Remove 4 column wall drawers

This commit is contained in:
Magnus Norddahl 2016-12-27 07:18:04 +01:00
commit 49903af394
16 changed files with 120 additions and 1404 deletions

View file

@ -32,40 +32,19 @@
#include "ssa/ssa_struct_type.h"
#include "ssa/ssa_value.h"
void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAValue args, SSAValue thread_data)
void DrawWallCodegen::Generate(DrawWallVariant variant, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load(true);
source[0] = args[0][1].load(true);
source[1] = args[0][2].load(true);
source[2] = args[0][3].load(true);
source[3] = args[0][4].load(true);
source2[0] = args[0][5].load(true);
source2[1] = args[0][6].load(true);
source2[2] = args[0][7].load(true);
source2[3] = args[0][8].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[0] = args[0][12].load(true);
texturefrac[1] = args[0][13].load(true);
texturefrac[2] = args[0][14].load(true);
texturefrac[3] = args[0][15].load(true);
texturefracx[0] = args[0][16].load(true);
texturefracx[1] = args[0][17].load(true);
texturefracx[2] = args[0][18].load(true);
texturefracx[3] = args[0][19].load(true);
iscale[0] = args[0][20].load(true);
iscale[1] = args[0][21].load(true);
iscale[2] = args[0][22].load(true);
iscale[3] = args[0][23].load(true);
textureheight[0] = args[0][24].load(true);
textureheight[1] = args[0][25].load(true);
textureheight[2] = args[0][26].load(true);
textureheight[3] = args[0][27].load(true);
light[0] = args[0][28].load(true);
light[1] = args[0][29].load(true);
light[2] = args[0][30].load(true);
light[3] = args[0][31].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);
@ -99,42 +78,34 @@ void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAVal
pitch = pitch * thread.num_cores;
int numColumns = fourColumns ? 4 : 1;
for (int i = 0; i < numColumns; i++)
{
stack_frac[i].store(texturefrac[i] + iscale[i] * skipped_by_thread(dest_y, thread));
fracstep[i] = iscale[i] * thread.num_cores;
one[i] = ((0x80000000 + textureheight[i] - 1) / textureheight[i]) * 2 + 1;
}
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, fourColumns, true);
LoopShade(variant, true);
branch.else_block();
LoopShade(variant, fourColumns, false);
LoopShade(variant, false);
branch.end_block();
}
void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool fourColumns, bool isSimpleShade)
void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool isSimpleShade)
{
SSAIfBlock branch;
branch.if_block(is_nearest_filter);
Loop(variant, fourColumns, isSimpleShade, true);
Loop(variant, isSimpleShade, true);
branch.else_block();
int numColumns = fourColumns ? 4 : 1;
for (int i = 0; i < numColumns; i++)
stack_frac[i].store(stack_frac[i].load() - (one[i] / 2));
Loop(variant, fourColumns, isSimpleShade, false);
stack_frac.store(stack_frac.load() - (one / 2));
Loop(variant, isSimpleShade, false);
branch.end_block();
}
void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSimpleShade, bool isNearestFilter)
void DrawWallCodegen::Loop(DrawWallVariant variant, bool isSimpleShade, bool isNearestFilter)
{
int numColumns = fourColumns ? 4 : 1;
stack_index.store(SSAInt(0));
stack_z.store(start_z);
{
@ -143,57 +114,30 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
z = stack_z.load();
loop.loop_block(index < count);
SSAInt frac[4];
for (int i = 0; i < numColumns; i++)
frac[i] = stack_frac[i].load();
SSAInt frac = stack_frac.load();
SSAInt offset = index * pitch * 4;
if (fourColumns)
{
SSAVec16ub bg = dest[offset].load_unaligned_vec16ub(false);
SSAVec8s bg0 = SSAVec8s::extendlo(bg);
SSAVec8s bg1 = SSAVec8s::extendhi(bg);
SSAVec4i bgcolors[4] =
{
SSAVec4i::extendlo(bg0),
SSAVec4i::extendhi(bg0),
SSAVec4i::extendlo(bg1),
SSAVec4i::extendhi(bg1)
};
SSAVec4i colors[4];
for (int i = 0; i < 4; i++)
colors[i] = Blend(Shade(Sample(frac[i], i, isNearestFilter), i, isSimpleShade), bgcolors[i], variant);
SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
dest[offset].store_unaligned_vec16ub(color);
}
else
{
SSAVec4i bgcolor = dest[offset].load_vec4ub(false);
SSAVec4i color = Blend(Shade(Sample(frac[0], 0, isNearestFilter), 0, isSimpleShade), bgcolor, variant);
dest[offset].store_vec4ub(color);
}
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));
for (int i = 0; i < numColumns; i++)
stack_frac[i].store(frac[i] + fracstep[i]);
stack_frac.store(frac + fracstep);
loop.end_block();
}
}
SSAVec4i DrawWallCodegen::Sample(SSAInt frac, int index, bool isNearestFilter)
SSAVec4i DrawWallCodegen::Sample(SSAInt frac, bool isNearestFilter)
{
if (isNearestFilter)
{
SSAInt sample_index = ((frac >> FRACBITS) * textureheight[index]) >> FRACBITS;
return source[index][sample_index * 4].load_vec4ub(false);
SSAInt sample_index = ((frac >> FRACBITS) * textureheight) >> FRACBITS;
return source[sample_index * 4].load_vec4ub(false);
}
else
{
return SampleLinear(source[index], source2[index], texturefracx[index], frac, one[index], textureheight[index]);
return SampleLinear(source, source2, texturefracx, frac, one, textureheight);
}
}
@ -217,13 +161,13 @@ SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAIn
return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
}
SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade)
SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, bool isSimpleShade)
{
SSAVec4i c;
if (isSimpleShade)
c = shade_bgra_simple(fg, light[index]);
c = shade_bgra_simple(fg, light);
else
c = shade_bgra_advanced(fg, light[index], shade_constants);
c = shade_bgra_advanced(fg, light, shade_constants);
stack_lit_color.store(c);
stack_light_index.store(SSAInt(0));