| 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_PixelRoutine_hpp |
| 16 | #define sw_PixelRoutine_hpp |
| 17 | |
| 18 | #include "Renderer/QuadRasterizer.hpp" |
| 19 | |
| 20 | namespace sw |
| 21 | { |
| 22 | class PixelShader; |
| 23 | class SamplerCore; |
| 24 | |
| 25 | class PixelRoutine : public sw::QuadRasterizer, public ShaderCore |
| 26 | { |
| 27 | public: |
| 28 | PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader); |
| 29 | |
| 30 | virtual ~PixelRoutine(); |
| 31 | |
| 32 | protected: |
| 33 | Float4 z[4]; // Multisampled z |
| 34 | Float4 w; // Used as is |
| 35 | Float4 rhw; // Reciprocal w |
| 36 | |
| 37 | RegisterArray<MAX_FRAGMENT_INPUTS> v; // Varying registers |
| 38 | |
| 39 | // Depth output |
| 40 | Float4 oDepth; |
| 41 | |
| 42 | typedef Shader::SourceParameter Src; |
| 43 | typedef Shader::DestinationParameter Dst; |
| 44 | |
| 45 | virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; |
| 46 | virtual void applyShader(Int cMask[4]) = 0; |
| 47 | virtual Bool alphaTest(Int cMask[4]) = 0; |
| 48 | virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0; |
| 49 | |
| 50 | virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x); |
| 51 | |
| 52 | void alphaTest(Int &aMask, Short4 &alpha); |
| 53 | void alphaToCoverage(Int cMask[4], Float4 &alpha); |
| 54 | void fogBlend(Vector4f &c0, Float4 &fog); |
| 55 | void pixelFog(Float4 &visibility); |
| 56 | |
| 57 | // Raster operations |
| 58 | void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x); |
| 59 | void logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x); |
| 60 | void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask); |
| 61 | void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); |
| 62 | void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask); |
| 63 | |
| 64 | bool isSRGB(int index) const; |
| 65 | UShort4 convertFixed16(Float4 &cf, bool saturate = true); |
| 66 | void linearToSRGB12_16(Vector4s &c); |
| 67 | |
| 68 | private: |
| 69 | Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); |
| 70 | void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask); |
| 71 | void stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW); |
| 72 | void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask); |
| 73 | void stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW); |
| 74 | Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); |
| 75 | |
| 76 | // Raster operations |
| 77 | void blendFactor(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive); |
| 78 | void blendFactorAlpha(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive); |
| 79 | void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel); |
| 80 | void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive); |
| 81 | void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive); |
| 82 | void writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask); |
| 83 | void writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); |
| 84 | |
| 85 | void sRGBtoLinear16_12_16(Vector4s &c); |
| 86 | void linearToSRGB16_12_16(Vector4s &c); |
| 87 | Float4 sRGBtoLinear(const Float4 &x); |
| 88 | |
| 89 | bool colorUsed(); |
| 90 | }; |
| 91 | } |
| 92 | |
| 93 | #endif // sw_PixelRoutine_hpp |
| 94 | |