| 1 | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
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| 2 | // | 
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| 3 | // Licensed under the Apache License, Version 2.0 (the "License"); | 
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| 4 | // you may not use this file except in compliance with the License. | 
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| 5 | // You may obtain a copy of the License at | 
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| 6 | // | 
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| 7 | //    http://www.apache.org/licenses/LICENSE-2.0 | 
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| 8 | // | 
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| 9 | // Unless required by applicable law or agreed to in writing, software | 
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| 10 | // distributed under the License is distributed on an "AS IS" BASIS, | 
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| 11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
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| 12 | // See the License for the specific language governing permissions and | 
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| 13 | // limitations under the License. | 
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| 14 |  | 
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| 15 | #include "SetupRoutine.hpp" | 
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| 16 |  | 
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| 17 | #include "Constants.hpp" | 
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| 18 | #include "Renderer/Primitive.hpp" | 
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| 19 | #include "Renderer/Polygon.hpp" | 
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| 20 | #include "Renderer/Renderer.hpp" | 
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| 21 | #include "Reactor/Reactor.hpp" | 
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| 22 |  | 
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| 23 | namespace sw | 
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| 24 | { | 
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| 25 | extern bool complementaryDepthBuffer; | 
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| 26 | extern TranscendentalPrecision logPrecision; | 
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| 27 | extern bool leadingVertexFirst; | 
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| 28 |  | 
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| 29 | SetupRoutine::SetupRoutine(const SetupProcessor::State &state) : state(state) | 
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| 30 | { | 
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| 31 | routine = 0; | 
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| 32 | } | 
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| 33 |  | 
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| 34 | SetupRoutine::~SetupRoutine() | 
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| 35 | { | 
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| 36 | } | 
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| 37 |  | 
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| 38 | void SetupRoutine::generate() | 
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| 39 | { | 
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| 40 | Function<Int(Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>)> function; | 
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| 41 | { | 
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| 42 | Pointer<Byte> primitive(function.Arg<0>()); | 
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| 43 | Pointer<Byte> tri(function.Arg<1>()); | 
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| 44 | Pointer<Byte> polygon(function.Arg<2>()); | 
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| 45 | Pointer<Byte> data(function.Arg<3>()); | 
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| 46 |  | 
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| 47 | Pointer<Byte> constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants)); | 
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| 48 |  | 
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| 49 | const bool point = state.isDrawPoint; | 
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| 50 | const bool sprite = state.pointSprite; | 
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| 51 | const bool line = state.isDrawLine; | 
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| 52 | const bool triangle = state.isDrawSolidTriangle || sprite; | 
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| 53 | const bool solidTriangle = state.isDrawSolidTriangle; | 
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| 54 |  | 
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| 55 | const int V0 = OFFSET(Triangle,v0); | 
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| 56 | const int V1 = (triangle || line) ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0); | 
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| 57 | const int V2 = triangle ? OFFSET(Triangle,v2) : (line ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0)); | 
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| 58 |  | 
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| 59 | int pos = state.positionRegister; | 
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| 60 |  | 
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| 61 | Pointer<Byte> v0 = tri + V0; | 
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| 62 | Pointer<Byte> v1 = tri + V1; | 
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| 63 | Pointer<Byte> v2 = tri + V2; | 
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| 64 |  | 
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| 65 | Array<Int> X(16); | 
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| 66 | Array<Int> Y(16); | 
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| 67 |  | 
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| 68 | X[0] = *Pointer<Int>(v0 + OFFSET(Vertex,X)); | 
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| 69 | X[1] = *Pointer<Int>(v1 + OFFSET(Vertex,X)); | 
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| 70 | X[2] = *Pointer<Int>(v2 + OFFSET(Vertex,X)); | 
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| 71 |  | 
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| 72 | Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex,Y)); | 
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| 73 | Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex,Y)); | 
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| 74 | Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex,Y)); | 
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| 75 |  | 
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| 76 | Int d = 1;     // Winding direction | 
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| 77 |  | 
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| 78 | // Culling | 
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| 79 | if(solidTriangle) | 
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| 80 | { | 
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| 81 | Float x0 = Float(X[0]); | 
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| 82 | Float x1 = Float(X[1]); | 
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| 83 | Float x2 = Float(X[2]); | 
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| 84 |  | 
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| 85 | Float y0 = Float(Y[0]); | 
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| 86 | Float y1 = Float(Y[1]); | 
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| 87 | Float y2 = Float(Y[2]); | 
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| 88 |  | 
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| 89 | Float A = (y2 - y0) * x1 + (y1 - y2) * x0 + (y0 - y1) * x2;   // Area | 
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| 90 |  | 
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| 91 | If(A == 0.0f) | 
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| 92 | { | 
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| 93 | Return(0); | 
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| 94 | } | 
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| 95 |  | 
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| 96 | Int w0w1w2 = *Pointer<Int>(v0 + pos * 16 + 12) ^ | 
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| 97 | *Pointer<Int>(v1 + pos * 16 + 12) ^ | 
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| 98 | *Pointer<Int>(v2 + pos * 16 + 12); | 
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| 99 |  | 
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| 100 | A = IfThenElse(w0w1w2 < 0, -A, A); | 
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| 101 |  | 
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| 102 | if(state.cullMode == CULL_CLOCKWISE) | 
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| 103 | { | 
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| 104 | If(A >= 0.0f) Return(0); | 
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| 105 | } | 
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| 106 | else if(state.cullMode == CULL_COUNTERCLOCKWISE) | 
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| 107 | { | 
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| 108 | If(A <= 0.0f) Return(0); | 
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| 109 | } | 
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| 110 |  | 
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| 111 | d = IfThenElse(A < 0.0f, d, Int(0)); | 
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| 112 |  | 
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| 113 | if(state.twoSidedStencil) | 
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| 114 | { | 
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| 115 | If(A > 0.0f) | 
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| 116 | { | 
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| 117 | *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); | 
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| 118 | *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); | 
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| 119 | } | 
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| 120 | Else | 
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| 121 | { | 
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| 122 | *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); | 
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| 123 | *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); | 
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| 124 | } | 
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| 125 | } | 
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| 126 |  | 
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| 127 | if(state.vFace) | 
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| 128 | { | 
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| 129 | *Pointer<Float>(primitive + OFFSET(Primitive,area)) = 0.5f * A; | 
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| 130 | } | 
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| 131 | } | 
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| 132 | else | 
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| 133 | { | 
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| 134 | if(state.twoSidedStencil) | 
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| 135 | { | 
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| 136 | *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); | 
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| 137 | *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); | 
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| 138 | } | 
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| 139 | } | 
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| 140 |  | 
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| 141 | Int n = *Pointer<Int>(polygon + OFFSET(Polygon,n)); | 
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| 142 | Int m = *Pointer<Int>(polygon + OFFSET(Polygon,i)); | 
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| 143 |  | 
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| 144 | If(m != 0 || Bool(!solidTriangle))   // Clipped triangle; reproject | 
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| 145 | { | 
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| 146 | Pointer<Byte> V = polygon + OFFSET(Polygon,P) + m * sizeof(void*) * 16; | 
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| 147 |  | 
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| 148 | Int i = 0; | 
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| 149 |  | 
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| 150 | Do | 
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| 151 | { | 
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| 152 | Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*)); | 
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| 153 | Float4 v = *Pointer<Float4>(p, 16); | 
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| 154 |  | 
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| 155 | Float w = v.w; | 
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| 156 | Float rhw = IfThenElse(w != 0.0f, 1.0f / w, Float(1.0f)); | 
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| 157 |  | 
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| 158 | X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData,Wx16))); | 
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| 159 | Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData,Hx16))); | 
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| 160 |  | 
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| 161 | i++; | 
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| 162 | } | 
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| 163 | Until(i >= n) | 
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| 164 | } | 
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| 165 |  | 
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| 166 | // Vertical range | 
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| 167 | Int yMin = Y[0]; | 
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| 168 | Int yMax = Y[0]; | 
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| 169 |  | 
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| 170 | Int i = 1; | 
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| 171 |  | 
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| 172 | Do | 
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| 173 | { | 
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| 174 | yMin = Min(Y[i], yMin); | 
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| 175 | yMax = Max(Y[i], yMax); | 
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| 176 |  | 
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| 177 | i++; | 
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| 178 | } | 
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| 179 | Until(i >= n) | 
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| 180 |  | 
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| 181 | if(state.multiSample > 1) | 
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| 182 | { | 
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| 183 | yMin = (yMin + 0x0A) >> 4; | 
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| 184 | yMax = (yMax + 0x14) >> 4; | 
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| 185 | } | 
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| 186 | else | 
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| 187 | { | 
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| 188 | yMin = (yMin + 0x0F) >> 4; | 
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| 189 | yMax = (yMax + 0x0F) >> 4; | 
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| 190 | } | 
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| 191 |  | 
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| 192 | yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData,scissorY0))); | 
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| 193 | yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData,scissorY1))); | 
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| 194 |  | 
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| 195 | // If yMin and yMax are initially negative, the scissor clamping above will typically result | 
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| 196 | // in yMin == 0 and yMax unchanged. We bail as we don't need to rasterize this primitive, and | 
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| 197 | // code below assumes yMin < yMax. | 
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| 198 | If(yMin >= yMax) | 
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| 199 | { | 
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| 200 | Return(0); | 
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| 201 | } | 
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| 202 |  | 
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| 203 | For(Int q = 0, q < state.multiSample, q++) | 
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| 204 | { | 
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| 205 | Array<Int> Xq(16); | 
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| 206 | Array<Int> Yq(16); | 
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| 207 |  | 
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| 208 | Int i = 0; | 
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| 209 |  | 
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| 210 | Do | 
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| 211 | { | 
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| 212 | Xq[i] = X[i]; | 
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| 213 | Yq[i] = Y[i]; | 
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| 214 |  | 
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| 215 | if(state.multiSample > 1) | 
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| 216 | { | 
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| 217 | Xq[i] = Xq[i] + *Pointer<Int>(constants + OFFSET(Constants,Xf) + q * sizeof(int)); | 
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| 218 | Yq[i] = Yq[i] + *Pointer<Int>(constants + OFFSET(Constants,Yf) + q * sizeof(int)); | 
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| 219 | } | 
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| 220 |  | 
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| 221 | i++; | 
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| 222 | } | 
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| 223 | Until(i >= n) | 
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| 224 |  | 
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| 225 | Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->left)) + q * sizeof(Primitive); | 
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| 226 | Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->right)) + q * sizeof(Primitive); | 
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| 227 |  | 
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| 228 | if(state.multiSample > 1) | 
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| 229 | { | 
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| 230 | Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0)); | 
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| 231 | Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1)); | 
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| 232 | Short x = Short(Clamp((X[0] + 0xF) >> 4, xMin, xMax)); | 
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| 233 |  | 
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| 234 | For(Int y = yMin - 1, y < yMax + 1, y++) | 
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| 235 | { | 
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| 236 | *Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x; | 
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| 237 | *Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x; | 
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| 238 | } | 
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| 239 | } | 
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| 240 |  | 
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| 241 | Xq[n] = Xq[0]; | 
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| 242 | Yq[n] = Yq[0]; | 
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| 243 |  | 
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| 244 | // Rasterize | 
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| 245 | { | 
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| 246 | Int i = 0; | 
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| 247 |  | 
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| 248 | Do | 
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| 249 | { | 
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| 250 | edge(primitive, data, Xq[i + 1 - d], Yq[i + 1 - d], Xq[i + d], Yq[i + d], q); | 
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| 251 |  | 
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| 252 | i++; | 
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| 253 | } | 
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| 254 | Until(i >= n) | 
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| 255 | } | 
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| 256 |  | 
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| 257 | if(state.multiSample == 1) | 
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| 258 | { | 
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| 259 | For(, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++) | 
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| 260 | { | 
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| 261 | // Increments yMin | 
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| 262 | } | 
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| 263 |  | 
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| 264 | For(, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--) | 
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| 265 | { | 
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| 266 | // Decrements yMax | 
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| 267 | } | 
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| 268 |  | 
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| 269 | If(yMin == yMax) | 
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| 270 | { | 
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| 271 | Return(0); | 
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| 272 | } | 
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| 273 |  | 
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| 274 | *Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)); | 
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| 275 | *Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)); | 
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| 276 | *Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)); | 
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| 277 | *Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)); | 
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| 278 | } | 
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| 279 | } | 
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| 280 |  | 
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| 281 | *Pointer<Int>(primitive + OFFSET(Primitive,yMin)) = yMin; | 
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| 282 | *Pointer<Int>(primitive + OFFSET(Primitive,yMax)) = yMax; | 
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| 283 |  | 
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| 284 | // Sort by minimum y | 
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| 285 | if(solidTriangle && logPrecision >= WHQL) | 
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| 286 | { | 
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| 287 | Float y0 = *Pointer<Float>(v0 + pos * 16 + 4); | 
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| 288 | Float y1 = *Pointer<Float>(v1 + pos * 16 + 4); | 
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| 289 | Float y2 = *Pointer<Float>(v2 + pos * 16 + 4); | 
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| 290 |  | 
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| 291 | Float yMin = Min(Min(y0, y1), y2); | 
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| 292 |  | 
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| 293 | conditionalRotate1(yMin == y1, v0, v1, v2); | 
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| 294 | conditionalRotate2(yMin == y2, v0, v1, v2); | 
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| 295 | } | 
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| 296 |  | 
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| 297 | // Sort by maximum w | 
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| 298 | if(solidTriangle) | 
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| 299 | { | 
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| 300 | Float w0 = *Pointer<Float>(v0 + pos * 16 + 12); | 
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| 301 | Float w1 = *Pointer<Float>(v1 + pos * 16 + 12); | 
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| 302 | Float w2 = *Pointer<Float>(v2 + pos * 16 + 12); | 
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| 303 |  | 
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| 304 | Float wMax = Max(Max(w0, w1), w2); | 
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| 305 |  | 
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| 306 | conditionalRotate1(wMax == w1, v0, v1, v2); | 
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| 307 | conditionalRotate2(wMax == w2, v0, v1, v2); | 
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| 308 | } | 
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| 309 |  | 
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| 310 | Float w0 = *Pointer<Float>(v0 + pos * 16 + 12); | 
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| 311 | Float w1 = *Pointer<Float>(v1 + pos * 16 + 12); | 
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| 312 | Float w2 = *Pointer<Float>(v2 + pos * 16 + 12); | 
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| 313 |  | 
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| 314 | Float4 w012; | 
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| 315 |  | 
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| 316 | w012.x = w0; | 
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| 317 | w012.y = w1; | 
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| 318 | w012.z = w2; | 
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| 319 | w012.w = 1; | 
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| 320 |  | 
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| 321 | Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex,W)); | 
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| 322 |  | 
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| 323 | Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex,X)); | 
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| 324 | Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex,X)); | 
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| 325 | Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex,X)); | 
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| 326 |  | 
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| 327 | Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex,Y)); | 
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| 328 | Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex,Y)); | 
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| 329 | Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex,Y)); | 
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| 330 |  | 
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| 331 | if(line) | 
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| 332 | { | 
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| 333 | X2 = X1 + Y1 - Y0; | 
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| 334 | Y2 = Y1 + X0 - X1; | 
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| 335 | } | 
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| 336 |  | 
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| 337 | Float dx = Float(X0) * (1.0f / 16.0f); | 
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| 338 | Float dy = Float(Y0) * (1.0f / 16.0f); | 
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| 339 |  | 
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| 340 | X1 -= X0; | 
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| 341 | Y1 -= Y0; | 
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| 342 |  | 
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| 343 | X2 -= X0; | 
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| 344 | Y2 -= Y0; | 
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| 345 |  | 
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| 346 | Float x1 = w1 * (1.0f / 16.0f) * Float(X1); | 
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| 347 | Float y1 = w1 * (1.0f / 16.0f) * Float(Y1); | 
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| 348 |  | 
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| 349 | Float x2 = w2 * (1.0f / 16.0f) * Float(X2); | 
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| 350 | Float y2 = w2 * (1.0f / 16.0f) * Float(Y2); | 
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| 351 |  | 
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| 352 | Float a = x1 * y2 - x2 * y1; | 
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| 353 |  | 
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| 354 | Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx); | 
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| 355 | Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy); | 
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| 356 |  | 
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| 357 | *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad; | 
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| 358 | *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad; | 
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| 359 |  | 
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| 360 | Float4 M[3]; | 
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| 361 |  | 
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| 362 | M[0] = Float4(0, 0, 0, 0); | 
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| 363 | M[1] = Float4(0, 0, 0, 0); | 
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| 364 | M[2] = Float4(0, 0, 0, 0); | 
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| 365 |  | 
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| 366 | M[0].z = rhw0; | 
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| 367 |  | 
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| 368 | If(a != 0.0f) | 
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| 369 | { | 
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| 370 | Float A = 1.0f / a; | 
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| 371 | Float D = A * rhw0; | 
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| 372 |  | 
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| 373 | M[0].x = (y1 * w2 - y2 * w1) * D; | 
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| 374 | M[0].y = (x2 * w1 - x1 * w2) * D; | 
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| 375 | //	M[0].z = rhw0; | 
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| 376 | //	M[0].w = 0; | 
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| 377 |  | 
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| 378 | M[1].x = y2 * A; | 
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| 379 | M[1].y = -x2 * A; | 
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| 380 | //	M[1].z = 0; | 
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| 381 | //	M[1].w = 0; | 
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| 382 |  | 
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| 383 | M[2].x = -y1 * A; | 
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| 384 | M[2].y = x1 * A; | 
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| 385 | //	M[2].z = 0; | 
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| 386 | //	M[2].w = 0; | 
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| 387 | } | 
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| 388 |  | 
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| 389 | if(state.interpolateW) | 
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| 390 | { | 
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| 391 | Float4 ABC = M[0] + M[1] + M[2]; | 
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| 392 |  | 
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| 393 | Float4 A = ABC.x; | 
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| 394 | Float4 B = ABC.y; | 
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| 395 | Float4 C = ABC.z; | 
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| 396 |  | 
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| 397 | *Pointer<Float4>(primitive + OFFSET(Primitive,w.A), 16) = A; | 
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| 398 | *Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16) = B; | 
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| 399 | *Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) = C; | 
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| 400 | } | 
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| 401 |  | 
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| 402 | if(state.interpolateZ) | 
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| 403 | { | 
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| 404 | Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex,Z)); | 
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| 405 | Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex,Z)); | 
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| 406 | Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex,Z)); | 
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| 407 |  | 
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| 408 | z1 -= z0; | 
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| 409 | z2 -= z0; | 
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| 410 |  | 
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| 411 | Float4 A; | 
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| 412 | Float4 B; | 
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| 413 | Float4 C; | 
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| 414 |  | 
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| 415 | if(!point) | 
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| 416 | { | 
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| 417 | Float x1 = Float(X1) * (1.0f / 16.0f); | 
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| 418 | Float y1 = Float(Y1) * (1.0f / 16.0f); | 
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| 419 | Float x2 = Float(X2) * (1.0f / 16.0f); | 
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| 420 | Float y2 = Float(Y2) * (1.0f / 16.0f); | 
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| 421 |  | 
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| 422 | Float D = *Pointer<Float>(data + OFFSET(DrawData,depthRange)) / (x1 * y2 - x2 * y1); | 
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| 423 |  | 
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| 424 | Float a = (y2 * z1 - y1 * z2) * D; | 
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| 425 | Float b = (x1 * z2 - x2 * z1) * D; | 
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| 426 |  | 
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| 427 | A = Float4(a); | 
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| 428 | B = Float4(b); | 
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| 429 | } | 
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| 430 | else | 
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| 431 | { | 
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| 432 | A = Float4(0, 0, 0, 0); | 
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| 433 | B = Float4(0, 0, 0, 0); | 
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| 434 | } | 
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| 435 |  | 
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| 436 | *Pointer<Float4>(primitive + OFFSET(Primitive,z.A), 16) = A; | 
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| 437 | *Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16) = B; | 
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| 438 |  | 
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| 439 | Float c = z0; | 
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| 440 |  | 
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| 441 | if(state.isDrawTriangle && state.slopeDepthBias) | 
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| 442 | { | 
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| 443 | Float bias = Max(Abs(Float(A.x)), Abs(Float(B.x))); | 
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| 444 | bias *= *Pointer<Float>(data + OFFSET(DrawData,slopeDepthBias)); | 
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| 445 |  | 
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| 446 | if(complementaryDepthBuffer) | 
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| 447 | { | 
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| 448 | bias = -bias; | 
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| 449 | } | 
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| 450 |  | 
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| 451 | c += bias; | 
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| 452 | } | 
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| 453 |  | 
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| 454 | C = Float4(c * *Pointer<Float>(data + OFFSET(DrawData,depthRange)) + *Pointer<Float>(data + OFFSET(DrawData,depthNear))); | 
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| 455 |  | 
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| 456 | *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) = C; | 
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| 457 | } | 
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| 458 |  | 
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| 459 | for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) | 
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| 460 | { | 
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| 461 | for(int component = 0; component < 4; component++) | 
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| 462 | { | 
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| 463 | int attribute = state.gradient[interpolant][component].attribute; | 
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| 464 | bool flat = state.gradient[interpolant][component].flat; | 
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| 465 | bool wrap = state.gradient[interpolant][component].wrap; | 
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| 466 |  | 
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| 467 | if(attribute != Unused) | 
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| 468 | { | 
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| 469 | setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,v[attribute][component]), OFFSET(Primitive,V[interpolant][component]), flat, sprite, state.perspective, wrap, component); | 
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| 470 | } | 
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| 471 | } | 
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| 472 | } | 
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| 473 |  | 
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| 474 | if(state.fog.attribute == Fog) | 
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| 475 | { | 
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| 476 | setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,f), OFFSET(Primitive,f), state.fog.flat, false, state.perspective, false, 0); | 
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| 477 | } | 
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| 478 |  | 
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| 479 | Return(1); | 
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| 480 | } | 
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| 481 |  | 
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| 482 | routine = function( "SetupRoutine"); | 
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| 483 | } | 
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| 484 |  | 
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| 485 | void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool sprite, bool perspective, bool wrap, int component) | 
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| 486 | { | 
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| 487 | Float4 i; | 
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| 488 |  | 
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| 489 | if(!flat) | 
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| 490 | { | 
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| 491 | if(!sprite) | 
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| 492 | { | 
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| 493 | i.x = *Pointer<Float>(v0 + attribute); | 
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| 494 | i.y = *Pointer<Float>(v1 + attribute); | 
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| 495 | i.z = *Pointer<Float>(v2 + attribute); | 
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| 496 | i.w = 0; | 
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| 497 | } | 
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| 498 | else | 
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| 499 | { | 
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| 500 | if(component == 0) i.x = 0.5f; | 
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| 501 | if(component == 1) i.x = 0.5f; | 
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| 502 | if(component == 2) i.x = 0.0f; | 
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| 503 | if(component == 3) i.x = 1.0f; | 
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| 504 |  | 
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| 505 | if(component == 0) i.y = 1.0f; | 
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| 506 | if(component == 1) i.y = 0.5f; | 
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| 507 | if(component == 2) i.y = 0.0f; | 
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| 508 | if(component == 3) i.y = 1.0f; | 
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| 509 |  | 
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| 510 | if(component == 0) i.z = 0.5f; | 
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| 511 | if(component == 1) i.z = 1.0f; | 
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| 512 | if(component == 2) i.z = 0.0f; | 
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| 513 | if(component == 3) i.z = 1.0f; | 
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| 514 |  | 
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| 515 | i.w = 0; | 
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| 516 | } | 
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| 517 |  | 
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| 518 | if(wrap) | 
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| 519 | { | 
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| 520 | Float m; | 
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| 521 |  | 
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| 522 | m = *Pointer<Float>(v0 + attribute); | 
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| 523 | m = Max(m, *Pointer<Float>(v1 + attribute)); | 
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| 524 | m = Max(m, *Pointer<Float>(v2 + attribute)); | 
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| 525 | m -= 0.5f; | 
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| 526 |  | 
|---|
| 527 | // FIXME: Vectorize | 
|---|
| 528 | If(Float(i.x) < m) i.x = i.x + 1.0f; | 
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| 529 | If(Float(i.y) < m) i.y = i.y + 1.0f; | 
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| 530 | If(Float(i.z) < m) i.z = i.z + 1.0f; | 
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| 531 | } | 
|---|
| 532 |  | 
|---|
| 533 | if(!perspective) | 
|---|
| 534 | { | 
|---|
| 535 | i *= w012; | 
|---|
| 536 | } | 
|---|
| 537 |  | 
|---|
| 538 | Float4 A = i.xxxx * m[0]; | 
|---|
| 539 | Float4 B = i.yyyy * m[1]; | 
|---|
| 540 | Float4 C = i.zzzz * m[2]; | 
|---|
| 541 |  | 
|---|
| 542 | C = A + B + C; | 
|---|
| 543 |  | 
|---|
| 544 | A = C.xxxx; | 
|---|
| 545 | B = C.yyyy; | 
|---|
| 546 | C = C.zzzz; | 
|---|
| 547 |  | 
|---|
| 548 | *Pointer<Float4>(primitive + planeEquation + 0, 16) = A; | 
|---|
| 549 | *Pointer<Float4>(primitive + planeEquation + 16, 16) = B; | 
|---|
| 550 | *Pointer<Float4>(primitive + planeEquation + 32, 16) = C; | 
|---|
| 551 | } | 
|---|
| 552 | else | 
|---|
| 553 | { | 
|---|
| 554 | int leadingVertex = leadingVertexFirst ? OFFSET(Triangle,v0) : OFFSET(Triangle,v2); | 
|---|
| 555 | Float C = *Pointer<Float>(triangle + leadingVertex + attribute); | 
|---|
| 556 |  | 
|---|
| 557 | *Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0); | 
|---|
| 558 | *Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0); | 
|---|
| 559 | *Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C); | 
|---|
| 560 | } | 
|---|
| 561 | } | 
|---|
| 562 |  | 
|---|
| 563 | void SetupRoutine::edge(Pointer<Byte> &primitive, Pointer<Byte> &data, const Int &Xa, const Int &Ya, const Int &Xb, const Int &Yb, Int &q) | 
|---|
| 564 | { | 
|---|
| 565 | If(Ya != Yb) | 
|---|
| 566 | { | 
|---|
| 567 | Bool swap = Yb < Ya; | 
|---|
| 568 |  | 
|---|
| 569 | Int X1 = IfThenElse(swap, Xb, Xa); | 
|---|
| 570 | Int X2 = IfThenElse(swap, Xa, Xb); | 
|---|
| 571 | Int Y1 = IfThenElse(swap, Yb, Ya); | 
|---|
| 572 | Int Y2 = IfThenElse(swap, Ya, Yb); | 
|---|
| 573 |  | 
|---|
| 574 | Int y1 = Max((Y1 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY0))); | 
|---|
| 575 | Int y2 = Min((Y2 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY1))); | 
|---|
| 576 |  | 
|---|
| 577 | If(y1 < y2) | 
|---|
| 578 | { | 
|---|
| 579 | Int xMin = *Pointer<Int>(data + OFFSET(DrawData,scissorX0)); | 
|---|
| 580 | Int xMax = *Pointer<Int>(data + OFFSET(DrawData,scissorX1)); | 
|---|
| 581 |  | 
|---|
| 582 | Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left); | 
|---|
| 583 | Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right); | 
|---|
| 584 | Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge); | 
|---|
| 585 |  | 
|---|
| 586 | // Deltas | 
|---|
| 587 | Int DX12 = X2 - X1; | 
|---|
| 588 | Int DY12 = Y2 - Y1; | 
|---|
| 589 |  | 
|---|
| 590 | Int FDX12 = DX12 << 4; | 
|---|
| 591 | Int FDY12 = DY12 << 4; | 
|---|
| 592 |  | 
|---|
| 593 | Int X = DX12 * ((y1 << 4) - Y1) + (X1 & 0x0000000F) * DY12; | 
|---|
| 594 | Int x = (X1 >> 4) + X / FDY12;   // Edge | 
|---|
| 595 | Int d = X % FDY12;               // Error-term | 
|---|
| 596 | Int ceil = -d >> 31;             // Ceiling division: remainder <= 0 | 
|---|
| 597 | x -= ceil; | 
|---|
| 598 | d -= ceil & FDY12; | 
|---|
| 599 |  | 
|---|
| 600 | Int Q = FDX12 / FDY12;   // Edge-step | 
|---|
| 601 | Int R = FDX12 % FDY12;   // Error-step | 
|---|
| 602 | Int floor = R >> 31;     // Flooring division: remainder >= 0 | 
|---|
| 603 | Q += floor; | 
|---|
| 604 | R += floor & FDY12; | 
|---|
| 605 |  | 
|---|
| 606 | Int D = FDY12;   // Error-overflow | 
|---|
| 607 | Int y = y1; | 
|---|
| 608 |  | 
|---|
| 609 | Do | 
|---|
| 610 | { | 
|---|
| 611 | *Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(Clamp(x, xMin, xMax)); | 
|---|
| 612 |  | 
|---|
| 613 | x += Q; | 
|---|
| 614 | d += R; | 
|---|
| 615 |  | 
|---|
| 616 | Int overflow = -d >> 31; | 
|---|
| 617 |  | 
|---|
| 618 | d -= D & overflow; | 
|---|
| 619 | x -= overflow; | 
|---|
| 620 |  | 
|---|
| 621 | y++; | 
|---|
| 622 | } | 
|---|
| 623 | Until(y >= y2) | 
|---|
| 624 | } | 
|---|
| 625 | } | 
|---|
| 626 | } | 
|---|
| 627 |  | 
|---|
| 628 | void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2) | 
|---|
| 629 | { | 
|---|
| 630 | #if 0   // Rely on LLVM optimization | 
|---|
| 631 | If(condition) | 
|---|
| 632 | { | 
|---|
| 633 | Pointer<Byte> vX; | 
|---|
| 634 |  | 
|---|
| 635 | vX = v0; | 
|---|
| 636 | v0 = v1; | 
|---|
| 637 | v1 = v2; | 
|---|
| 638 | v2 = vX; | 
|---|
| 639 | } | 
|---|
| 640 | #else | 
|---|
| 641 | Pointer<Byte> vX = v0; | 
|---|
| 642 | v0 = IfThenElse(condition, v1, v0); | 
|---|
| 643 | v1 = IfThenElse(condition, v2, v1); | 
|---|
| 644 | v2 = IfThenElse(condition, vX, v2); | 
|---|
| 645 | #endif | 
|---|
| 646 | } | 
|---|
| 647 |  | 
|---|
| 648 | void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2) | 
|---|
| 649 | { | 
|---|
| 650 | #if 0   // Rely on LLVM optimization | 
|---|
| 651 | If(condition) | 
|---|
| 652 | { | 
|---|
| 653 | Pointer<Byte> vX; | 
|---|
| 654 |  | 
|---|
| 655 | vX = v2; | 
|---|
| 656 | v2 = v1; | 
|---|
| 657 | v1 = v0; | 
|---|
| 658 | v0 = vX; | 
|---|
| 659 | } | 
|---|
| 660 | #else | 
|---|
| 661 | Pointer<Byte> vX = v2; | 
|---|
| 662 | v2 = IfThenElse(condition, v1, v2); | 
|---|
| 663 | v1 = IfThenElse(condition, v0, v1); | 
|---|
| 664 | v0 = IfThenElse(condition, vX, v0); | 
|---|
| 665 | #endif | 
|---|
| 666 | } | 
|---|
| 667 |  | 
|---|
| 668 | std::shared_ptr<Routine> SetupRoutine::getRoutine() | 
|---|
| 669 | { | 
|---|
| 670 | return routine; | 
|---|
| 671 | } | 
|---|
| 672 | } | 
|---|
| 673 |  | 
|---|