/* ** 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(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data) { this->variant = variant; this->blendmode = blendmode; this->truecolor = truecolor; pixelsize = truecolor ? 4 : 1; LoadArgs(args, thread_data); CalculateGradients(); DrawFullSpans(); DrawPartialBlocks(); } void DrawTriangleCodegen::DrawFullSpans() { 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_subsector.store(subsectorGBuffer[spanX + spanY * pitch]); 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(); SSAIntPtr subsector = stack_subsector.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), globVis * blockPosY.W) / 32.0f, 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), globVis * blockPosX.W) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * (float)FRACUNIT, true); SSAInt lightstep = (lightnext - lightpos) / 8; for (int ix = 0; ix < 8; ix++) { if (truecolor) { currentlight = is_fixed_light.select(light, lightpos >> 8); SSAUBytePtr destptr = dest[(x * 8 + ix) * 4]; destptr.store_vec4ub(ProcessPixel32(destptr.load_vec4ub(false), varyingPos)); if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsector[x * 8 + ix].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 * 8 + ix)]; destptr.store(ProcessPixel8(destptr.load(false).zext_int(), varyingPos).trunc_ubyte()); if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsector[x * 8 + ix].store(subsectorDepth); } 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_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; this->blendmode = blendmode; this->truecolor = truecolor; LoadArgs(args, thread_data); Setup(); LoopBlockY(); } SSAInt DrawTriangleCodegen::FloatTo28_4(SSAFloat v) { // SSAInt(SSAFloat::round(16.0f * v), false); SSAInt a = SSAInt(v * 32.0f, false); return (a + (a.ashr(31) | SSAInt(1))).ashr(1); } void DrawTriangleCodegen::Setup() { int pixelsize = truecolor ? 4 : 1; // 28.4 fixed-point coordinates Y1 = FloatTo28_4(v1.y); Y2 = FloatTo28_4(v2.y); Y3 = FloatTo28_4(v3.y); X1 = FloatTo28_4(v1.x); X2 = FloatTo28_4(v2.x); X3 = FloatTo28_4(v3.x); // Deltas DX12 = X1 - X2; DX23 = X2 - X3; DX31 = X3 - X1; DY12 = Y1 - Y2; DY23 = Y2 - Y3; DY31 = Y3 - Y1; // Fixed-point deltas FDX12 = DX12 << 4; FDX23 = DX23 << 4; FDX31 = DX31 << 4; FDY12 = DY12 << 4; FDY23 = DY23 << 4; FDY31 = DY31 << 4; // Bounding rectangle minx = SSAInt::MAX((SSAInt::MIN(SSAInt::MIN(X1, X2), X3) + 0xF).ashr(4), SSAInt(0)); maxx = SSAInt::MIN((SSAInt::MAX(SSAInt::MAX(X1, X2), X3) + 0xF).ashr(4), clipright - 1); miny = SSAInt::MAX((SSAInt::MIN(SSAInt::MIN(Y1, Y2), Y3) + 0xF).ashr(4), SSAInt(0)); maxy = SSAInt::MIN((SSAInt::MAX(SSAInt::MAX(Y1, Y2), Y3) + 0xF).ashr(4), clipbottom - 1); SSAIfBlock if0; if0.if_block(minx >= maxx || miny >= maxy); if0.end_retvoid(); // Start in corner of 8x8 block minx = minx & ~(q - 1); miny = miny & ~(q - 1); dest = dest[miny * pitch * pixelsize]; subsectorGBuffer = subsectorGBuffer[miny * pitch]; // Half-edge constants C1 = DY12 * X1 - DX12 * Y1; C2 = DY23 * X2 - DX23 * Y2; C3 = DY31 * X3 - DX31 * Y3; // Correct for fill convention SSAIfBlock if1; if1.if_block(DY12 < SSAInt(0) || (DY12 == SSAInt(0) && DX12 > SSAInt(0))); stack_C1.store(C1 + 1); if1.else_block(); stack_C1.store(C1); if1.end_block(); C1 = stack_C1.load(); SSAIfBlock if2; if2.if_block(DY23 < SSAInt(0) || (DY23 == SSAInt(0) && DX23 > SSAInt(0))); stack_C2.store(C2 + 1); if2.else_block(); stack_C2.store(C2); if2.end_block(); C2 = stack_C2.load(); SSAIfBlock if3; if3.if_block(DY31 < SSAInt(0) || (DY31 == SSAInt(0) && DX31 > SSAInt(0))); stack_C3.store(C3 + 1); if3.else_block(); stack_C3.store(C3); if3.end_block(); C3 = stack_C3.load(); // Gradients v1.x = SSAFloat(X1) * 0.0625f; v2.x = SSAFloat(X2) * 0.0625f; v3.x = SSAFloat(X3) * 0.0625f; v1.y = SSAFloat(Y1) * 0.0625f; v2.y = SSAFloat(Y2) * 0.0625f; v3.y = SSAFloat(Y3) * 0.0625f; gradWX = gradx(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w); gradWY = grady(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v1.w, v2.w, v3.w); stack_posy_w.store(v1.w + gradWX * (SSAFloat(minx) - v1.x) + gradWY * (SSAFloat(miny) - v1.y)); for (int i = 0; i < TriVertex::NumVarying; i++) { gradVaryingX[i] = gradx(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); gradVaryingY[i] = grady(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); stack_posy_varying[i].store(v1.varying[i] * v1.w + gradVaryingX[i] * (SSAFloat(minx) - v1.x) + gradVaryingY[i] * (SSAFloat(miny) - v1.y)); } gradWX = gradWX * (float)q; for (int i = 0; i < TriVertex::NumVarying; i++) gradVaryingX[i] = gradVaryingX[i] * (float)q; shade = 64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f; } SSAFloat DrawTriangleCodegen::gradx(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::grady(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; } void DrawTriangleCodegen::LoopBlockY() { int pixelsize = truecolor ? 4 : 1; SSAInt blocks_skipped = skipped_by_thread(miny / q, thread); stack_y.store(miny + blocks_skipped * q); stack_dest.store(dest[blocks_skipped * q * pitch * pixelsize]); stack_subsectorGBuffer.store(subsectorGBuffer[blocks_skipped * q * pitch]); stack_posy_w.store(stack_posy_w.load() + gradWY * (q * blocks_skipped)); for (int i = 0; i < TriVertex::NumVarying; i++) stack_posy_varying[i].store(stack_posy_varying[i].load() + gradVaryingY[i] * (blocks_skipped * q)); SSAForBlock loop; y = stack_y.load(); dest = stack_dest.load(); subsectorGBuffer = stack_subsectorGBuffer.load(); posy_w = stack_posy_w.load(); for (int i = 0; i < TriVertex::NumVarying; i++) posy_varying[i] = stack_posy_varying[i].load(); loop.loop_block(y < maxy, 0); { LoopBlockX(); stack_posy_w.store(posy_w + gradWY * (q * thread.num_cores)); for (int i = 0; i < TriVertex::NumVarying; i++) stack_posy_varying[i].store(posy_varying[i] + gradVaryingY[i] * (q * thread.num_cores)); stack_dest.store(dest[q * pitch * pixelsize * thread.num_cores]); stack_subsectorGBuffer.store(subsectorGBuffer[q * pitch * thread.num_cores]); stack_y.store(y + thread.num_cores * q); } loop.end_block(); } void DrawTriangleCodegen::LoopBlockX() { stack_x.store(minx); stack_posx_w.store(posy_w); for (int i = 0; i < TriVertex::NumVarying; i++) stack_posx_varying[i].store(posy_varying[i]); SSAForBlock loop; x = stack_x.load(); posx_w = stack_posx_w.load(); for (int i = 0; i < TriVertex::NumVarying; i++) posx_varying[i] = stack_posx_varying[i].load(); loop.loop_block(x < maxx, 0); { // Corners of block x0 = x << 4; x1 = (x + q - 1) << 4; y0 = y << 4; y1 = (y + q - 1) << 4; // Evaluate half-space functions SSABool a00 = C1 + DX12 * y0 - DY12 * x0 > SSAInt(0); SSABool a10 = C1 + DX12 * y0 - DY12 * x1 > SSAInt(0); SSABool a01 = C1 + DX12 * y1 - DY12 * x0 > SSAInt(0); SSABool a11 = C1 + DX12 * y1 - DY12 * x1 > SSAInt(0); SSAInt a = (a00.zext_int() << 0) | (a10.zext_int() << 1) | (a01.zext_int() << 2) | (a11.zext_int() << 3); SSABool b00 = C2 + DX23 * y0 - DY23 * x0 > SSAInt(0); SSABool b10 = C2 + DX23 * y0 - DY23 * x1 > SSAInt(0); SSABool b01 = C2 + DX23 * y1 - DY23 * x0 > SSAInt(0); SSABool b11 = C2 + DX23 * y1 - DY23 * x1 > SSAInt(0); SSAInt b = (b00.zext_int() << 0) | (b10.zext_int() << 1) | (b01.zext_int() << 2) | (b11.zext_int() << 3); SSABool c00 = C3 + DX31 * y0 - DY31 * x0 > SSAInt(0); SSABool c10 = C3 + DX31 * y0 - DY31 * x1 > SSAInt(0); SSABool c01 = C3 + DX31 * y1 - DY31 * x0 > SSAInt(0); SSABool c11 = C3 + DX31 * y1 - DY31 * x1 > SSAInt(0); SSAInt c = (c00.zext_int() << 0) | (c10.zext_int() << 1) | (c01.zext_int() << 2) | (c11.zext_int() << 3); // Skip block when outside an edge SSABool process_block = !(a == SSAInt(0) || b == SSAInt(0) || c == SSAInt(0)); SetStencilBlock(x / 8 + y / 8 * stencilPitch); // Stencil test the whole block, if possible if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector || variant == TriDrawVariant::StencilClose) { process_block = process_block && (!StencilIsSingleValue() || SSABool::compare_uge(StencilGetSingle(), stencilTestValue)); } else { process_block = process_block && (!StencilIsSingleValue() || StencilGetSingle() == stencilTestValue); } SSAIfBlock branch; branch.if_block(process_block); // Check if block needs clipping SSABool clipneeded = (x + q) > clipright || (y + q) > clipbottom; SSAFloat globVis = SSAFloat(1706.0f); SSAFloat vis = globVis * posx_w; SSAInt lightscale = SSAInt(SSAFloat::clamp((shade - SSAFloat::MIN(SSAFloat(24.0f), vis)) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)) * 256.0f, true); SSAInt diminishedlight = 256 - lightscale; if (!truecolor) { SSAInt diminishedindex = lightscale / 8; SSAInt lightindex = SSAInt::MIN((256 - light) * 32 / 256, SSAInt(31)); SSAInt colormapindex = (!is_fixed_light).select(diminishedindex, lightindex); currentcolormap = Colormaps[colormapindex << 8]; } else { currentlight = (!is_fixed_light).select(diminishedlight, light); } SSABool covered = a == SSAInt(0xF) && b == SSAInt(0xF) && c == SSAInt(0xF) && !clipneeded && StencilIsSingleValue(); // Accept whole block when totally covered SSAIfBlock branch_covered; branch_covered.if_block(covered); { LoopFullBlock(); } branch_covered.else_block(); { SSAIfBlock branch_covered_stencil; branch_covered_stencil.if_block(StencilIsSingleValue()); { SSABool stenciltestpass; if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector || variant == TriDrawVariant::StencilClose) { stenciltestpass = SSABool::compare_uge(StencilGetSingle(), stencilTestValue); } else { stenciltestpass = StencilGetSingle() == stencilTestValue; } SSAIfBlock branch_stenciltestpass; branch_stenciltestpass.if_block(stenciltestpass); { LoopPartialBlock(true); } branch_stenciltestpass.end_block(); } branch_covered_stencil.else_block(); { LoopPartialBlock(false); } branch_covered_stencil.end_block(); } branch_covered.end_block(); branch.end_block(); stack_posx_w.store(posx_w + gradWX); for (int i = 0; i < TriVertex::NumVarying; i++) stack_posx_varying[i].store(posx_varying[i] + gradVaryingX[i]); stack_x.store(x + q); } loop.end_block(); } void DrawTriangleCodegen::SetupAffineBlock() { SSAFloat rcpW0 = (float)0x01000000 / AffineW; SSAFloat rcpW1 = (float)0x01000000 / (AffineW + gradWX); for (int i = 0; i < TriVertex::NumVarying; i++) { AffineVaryingPosX[i] = SSAInt(AffineVaryingPosY[i] * rcpW0, false); AffineVaryingStepX[i] = (SSAInt((AffineVaryingPosY[i] + gradVaryingX[i]) * rcpW1, false) - AffineVaryingPosX[i]) / q; } // Min filter = linear, Mag filter = nearest: AffineLinear = (gradVaryingX[0] / AffineW) > SSAFloat(1.0f) || (gradVaryingX[0] / AffineW) < SSAFloat(-1.0f); } void DrawTriangleCodegen::LoopFullBlock() { if (variant == TriDrawVariant::Stencil) { StencilClear(stencilWriteValue); } else if (variant == TriDrawVariant::StencilClose) { StencilClear(stencilWriteValue); for (int iy = 0; iy < q; iy++) { SSAIntPtr subsectorbuffer = subsectorGBuffer[x + iy * pitch]; for (int ix = 0; ix < q; ix += 4) { subsectorbuffer[ix].store_unaligned_vec4i(SSAVec4i(subsectorDepth)); } } } else { int pixelsize = truecolor ? 4 : 1; AffineW = posx_w; for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosY[i] = posx_varying[i]; for (int iy = 0; iy < q; iy++) { SSAUBytePtr buffer = dest[(x + iy * pitch) * pixelsize]; SSAIntPtr subsectorbuffer = subsectorGBuffer[x + iy * pitch]; SetupAffineBlock(); for (int ix = 0; ix < q; ix += 4) { SSAUBytePtr buf = buffer[ix * pixelsize]; if (truecolor) { SSAVec16ub pixels16 = buf.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++) { if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { SSABool subsectorTest = subsectorbuffer[ix].load(true) >= subsectorDepth; pixels[sse] = subsectorTest.select(ProcessPixel32(pixels[sse], AffineVaryingPosX), pixels[sse]); } else { pixels[sse] = ProcessPixel32(pixels[sse], AffineVaryingPosX); } for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosX[i] = AffineVaryingPosX[i] + AffineVaryingStepX[i]; } buf.store_unaligned_vec16ub(SSAVec16ub(SSAVec8s(pixels[0], pixels[1]), SSAVec8s(pixels[2], pixels[3]))); } else { SSAVec4i pixelsvec = buf.load_vec4ub(false); SSAInt pixels[4] = { pixelsvec[0], pixelsvec[1], pixelsvec[2], pixelsvec[3] }; for (int sse = 0; sse < 4; sse++) { if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { SSABool subsectorTest = subsectorbuffer[ix].load(true) >= subsectorDepth; pixels[sse] = subsectorTest.select(ProcessPixel8(pixels[sse], AffineVaryingPosX), pixels[sse]); } else { pixels[sse] = ProcessPixel8(pixels[sse], AffineVaryingPosX); } for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosX[i] = AffineVaryingPosX[i] + AffineVaryingStepX[i]; } buf.store_vec4ub(SSAVec4i(pixels[0], pixels[1], pixels[2], pixels[3])); } if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsectorbuffer[ix].store_unaligned_vec4i(SSAVec4i(subsectorDepth)); } AffineW = AffineW + gradWY; for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosY[i] = AffineVaryingPosY[i] + gradVaryingY[i]; } } } void DrawTriangleCodegen::LoopPartialBlock(bool isSingleStencilValue) { int pixelsize = truecolor ? 4 : 1; if (variant == TriDrawVariant::Stencil || variant == TriDrawVariant::StencilClose) { if (isSingleStencilValue) { SSAInt stencilMask = StencilBlockMask.load(false); SSAUByte val0 = stencilMask.trunc_ubyte(); for (int i = 0; i < 8 * 8; i++) StencilBlock[i].store(val0); StencilBlockMask.store(SSAInt(0)); } SSAUByte lastStencilValue = StencilBlock[0].load(false); stack_stencilblock_restored.store(SSABool(true)); stack_stencilblock_lastval.store(lastStencilValue); } stack_CY1.store(C1 + DX12 * y0 - DY12 * x0); stack_CY2.store(C2 + DX23 * y0 - DY23 * x0); stack_CY3.store(C3 + DX31 * y0 - DY31 * x0); stack_iy.store(SSAInt(0)); stack_buffer.store(dest[x * pixelsize]); stack_subsectorbuffer.store(subsectorGBuffer[x]); stack_AffineW.store(posx_w); for (int i = 0; i < TriVertex::NumVarying; i++) { stack_AffineVaryingPosY[i].store(posx_varying[i]); } SSAForBlock loopy; SSAInt iy = stack_iy.load(); SSAUBytePtr buffer = stack_buffer.load(); SSAIntPtr subsectorbuffer = stack_subsectorbuffer.load(); SSAInt CY1 = stack_CY1.load(); SSAInt CY2 = stack_CY2.load(); SSAInt CY3 = stack_CY3.load(); AffineW = stack_AffineW.load(); for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosY[i] = stack_AffineVaryingPosY[i].load(); loopy.loop_block(iy < SSAInt(q), q); { SetupAffineBlock(); for (int i = 0; i < TriVertex::NumVarying; i++) stack_AffineVaryingPosX[i].store(AffineVaryingPosX[i]); stack_CX1.store(CY1); stack_CX2.store(CY2); stack_CX3.store(CY3); stack_ix.store(SSAInt(0)); SSAForBlock loopx; SSABool stencilblock_restored; SSAUByte lastStencilValue; if (variant == TriDrawVariant::Stencil || variant == TriDrawVariant::StencilClose) { stencilblock_restored = stack_stencilblock_restored.load(); lastStencilValue = stack_stencilblock_lastval.load(); } SSAInt ix = stack_ix.load(); SSAInt CX1 = stack_CX1.load(); SSAInt CX2 = stack_CX2.load(); SSAInt CX3 = stack_CX3.load(); for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosX[i] = stack_AffineVaryingPosX[i].load(); loopx.loop_block(ix < SSAInt(q), q); { SSABool visible = (ix + x < clipright) && (iy + y < clipbottom); SSABool covered = CX1 > SSAInt(0) && CX2 > SSAInt(0) && CX3 > SSAInt(0) && visible; if (!isSingleStencilValue) { SSAUByte stencilValue = StencilBlock[ix + iy * 8].load(false); if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { covered = covered && SSABool::compare_uge(stencilValue, stencilTestValue) && subsectorbuffer[ix].load(true) >= subsectorDepth; } else if (variant == TriDrawVariant::StencilClose) { covered = covered && SSABool::compare_uge(stencilValue, stencilTestValue); } else { covered = covered && stencilValue == stencilTestValue; } } else if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { covered = covered && subsectorbuffer[ix].load(true) >= subsectorDepth; } SSAIfBlock branch; branch.if_block(covered); { if (variant == TriDrawVariant::Stencil) { StencilBlock[ix + iy * 8].store(stencilWriteValue); } else if (variant == TriDrawVariant::StencilClose) { StencilBlock[ix + iy * 8].store(stencilWriteValue); subsectorbuffer[ix].store(subsectorDepth); } else { SSAUBytePtr buf = buffer[ix * pixelsize]; if (truecolor) { SSAVec4i bg = buf.load_vec4ub(false); buf.store_vec4ub(ProcessPixel32(bg, AffineVaryingPosX)); } else { SSAUByte bg = buf.load(false); buf.store(ProcessPixel8(bg.zext_int(), AffineVaryingPosX).trunc_ubyte()); } if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsectorbuffer[ix].store(subsectorDepth); } } branch.end_block(); if (variant == TriDrawVariant::Stencil || variant == TriDrawVariant::StencilClose) { SSAUByte newStencilValue = StencilBlock[ix + iy * 8].load(false); stack_stencilblock_restored.store(stencilblock_restored && newStencilValue == lastStencilValue); stack_stencilblock_lastval.store(newStencilValue); } for (int i = 0; i < TriVertex::NumVarying; i++) stack_AffineVaryingPosX[i].store(AffineVaryingPosX[i] + AffineVaryingStepX[i]); stack_CX1.store(CX1 - FDY12); stack_CX2.store(CX2 - FDY23); stack_CX3.store(CX3 - FDY31); stack_ix.store(ix + 1); } loopx.end_block(); stack_AffineW.store(AffineW + gradWY); for (int i = 0; i < TriVertex::NumVarying; i++) stack_AffineVaryingPosY[i].store(AffineVaryingPosY[i] + gradVaryingY[i]); stack_CY1.store(CY1 + FDX12); stack_CY2.store(CY2 + FDX23); stack_CY3.store(CY3 + FDX31); stack_buffer.store(buffer[pitch * pixelsize]); stack_subsectorbuffer.store(subsectorbuffer[pitch]); stack_iy.store(iy + 1); } loopy.end_block(); if (variant == TriDrawVariant::Stencil || variant == TriDrawVariant::StencilClose) { SSAIfBlock branch; SSABool restored = stack_stencilblock_restored.load(); branch.if_block(restored); { SSAUByte lastStencilValue = stack_stencilblock_lastval.load(); StencilClear(lastStencilValue); } branch.end_block(); } } #if 0 void DrawTriangleCodegen::LoopMaskedStoreBlock() { if (variant == TriDrawVariant::Stencil) { } else if (variant == TriDrawVariant::StencilClose) { } else { int pixelsize = truecolor ? 4 : 1; AffineW = posx_w; for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosY[i] = posx_varying[i]; SSAInt CY1 = C1 + DX12 * y0 - DY12 * x0; SSAInt CY2 = C2 + DX23 * y0 - DY23 * x0; SSAInt CY3 = C3 + DX31 * y0 - DY31 * x0; for (int iy = 0; iy < q; iy++) { SSAUBytePtr buffer = dest[(x + iy * pitch) * pixelsize]; SSAIntPtr subsectorbuffer = subsectorGBuffer[x + iy * pitch]; SetupAffineBlock(); SSAInt CX1 = CY1; SSAInt CX2 = CY2; SSAInt CX3 = CY3; for (int ix = 0; ix < q; ix += 4) { SSABool covered[4]; for (int maskindex = 0; maskindex < 4; maskindex++) { covered[maskindex] = CX1 > SSAInt(0) && CX2 > SSAInt(0) && CX3 > SSAInt(0); if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector) { auto xx = SSAInt(ix + maskindex); auto yy = SSAInt(iy); covered[maskindex] = covered[maskindex] && SSABool::compare_uge(StencilGet(xx, yy), stencilTestValue) && subsectorbuffer[ix + maskindex].load(true) >= subsectorDepth; } else if (variant == TriDrawVariant::StencilClose) { auto xx = SSAInt(ix + maskindex); auto yy = SSAInt(iy); covered[maskindex] = covered[maskindex] && SSABool::compare_uge(StencilGet(xx, yy), stencilTestValue); } else { auto xx = SSAInt(ix + maskindex); auto yy = SSAInt(iy); covered[maskindex] = covered[maskindex] && StencilGet(xx, yy) == stencilTestValue; } CX1 = CX1 - FDY12; CX2 = CX2 - FDY23; CX3 = CX3 - FDY31; } SSAUBytePtr buf = buffer[ix * pixelsize]; if (truecolor) { SSAVec16ub pixels16 = buf.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++) { pixels[sse] = ProcessPixel32(pixels[sse], AffineVaryingPosX); for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosX[i] = AffineVaryingPosX[i] + AffineVaryingStepX[i]; } buf.store_masked_vec16ub(SSAVec16ub(SSAVec8s(pixels[0], pixels[1]), SSAVec8s(pixels[2], pixels[3])), covered); } else { SSAVec4i pixelsvec = buf.load_vec4ub(false); SSAInt pixels[4] = { pixelsvec[0], pixelsvec[1], pixelsvec[2], pixelsvec[3] }; for (int sse = 0; sse < 4; sse++) { pixels[sse] = ProcessPixel8(pixels[sse], AffineVaryingPosX); for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosX[i] = AffineVaryingPosX[i] + AffineVaryingStepX[i]; } buf.store_masked_vec4ub(SSAVec4i(pixels[0], pixels[1], pixels[2], pixels[3]), covered); } if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector) subsectorbuffer[ix].store_masked_vec4i(SSAVec4i(subsectorDepth), covered); } AffineW = AffineW + gradWY; for (int i = 0; i < TriVertex::NumVarying; i++) AffineVaryingPosY[i] = AffineVaryingPosY[i] + gradVaryingY[i]; CY1 = CY1 + FDX12; CY2 = CY2 + FDX23; CY3 = CY3 + FDX31; } } } #endif void DrawTriangleCodegen::SetStencilBlock(SSAInt block) { StencilBlock = stencilValues[block * 64]; StencilBlockMask = stencilMasks[block]; } SSAUByte DrawTriangleCodegen::StencilGetSingle() { return StencilBlockMask.load(false).trunc_ubyte(); } void DrawTriangleCodegen::StencilClear(SSAUByte value) { StencilBlockMask.store(SSAInt(0xffffff00) | value.zext_int()); } SSABool DrawTriangleCodegen::StencilIsSingleValue() { return (StencilBlockMask.load(false) & SSAInt(0xffffff00)) == SSAInt(0xffffff00); } void DrawTriangleCodegen::LoadArgs(SSAValue args, SSAValue thread_data) { dest = 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)); clipright = args[0][6].load(true); clipbottom = args[0][8].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)); stencilValues = args[0][14].load(true); stencilMasks = args[0][15].load(true); stencilPitch = args[0][16].load(true); stencilTestValue = args[0][17].load(true); stencilWriteValue = args[0][18].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); } thread.core = thread_data[0][0].load(true); thread.num_cores = thread_data[0][1].load(true); thread.pass_start_y = SSAInt(0); thread.pass_end_y = SSAInt(32000); } #endif