Add linear filtering to column drawers and fix offsetting bug with wall/span linear filters

This commit is contained in:
Magnus Norddahl 2016-11-05 11:29:50 +01:00
commit 4b18530047
15 changed files with 309 additions and 94 deletions

View file

@ -36,30 +36,35 @@ void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod met
{
dest = args[0][0].load(true);
source = args[0][1].load(true);
colormap = args[0][2].load(true);
translation = args[0][3].load(true);
basecolors = args[0][4].load(true);
pitch = args[0][5].load(true);
count = args[0][6].load(true);
dest_y = args[0][7].load(true);
source2 = args[0][2].load(true);
colormap = args[0][3].load(true);
translation = args[0][4].load(true);
basecolors = args[0][5].load(true);
pitch = args[0][6].load(true);
count = args[0][7].load(true);
dest_y = args[0][8].load(true);
if (method == DrawColumnMethod::Normal)
iscale = args[0][8].load(true);
texturefrac = args[0][9].load(true);
light = args[0][10].load(true);
color = SSAVec4i::unpack(args[0][11].load(true));
srccolor = SSAVec4i::unpack(args[0][12].load(true));
srcalpha = args[0][13].load(true);
destalpha = args[0][14].load(true);
SSAShort light_alpha = args[0][15].load(true);
SSAShort light_red = args[0][16].load(true);
SSAShort light_green = args[0][17].load(true);
SSAShort light_blue = args[0][18].load(true);
SSAShort fade_alpha = args[0][19].load(true);
SSAShort fade_red = args[0][20].load(true);
SSAShort fade_green = args[0][21].load(true);
SSAShort fade_blue = args[0][22].load(true);
SSAShort desaturate = args[0][23].load(true);
SSAInt flags = args[0][24].load(true);
{
iscale = args[0][9].load(true);
texturefracx = args[0][10].load(true);
textureheight = args[0][11].load(true);
}
texturefrac = args[0][12].load(true);
light = args[0][13].load(true);
color = SSAVec4i::unpack(args[0][14].load(true));
srccolor = SSAVec4i::unpack(args[0][15].load(true));
srcalpha = args[0][16].load(true);
destalpha = args[0][17].load(true);
SSAShort light_alpha = args[0][18].load(true);
SSAShort light_red = args[0][19].load(true);
SSAShort light_green = args[0][20].load(true);
SSAShort light_blue = args[0][21].load(true);
SSAShort fade_alpha = args[0][22].load(true);
SSAShort fade_red = args[0][23].load(true);
SSAShort fade_green = args[0][24].load(true);
SSAShort fade_blue = args[0][25].load(true);
SSAShort desaturate = args[0][26].load(true);
SSAInt flags = args[0][27].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();
@ -71,6 +76,7 @@ void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod met
thread.temp = thread_data[0][4].load(true);
is_simple_shade = (flags & DrawColumnArgs::simple_shade) == SSAInt(DrawColumnArgs::simple_shade);
is_nearest_filter = (flags & DrawColumnArgs::nearest_filter) == SSAInt(DrawColumnArgs::nearest_filter);
count = count_for_thread(dest_y, count, thread);
dest = dest_for_thread(dest_y, pitch, dest, thread);
@ -79,21 +85,40 @@ void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod met
{
stack_frac.store(texturefrac + iscale * skipped_by_thread(dest_y, thread));
iscale = iscale * thread.num_cores;
one = (1 << 30) / textureheight;
SSAIfBlock branch;
branch.if_block(is_simple_shade);
LoopShade(variant, method, true);
branch.else_block();
LoopShade(variant, method, false);
branch.end_block();
}
else
{
source = thread.temp[((dest_y + skipped_by_thread(dest_y, thread)) * 4 + texturefrac) * 4];
}
SSAIfBlock branch;
branch.if_block(is_simple_shade);
Loop(variant, method, true, true);
branch.else_block();
Loop(variant, method, false, true);
branch.end_block();
}
}
void DrawColumnCodegen::LoopShade(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade)
{
SSAIfBlock branch;
branch.if_block(is_simple_shade);
Loop(variant, method, true);
branch.if_block(is_nearest_filter);
Loop(variant, method, isSimpleShade, true);
branch.else_block();
Loop(variant, method, false);
stack_frac.store(stack_frac.load() - (one >> 1));
Loop(variant, method, isSimpleShade, false);
branch.end_block();
}
void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade)
void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter)
{
SSAInt sincr;
if (method != DrawColumnMethod::Normal)
@ -109,9 +134,10 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
if (method == DrawColumnMethod::Normal)
{
frac = stack_frac.load();
sample_index = frac >> FRACBITS;
if (!IsPaletteInput(variant))
sample_index = sample_index * 4;
if (IsPaletteInput(variant))
sample_index = frac >> FRACBITS;
else
sample_index = frac;
}
else
{
@ -140,7 +166,7 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
SSAVec4i outcolor[4];
for (int i = 0; i < numColumns; i++)
outcolor[i] = ProcessPixel(sample_index + i * 4, bgcolor[i], variant, isSimpleShade);
outcolor[i] = ProcessPixel(sample_index + i * 4, bgcolor[i], variant, method, isSimpleShade, isNearestFilter);
if (numColumns == 4)
{
@ -186,7 +212,7 @@ bool DrawColumnCodegen::IsPaletteInput(DrawColumnVariant variant)
}
}
SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, bool isSimpleShade)
SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor, DrawColumnVariant variant, DrawColumnMethod method, bool isSimpleShade, bool isNearestFilter)
{
SSAInt alpha, inv_alpha;
SSAVec4i fg;
@ -194,22 +220,22 @@ SSAVec4i DrawColumnCodegen::ProcessPixel(SSAInt sample_index, SSAVec4i bgcolor,
{
default:
case DrawColumnVariant::DrawCopy:
return blend_copy(Sample(sample_index));
return blend_copy(Sample(sample_index, method, isNearestFilter));
case DrawColumnVariant::Draw:
return blend_copy(Shade(Sample(sample_index), isSimpleShade));
return blend_copy(Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade));
case DrawColumnVariant::DrawAdd:
case DrawColumnVariant::DrawAddClamp:
fg = Shade(Sample(sample_index), isSimpleShade);
fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade);
return blend_add(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha));
case DrawColumnVariant::DrawShaded:
alpha = SSAInt::MAX(SSAInt::MIN(ColormapSample(sample_index), SSAInt(64)), SSAInt(0)) * 4;
inv_alpha = 256 - alpha;
return blend_add(color, bgcolor, alpha, inv_alpha);
case DrawColumnVariant::DrawSubClamp:
fg = Shade(Sample(sample_index), isSimpleShade);
fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade);
return blend_sub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha));
case DrawColumnVariant::DrawRevSubClamp:
fg = Shade(Sample(sample_index), isSimpleShade);
fg = Shade(Sample(sample_index, method, isNearestFilter), isSimpleShade);
return blend_revsub(fg, bgcolor, srcalpha, calc_blend_bgalpha(fg, destalpha));
case DrawColumnVariant::DrawTranslated:
return blend_copy(Shade(TranslateSample(sample_index), isSimpleShade));
@ -285,9 +311,45 @@ SSAVec4i DrawColumnCodegen::ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolo
}
}
SSAVec4i DrawColumnCodegen::Sample(SSAInt sample_index)
SSAVec4i DrawColumnCodegen::Sample(SSAInt frac, DrawColumnMethod method, bool isNearestFilter)
{
return source[sample_index].load_vec4ub(true);
if (method == DrawColumnMethod::Normal)
{
if (isNearestFilter)
{
SSAInt sample_index = (((frac << 2) >> FRACBITS) * textureheight) >> FRACBITS;
return source[sample_index * 4].load_vec4ub(false);
}
else
{
return SampleLinear(source, source2, texturefracx, frac, one, textureheight);
}
}
else
{
return source[frac].load_vec4ub(true);
}
}
SSAVec4i DrawColumnCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height)
{
// Clamp to edge
SSAInt frac_y0 = (SSAInt::MAX(SSAInt::MIN(texturefracy, SSAInt((1 << 30) - 1)), SSAInt(0)) >> (FRACBITS - 2)) * height;
SSAInt frac_y1 = (SSAInt::MAX(SSAInt::MIN(texturefracy + one, SSAInt((1 << 30) - 1)), SSAInt(0)) >> (FRACBITS - 2)) * 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 inv_a = (frac_y1 >> (FRACBITS - 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;
}
SSAInt DrawColumnCodegen::ColormapSample(SSAInt sample_index)