#include "i_system.h" #include "r_compiler/llvm_include.h" #include "r_compiler/fixedfunction/drawcolumncodegen.h" #include "r_compiler/ssa/ssa_function.h" #include "r_compiler/ssa/ssa_scope.h" #include "r_compiler/ssa/ssa_for_block.h" #include "r_compiler/ssa/ssa_if_block.h" #include "r_compiler/ssa/ssa_stack.h" #include "r_compiler/ssa/ssa_function.h" #include "r_compiler/ssa/ssa_struct_type.h" #include "r_compiler/ssa/ssa_value.h" void DrawColumnCodegen::Generate(DrawColumnVariant variant, SSAValue args, SSAValue thread_data) { dest = args[0][0].load(); source = args[0][1].load(); colormap = args[0][2].load(); translation = args[0][3].load(); basecolors = args[0][4].load(); pitch = args[0][5].load(); count = args[0][6].load(); dest_y = args[0][7].load(); iscale = args[0][8].load(); texturefrac = args[0][9].load(); light = args[0][10].load(); color = SSAVec4i::unpack(args[0][11].load()); srccolor = SSAVec4i::unpack(args[0][12].load()); srcalpha = args[0][13].load(); destalpha = args[0][14].load(); SSAShort light_alpha = args[0][15].load(); SSAShort light_red = args[0][16].load(); SSAShort light_green = args[0][17].load(); SSAShort light_blue = args[0][18].load(); SSAShort fade_alpha = args[0][19].load(); SSAShort fade_red = args[0][20].load(); SSAShort fade_green = args[0][21].load(); SSAShort fade_blue = args[0][22].load(); SSAShort desaturate = args[0][23].load(); SSAInt flags = args[0][24].load(); 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(); thread.core = thread_data[0][0].load(); thread.num_cores = thread_data[0][1].load(); thread.pass_start_y = thread_data[0][2].load(); thread.pass_end_y = thread_data[0][3].load(); is_simple_shade = (flags & DrawColumnArgs::simple_shade) == SSAInt(DrawColumnArgs::simple_shade); count = count_for_thread(dest_y, count, thread); dest = dest_for_thread(dest_y, pitch, dest, thread); pitch = pitch * thread.num_cores; stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread)); iscale = iscale * thread.num_cores; SSAIfBlock branch; branch.if_block(is_simple_shade); Loop(variant, true); branch.else_block(); Loop(variant, false); branch.end_block(); } void DrawColumnCodegen::Loop(DrawColumnVariant variant, bool isSimpleShade) { stack_index.store(SSAInt(0)); { SSAForBlock loop; SSAInt index = stack_index.load(); loop.loop_block(index < count); SSAInt frac = stack_frac.load(); SSAInt offset = index * pitch * 4; SSAVec4i bgcolor = dest[offset].load_vec4ub(); SSAInt alpha, inv_alpha; SSAVec4i outcolor; switch (variant) { default: case DrawColumnVariant::Draw: outcolor = blend_copy(Shade(ColormapSample(frac), isSimpleShade)); break; case DrawColumnVariant::DrawAdd: case DrawColumnVariant::DrawAddClamp: outcolor = blend_add(Shade(ColormapSample(frac), isSimpleShade), bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::DrawShaded: alpha = SSAInt::MAX(SSAInt::MIN(ColormapSample(frac), SSAInt(64)), SSAInt(0)) * 4; inv_alpha = 256 - alpha; outcolor = blend_add(color, bgcolor, alpha, inv_alpha); break; case DrawColumnVariant::DrawSubClamp: outcolor = blend_sub(Shade(ColormapSample(frac), isSimpleShade), bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::DrawRevSubClamp: outcolor = blend_revsub(Shade(ColormapSample(frac), isSimpleShade), bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::DrawTranslated: outcolor = blend_copy(Shade(TranslateSample(frac), isSimpleShade)); break; case DrawColumnVariant::DrawTlatedAdd: case DrawColumnVariant::DrawAddClampTranslated: outcolor = blend_add(Shade(TranslateSample(frac), isSimpleShade), bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::DrawSubClampTranslated: outcolor = blend_sub(Shade(TranslateSample(frac), isSimpleShade), bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::DrawRevSubClampTranslated: outcolor = blend_revsub(Shade(TranslateSample(frac), isSimpleShade), bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::Fill: outcolor = blend_copy(color); break; case DrawColumnVariant::FillAdd: alpha = srccolor[3]; alpha = alpha + (alpha >> 7); inv_alpha = 256 - alpha; outcolor = blend_add(srccolor, bgcolor, alpha, inv_alpha); break; case DrawColumnVariant::FillAddClamp: outcolor = blend_add(srccolor, bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::FillSubClamp: outcolor = blend_sub(srccolor, bgcolor, srcalpha, destalpha); break; case DrawColumnVariant::FillRevSubClamp: outcolor = blend_revsub(srccolor, bgcolor, srcalpha, destalpha); break; } dest[offset].store_vec4ub(outcolor); stack_index.store(index + 1); stack_frac.store(frac + iscale); loop.end_block(); } } SSAInt DrawColumnCodegen::ColormapSample(SSAInt frac) { SSAInt sample_index = frac >> FRACBITS; return colormap[source[sample_index].load().zext_int()].load().zext_int(); } SSAInt DrawColumnCodegen::TranslateSample(SSAInt frac) { SSAInt sample_index = frac >> FRACBITS; return translation[source[sample_index].load().zext_int()].load().zext_int(); } SSAVec4i DrawColumnCodegen::Shade(SSAInt palIndex, bool isSimpleShade) { if (isSimpleShade) return shade_pal_index_simple(palIndex, light, basecolors); else return shade_pal_index_advanced(palIndex, light, shade_constants, basecolors); }