Add linear filtering to column drawers and fix offsetting bug with wall/span linear filters
This commit is contained in:
parent
2fe5cb4f77
commit
4b18530047
15 changed files with 309 additions and 94 deletions
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@ -36,30 +36,35 @@ void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod met
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{
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dest = args[0][0].load(true);
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source = args[0][1].load(true);
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colormap = args[0][2].load(true);
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translation = args[0][3].load(true);
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basecolors = args[0][4].load(true);
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pitch = args[0][5].load(true);
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count = args[0][6].load(true);
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dest_y = args[0][7].load(true);
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source2 = args[0][2].load(true);
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colormap = args[0][3].load(true);
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translation = args[0][4].load(true);
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basecolors = args[0][5].load(true);
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pitch = args[0][6].load(true);
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count = args[0][7].load(true);
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dest_y = args[0][8].load(true);
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if (method == DrawColumnMethod::Normal)
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iscale = args[0][8].load(true);
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texturefrac = args[0][9].load(true);
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light = args[0][10].load(true);
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color = SSAVec4i::unpack(args[0][11].load(true));
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srccolor = SSAVec4i::unpack(args[0][12].load(true));
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srcalpha = args[0][13].load(true);
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destalpha = args[0][14].load(true);
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SSAShort light_alpha = args[0][15].load(true);
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SSAShort light_red = args[0][16].load(true);
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SSAShort light_green = args[0][17].load(true);
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SSAShort light_blue = args[0][18].load(true);
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SSAShort fade_alpha = args[0][19].load(true);
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SSAShort fade_red = args[0][20].load(true);
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SSAShort fade_green = args[0][21].load(true);
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SSAShort fade_blue = args[0][22].load(true);
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SSAShort desaturate = args[0][23].load(true);
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SSAInt flags = args[0][24].load(true);
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{
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iscale = args[0][9].load(true);
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texturefracx = args[0][10].load(true);
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textureheight = args[0][11].load(true);
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}
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texturefrac = args[0][12].load(true);
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light = args[0][13].load(true);
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color = SSAVec4i::unpack(args[0][14].load(true));
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srccolor = SSAVec4i::unpack(args[0][15].load(true));
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srcalpha = args[0][16].load(true);
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destalpha = args[0][17].load(true);
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SSAShort light_alpha = args[0][18].load(true);
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SSAShort light_red = args[0][19].load(true);
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SSAShort light_green = args[0][20].load(true);
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SSAShort light_blue = args[0][21].load(true);
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SSAShort fade_alpha = args[0][22].load(true);
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SSAShort fade_red = args[0][23].load(true);
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SSAShort fade_green = args[0][24].load(true);
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SSAShort fade_blue = args[0][25].load(true);
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SSAShort desaturate = args[0][26].load(true);
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SSAInt flags = args[0][27].load(true);
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shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
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shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
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shade_constants.desaturate = desaturate.zext_int();
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@ -71,6 +76,7 @@ void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod met
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thread.temp = thread_data[0][4].load(true);
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is_simple_shade = (flags & DrawColumnArgs::simple_shade) == SSAInt(DrawColumnArgs::simple_shade);
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is_nearest_filter = (flags & DrawColumnArgs::nearest_filter) == SSAInt(DrawColumnArgs::nearest_filter);
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count = count_for_thread(dest_y, count, thread);
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dest = dest_for_thread(dest_y, pitch, dest, thread);
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@ -79,21 +85,40 @@ void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod met
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{
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stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread));
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iscale = iscale * thread.num_cores;
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one = (1 << 30) / textureheight;
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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LoopShade(variant, method, true);
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branch.else_block();
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LoopShade(variant, method, false);
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branch.end_block();
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}
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else
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{
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source = thread.temp[((dest_y + skipped_by_thread(dest_y, thread)) * 4 + texturefrac) * 4];
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}
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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Loop(variant, method, true, true);
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branch.else_block();
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Loop(variant, method, false, true);
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branch.end_block();
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}
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}
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void DrawColumnCodegen::LoopShade(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade)
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{
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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Loop(variant, method, true);
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branch.if_block(is_nearest_filter);
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Loop(variant, method, isSimpleShade, true);
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branch.else_block();
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Loop(variant, method, false);
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stack_frac.store(stack_frac.load() - (one >> 1));
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Loop(variant, method, isSimpleShade, false);
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branch.end_block();
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}
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void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade)
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void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter)
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{
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SSAInt sincr;
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if (method != DrawColumnMethod::Normal)
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@ -109,9 +134,10 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
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if (method == DrawColumnMethod::Normal)
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{
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frac = stack_frac.load();
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sample_index = frac >> FRACBITS;
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if (!IsPaletteInput(variant))
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sample_index = sample_index * 4;
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if (IsPaletteInput(variant))
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sample_index = frac >> FRACBITS;
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else
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sample_index = frac;
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}
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else
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{
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@ -140,7 +166,7 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
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SSAVec4i outcolor[4];
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for (int i = 0; i < numColumns; i++)
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outcolor[i] = ProcessPixel(sample_index + i * 4, bgcolor[i], variant, isSimpleShade);
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outcolor[i] = ProcessPixel(sample_index + i * 4, bgcolor[i], variant, method, isSimpleShade, isNearestFilter);
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if (numColumns == 4)
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{
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@ -186,7 +212,7 @@ bool DrawColumnCodegen::IsPaletteInput(DrawColumnVariant variant)
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}
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}
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SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, bool isSimpleShade)
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SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter)
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{
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SSAInt alpha, inv_alpha;
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SSAVec4i fg;
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@ -194,22 +220,22 @@ SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor,
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{
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default:
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case DrawColumnVariant::DrawCopy:
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return blend_copy(Sample(sample_index));
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return blend_copy(Sample(sample_index, method, isNearestFilter));
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case DrawColumnVariant::Draw:
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return blend_copy(Shade(Sample(sample_index), isSimpleShade));
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return blend_copy(Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade));
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case DrawColumnVariant::DrawAdd:
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case DrawColumnVariant::DrawAddClamp:
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fg = Shade(Sample(sample_index), isSimpleShade);
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fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade);
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return blend_add(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawColumnVariant::DrawShaded:
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alpha = SSAInt::MAX(SSAInt::MIN(ColormapSample(sample_index), SSAInt(64)), SSAInt(0)) * 4;
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inv_alpha = 256 - alpha;
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return blend_add(color, bgcolor, alpha, inv_alpha);
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case DrawColumnVariant::DrawSubClamp:
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fg = Shade(Sample(sample_index), isSimpleShade);
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fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade);
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return blend_sub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawColumnVariant::DrawRevSubClamp:
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fg = Shade(Sample(sample_index), isSimpleShade);
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fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade);
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return blend_revsub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha));
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case DrawColumnVariant::DrawTranslated:
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return blend_copy(Shade(TranslateSample(sample_index), isSimpleShade));
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@ -285,9 +311,45 @@ SSAVec4i DrawColumnCodegen::ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolo
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}
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}
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SSAVec4i DrawColumnCodegen::Sample(SSAInt sample_index)
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SSAVec4i DrawColumnCodegen::Sample(SSAInt frac, DrawColumnMethod method, bool isNearestFilter)
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{
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return source[sample_index].load_vec4ub(true);
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if (method == DrawColumnMethod::Normal)
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{
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if (isNearestFilter)
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{
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SSAInt sample_index = (((frac << 2) >> FRACBITS) * textureheight) >> FRACBITS;
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return source[sample_index * 4].load_vec4ub(false);
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}
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else
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{
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return SampleLinear(source, source2, texturefracx, frac, one, textureheight);
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}
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}
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else
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{
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return source[frac].load_vec4ub(true);
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}
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}
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SSAVec4i DrawColumnCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
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{
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// Clamp to edge
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SSAInt frac_y0 = (SSAInt::MAX(SSAInt::MIN(texturefracy, SSAInt((1 << 30) - 1)), SSAInt(0)) >> (FRACBITS - 2)) * height;
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SSAInt frac_y1 = (SSAInt::MAX(SSAInt::MIN(texturefracy + one, SSAInt((1 << 30) - 1)), SSAInt(0)) >> (FRACBITS - 2)) * height;
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SSAInt y0 = frac_y0 >> FRACBITS;
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SSAInt y1 = frac_y1 >> FRACBITS;
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SSAVec4i p00 = col0[y0 * 4].load_vec4ub(true);
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SSAVec4i p01 = col0[y1 * 4].load_vec4ub(true);
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SSAVec4i p10 = col1[y0 * 4].load_vec4ub(true);
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SSAVec4i p11 = col1[y1 * 4].load_vec4ub(true);
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SSAInt inv_b = texturefracx;
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SSAInt inv_a = (frac_y1 >> (FRACBITS - 4)) & 15;
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SSAInt a = 16 - inv_a;
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SSAInt b = 16 - inv_b;
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return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
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}
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SSAInt DrawColumnCodegen::ColormapSample(SSAInt sample_index)
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@ -58,10 +58,12 @@ public:
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void Generate(DrawColumnVariant variant, DrawColumnMethod method, SSAValue args, SSAValue thread_data);
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private:
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void Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade);
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SSAVec4i ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, bool isSimpleShade);
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void LoopShade(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade);
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void Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter);
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SSAVec4i ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter);
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SSAVec4i ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, bool isSimpleShade);
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SSAVec4i Sample(SSAInt frac);
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SSAVec4i Sample(SSAInt frac, DrawColumnMethod method, bool isNearestFilter);
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SSAVec4i SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
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SSAInt ColormapSample(SSAInt frac);
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SSAVec4i TranslateSample(SSAInt frac);
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SSAInt TranslateSamplePal(SSAInt frac);
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@ -73,6 +75,7 @@ private:
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SSAUBytePtr dest;
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SSAUBytePtr source;
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SSAUBytePtr source2;
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SSAUBytePtr colormap;
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SSAUBytePtr translation;
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SSAUBytePtr basecolors;
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@ -80,6 +83,9 @@ private:
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SSAInt count;
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SSAInt dest_y;
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SSAInt iscale;
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SSAInt texturefracx;
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SSAInt textureheight;
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SSAInt one;
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SSAInt texturefrac;
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SSAInt light;
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SSAVec4i color;
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@ -87,6 +93,7 @@ private:
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SSAInt srcalpha;
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SSAInt destalpha;
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SSABool is_simple_shade;
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SSABool is_nearest_filter;
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SSAShadeConstants shade_constants;
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SSAWorkerThread thread;
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};
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@ -139,45 +139,3 @@ SSAInt DrawerCodegen::calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha)
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SSAInt inv_alpha = 256 - alpha;
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return (destalpha * alpha + 256 * inv_alpha + 128) >> 8;
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}
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SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
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{
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SSAInt frac_y0 = (texturefracy >> FRACBITS) * height;
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SSAInt frac_y1 = ((texturefracy + one) >> FRACBITS) * height;
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SSAInt y0 = frac_y0 >> FRACBITS;
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SSAInt y1 = frac_y1 >> FRACBITS;
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SSAVec4i p00 = col0[y0 * 4].load_vec4ub(true);
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SSAVec4i p01 = col0[y1 * 4].load_vec4ub(true);
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SSAVec4i p10 = col1[y0 * 4].load_vec4ub(true);
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SSAVec4i p11 = col1[y1 * 4].load_vec4ub(true);
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SSAInt inv_b = texturefracx;
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SSAInt a = (frac_y1 >> (FRACBITS - 4)) & 15;
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SSAInt inv_a = 16 - a;
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SSAInt b = 16 - inv_b;
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return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
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}
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SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits)
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{
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SSAInt xshift = (32 - xbits);
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SSAInt yshift = (32 - ybits);
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SSAInt xmask = (SSAInt(1) << xshift) - 1;
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SSAInt ymask = (SSAInt(1) << yshift) - 1;
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SSAInt x = xfrac >> xbits;
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SSAInt y = yfrac >> ybits;
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SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(true);
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SSAInt inv_b = (xfrac >> (xbits - 4)) & 15;
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SSAInt inv_a = (yfrac >> (ybits - 4)) & 15;
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SSAInt a = 16 - inv_a;
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SSAInt b = 16 - inv_b;
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return (p00 * (a * b) + p01 * (inv_a * b) + p10 * (a * inv_b) + p11 * (inv_a * inv_b) + 127) >> 8;
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}
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@ -88,8 +88,4 @@ public:
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// Calculates the final alpha values to be used when combined with the source texture alpha channel
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SSAInt calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha);
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// SampleBgra
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SSAVec4i sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
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SSAVec4i sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits);
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};
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@ -89,6 +89,8 @@ void DrawSpanCodegen::LoopShade(DrawSpanVariant variant, bool isSimpleShade)
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branch.if_block(is_nearest_filter);
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LoopFilter(variant, isSimpleShade, true);
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branch.else_block();
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stack_xfrac.store(stack_xfrac.load() - (SSAInt(1) << (31 - xbits)));
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stack_yfrac.store(stack_yfrac.load() - (SSAInt(1) << (31 - ybits)));
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LoopFilter(variant, isSimpleShade, false);
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branch.end_block();
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}
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@ -187,15 +189,37 @@ SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilte
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{
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if (is64x64)
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{
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return sample_linear(source, xfrac, yfrac, SSAInt(26), SSAInt(26));
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return SampleLinear(source, xfrac, yfrac, SSAInt(26), SSAInt(26));
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}
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else
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{
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return sample_linear(source, xfrac, yfrac, 32 - xbits, 32 - ybits);
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return SampleLinear(source, xfrac, yfrac, 32 - xbits, 32 - ybits);
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}
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}
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}
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SSAVec4i DrawSpanCodegen::SampleLinear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits)
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{
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SSAInt xshift = (32 - xbits);
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SSAInt yshift = (32 - ybits);
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SSAInt xmask = (SSAInt(1) << xshift) - 1;
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SSAInt ymask = (SSAInt(1) << yshift) - 1;
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SSAInt x = xfrac >> xbits;
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SSAInt y = yfrac >> ybits;
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SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(true);
|
||||
SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub(true);
|
||||
SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(true);
|
||||
SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub(true);
|
||||
|
||||
SSAInt inv_b = (xfrac >> (xbits - 4)) & 15;
|
||||
SSAInt inv_a = (yfrac >> (ybits - 4)) & 15;
|
||||
SSAInt a = 16 - inv_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 DrawSpanCodegen::Shade(SSAVec4i fg, bool isSimpleShade)
|
||||
{
|
||||
if (isSimpleShade)
|
||||
|
|
|
|||
|
|
@ -45,6 +45,7 @@ private:
|
|||
SSAInt Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64);
|
||||
void Loop(SSAInt start, DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64);
|
||||
SSAVec4i Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64);
|
||||
SSAVec4i SampleLinear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits);
|
||||
SSAVec4i Shade(SSAVec4i fg, bool isSimpleShade);
|
||||
SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawSpanVariant variant);
|
||||
|
||||
|
|
|
|||
|
|
@ -117,6 +117,9 @@ void DrawWallCodegen::LoopShade(DrawWallVariant variant, bool fourColumns, bool
|
|||
branch.if_block(is_nearest_filter);
|
||||
Loop(variant, fourColumns, 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);
|
||||
branch.end_block();
|
||||
}
|
||||
|
|
@ -180,10 +183,30 @@ SSAVec4i DrawWallCodegen::Sample(SSAInt frac, int index, bool isNearestFilter)
|
|||
}
|
||||
else
|
||||
{
|
||||
return sample_linear(source[index], source2[index], texturefracx[index], frac, one[index], textureheight[index]);
|
||||
return SampleLinear(source[index], source2[index], texturefracx[index], frac, one[index], textureheight[index]);
|
||||
}
|
||||
}
|
||||
|
||||
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, int index, bool isSimpleShade)
|
||||
{
|
||||
if (isSimpleShade)
|
||||
|
|
|
|||
|
|
@ -43,6 +43,7 @@ private:
|
|||
void LoopShade(DrawWallVariant variant, bool fourColumns, bool isSimpleShade);
|
||||
void Loop(DrawWallVariant variant, bool fourColumns, bool isSimpleShade, bool isNearestFilter);
|
||||
SSAVec4i Sample(SSAInt frac, int index, bool isNearestFilter);
|
||||
SSAVec4i SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
|
||||
SSAVec4i Shade(SSAVec4i fg, int index, bool isSimpleShade);
|
||||
SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue