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