Add codegen files for walls and columns

This commit is contained in:
Magnus Norddahl 2016-09-29 05:21:43 +02:00
commit 7be2511269
10 changed files with 279 additions and 180 deletions

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@ -1,102 +0,0 @@
#pragma once
#include "r_compiler/llvmdrawers.h"
#include "r_compiler/ssa/ssa_value.h"
#include "r_compiler/ssa/ssa_vec4f.h"
#include "r_compiler/ssa/ssa_vec4i.h"
#include "r_compiler/ssa/ssa_vec8s.h"
#include "r_compiler/ssa/ssa_vec16ub.h"
#include "r_compiler/ssa/ssa_int.h"
#include "r_compiler/ssa/ssa_int_ptr.h"
#include "r_compiler/ssa/ssa_short.h"
#include "r_compiler/ssa/ssa_ubyte_ptr.h"
#include "r_compiler/ssa/ssa_vec4f_ptr.h"
#include "r_compiler/ssa/ssa_vec4i_ptr.h"
#include "r_compiler/ssa/ssa_pixels.h"
#include "r_compiler/ssa/ssa_stack.h"
#include "r_compiler/ssa/ssa_barycentric_weight.h"
#include "r_compiler/llvm_include.h"
class SSAShadeConstants
{
public:
SSAVec4i light;
SSAVec4i fade;
SSAInt desaturate;
};
class DrawerCodegen
{
public:
// LightBgra
SSAInt calc_light_multiplier(SSAInt light);
SSAVec4i shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors);
SSAVec4i shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors);
SSAVec4i shade_bgra_simple(SSAVec4i color, SSAInt light);
SSAVec4i shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants);
// BlendBgra
SSAVec4i blend_copy(SSAVec4i fg);
SSAVec4i blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
SSAVec4i blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
SSAVec4i blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
SSAVec4i blend_alpha_blend(SSAVec4i fg, SSAVec4i bg);
// Calculates the final alpha values to be used when combined with the source texture alpha channel
SSAInt calc_blend_bgalpha(SSAVec4i fg, SSAInt destalpha);
// SampleBgra
SSAVec4i sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt texturefracx, SSAInt texturefracy, SSAInt one, SSAInt height);
SSAVec4i sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt yfrac, SSAInt xbits, SSAInt ybits);
};
enum class DrawSpanVariant
{
Opaque,
Masked,
Translucent,
MaskedTranslucent,
AddClamp,
MaskedAddClamp
};
class DrawSpanCodegen : public DrawerCodegen
{
public:
void Generate(DrawSpanVariant variant, SSAValue args);
private:
void LoopShade(DrawSpanVariant variant, bool isSimpleShade);
void LoopFilter(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter);
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 Shade(SSAVec4i fg, bool isSimpleShade);
SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawSpanVariant variant);
SSAStack<SSAInt> stack_index, stack_xfrac, stack_yfrac;
SSAUBytePtr destorg;
SSAUBytePtr source;
SSAInt destpitch;
SSAInt xstep;
SSAInt ystep;
SSAInt x1;
SSAInt x2;
SSAInt y;
SSAInt xbits;
SSAInt ybits;
SSAInt light;
SSAInt srcalpha;
SSAInt destalpha;
SSAInt count;
SSAUBytePtr data;
SSAInt yshift;
SSAInt xshift;
SSAInt xmask;
SSABool is_64x64;
SSABool is_simple_shade;
SSABool is_nearest_filter;
SSAShadeConstants shade_constants;
};