Add codegen files for walls and columns
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10 changed files with 279 additions and 180 deletions
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#pragma once
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#include "r_compiler/llvmdrawers.h"
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#include "r_compiler/ssa/ssa_value.h"
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#include "r_compiler/ssa/ssa_vec4f.h"
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#include "r_compiler/ssa/ssa_vec4i.h"
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#include "r_compiler/ssa/ssa_vec8s.h"
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#include "r_compiler/ssa/ssa_vec16ub.h"
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#include "r_compiler/ssa/ssa_int.h"
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#include "r_compiler/ssa/ssa_int_ptr.h"
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#include "r_compiler/ssa/ssa_short.h"
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#include "r_compiler/ssa/ssa_ubyte_ptr.h"
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#include "r_compiler/ssa/ssa_vec4f_ptr.h"
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#include "r_compiler/ssa/ssa_vec4i_ptr.h"
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#include "r_compiler/ssa/ssa_pixels.h"
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#include "r_compiler/ssa/ssa_stack.h"
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#include "r_compiler/ssa/ssa_barycentric_weight.h"
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#include "r_compiler/llvm_include.h"
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class SSAShadeConstants
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{
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public:
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SSAVec4i light;
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SSAVec4i fade;
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SSAInt desaturate;
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};
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class DrawerCodegen
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{
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public:
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// LightBgra
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SSAInt calc_light_multiplier(SSAInt light);
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SSAVec4i shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors);
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SSAVec4i shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors);
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SSAVec4i shade_bgra_simple(SSAVec4i color, SSAInt light);
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SSAVec4i shade_bgra_advanced(SSAVec4i color, SSAInt light, const SSAShadeConstants &constants);
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// BlendBgra
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SSAVec4i blend_copy(SSAVec4i fg);
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SSAVec4i blend_add(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_sub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_revsub(SSAVec4i fg, SSAVec4i bg, SSAInt srcalpha, SSAInt destalpha);
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SSAVec4i blend_alpha_blend(SSAVec4i fg, SSAVec4i bg);
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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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enum class DrawSpanVariant
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{
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Opaque,
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Masked,
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Translucent,
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MaskedTranslucent,
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AddClamp,
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MaskedAddClamp
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};
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class DrawSpanCodegen : public DrawerCodegen
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{
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public:
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void Generate(DrawSpanVariant variant, SSAValue args);
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private:
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void LoopShade(DrawSpanVariant variant, bool isSimpleShade);
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void LoopFilter(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter);
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SSAInt Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64);
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void Loop(SSAInt start, DrawSpanVariant variant, bool isSimpleShade, bool isNearestFilter, bool is64x64);
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SSAVec4i Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilter, bool is64x64);
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SSAVec4i Shade(SSAVec4i fg, bool isSimpleShade);
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SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawSpanVariant variant);
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SSAStack<SSAInt> stack_index, stack_xfrac, stack_yfrac;
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SSAUBytePtr destorg;
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SSAUBytePtr source;
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SSAInt destpitch;
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SSAInt xstep;
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SSAInt ystep;
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SSAInt x1;
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SSAInt x2;
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SSAInt y;
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SSAInt xbits;
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SSAInt ybits;
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SSAInt light;
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SSAInt srcalpha;
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SSAInt destalpha;
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SSAInt count;
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SSAUBytePtr data;
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SSAInt yshift;
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SSAInt xshift;
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SSAInt xmask;
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SSABool is_64x64;
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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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};
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