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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_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, Int &y);
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 &current, Int &x);
59 		void logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
60 		void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, 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 &current, const Vector4s &pixel, BlendFactor blendFactorActive);
78 		void blendFactorAlpha(Vector4s &blendFactor, const Vector4s &current, 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