qzdoom/tools/drawergen/fixedfunction/drawtrianglecodegen.cpp
2016-11-30 07:49:04 +01:00

909 lines
30 KiB
C++

/*
** 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;
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), clipleft);
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), cliptop);
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;
gradWY = gradWY * (float)q;
for (int i = 0; i < TriVertex::NumVarying; i++)
{
gradVaryingX[i] = gradVaryingX[i] * (float)q;
gradVaryingY[i] = gradVaryingY[i] * (float)q;
}
}
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 * blocks_skipped);
for (int i = 0; i < TriVertex::NumVarying; i++)
stack_posy_varying[i].store(stack_posy_varying[i].load() + gradVaryingY[i] * blocks_skipped);
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 * thread.num_cores);
for (int i = 0; i < TriVertex::NumVarying; i++)
stack_posy_varying[i].store(posy_varying[i] + gradVaryingY[i] * 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(stack_posy_varying[i].load());
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
SSAIfBlock branch;
branch.if_block(!(a == SSAInt(0) || b == SSAInt(0) || c == SSAInt(0)));
// Check if block needs clipping
SSABool clipneeded = x < clipleft || (x + q) > clipright || y < cliptop || (y + q) > clipbottom;
SetupAffineBlock();
SetStencilBlock(x / 8 + y / 8 * stencilPitch);
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();
{
LoopPartialBlock();
}
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()
{
// Calculate varying variables for affine block
SSAVec4f rcpW = SSAVec4f::rcp(SSAVec4f(posx_w, posx_w + gradWX, posx_w + gradWY, posx_w + gradWX + gradWY));
for (int i = 0; i < TriVertex::NumVarying; i++)
{
// Top left, top right, bottom left, bottom right:
SSAVec4f varying = SSAVec4f(posx_varying[i], posx_varying[i] + gradVaryingX[i], posx_varying[i] + gradVaryingY[i], posx_varying[i] + gradVaryingX[i] + gradVaryingY[i]) * rcpW;
SSAFloat startStepX = (varying[1] - varying[0]) * (1.0f / q);
SSAFloat endStepX = (varying[3] - varying[2]) * (1.0f / q);
SSAFloat incrStepX = (endStepX - startStepX) * (1.0f / q);
SSAFloat stepY = (varying[2] - varying[0]) * (1.0f / q);
SSAVec4i ints = SSAVec4i(SSAVec4f(varying[0], stepY, startStepX, incrStepX) * (float)0x01000000) << 8;
varyingPos[i] = ints[0];
varyingStepY[i] = ints[1];
varyingStartStepX[i] = ints[2];
varyingIncrStepX[i] = ints[3];
}
SSAFloat globVis = SSAFloat(1706.0f);
SSAFloat vis = globVis / rcpW[0];
SSAFloat shade = 64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f;
SSAFloat lightscale = SSAFloat::clamp((shade - SSAFloat::MIN(SSAFloat(24.0f), vis)) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f));
SSAInt diminishedlight = SSAInt(SSAFloat::clamp((1.0f - lightscale) * 256.0f + 0.5f, SSAFloat(0.0f), SSAFloat(256.0f)), false);
if (!truecolor)
{
SSAInt diminishedindex = SSAInt(lightscale * 32.0f, false);
SSAInt lightindex = SSAInt::MIN((256 - light) * 32 / 256, SSAInt(31));
SSAInt colormapindex = is_fixed_light.select(lightindex, diminishedindex);
currentcolormap = Colormaps[colormapindex << 8];
}
else
{
currentlight = is_fixed_light.select(light, diminishedlight);
}
}
void DrawTriangleCodegen::LoopFullBlock()
{
SSAIfBlock branch_stenciltest;
if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector || variant == TriDrawVariant::StencilClose)
{
branch_stenciltest.if_block(SSABool::compare_uge(StencilGetSingle(), stencilTestValue));
}
else
{
branch_stenciltest.if_block(StencilGetSingle() == stencilTestValue);
}
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;
SSAInt varyingLine[TriVertex::NumVarying];
SSAInt varyingStepX[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
varyingLine[i] = varyingPos[i];
varyingStepX[i] = varyingStartStepX[i];
}
for (int iy = 0; iy < q; iy++)
{
SSAUBytePtr buffer = dest[(x + iy * pitch) * pixelsize];
SSAIntPtr subsectorbuffer = subsectorGBuffer[x + iy * pitch];
SSAInt varying[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] = varyingLine[i];
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], varying), pixels[sse]);
}
else
{
pixels[sse] = ProcessPixel32(pixels[sse], varying);
}
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] = varying[i] + varyingStepX[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], varying), pixels[sse]);
}
else
{
pixels[sse] = ProcessPixel8(pixels[sse], varying);
}
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] = varying[i] + varyingStepX[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));
}
for (int i = 0; i < TriVertex::NumVarying; i++)
{
varyingLine[i] = varyingLine[i] + varyingStepY[i];
varyingStepX[i] = varyingStepX[i] + varyingIncrStepX[i];
}
}
}
branch_stenciltest.end_block();
}
void DrawTriangleCodegen::LoopPartialBlock()
{
int pixelsize = truecolor ? 4 : 1;
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]);
for (int i = 0; i < TriVertex::NumVarying; i++)
{
stack_varyingLine[i].store(varyingPos[i]);
stack_varyingStep[i].store(varyingStartStepX[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();
SSAInt varyingLine[TriVertex::NumVarying];
SSAInt varyingStep[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
{
varyingLine[i] = stack_varyingLine[i].load();
varyingStep[i] = stack_varyingStep[i].load();
}
loopy.loop_block(iy < SSAInt(q), q);
{
for (int i = 0; i < TriVertex::NumVarying; i++)
stack_varying[i].store(varyingLine[i]);
stack_CX1.store(CY1);
stack_CX2.store(CY2);
stack_CX3.store(CY3);
stack_ix.store(SSAInt(0));
SSAForBlock loopx;
SSAInt ix = stack_ix.load();
SSAInt CX1 = stack_CX1.load();
SSAInt CX2 = stack_CX2.load();
SSAInt CX3 = stack_CX3.load();
SSAInt varying[TriVertex::NumVarying];
for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] = stack_varying[i].load();
loopx.loop_block(ix < SSAInt(q), q);
{
SSABool visible = (ix + x >= clipleft) && (ix + x < clipright) && (iy + y >= cliptop) && (iy + y < clipbottom);
SSABool covered = CX1 > SSAInt(0) && CX2 > SSAInt(0) && CX3 > SSAInt(0) && visible;
if (variant == TriDrawVariant::DrawSubsector || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
{
covered = covered && SSABool::compare_uge(StencilGet(ix, iy), stencilTestValue) && subsectorbuffer[ix].load(true) >= subsectorDepth;
}
else if (variant == TriDrawVariant::StencilClose)
{
covered = covered && SSABool::compare_uge(StencilGet(ix, iy), stencilTestValue);
}
else
{
covered = covered && StencilGet(ix, iy) == stencilTestValue;
}
SSAIfBlock branch;
branch.if_block(covered);
{
if (variant == TriDrawVariant::Stencil)
{
StencilSet(ix, iy, stencilWriteValue);
}
else if (variant == TriDrawVariant::StencilClose)
{
StencilSet(ix, iy, stencilWriteValue);
subsectorbuffer[ix].store(subsectorDepth);
}
else
{
SSAUBytePtr buf = buffer[ix * pixelsize];
if (truecolor)
{
SSAVec4i bg = buf.load_vec4ub(false);
buf.store_vec4ub(ProcessPixel32(bg, varying));
}
else
{
SSAUByte bg = buf.load(false);
buf.store(ProcessPixel8(bg.zext_int(), varying).trunc_ubyte());
}
if (variant != TriDrawVariant::DrawSubsector && variant != TriDrawVariant::FillSubsector && variant != TriDrawVariant::FuzzSubsector)
subsectorbuffer[ix].store(subsectorDepth);
}
}
branch.end_block();
for (int i = 0; i < TriVertex::NumVarying; i++)
stack_varying[i].store(varying[i] + varyingStep[i]);
stack_CX1.store(CX1 - FDY12);
stack_CX2.store(CX2 - FDY23);
stack_CX3.store(CX3 - FDY31);
stack_ix.store(ix + 1);
}
loopx.end_block();
for (int i = 0; i < TriVertex::NumVarying; i++)
{
stack_varyingLine[i].store(varyingLine[i] + varyingStepY[i]);
stack_varyingStep[i].store(varyingStep[i] + varyingIncrStepX[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();
}
SSAVec4i DrawTriangleCodegen::TranslateSample32(SSAInt uvoffset)
{
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 uvoffset)
{
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 uvoffset)
{
if (variant == TriDrawVariant::FillNormal || variant == TriDrawVariant::FillSubsector || variant == TriDrawVariant::FuzzSubsector)
return SSAVec4i::unpack(color);
else
return texturePixels[uvoffset * 4].load_vec4ub(true);
}
SSAInt DrawTriangleCodegen::Sample8(SSAInt uvoffset)
{
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)
{
SSAInt ufrac = varying[0];
SSAInt vfrac = varying[1];
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
SSAVec4i fg;
SSAVec4i output;
switch (blendmode)
{
default:
case TriBlendMode::Copy:
fg = Sample32(uvoffset);
output = blend_copy(shade_bgra_simple(fg, currentlight));
break;
case TriBlendMode::AlphaBlend:
fg = Sample32(uvoffset);
output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
break;
case TriBlendMode::AddSolid:
fg = Sample32(uvoffset);
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, destalpha);
break;
case TriBlendMode::Add:
fg = Sample32(uvoffset);
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::Sub:
fg = Sample32(uvoffset);
output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::RevSub:
fg = Sample32(uvoffset);
output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::Stencil:
fg = Sample32(uvoffset);
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(uvoffset), bg, srcalpha, destalpha);
break;
case TriBlendMode::TranslateCopy:
fg = TranslateSample32(uvoffset);
output = blend_copy(shade_bgra_simple(fg, currentlight));
break;
case TriBlendMode::TranslateAlphaBlend:
fg = TranslateSample32(uvoffset);
output = blend_alpha_blend(shade_bgra_simple(fg, currentlight), bg);
break;
case TriBlendMode::TranslateAdd:
fg = TranslateSample32(uvoffset);
output = blend_add(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::TranslateSub:
fg = TranslateSample32(uvoffset);
output = blend_sub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::TranslateRevSub:
fg = TranslateSample32(uvoffset);
output = blend_revsub(shade_bgra_simple(fg, currentlight), bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
break;
case TriBlendMode::AddSrcColorOneMinusSrcColor:
fg = Sample32(uvoffset);
output = blend_add_srccolor_oneminussrccolor(shade_bgra_simple(fg, currentlight), bg);
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)
{
SSAInt ufrac = varying[0];
SSAInt vfrac = varying[1];
SSAInt upos = ((ufrac >> 16) * textureWidth) >> 16;
SSAInt vpos = ((vfrac >> 16) * textureHeight) >> 16;
SSAInt uvoffset = upos * textureHeight + vpos;
SSAVec4i fg;
SSAInt alpha, inv_alpha;
SSAInt output;
SSAInt palindex;
switch (blendmode)
{
default:
case TriBlendMode::Copy:
output = Shade8(Sample8(uvoffset));
break;
case TriBlendMode::AlphaBlend:
palindex = Sample8(uvoffset);
output = Shade8(palindex);
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::AddSolid:
palindex = Sample8(uvoffset);
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(uvoffset);
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(uvoffset);
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(uvoffset);
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(uvoffset) == SSAInt(0)).select(SSAInt(0), SSAInt(256)), ToBgra(bg), srcalpha, destalpha));
break;
case TriBlendMode::Shaded:
palindex = Sample8(uvoffset);
output = ToPal8(blend_stencil(ToBgra(Shade8(color)), palindex, ToBgra(bg), srcalpha, destalpha));
break;
case TriBlendMode::TranslateCopy:
palindex = TranslateSample8(uvoffset);
output = Shade8(palindex);
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::TranslateAlphaBlend:
palindex = TranslateSample8(uvoffset);
output = Shade8(palindex);
output = (palindex == SSAInt(0)).select(bg, output);
break;
case TriBlendMode::TranslateAdd:
palindex = TranslateSample8(uvoffset);
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(uvoffset);
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(uvoffset);
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(uvoffset);
fg = ToBgra(Shade8(palindex));
output = ToPal8(blend_add_srccolor_oneminussrccolor(fg, ToBgra(bg)));
output = (palindex == SSAInt(0)).select(bg, output);
break;
}
return output;
}
void DrawTriangleCodegen::SetStencilBlock(SSAInt block)
{
StencilBlock = stencilValues[block * 64];
StencilBlockMask = stencilMasks[block];
}
void DrawTriangleCodegen::StencilSet(SSAInt x, SSAInt y, SSAUByte value)
{
SSAInt mask = StencilBlockMask.load(false);
SSAIfBlock branchNeedsUpdate;
branchNeedsUpdate.if_block(!(mask == (SSAInt(0xffffff00) | value.zext_int())));
SSAIfBlock branchFirstSet;
branchFirstSet.if_block((mask & SSAInt(0xffffff00)) == SSAInt(0xffffff00));
{
SSAUByte val0 = mask.trunc_ubyte();
for (int i = 0; i < 8 * 8; i++)
StencilBlock[i].store(val0);
StencilBlockMask.store(SSAInt(0));
}
branchFirstSet.end_block();
StencilBlock[x + y * 8].store(value);
branchNeedsUpdate.end_block();
}
SSAUByte DrawTriangleCodegen::StencilGet(SSAInt x, SSAInt y)
{
return StencilIsSingleValue().select(StencilBlockMask.load(false).trunc_ubyte(), StencilBlock[x + y * 8].load(false));
}
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));
clipleft = SSAInt(0);// args[0][5].load(true);
clipright = args[0][6].load(true);
cliptop = SSAInt(0);// args[0][7].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);
}
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);
}