/* ** DrawTriangle code generation ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include "precomp.h" #include "timestamp.h" #include "fixedfunction/drawtrianglecodegen.h" #include "ssa/ssa_function.h" #include "ssa/ssa_scope.h" #include "ssa/ssa_for_block.h" #include "ssa/ssa_if_block.h" #include "ssa/ssa_stack.h" #include "ssa/ssa_function.h" #include "ssa/ssa_struct_type.h" #include "ssa/ssa_value.h" void DrawTriangleCodegen::Generate(TriBlendMode blendmode, bool truecolor, bool colorfill, SSAValue args, SSAValue thread_data) { this->blendmode = blendmode; this->truecolor = truecolor; this->colorfill = colorfill; pixelsize = truecolor ? 4 : 1; LoadArgs(args, thread_data); CalculateGradients(); if (truecolor) { SSAIfBlock branch; branch.if_block(is_simple_shade); { DrawFullSpans(true); DrawPartialBlocks(true); } branch.else_block(); { DrawFullSpans(false); DrawPartialBlocks(false); } branch.end_block(); } else { DrawFullSpans(true); DrawPartialBlocks(true); } } void DrawTriangleCodegen::DrawFullSpans(bool isSimpleShade) { stack_i.store(SSAInt(0)); SSAForBlock loop; SSAInt i = stack_i.load(); loop.loop_block(i < numSpans, 0); { SSAInt spanX = SSAShort(fullSpans[i][0].load(true).v).zext_int(); SSAInt spanY = SSAShort(fullSpans[i][1].load(true).v).zext_int(); SSAInt spanLength = fullSpans[i][2].load(true); SSAInt width = spanLength; SSAInt height = SSAInt(8); stack_dest.store(destOrg[(spanX + spanY * pitch) * pixelsize]); stack_posYW.store(start.W + gradientX.W * (spanX - startX) + gradientY.W * (spanY - startY)); for (int j = 0; j < TriVertex::NumVarying; j++) stack_posYVarying[j].store(start.Varying[j] + gradientX.Varying[j] * (spanX - startX) + gradientY.Varying[j] * (spanY - startY)); stack_y.store(SSAInt(0)); SSAForBlock loop_y; SSAInt y = stack_y.load(); SSAUBytePtr dest = stack_dest.load(); SSAStepVariables blockPosY; blockPosY.W = stack_posYW.load(); for (int j = 0; j < TriVertex::NumVarying; j++) blockPosY.Varying[j] = stack_posYVarying[j].load(); loop_y.loop_block(y < height, 0); { stack_posXW.store(blockPosY.W); for (int j = 0; j < TriVertex::NumVarying; j++) stack_posXVarying[j].store(blockPosY.Varying[j]); SSAFloat rcpW = SSAFloat((float)0x01000000) / blockPosY.W; stack_lightpos.store(FRACUNIT - SSAInt(SSAFloat::clamp(shade - SSAFloat::MIN(SSAFloat(24.0f / 32.0f), globVis * blockPosY.W), SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true)); for (int j = 0; j < TriVertex::NumVarying; j++) stack_varyingPos[j].store(SSAInt(blockPosY.Varying[j] * rcpW, false)); stack_x.store(SSAInt(0)); SSAForBlock loop_x; SSAInt x = stack_x.load(); SSAStepVariables blockPosX; blockPosX.W = stack_posXW.load(); for (int j = 0; j < TriVertex::NumVarying; j++) blockPosX.Varying[j] = stack_posXVarying[j].load(); SSAInt lightpos = stack_lightpos.load(); SSAInt varyingPos[TriVertex::NumVarying]; for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] = stack_varyingPos[j].load(); loop_x.loop_block(x < width, 0); { 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 / 32.0f), globVis * blockPosX.W), SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true); SSAInt lightstep = (lightnext - lightpos) / 8; if (truecolor) { for (int ix = 0; ix < 8; ix += 4) { SSAUBytePtr destptr = dest[(x * 8 + ix) * 4]; SSAVec16ub pixels16 = destptr.load_unaligned_vec16ub(false); SSAVec8s pixels8hi = SSAVec8s::extendhi(pixels16); SSAVec8s pixels8lo = SSAVec8s::extendlo(pixels16); SSAVec4i pixels[4] = { SSAVec4i::extendlo(pixels8lo), SSAVec4i::extendhi(pixels8lo), SSAVec4i::extendlo(pixels8hi), SSAVec4i::extendhi(pixels8hi) }; for (int sse = 0; sse < 4; sse++) { currentlight = is_fixed_light.select(light, lightpos >> 8); pixels[sse] = ProcessPixel32(pixels[sse], varyingPos, isSimpleShade); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] = varyingPos[j] + varyingStep[j]; lightpos = lightpos + lightstep; } destptr.store_unaligned_vec16ub(SSAVec16ub(SSAVec8s(pixels[0], pixels[1]), SSAVec8s(pixels[2], pixels[3]))); } } else { for (int ix = 0; ix < 8; ix++) { 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 * 8 + ix)]; destptr.store(ProcessPixel8(destptr.load(false).zext_int(), varyingPos).trunc_ubyte()); for (int j = 0; j < TriVertex::NumVarying; j++) varyingPos[j] = varyingPos[j] + varyingStep[j]; lightpos = lightpos + lightstep; } } 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_y.store(y + 1); } loop_y.end_block(); stack_i.store(i + 1); } loop.end_block(); } void DrawTriangleCodegen::DrawPartialBlocks(bool isSimpleShade) { 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]; 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 / 32.0f), globVis * blockPosX.W), 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 / 32.0f), globVis * blockPosX.W), 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, isSimpleShade)); } 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()); } } 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]; } } 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 (colorfill) 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 (colorfill) 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 (colorfill) 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; } // // Min filter = linear, Mag filter = nearest: // AffineLinear = (gradVaryingX[0] / AffineW) > SSAFloat(1.0f) || (gradVaryingX[0] / AffineW) < SSAFloat(-1.0f); 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 (colorfill) return color; else return texturePixels[uvoffset].load(true).zext_int(); } SSAInt DrawTriangleCodegen::Shade8(SSAInt c) { return currentcolormap[c].load(true).zext_int(); } SSAVec4i DrawTriangleCodegen::Shade32(SSAVec4i fg, SSAInt light, bool isSimpleShade) { if (isSimpleShade) return shade_bgra_simple(fg, currentlight); else return shade_bgra_advanced(fg, currentlight, shade_constants); } SSAVec4i DrawTriangleCodegen::ProcessPixel32(SSAVec4i bg, SSAInt *varying, bool isSimpleShade) { SSAVec4i fg; SSAVec4i output; switch (blendmode) { default: case TriBlendMode::Copy: fg = Sample32(varying); output = blend_copy(Shade32(fg, currentlight, isSimpleShade)); break; case TriBlendMode::AlphaBlend: fg = Sample32(varying); output = blend_alpha_blend(Shade32(fg, currentlight, isSimpleShade), bg); break; case TriBlendMode::AddSolid: fg = Sample32(varying); output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, destalpha); break; case TriBlendMode::Add: fg = Sample32(varying); output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::Sub: fg = Sample32(varying); output = blend_sub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::RevSub: fg = Sample32(varying); output = blend_revsub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::Stencil: fg = Sample32(varying); output = blend_stencil(Shade32(SSAVec4i::unpack(color), currentlight, isSimpleShade), fg[3], bg, srcalpha, destalpha); break; case TriBlendMode::Shaded: output = blend_stencil(Shade32(SSAVec4i::unpack(color), currentlight, isSimpleShade), Sample8(varying), bg, srcalpha, destalpha); break; case TriBlendMode::TranslateCopy: fg = TranslateSample32(varying); output = blend_copy(Shade32(fg, currentlight, isSimpleShade)); break; case TriBlendMode::TranslateAlphaBlend: fg = TranslateSample32(varying); output = blend_alpha_blend(Shade32(fg, currentlight, isSimpleShade), bg); break; case TriBlendMode::TranslateAdd: fg = TranslateSample32(varying); output = blend_add(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::TranslateSub: fg = TranslateSample32(varying); output = blend_sub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::TranslateRevSub: fg = TranslateSample32(varying); output = blend_revsub(Shade32(fg, currentlight, isSimpleShade), bg, srcalpha, calc_blend_bgalpha(fg, destalpha)); break; case TriBlendMode::AddSrcColorOneMinusSrcColor: fg = Sample32(varying); output = blend_add_srccolor_oneminussrccolor(Shade32(fg, currentlight, isSimpleShade), 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) { SSAInt red = SSAInt::clamp(c[0], SSAInt(0), SSAInt(255)); SSAInt green = SSAInt::clamp(c[1], SSAInt(0), SSAInt(255)); SSAInt blue = SSAInt::clamp(c[2], SSAInt(0), SSAInt(255)); return RGB32k[((blue >> 3) * 32 + (green >> 3)) * 32 + (red >> 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 / 32.0f); } 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)); 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); 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; }