qzdoom/tools/drawergen/fixedfunction/drawwallcodegen.cpp

232 lines
8.0 KiB
C++

/*
** DrawWall 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/drawwallcodegen.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 DrawWallCodegen::Generate(DrawWallVariant variant, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load(true);
source = args[0][1].load(true);
source2 = args[0][5].load(true);
pitch = args[0][9].load(true);
count = args[0][10].load(true);
dest_y = args[0][11].load(true);
texturefrac = args[0][12].load(true);
texturefracx = args[0][16].load(true);
iscale = args[0][20].load(true);
textureheight = args[0][24].load(true);
light = args[0][28].load(true);
srcalpha = args[0][32].load(true);
destalpha = args[0][33].load(true);
SSAShort light_alpha = args[0][34].load(true);
SSAShort light_red = args[0][35].load(true);
SSAShort light_green = args[0][36].load(true);
SSAShort light_blue = args[0][37].load(true);
SSAShort fade_alpha = args[0][38].load(true);
SSAShort fade_red = args[0][39].load(true);
SSAShort fade_green = args[0][40].load(true);
SSAShort fade_blue = args[0][41].load(true);
SSAShort desaturate = args[0][42].load(true);
SSAInt flags = args[0][43].load(true);
start_z = args[0][44].load(true);
step_z = args[0][45].load(true);
dynlights = args[0][46].load(true);
num_dynlights = args[0][47].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();
thread.core = thread_data[0][0].load(true);
thread.num_cores = thread_data[0][1].load(true);
thread.pass_start_y = thread_data[0][2].load(true);
thread.pass_end_y = thread_data[0][3].load(true);
is_simple_shade = (flags & DrawWallArgs::simple_shade) == SSAInt(DrawWallArgs::simple_shade);
is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == SSAInt(DrawWallArgs::nearest_filter);
count = count_for_thread(dest_y, count, thread);
dest = dest_for_thread(dest_y, pitch, dest, thread);
pitch = pitch * thread.num_cores;
stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread));
fracstep = iscale * thread.num_cores;
one = ((0x80000000 + textureheight - 1) / textureheight) * 2 + 1;
start_z = start_z + step_z * SSAFloat(skipped_by_thread(dest_y, thread));
step_z = step_z * SSAFloat(thread.num_cores);
SSAIfBlock branch;
branch.if_block(is_simple_shade);
LoopShade(variant, true);
branch.else_block();
LoopShade(variant, false);
branch.end_block();
}
void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool isSimpleShade)
{
SSAIfBlock branch;
branch.if_block(is_nearest_filter);
Loop(variant, isSimpleShade, true);
branch.else_block();
stack_frac.store(stack_frac.load() - (one / 2));
Loop(variant, isSimpleShade, false);
branch.end_block();
}
void DrawWallCodegen::Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter)
{
stack_index.store(SSAInt(0));
stack_z.store(start_z);
{
SSAForBlock loop;
SSAInt index = stack_index.load();
z = stack_z.load();
loop.loop_block(index < count);
SSAInt frac = stack_frac.load();
SSAInt offset = index * pitch * 4;
SSAVec4i bgcolor = dest[offset].load_vec4ub(false);
SSAVec4i color = Blend(Shade(Sample(frac, isNearestFilter), isSimpleShade), bgcolor, variant);
dest[offset].store_vec4ub(color);
stack_z.store(z + step_z);
stack_index.store(index.add(SSAInt(1), true, true));
stack_frac.store(frac + fracstep);
loop.end_block();
}
}
SSAVec4i DrawWallCodegen::Sample(SSAInt frac, bool isNearestFilter)
{
if (isNearestFilter)
{
SSAInt sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
return source[sample_index * 4].load_vec4ub(false);
}
else
{
return SampleLinear(source, source2, texturefracx, frac, one, textureheight);
}
}
SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
{
SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
SSAInt y0 = frac_y0 >> FRACBITS;
SSAInt y1 = frac_y1 >> FRACBITS;
SSAVec4i p00 = col0[y0 * 4].load_vec4ub(true);
SSAVec4i p01 = col0[y1 * 4].load_vec4ub(true);
SSAVec4i p10 = col1[y0 * 4].load_vec4ub(true);
SSAVec4i p11 = col1[y1 * 4].load_vec4ub(true);
SSAInt inv_b = texturefracx;
SSAInt a = (frac_y1 >> (FRACBITS - 4)) & 15;
SSAInt inv_a = 16 - a;
SSAInt b = 16 - inv_b;
return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
}
SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, bool isSimpleShade)
{
SSAVec4i c;
if (isSimpleShade)
c = shade_bgra_simple(fg, light);
else
c = shade_bgra_advanced(fg, light, shade_constants);
stack_lit_color.store(SSAVec4i(0));
stack_light_index.store(SSAInt(0));
SSAForBlock block;
SSAInt light_index = stack_light_index.load();
SSAVec4i lit_color = stack_lit_color.load();
block.loop_block(light_index < num_dynlights);
{
SSAVec4i light_color = SSAUBytePtr(SSAValue(dynlights[light_index][0]).v).load_vec4ub(true);
SSAFloat light_x = dynlights[light_index][1].load(true);
SSAFloat light_y = dynlights[light_index][2].load(true);
SSAFloat light_z = dynlights[light_index][3].load(true);
SSAFloat light_rcp_radius = dynlights[light_index][4].load(true);
// L = light-pos
// dist = sqrt(dot(L, L))
// attenuation = 1 - MIN(dist * (1/radius), 1)
SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y
SSAFloat Lz = light_z - z;
SSAFloat dist2 = Lxy2 + Lz * Lz;
SSAFloat rcp_dist = SSAFloat::rsqrt(dist2);
SSAFloat dist = dist2 * rcp_dist;
SSAFloat distance_attenuation = SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f));
// The simple light type
SSAFloat simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
SSAFloat point_attenuation = light_y * rcp_dist * distance_attenuation;
SSAInt attenuation = SSAInt((light_y == SSAFloat(0.0f)).select(simple_attenuation, point_attenuation), true);
SSAVec4i contribution = (light_color * attenuation) >> 8;
stack_lit_color.store(lit_color + contribution);
stack_light_index.store(light_index + 1);
}
block.end_block();
return c + ((stack_lit_color.load() * fg) >> 8);
}
SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)
{
switch (variant)
{
default:
case DrawWallVariant::Opaque:
return blend_copy(fg);
case DrawWallVariant::Masked:
return blend_alpha_blend(fg, bg);
case DrawWallVariant::Add:
case DrawWallVariant::AddClamp:
return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
case DrawWallVariant::SubClamp:
return blend_sub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
case DrawWallVariant::RevSubClamp:
return blend_revsub(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
}
}