qzdoom/tools/drawergen/fixedfunction/drawtrianglecodegen.h

243 lines
7.1 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.
**
*/
#pragma once
#include "drawercodegen.h"
struct SSATriVertex
{
SSAFloat x, y, z, w;
SSAFloat varying[TriVertex::NumVarying];
};
struct SSAStepVariables
{
SSAFloat W;
SSAFloat Varying[TriVertex::NumVarying];
};
class DrawTriangleCodegen : public DrawerCodegen
{
public:
void Generate(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data);
private:
void LoadArgs(SSAValue args, SSAValue thread_data);
SSATriVertex LoadTriVertex(SSAValue v);
void LoadUniforms(SSAValue uniforms);
void CalculateGradients();
SSAFloat FindGradientX(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
SSAFloat FindGradientY(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
void DrawFullSpans();
void DrawPartialBlocks();
SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying);
SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying);
SSAVec4i TranslateSample32(SSAInt *varying);
SSAInt TranslateSample8(SSAInt *varying);
SSAVec4i Sample32(SSAInt *varying);
SSAInt Sample8(SSAInt *varying);
SSAInt Shade8(SSAInt c);
SSAVec4i ToBgra(SSAInt index);
SSAInt ToPal8(SSAVec4i c);
SSAVec4i FadeOut(SSAInt frac, SSAVec4i color);
SSAStack<SSAInt> stack_i, stack_y, stack_x;
SSAStack<SSAFloat> stack_posYW, stack_posXW;
SSAStack<SSAFloat> stack_posYVarying[TriVertex::NumVarying];
SSAStack<SSAFloat> stack_posXVarying[TriVertex::NumVarying];
SSAStack<SSAInt> stack_varyingPos[TriVertex::NumVarying];
SSAStack<SSAInt> stack_lightpos;
SSAStack<SSAUBytePtr> stack_dest;
SSAStack<SSAIntPtr> stack_subsector;
SSAStepVariables gradientX, gradientY, start;
SSAFloat shade, globVis;
SSAInt currentlight;
SSAUBytePtr currentcolormap;
SSAUBytePtr destOrg;
SSAIntPtr subsectorGBuffer;
SSAInt pitch;
SSATriVertex v1;
SSATriVertex v2;
SSATriVertex v3;
SSAUBytePtr texturePixels;
SSAInt textureWidth;
SSAInt textureHeight;
SSAUBytePtr translation;
SSAInt color, srcalpha, destalpha;
SSAInt light;
SSAInt subsectorDepth;
SSAShadeConstants shade_constants;
SSABool is_simple_shade;
SSABool is_nearest_filter;
SSABool is_fixed_light;
SSAUBytePtr Colormaps;
SSAUBytePtr RGB32k;
SSAUBytePtr BaseColors;
SSAInt numSpans;
SSAInt numBlocks;
SSAInt startX;
SSAInt startY;
SSAValue fullSpans; // TriFullSpan[]
SSAValue partialBlocks; // TriPartialBlock[]
TriDrawVariant variant;
TriBlendMode blendmode;
bool truecolor;
int pixelsize;
};
#if 0
class DrawTriangleCodegen : public DrawerCodegen
{
public:
void Generate(TriDrawVariant variant, TriBlendMode blendmode, bool truecolor, SSAValue args, SSAValue thread_data);
private:
void LoadArgs(SSAValue args, SSAValue thread_data);
SSATriVertex LoadTriVertex(SSAValue v);
void LoadUniforms(SSAValue uniforms);
void Setup();
SSAInt FloatTo28_4(SSAFloat v);
void LoopBlockY();
void LoopBlockX();
void LoopFullBlock();
void LoopPartialBlock(bool isSingleStencilValue);
void SetupAffineBlock();
SSAVec4i ProcessPixel32(SSAVec4i bg, SSAInt *varying);
SSAInt ProcessPixel8(SSAInt bg, SSAInt *varying);
SSAVec4i TranslateSample32(SSAInt *varying);
SSAInt TranslateSample8(SSAInt *varying);
SSAVec4i Sample32(SSAInt *varying);
SSAInt Sample8(SSAInt *varying);
SSAInt Shade8(SSAInt c);
SSAVec4i ToBgra(SSAInt index);
SSAInt ToPal8(SSAVec4i c);
SSAVec4i FadeOut(SSAInt frac, SSAVec4i color);
void SetStencilBlock(SSAInt block);
void StencilClear(SSAUByte value);
SSAUByte StencilGetSingle();
SSABool StencilIsSingleValue();
SSAFloat gradx(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
SSAFloat grady(SSAFloat x0, SSAFloat y0, SSAFloat x1, SSAFloat y1, SSAFloat x2, SSAFloat y2, SSAFloat c0, SSAFloat c1, SSAFloat c2);
TriDrawVariant variant;
TriBlendMode blendmode;
bool truecolor;
SSAStack<SSAInt> stack_C1, stack_C2, stack_C3;
SSAStack<SSAInt> stack_y;
SSAStack<SSAUBytePtr> stack_dest;
SSAStack<SSAIntPtr> stack_subsectorGBuffer;
SSAStack<SSAInt> stack_x;
SSAStack<SSAUBytePtr> stack_buffer;
SSAStack<SSAIntPtr> stack_subsectorbuffer;
SSAStack<SSAInt> stack_iy, stack_ix;
SSAStack<SSAInt> stack_CY1, stack_CY2, stack_CY3;
SSAStack<SSAInt> stack_CX1, stack_CX2, stack_CX3;
SSAStack<SSAFloat> stack_posy_w, stack_posy_varying[TriVertex::NumVarying];
SSAStack<SSAFloat> stack_posx_w, stack_posx_varying[TriVertex::NumVarying];
SSAStack<SSAFloat> stack_AffineW;
SSAStack<SSAFloat> stack_AffineVaryingPosY[TriVertex::NumVarying];
SSAStack<SSAInt> stack_AffineVaryingPosX[TriVertex::NumVarying];
SSAStack<SSABool> stack_stencilblock_restored;
SSAStack<SSAUByte> stack_stencilblock_lastval;
SSAUBytePtr dest;
SSAInt pitch;
SSATriVertex v1;
SSATriVertex v2;
SSATriVertex v3;
SSAInt clipright;
SSAInt clipbottom;
SSAUBytePtr texturePixels;
SSAInt textureWidth;
SSAInt textureHeight;
SSAUBytePtr translation;
SSAInt color, srcalpha, destalpha;
SSAInt light;
SSAInt subsectorDepth;
SSAShadeConstants shade_constants;
SSABool is_simple_shade;
SSABool is_nearest_filter;
SSABool is_fixed_light;
SSAUBytePtr stencilValues;
SSAIntPtr stencilMasks;
SSAInt stencilPitch;
SSAUByte stencilTestValue;
SSAUByte stencilWriteValue;
SSAIntPtr subsectorGBuffer;
SSAUBytePtr Colormaps;
SSAUBytePtr RGB32k;
SSAUBytePtr BaseColors;
SSAWorkerThread thread;
// Block size, standard 8x8 (must be power of two)
const int q = 8;
SSAInt Y1, Y2, Y3;
SSAInt X1, X2, X3;
SSAInt DX12, DX23, DX31;
SSAInt DY12, DY23, DY31;
SSAInt FDX12, FDX23, FDX31;
SSAInt FDY12, FDY23, FDY31;
SSAInt minx, maxx, miny, maxy;
SSAInt C1, C2, C3;
SSAFloat gradWX, gradWY;
SSAFloat gradVaryingX[TriVertex::NumVarying], gradVaryingY[TriVertex::NumVarying];
SSAFloat shade;
SSAInt x, y;
SSAInt x0, x1, y0, y1;
SSAInt currentlight;
SSAUBytePtr currentcolormap;
SSAFloat AffineW;
SSABool AffineLinear;
SSAFloat AffineVaryingPosY[TriVertex::NumVarying];
SSAInt AffineVaryingPosX[TriVertex::NumVarying];
SSAInt AffineVaryingStepX[TriVertex::NumVarying];
SSAFloat posy_w, posy_varying[TriVertex::NumVarying];
SSAFloat posx_w, posx_varying[TriVertex::NumVarying];
SSAUBytePtr StencilBlock;
SSAIntPtr StencilBlockMask;
};
#endif