32 + (c[0] >> 3)].load(true).zext_int();
|
||||
}
|
||||
|
||||
SSAInt DrawTriangleCodegen::ProcessPixel8(SSAInt bg, SSAInt *varying)
|
||||
{
|
||||
SSAVec4i fg;
|
||||
SSAInt alpha, inv_alpha;
|
||||
SSAInt output;
|
||||
SSAInt palindex;
|
||||
|
||||
switch (blendmode)
|
||||
{
|
||||
default:
|
||||
case TriBlendMode::Copy:
|
||||
output = Shade8(Sample8(varying));
|
||||
break;
|
||||
case TriBlendMode::AlphaBlend:
|
||||
palindex = Sample8(varying);
|
||||
output = Shade8(palindex);
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::AddSolid:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, destalpha));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Add:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Sub:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_sub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::RevSub:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Stencil:
|
||||
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), (Sample8(varying) == SSAInt(0)).select(SSAInt(0), SSAInt(256)), ToBgra(bg), srcalpha, destalpha));
|
||||
break;
|
||||
case TriBlendMode::Shaded:
|
||||
palindex = Sample8(varying);
|
||||
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), palindex, ToBgra(bg), srcalpha, destalpha));
|
||||
break;
|
||||
case TriBlendMode::TranslateCopy:
|
||||
palindex = TranslateSample8(varying);
|
||||
output = Shade8(palindex);
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateAlphaBlend:
|
||||
palindex = TranslateSample8(varying);
|
||||
output = Shade8(palindex);
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateAdd:
|
||||
palindex = TranslateSample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateSub:
|
||||
palindex = TranslateSample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_sub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::TranslateRevSub:
|
||||
palindex = TranslateSample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_revsub(fg, ToBgra(bg), srcalpha, calc_blend_bgalpha(fg, destalpha)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::AddSrcColorOneMinusSrcColor:
|
||||
palindex = Sample8(varying);
|
||||
fg = ToBgra(Shade8(palindex));
|
||||
output = ToPal8(blend_add_srccolor_oneminussrccolor(fg, ToBgra(bg)));
|
||||
output = (palindex == SSAInt(0)).select(bg, output);
|
||||
break;
|
||||
case TriBlendMode::Skycap:
|
||||
fg = ToBgra(Sample8(varying));
|
||||
output = ToPal8(FadeOut(varying[1], fg));
|
||||
break;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
SSAVec4i DrawTriangleCodegen::FadeOut(SSAInt frac, SSAVec4i fg)
|
||||
{
|
||||
int start_fade = 2; // How fast it should fade out
|
||||
|
||||
SSAInt alpha_top = SSAInt::MAX(SSAInt::MIN(frac.ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
|
||||
SSAInt alpha_bottom = SSAInt::MAX(SSAInt::MIN(((2 << 24) - frac).ashr(16 - start_fade), SSAInt(256)), SSAInt(0));
|
||||
SSAInt alpha = SSAInt::MIN(alpha_top, alpha_bottom);
|
||||
SSAInt inv_alpha = 256 - alpha;
|
||||
|
||||
fg = (fg * alpha + SSAVec4i::unpack(color) * inv_alpha) / 256;
|
||||
return fg.insert(3, 255);
|
||||
}
|
||||
|
||||
void DrawTriangleCodegen::SetStencilBlock(SSAInt block)
|
||||
{
|
||||
StencilBlock = stencilValues[block * 64];
|
||||
|
@ -1087,41 +1426,4 @@ void DrawTriangleCodegen::LoadArgs(SSAValue args, SSAValue thread_data)
|
|||
thread.pass_end_y = SSAInt(32000);
|
||||
}
|
||||
|
||||
SSATriVertex DrawTriangleCodegen::LoadTriVertex(SSAValue ptr)
|
||||
{
|
||||
SSATriVertex v;
|
||||
v.x = ptr[0][0].load(true);
|
||||
v.y = ptr[0][1].load(true);
|
||||
v.z = ptr[0][2].load(true);
|
||||
v.w = ptr[0][3].load(true);
|
||||
for (int i = 0; i < TriVertex::NumVarying; i++)
|
||||
v.varying[i] = ptr[0][4 + i].load(true);
|
||||
return v;
|
||||
}
|
||||
|
||||
void DrawTriangleCodegen::LoadUniforms(SSAValue uniforms)
|
||||
{
|
||||
light = uniforms[0][0].load(true);
|
||||
subsectorDepth = uniforms[0][1].load(true);
|
||||
color = uniforms[0][2].load(true);
|
||||
srcalpha = uniforms[0][3].load(true);
|
||||
destalpha = uniforms[0][4].load(true);
|
||||
|
||||
SSAShort light_alpha = uniforms[0][5].load(true);
|
||||
SSAShort light_red = uniforms[0][6].load(true);
|
||||
SSAShort light_green = uniforms[0][7].load(true);
|
||||
SSAShort light_blue = uniforms[0][8].load(true);
|
||||
SSAShort fade_alpha = uniforms[0][9].load(true);
|
||||
SSAShort fade_red = uniforms[0][10].load(true);
|
||||
SSAShort fade_green = uniforms[0][11].load(true);
|
||||
SSAShort fade_blue = uniforms[0][12].load(true);
|
||||
SSAShort desaturate = uniforms[0][13].load(true);
|
||||
SSAInt flags = uniforms[0][14].load(true);
|
||||
shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
|
||||
shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
|
||||
shade_constants.desaturate = desaturate.zext_int();
|
||||
|
||||
is_simple_shade = (flags & TriUniforms::simple_shade) == SSAInt(TriUniforms::simple_shade);
|
||||
is_nearest_filter = (flags & TriUniforms::nearest_filter) == SSAInt(TriUniforms::nearest_filter);
|
||||
is_fixed_light = (flags & TriUniforms::fixed_light) == SSAInt(TriUniforms::fixed_light);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -30,6 +30,91 @@ struct SSATriVertex
|
|||
SSAFloat varying[TriVertex::NumVarying];
|
||||
};
|
||||
|
||||
struct SSAStepVariables
|
||||
{
|
||||
SSAFloat W;
|
||||
SSAFloat Varying[TriVertex::NumVarying];
|
||||
};
|
||||
|
||||
class DrawTriangleCodegen : public DrawerCodegen
|
||||
{
|
||||
public:
|
||||
void Generate(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data);
|
||||
|
||||
private:
|
||||
void LoadArgs(SSAValue args, SSAValue thread_data);
|
||||
SSATriVertex LoadTriVertex(SSAValue v);
|
||||
void LoadUniforms(SSAValue uniforms);
|
||||
void CalculateGradients();
|
||||
SSAFloat FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
|
||||
SSAFloat FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
|
||||
void DrawFullSpans();
|
||||
void DrawPartialBlocks();
|
||||
|
||||
SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying);
|
||||
SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying);
|
||||
SSAVec4i TranslateSample32(SSAInt *varying);
|
||||
SSAInt TranslateSample8(SSAInt *varying);
|
||||
SSAVec4i Sample32(SSAInt *varying);
|
||||
SSAInt Sample8(SSAInt *varying);
|
||||
SSAInt Shade8(SSAInt c);
|
||||
SSAVec4i ToBgra(SSAInt index);
|
||||
SSAInt ToPal8(SSAVec4i c);
|
||||
SSAVec4i FadeOut(SSAInt frac, SSAVec4i color);
|
||||
|
||||
SSAStack<SSAInt> stack_i, stack_y, stack_x;
|
||||
SSAStack<SSAFloat> stack_posYW, stack_posXW;
|
||||
SSAStack<SSAFloat> stack_posYVarying[TriVertex::NumVarying];
|
||||
SSAStack<SSAFloat> stack_posXVarying[TriVertex::NumVarying];
|
||||
SSAStack<SSAInt> stack_varyingPos[TriVertex::NumVarying];
|
||||
SSAStack<SSAInt> stack_lightpos;
|
||||
SSAStack<SSAUBytePtr> stack_dest;
|
||||
SSAStack<SSAIntPtr> stack_subsector;
|
||||
|
||||
SSAStepVariables gradientX, gradientY, start;
|
||||
SSAFloat shade, globVis;
|
||||
|
||||
SSAInt currentlight;
|
||||
SSAUBytePtr currentcolormap;
|
||||
|
||||
SSAUBytePtr destOrg;
|
||||
SSAIntPtr subsectorGBuffer;
|
||||
SSAInt pitch;
|
||||
SSATriVertex v1;
|
||||
SSATriVertex v2;
|
||||
SSATriVertex v3;
|
||||
SSAUBytePtr texturePixels;
|
||||
SSAInt textureWidth;
|
||||
SSAInt textureHeight;
|
||||
SSAUBytePtr translation;
|
||||
SSAInt color, srcalpha, destalpha;
|
||||
|
||||
SSAInt light;
|
||||
SSAInt subsectorDepth;
|
||||
SSAShadeConstants shade_constants;
|
||||
SSABool is_simple_shade;
|
||||
SSABool is_nearest_filter;
|
||||
SSABool is_fixed_light;
|
||||
|
||||
SSAUBytePtr Colormaps;
|
||||
SSAUBytePtr RGB32k;
|
||||
SSAUBytePtr BaseColors;
|
||||
|
||||
SSAInt numSpans;
|
||||
SSAInt numBlocks;
|
||||
SSAInt startX;
|
||||
SSAInt startY;
|
||||
SSAValue fullSpans; // TriFullSpan[]
|
||||
SSAValue partialBlocks; // TriPartialBlock[]
|
||||
|
||||
TriDrawVariant variant;
|
||||
TriBlendMode blendmode;
|
||||
bool truecolor;
|
||||
int pixelsize;
|
||||
};
|
||||
|
||||
#if 0
|
||||
|
||||
class DrawTriangleCodegen : public DrawerCodegen
|
||||
{
|
||||
public:
|
||||
|
@ -154,3 +239,5 @@ private:
|
|||
SSAUBytePtr StencilBlock;
|
||||
SSAIntPtr StencilBlockMask;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -204,6 +204,9 @@ void LLVMDrawers::CodegenDrawTriangle(const std::string &name, TriDrawVariant va
|
|||
|
||||
llvm::Type *LLVMDrawers::GetDrawColumnArgsStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (DrawColumnArgsStruct)
|
||||
return DrawColumnArgsStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // uint32_t *dest;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // const uint32_t *source;
|
||||
|
@ -233,11 +236,15 @@ llvm::Type *LLVMDrawers::GetDrawColumnArgsStruct(llvm::LLVMContext &context)
|
|||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
|
||||
return llvm::StructType::create(context, elements, "DrawColumnArgs", false)->getPointerTo();
|
||||
DrawColumnArgsStruct = llvm::StructType::create(context, elements, "DrawColumnArgs", false)->getPointerTo();
|
||||
return DrawColumnArgsStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetDrawSpanArgsStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (DrawSpanArgsStruct)
|
||||
return DrawSpanArgsStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // uint8_t *destorg;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // const uint32_t *source;
|
||||
|
@ -264,11 +271,15 @@ llvm::Type *LLVMDrawers::GetDrawSpanArgsStruct(llvm::LLVMContext &context)
|
|||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
|
||||
return llvm::StructType::create(context, elements, "DrawSpanArgs", false)->getPointerTo();
|
||||
DrawSpanArgsStruct = llvm::StructType::create(context, elements, "DrawSpanArgs", false)->getPointerTo();
|
||||
return DrawSpanArgsStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetDrawWallArgsStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (DrawWallArgsStruct)
|
||||
return DrawWallArgsStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context));
|
||||
for (int i = 0; i < 8; i++)
|
||||
|
@ -285,47 +296,71 @@ llvm::Type *LLVMDrawers::GetDrawWallArgsStruct(llvm::LLVMContext &context)
|
|||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
|
||||
return llvm::StructType::create(context, elements, "DrawWallArgs", false)->getPointerTo();
|
||||
DrawWallArgsStruct = llvm::StructType::create(context, elements, "DrawWallArgs", false)->getPointerTo();
|
||||
return DrawWallArgsStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetDrawSkyArgsStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (DrawSkyArgsStruct)
|
||||
return DrawSkyArgsStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context));
|
||||
for (int i = 0; i < 8; i++)
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context));
|
||||
for (int i = 0; i < 15; i++)
|
||||
elements.push_back(llvm::Type::getInt32Ty(context));
|
||||
return llvm::StructType::create(context, elements, "DrawSkyArgs", false)->getPointerTo();
|
||||
DrawSkyArgsStruct = llvm::StructType::create(context, elements, "DrawSkyArgs", false)->getPointerTo();
|
||||
return DrawSkyArgsStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetWorkerThreadDataStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (WorkerThreadDataStruct)
|
||||
return WorkerThreadDataStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
for (int i = 0; i < 4; i++)
|
||||
elements.push_back(llvm::Type::getInt32Ty(context));
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context));
|
||||
return llvm::StructType::create(context, elements, "ThreadData", false)->getPointerTo();
|
||||
elements.push_back(GetTriFullSpanStruct(context));
|
||||
elements.push_back(GetTriPartialBlockStruct(context));
|
||||
for (int i = 0; i < 4; i++)
|
||||
elements.push_back(llvm::Type::getInt32Ty(context));
|
||||
WorkerThreadDataStruct = llvm::StructType::create(context, elements, "ThreadData", false)->getPointerTo();
|
||||
return WorkerThreadDataStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetTriVertexStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (TriVertexStruct)
|
||||
return TriVertexStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
for (int i = 0; i < 4 + TriVertex::NumVarying; i++)
|
||||
elements.push_back(llvm::Type::getFloatTy(context));
|
||||
return llvm::StructType::create(context, elements, "TriVertex", false)->getPointerTo();
|
||||
TriVertexStruct = llvm::StructType::create(context, elements, "TriVertex", false)->getPointerTo();
|
||||
return TriVertexStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetTriMatrixStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (TriMatrixStruct)
|
||||
return TriMatrixStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
for (int i = 0; i < 4 * 4; i++)
|
||||
elements.push_back(llvm::Type::getFloatTy(context));
|
||||
return llvm::StructType::create(context, elements, "TriMatrix", false)->getPointerTo();
|
||||
TriMatrixStruct = llvm::StructType::create(context, elements, "TriMatrix", false)->getPointerTo();
|
||||
return TriMatrixStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetTriUniformsStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (TriUniformsStruct)
|
||||
return TriUniformsStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t light;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t subsectorDepth;
|
||||
|
@ -343,11 +378,42 @@ llvm::Type *LLVMDrawers::GetTriUniformsStruct(llvm::LLVMContext &context)
|
|||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
|
||||
elements.push_back(GetTriMatrixStruct(context)); // TriMatrix objectToClip
|
||||
return llvm::StructType::create(context, elements, "TriUniforms", false)->getPointerTo();
|
||||
TriUniformsStruct = llvm::StructType::create(context, elements, "TriUniforms", false)->getPointerTo();
|
||||
return TriUniformsStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetTriFullSpanStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (TriFullSpanStruct)
|
||||
return TriFullSpanStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint32_t X;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint32_t Y;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t Length;
|
||||
TriFullSpanStruct = llvm::StructType::create(context, elements, "TriFullSpan", false)->getPointerTo();
|
||||
return TriFullSpanStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetTriPartialBlockStruct(llvm::LLVMContext &context)
|
||||
{
|
||||
if (TriPartialBlockStruct)
|
||||
return TriPartialBlockStruct;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint32_t X;
|
||||
elements.push_back(llvm::Type::getInt16Ty(context)); // uint32_t Y;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t Mask0;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t Mask1;
|
||||
TriPartialBlockStruct = llvm::StructType::create(context, elements, "TriPartialBlock", false)->getPointerTo();
|
||||
return TriPartialBlockStruct;
|
||||
}
|
||||
|
||||
llvm::Type *LLVMDrawers::GetTriDrawTriangleArgs(llvm::LLVMContext &context)
|
||||
{
|
||||
if (TriDrawTriangleArgs)
|
||||
return TriDrawTriangleArgs;
|
||||
|
||||
std::vector<llvm::Type *> elements;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // uint8_t *dest;
|
||||
elements.push_back(llvm::Type::getInt32Ty(context)); // int32_t pitch;
|
||||
|
@ -372,5 +438,6 @@ llvm::Type *LLVMDrawers::GetTriDrawTriangleArgs(llvm::LLVMContext &context)
|
|||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // const uint8_t *colormaps;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // const uint8_t *RGB32k;
|
||||
elements.push_back(llvm::Type::getInt8PtrTy(context)); // const uint8_t *BaseColors;
|
||||
return llvm::StructType::create(context, elements, "TriDrawTriangle", false)->getPointerTo();
|
||||
TriDrawTriangleArgs = llvm::StructType::create(context, elements, "TriDrawTriangle", false)->getPointerTo();
|
||||
return TriDrawTriangleArgs;
|
||||
}
|
||||
|
|
|
@ -53,15 +53,29 @@ private:
|
|||
void CodegenDrawSky(const char *name, DrawSkyVariant variant, int columns);
|
||||
void CodegenDrawTriangle(const std::string &name, TriDrawVariant variant, TriBlendMode blendmode, bool truecolor);
|
||||
|
||||
static llvm::Type *GetDrawColumnArgsStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetDrawSpanArgsStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetDrawWallArgsStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetDrawSkyArgsStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetWorkerThreadDataStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetTriVertexStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetTriMatrixStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetTriUniformsStruct(llvm::LLVMContext &context);
|
||||
static llvm::Type *GetTriDrawTriangleArgs(llvm::LLVMContext &context);
|
||||
llvm::Type *GetDrawColumnArgsStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetDrawSpanArgsStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetDrawWallArgsStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetDrawSkyArgsStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetWorkerThreadDataStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetTriVertexStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetTriMatrixStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetTriUniformsStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetTriFullSpanStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetTriPartialBlockStruct(llvm::LLVMContext &context);
|
||||
llvm::Type *GetTriDrawTriangleArgs(llvm::LLVMContext &context);
|
||||
|
||||
llvm::Type *DrawColumnArgsStruct = nullptr;
|
||||
llvm::Type *DrawSpanArgsStruct = nullptr;
|
||||
llvm::Type *DrawWallArgsStruct = nullptr;
|
||||
llvm::Type *DrawSkyArgsStruct = nullptr;
|
||||
llvm::Type *WorkerThreadDataStruct = nullptr;
|
||||
llvm::Type *TriVertexStruct = nullptr;
|
||||
llvm::Type *TriMatrixStruct = nullptr;
|
||||
llvm::Type *TriUniformsStruct = nullptr;
|
||||
llvm::Type *TriFullSpanStruct = nullptr;
|
||||
llvm::Type *TriPartialBlockStruct = nullptr;
|
||||
llvm::Type *TriDrawTriangleArgs = nullptr;
|
||||
|
||||
LLVMProgram mProgram;
|
||||
std::string mNamePostfix;
|
||||
|
|
Loading…
Reference in a new issue