Add aliasing meta data to loads and stores

This commit is contained in:
Magnus Norddahl 2016-10-08 09:29:26 +02:00
commit fc07a25306
22 changed files with 260 additions and 189 deletions

View file

@ -13,41 +13,41 @@
void DrawColumnCodegen::Generate(DrawColumnVariant variant, DrawColumnMethod method, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load();
source = args[0][1].load();
colormap = args[0][2].load();
translation = args[0][3].load();
basecolors = args[0][4].load();
pitch = args[0][5].load();
count = args[0][6].load();
dest_y = args[0][7].load();
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);
if (method == DrawColumnMethod::Normal)
iscale = args[0][8].load();
texturefrac = args[0][9].load();
light = args[0][10].load();
color = SSAVec4i::unpack(args[0][11].load());
srccolor = SSAVec4i::unpack(args[0][12].load());
srcalpha = args[0][13].load();
destalpha = args[0][14].load();
SSAShort light_alpha = args[0][15].load();
SSAShort light_red = args[0][16].load();
SSAShort light_green = args[0][17].load();
SSAShort light_blue = args[0][18].load();
SSAShort fade_alpha = args[0][19].load();
SSAShort fade_red = args[0][20].load();
SSAShort fade_green = args[0][21].load();
SSAShort fade_blue = args[0][22].load();
SSAShort desaturate = args[0][23].load();
SSAInt flags = args[0][24].load();
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);
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();
thread.core = thread_data[0][0].load();
thread.num_cores = thread_data[0][1].load();
thread.pass_start_y = thread_data[0][2].load();
thread.pass_end_y = thread_data[0][3].load();
thread.temp = thread_data[0][4].load();
thread.core = thread_data[0][0].load(true);
thread.num_cores = thread_data[0][1].load(true);
thread.pass_start_y = thread_data[0][2].load(true);
thread.pass_end_y = thread_data[0][3].load(true);
thread.temp = thread_data[0][4].load(true);
is_simple_shade = (flags & DrawColumnArgs::simple_shade) == SSAInt(DrawColumnArgs::simple_shade);
@ -104,7 +104,7 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
if (numColumns == 4)
{
SSAVec16ub bg = dest[offset].load_unaligned_vec16ub();
SSAVec16ub bg = dest[offset].load_unaligned_vec16ub(false);
SSAVec8s bg0 = SSAVec8s::extendlo(bg);
SSAVec8s bg1 = SSAVec8s::extendhi(bg);
bgcolor[0] = SSAVec4i::extendlo(bg0);
@ -114,7 +114,7 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
}
else
{
bgcolor[0] = dest[offset].load_vec4ub();
bgcolor[0] = dest[offset].load_vec4ub(false);
}
SSAVec4i outcolor[4];
@ -131,7 +131,7 @@ void DrawColumnCodegen::Loop(DrawColumnVariant variant, DrawColumnMethod method,
dest[offset].store_vec4ub(outcolor[0]);
}
stack_index.store(index + 1);
stack_index.store(index.add(SSAInt(1), true, true));
if (method == DrawColumnMethod::Normal)
stack_frac.store(frac + iscale);
loop.end_block();
@ -218,7 +218,7 @@ SSAVec4i DrawColumnCodegen::ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolo
{
default:
case DrawColumnVariant::DrawCopy:
return blend_copy(basecolors[ColormapSample(sample_index) * 4].load_vec4ub());
return blend_copy(basecolors[ColormapSample(sample_index) * 4].load_vec4ub(true));
case DrawColumnVariant::Draw:
return blend_copy(ShadePal(ColormapSample(sample_index), isSimpleShade));
case DrawColumnVariant::DrawAdd:
@ -259,17 +259,17 @@ SSAVec4i DrawColumnCodegen::ProcessPixelPal(SSAInt sample_index, SSAVec4i bgcolo
SSAVec4i DrawColumnCodegen::Sample(SSAInt sample_index)
{
return source[sample_index].load_vec4ub();
return source[sample_index].load_vec4ub(true);
}
SSAInt DrawColumnCodegen::ColormapSample(SSAInt sample_index)
{
return colormap[source[sample_index].load().zext_int()].load().zext_int();
return colormap[source[sample_index].load(true).zext_int()].load(true).zext_int();
}
SSAInt DrawColumnCodegen::TranslateSample(SSAInt sample_index)
{
return translation[source[sample_index].load().zext_int()].load().zext_int();
return translation[source[sample_index].load(true).zext_int()].load(true).zext_int();
}
SSAVec4i DrawColumnCodegen::Shade(SSAVec4i fg, bool isSimpleShade)

View file

@ -43,13 +43,13 @@ SSAInt DrawerCodegen::calc_light_multiplier(SSAInt light)
SSAVec4i DrawerCodegen::shade_pal_index_simple(SSAInt index, SSAInt light, SSAUBytePtr basecolors)
{
SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
SSAVec4i color = basecolors[index * 4].load_vec4ub(true); // = GPalette.BaseColors[index];
return shade_bgra_simple(color, light);
}
SSAVec4i DrawerCodegen::shade_pal_index_advanced(SSAInt index, SSAInt light, const SSAShadeConstants &constants, SSAUBytePtr basecolors)
{
SSAVec4i color = basecolors[index * 4].load_vec4ub(); // = GPalette.BaseColors[index];
SSAVec4i color = basecolors[index * 4].load_vec4ub(true); // = GPalette.BaseColors[index];
return shade_bgra_advanced(color, light, constants);
}
@ -125,10 +125,10 @@ SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr col0, SSAUBytePtr col1, SSAInt
SSAInt y0 = frac_y0 >> FRACBITS;
SSAInt y1 = frac_y1 >> FRACBITS;
SSAVec4i p00 = col0[y0 * 4].load_vec4ub();
SSAVec4i p01 = col0[y1 * 4].load_vec4ub();
SSAVec4i p10 = col1[y0 * 4].load_vec4ub();
SSAVec4i p11 = col1[y1 * 4].load_vec4ub();
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;
@ -147,10 +147,10 @@ SSAVec4i DrawerCodegen::sample_linear(SSAUBytePtr texture, SSAInt xfrac, SSAInt
SSAInt x = xfrac >> xbits;
SSAInt y = yfrac >> ybits;
SSAVec4i p00 = texture[((y & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub();
SSAVec4i p01 = texture[(((y + 1) & ymask) + ((x & xmask) << yshift)) * 4].load_vec4ub();
SSAVec4i p10 = texture[((y & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub();
SSAVec4i p11 = texture[(((y + 1) & ymask) + (((x + 1) & xmask) << yshift)) * 4].load_vec4ub();
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;

View file

@ -13,31 +13,31 @@
void DrawSpanCodegen::Generate(DrawSpanVariant variant, SSAValue args)
{
destorg = args[0][0].load();
source = args[0][1].load();
destpitch = args[0][2].load();
stack_xfrac.store(args[0][3].load());
stack_yfrac.store(args[0][4].load());
xstep = args[0][5].load();
ystep = args[0][6].load();
x1 = args[0][7].load();
x2 = args[0][8].load();
y = args[0][9].load();
xbits = args[0][10].load();
ybits = args[0][11].load();
light = args[0][12].load();
srcalpha = args[0][13].load();
destalpha = args[0][14].load();
SSAShort light_alpha = args[0][15].load();
SSAShort light_red = args[0][16].load();
SSAShort light_green = args[0][17].load();
SSAShort light_blue = args[0][18].load();
SSAShort fade_alpha = args[0][19].load();
SSAShort fade_red = args[0][20].load();
SSAShort fade_green = args[0][21].load();
SSAShort fade_blue = args[0][22].load();
SSAShort desaturate = args[0][23].load();
SSAInt flags = args[0][24].load();
destorg = args[0][0].load(true);
source = args[0][1].load(true);
destpitch = args[0][2].load(true);
stack_xfrac.store(args[0][3].load(true));
stack_yfrac.store(args[0][4].load(true));
xstep = args[0][5].load(true);
ystep = args[0][6].load(true);
x1 = args[0][7].load(true);
x2 = args[0][8].load(true);
y = args[0][9].load(true);
xbits = args[0][10].load(true);
ybits = args[0][11].load(true);
light = 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);
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();
@ -97,7 +97,7 @@ SSAInt DrawSpanCodegen::Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool
SSAInt index = stack_index.load();
loop.loop_block(index < sseLength);
SSAVec16ub bg = data[index * 16].load_unaligned_vec16ub();
SSAVec16ub bg = data[index * 16].load_unaligned_vec16ub(false);
SSAVec8s bg0 = SSAVec8s::extendlo(bg);
SSAVec8s bg1 = SSAVec8s::extendhi(bg);
SSAVec4i bgcolors[4] =
@ -123,7 +123,7 @@ SSAInt DrawSpanCodegen::Loop4x(DrawSpanVariant variant, bool isSimpleShade, bool
SSAVec16ub color(SSAVec8s(colors[0], colors[1]), SSAVec8s(colors[2], colors[3]));
data[index * 16].store_unaligned_vec16ub(color);
stack_index.store(index + 1);
stack_index.store(index.add(SSAInt(1), true, true));
loop.end_block();
}
return sseLength;
@ -140,11 +140,11 @@ void DrawSpanCodegen::Loop(SSAInt start, DrawSpanVariant variant, bool isSimpleS
SSAInt xfrac = stack_xfrac.load();
SSAInt yfrac = stack_yfrac.load();
SSAVec4i bgcolor = data[index * 4].load_vec4ub();
SSAVec4i bgcolor = data[index * 4].load_vec4ub(false);
SSAVec4i color = Blend(Shade(Sample(xfrac, yfrac, isNearestFilter, is64x64), isSimpleShade), bgcolor, variant);
data[index * 4].store_vec4ub(color);
stack_index.store(index + 1);
stack_index.store(index.add(SSAInt(1), true, true));
stack_xfrac.store(xfrac + xstep);
stack_yfrac.store(yfrac + ystep);
loop.end_block();
@ -160,7 +160,7 @@ SSAVec4i DrawSpanCodegen::Sample(SSAInt xfrac, SSAInt yfrac, bool isNearestFilte
spot = ((xfrac >> (32 - 6 - 6))&(63 * 64)) + (yfrac >> (32 - 6));
else
spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
return source[spot * 4].load_vec4ub();
return source[spot * 4].load_vec4ub(true);
}
else
{

View file

@ -13,58 +13,58 @@
void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAValue args, SSAValue thread_data)
{
dest = args[0][0].load();
source[0] = args[0][1].load();
source[1] = args[0][2].load();
source[2] = args[0][3].load();
source[3] = args[0][4].load();
source2[0] = args[0][5].load();
source2[1] = args[0][6].load();
source2[2] = args[0][7].load();
source2[3] = args[0][8].load();
pitch = args[0][9].load();
count = args[0][10].load();
dest_y = args[0][11].load();
texturefrac[0] = args[0][12].load();
texturefrac[1] = args[0][13].load();
texturefrac[2] = args[0][14].load();
texturefrac[3] = args[0][15].load();
texturefracx[0] = args[0][16].load();
texturefracx[1] = args[0][17].load();
texturefracx[2] = args[0][18].load();
texturefracx[3] = args[0][19].load();
iscale[0] = args[0][20].load();
iscale[1] = args[0][21].load();
iscale[2] = args[0][22].load();
iscale[3] = args[0][23].load();
textureheight[0] = args[0][24].load();
textureheight[1] = args[0][25].load();
textureheight[2] = args[0][26].load();
textureheight[3] = args[0][27].load();
light[0] = args[0][28].load();
light[1] = args[0][29].load();
light[2] = args[0][30].load();
light[3] = args[0][31].load();
srcalpha = args[0][32].load();
destalpha = args[0][33].load();
SSAShort light_alpha = args[0][34].load();
SSAShort light_red = args[0][35].load();
SSAShort light_green = args[0][36].load();
SSAShort light_blue = args[0][37].load();
SSAShort fade_alpha = args[0][38].load();
SSAShort fade_red = args[0][39].load();
SSAShort fade_green = args[0][40].load();
SSAShort fade_blue = args[0][41].load();
SSAShort desaturate = args[0][42].load();
SSAInt flags = args[0][43].load();
dest = args[0][0].load(true);
source[0] = args[0][1].load(true);
source[1] = args[0][2].load(true);
source[2] = args[0][3].load(true);
source[3] = args[0][4].load(true);
source2[0] = args[0][5].load(true);
source2[1] = args[0][6].load(true);
source2[2] = args[0][7].load(true);
source2[3] = args[0][8].load(true);
pitch = args[0][9].load(true);
count = args[0][10].load(true);
dest_y = args[0][11].load(true);
texturefrac[0] = args[0][12].load(true);
texturefrac[1] = args[0][13].load(true);
texturefrac[2] = args[0][14].load(true);
texturefrac[3] = args[0][15].load(true);
texturefracx[0] = args[0][16].load(true);
texturefracx[1] = args[0][17].load(true);
texturefracx[2] = args[0][18].load(true);
texturefracx[3] = args[0][19].load(true);
iscale[0] = args[0][20].load(true);
iscale[1] = args[0][21].load(true);
iscale[2] = args[0][22].load(true);
iscale[3] = args[0][23].load(true);
textureheight[0] = args[0][24].load(true);
textureheight[1] = args[0][25].load(true);
textureheight[2] = args[0][26].load(true);
textureheight[3] = args[0][27].load(true);
light[0] = args[0][28].load(true);
light[1] = args[0][29].load(true);
light[2] = args[0][30].load(true);
light[3] = args[0][31].load(true);
srcalpha = args[0][32].load(true);
destalpha = args[0][33].load(true);
SSAShort light_alpha = args[0][34].load(true);
SSAShort light_red = args[0][35].load(true);
SSAShort light_green = args[0][36].load(true);
SSAShort light_blue = args[0][37].load(true);
SSAShort fade_alpha = args[0][38].load(true);
SSAShort fade_red = args[0][39].load(true);
SSAShort fade_green = args[0][40].load(true);
SSAShort fade_blue = args[0][41].load(true);
SSAShort desaturate = args[0][42].load(true);
SSAInt flags = args[0][43].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();
thread.core = thread_data[0][0].load();
thread.num_cores = thread_data[0][1].load();
thread.pass_start_y = thread_data[0][2].load();
thread.pass_end_y = thread_data[0][3].load();
thread.core = thread_data[0][0].load(true);
thread.num_cores = thread_data[0][1].load(true);
thread.pass_start_y = thread_data[0][2].load(true);
thread.pass_end_y = thread_data[0][3].load(true);
is_simple_shade = (flags & DrawWallArgs::simple_shade) == SSAInt(DrawWallArgs::simple_shade);
is_nearest_filter = (flags & DrawWallArgs::nearest_filter) == SSAInt(DrawWallArgs::nearest_filter);
@ -118,7 +118,7 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
if (fourColumns)
{
SSAVec16ub bg = dest[offset].load_unaligned_vec16ub();
SSAVec16ub bg = dest[offset].load_unaligned_vec16ub(false);
SSAVec8s bg0 = SSAVec8s::extendlo(bg);
SSAVec8s bg1 = SSAVec8s::extendhi(bg);
SSAVec4i bgcolors[4] =
@ -138,12 +138,12 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
}
else
{
SSAVec4i bgcolor = dest[offset].load_vec4ub();
SSAVec4i bgcolor = dest[offset].load_vec4ub(false);
SSAVec4i color = Blend(Shade(Sample(frac[0], 0, isNearestFilter), 0, isSimpleShade), bgcolor, variant);
dest[offset].store_vec4ub(color);
}
stack_index.store(index + 1);
stack_index.store(index.add(SSAInt(1), true, true));
for (int i = 0; i < numColumns; i++)
stack_frac[i].store(frac[i] + fracstep[i]);
loop.end_block();
@ -155,7 +155,7 @@ SSAVec4i DrawWallCodegen::Sample(SSAInt frac, int index, bool isNearestFilter)
if (isNearestFilter)
{
SSAInt sample_index = ((frac >> FRACBITS) * textureheight[index]) >> FRACBITS;
return source[index][sample_index * 4].load_vec4ub();
return source[index][sample_index * 4].load_vec4ub(false);
}
else
{