1// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15#ifndef sw_Primitive_hpp
16#define sw_Primitive_hpp
17
18#include "Memset.hpp"
19#include "Vertex.hpp"
20#include "Device/Config.hpp"
21#include "System/Build.hpp"
22
23namespace sw
24{
25 struct Triangle MEMORY_SANITIZER_ONLY(: Memset<Triangle>)
26 {
27#if MEMORY_SANITIZER_ENABLED
28 // Memory sanitizer cannot 'see' writes from JIT'd code, and can raise
29 // false-positives when read. By clearing the struct in the constructor,
30 // we can avoid triggering these false-positives.
31 inline Triangle() : Memset<Triangle>(this, 0) {}
32#endif // MEMORY_SANITIZER_ENABLED
33
34 Vertex v0;
35 Vertex v1;
36 Vertex v2;
37 };
38
39 struct PlaneEquation // z = A * x + B * y + C
40 {
41 float4 A;
42 float4 B;
43 float4 C;
44 };
45
46 struct Primitive MEMORY_SANITIZER_ONLY(: Memset<Primitive>)
47 {
48#if MEMORY_SANITIZER_ENABLED
49 // Memory sanitizer cannot 'see' writes from JIT'd code, and can raise
50 // false-positives when read. By clearing the struct in the constructor,
51 // we can avoid triggering these false-positives.
52 inline Primitive() : Memset<Primitive>(this, 0) {}
53#endif // MEMORY_SANITIZER_ENABLED
54
55 int yMin;
56 int yMax;
57
58 float4 xQuad;
59 float4 yQuad;
60
61 float pointCoordX;
62 float pointCoordY;
63
64 PlaneEquation z;
65 PlaneEquation w;
66 PlaneEquation V[MAX_INTERFACE_COMPONENTS];
67
68 // Masks for two-sided stencil
69 int64_t clockwiseMask;
70 int64_t invClockwiseMask;
71
72 struct Span
73 {
74 unsigned short left;
75 unsigned short right;
76 };
77
78 // The rasterizer adds a zero length span to the top and bottom of the polygon to allow
79 // for 2x2 pixel processing. We need an even number of spans to keep accesses aligned.
80 Span outlineUnderflow[2];
81 Span outline[OUTLINE_RESOLUTION];
82 Span outlineOverflow[2];
83 };
84}
85
86#endif // sw_Primitive_hpp
87