Add codegen files for walls and columns
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10 changed files with 279 additions and 180 deletions
201
src/r_compiler/fixedfunction/drawspancodegen.cpp
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201
src/r_compiler/fixedfunction/drawspancodegen.cpp
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#include "i_system.h"
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#include "r_compiler/fixedfunction/drawspancodegen.h"
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#include "r_compiler/ssa/ssa_function.h"
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#include "r_compiler/ssa/ssa_scope.h"
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#include "r_compiler/ssa/ssa_for_block.h"
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#include "r_compiler/ssa/ssa_if_block.h"
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#include "r_compiler/ssa/ssa_stack.h"
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#include "r_compiler/ssa/ssa_function.h"
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#include "r_compiler/ssa/ssa_struct_type.h"
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#include "r_compiler/ssa/ssa_value.h"
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void DrawSpanCodegen::Generate(DrawSpanVariant variant, SSAValue args)
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{
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destorg = args[0][0].load();
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source = args[0][1].load();
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destpitch = args[0][2].load();
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stack_xfrac.store(args[0][3].load());
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stack_yfrac.store(args[0][4].load());
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xstep = args[0][5].load();
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ystep = args[0][6].load();
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x1 = args[0][7].load();
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x2 = args[0][8].load();
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y = args[0][9].load();
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xbits = args[0][10].load();
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ybits = args[0][11].load();
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light = args[0][12].load();
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srcalpha = args[0][13].load();
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destalpha = args[0][14].load();
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SSAShort light_alpha = args[0][15].load();
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SSAShort light_red = args[0][16].load();
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SSAShort light_green = args[0][17].load();
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SSAShort light_blue = args[0][18].load();
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SSAShort fade_alpha = args[0][19].load();
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SSAShort fade_red = args[0][20].load();
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SSAShort fade_green = args[0][21].load();
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SSAShort fade_blue = args[0][22].load();
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SSAShort desaturate = args[0][23].load();
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SSAInt flags = args[0][24].load();
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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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count = x2 - x1 + 1;
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data = destorg[(x1 + y * destpitch) * 4];
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yshift = 32 - ybits;
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xshift = yshift - xbits;
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xmask = ((SSAInt(1) << xbits) - 1) << ybits;
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// 64x64 is the most common case by far, so special case it.
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is_64x64 = xbits == 6 && ybits == 6;
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is_simple_shade = (flags & DrawSpanArgs::simple_shade) == DrawSpanArgs::simple_shade;
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is_nearest_filter = (flags & DrawSpanArgs::nearest_filter) == DrawSpanArgs::nearest_filter;
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SSAIfBlock branch;
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branch.if_block(is_simple_shade);
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LoopShade(variant, true);
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branch.else_block();
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LoopShade(variant, false);
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branch.end_block();
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}
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void DrawSpanCodegen::LoopShade(DrawSpanVariant variant, bool isSimpleShade)
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{
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SSAIfBlock branch;
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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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LoopFilter(variant, isSimpleShade, false);
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branch.end_block();
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}
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void DrawSpanCodegen::LoopFilter(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter)
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{
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SSAIfBlock branch;
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branch.if_block(is_64x64);
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{
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SSAInt sseLength = Loop4x(variant, isSimpleShade, isNearestFilter, true);
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Loop(sseLength * 4, variant, isSimpleShade, isNearestFilter, true);
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}
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branch.else_block();
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{
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SSAInt sseLength = Loop4x(variant, isSimpleShade, isNearestFilter, false);
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Loop(sseLength * 4, variant, isSimpleShade, isNearestFilter, false);
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}
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branch.end_block();
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}
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SSAInt DrawSpanCodegen::Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64)
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{
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SSAInt sseLength = count / 4;
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stack_index.store(0);
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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loop.loop_block(index < sseLength);
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SSAVec16ub bg = data[index * 16].load_unaligned_vec16ub();
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SSAVec8s bg0 = SSAVec8s::extendlo(bg);
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SSAVec8s bg1 = SSAVec8s::extendhi(bg);
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SSAVec4i bgcolors[4] =
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{
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SSAVec4i::extendlo(bg0),
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SSAVec4i::extendhi(bg0),
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SSAVec4i::extendlo(bg1),
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SSAVec4i::extendhi(bg1)
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};
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SSAVec4i colors[4];
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for (int i = 0; i < 4; i++)
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{
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SSAInt xfrac = stack_xfrac.load();
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SSAInt yfrac = stack_yfrac.load();
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colors[i] = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolors[i], variant);
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stack_xfrac.store(xfrac + xstep);
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stack_yfrac.store(yfrac + ystep);
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}
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SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
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data[index * 16].store_unaligned_vec16ub(color);
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stack_index.store(index + 1);
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loop.end_block();
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}
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return sseLength;
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}
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void DrawSpanCodegen::Loop(SSAInt start, DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64)
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{
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stack_index.store(start);
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{
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SSAForBlock loop;
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SSAInt index = stack_index.load();
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loop.loop_block(index < count);
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SSAInt xfrac = stack_xfrac.load();
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SSAInt yfrac = stack_yfrac.load();
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SSAVec4i bgcolor = data[index * 4].load_vec4ub();
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SSAVec4i color = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolor, variant);
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data[index * 4].store_vec4ub(color);
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stack_index.store(index + 1);
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stack_xfrac.store(xfrac + xstep);
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stack_yfrac.store(yfrac + ystep);
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loop.end_block();
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}
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}
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SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64)
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{
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if (isNearestFilter)
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{
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SSAInt spot;
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if (is64x64)
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spot = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6));
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else
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spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
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return source[spot * 4].load_vec4ub();
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}
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else
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{
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if (is64x64)
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{
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return sample_linear(source, xfrac, yfrac, 26, 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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}
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}
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}
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SSAVec4i DrawSpanCodegen::Shade(SSAVec4i fg, bool isSimpleShade)
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{
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if (isSimpleShade)
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return shade_bgra_simple(fg, light);
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else
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return shade_bgra_advanced(fg, light, shade_constants);
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}
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SSAVec4i DrawSpanCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawSpanVariant variant)
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{
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switch (variant)
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{
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default:
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case DrawSpanVariant::Opaque:
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return blend_copy(fg);
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case DrawSpanVariant::Masked:
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return blend_alpha_blend(fg, bg);
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case DrawSpanVariant::Translucent:
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case DrawSpanVariant::AddClamp:
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return blend_add(fg, bg, srcalpha, destalpha);
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case DrawSpanVariant::MaskedTranslucent:
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case DrawSpanVariant::MaskedAddClamp:
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return blend_add(fg, bg, srcalpha, calc_blend_bgalpha(fg, destalpha));
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}
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}
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