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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_PixelPipeline_hpp
16 #define sw_PixelPipeline_hpp
17 
18 #include "PixelRoutine.hpp"
19 
20 namespace sw
21 {
22 	class PixelPipeline : public PixelRoutine
23 	{
24 	public:
PixelPipeline(const PixelProcessor::State & state,const PixelShader * shader)25 		PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) :
26 			PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {}
~PixelPipeline()27 		virtual ~PixelPipeline() {}
28 
29 	protected:
30 		virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);
31 		virtual void applyShader(Int cMask[4]);
32 		virtual Bool alphaTest(Int cMask[4]);
33 		virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
34 
35 	private:
36 		Vector4s &current;
37 		Vector4s &diffuse;
38 		Vector4s &specular;
39 
40 		Vector4s rs[6];
41 		Vector4s vs[2];
42 		Vector4s ts[6];
43 
44 		// bem(l) offsets and luminance
45 		Float4 du;
46 		Float4 dv;
47 		Short4 L;
48 
49 		// texm3x3 temporaries
50 		Float4 u_; // FIXME
51 		Float4 v_; // FIXME
52 		Float4 w_; // FIXME
53 		Float4 U;  // FIXME
54 		Float4 V;  // FIXME
55 		Float4 W;  // FIXME
56 
57 		void fixedFunction();
58 		void blendTexture(Vector4s &temp, Vector4s &texture, int stage);
59 		void fogBlend(Vector4s &current, Float4 &fog);
60 		void specularPixel(Vector4s &current, Vector4s &specular);
61 
62 		Vector4s sampleTexture(int coordinates, int sampler, bool project = false);
63 		Vector4s sampleTexture(int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false);
64 
65 		Short4 convertFixed12(RValue<Float4> cf);
66 		void convertFixed12(Vector4s &cs, Vector4f &cf);
67 		Float4 convertSigned12(Short4 &cs);
68 		void convertSigned12(Vector4f &cf, Vector4s &cs);
69 
70 		void writeDestination(Vector4s &d, const Dst &dst);
71 		Vector4s fetchRegister(const Src &src);
72 
73 		// Instructions
74 		void MOV(Vector4s &dst, Vector4s &src0);
75 		void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
76 		void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
77 		void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
78 		void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
79 		void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
80 		void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
81 		void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
82 		void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
83 		void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
84 		void TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
85 		void TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
86 		void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
87 		void TEXKILL(Int cMask[4], Vector4s &dst);
88 		void TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
89 		void TEXLD(Vector4s &dst, Vector4s &src, int stage, bool project);
90 		void TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
91 		void TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
92 		void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage);
93 		void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage);
94 		void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage);
95 		void TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
96 		void TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
97 		void TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
98 		void TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
99 		void TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
100 		void TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
101 		void TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
102 		void TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
103 		void TEXDEPTH();
104 		void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
105 		void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
106 		void BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);
107 
108 		bool perturbate;
109 		bool luminance;
110 		bool previousScaling;
111 	};
112 }
113 
114 #endif
115