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 | |