// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef sw_PixelRoutine_hpp #define sw_PixelRoutine_hpp #include "Device/QuadRasterizer.hpp" #include namespace sw { class PixelShader; class SamplerCore; class PixelRoutine : public sw::QuadRasterizer { public: PixelRoutine(const PixelProcessor::State &state, vk::PipelineLayout const *pipelineLayout, SpirvShader const *spirvShader, const vk::DescriptorSet::Bindings &descriptorSets); virtual ~PixelRoutine(); protected: using SampleSet = std::vector; Float4 z[4]; // Multisampled z Float4 w; // Used as is Float4 rhw; // Reciprocal w SpirvRoutine routine; const vk::DescriptorSet::Bindings &descriptorSets; virtual void setBuiltins(Int &x, Int &y, Float4 (&z)[4], Float4 &w, Int cMask[4], const SampleSet &samples) = 0; virtual void executeShader(Int cMask[4], Int sMask[4], Int zMask[4], const SampleSet &samples) = 0; virtual Bool alphaTest(Int cMask[4], const SampleSet &samples) = 0; virtual void blendColor(Pointer cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4], const SampleSet &samples) = 0; void quad(Pointer cBuffer[4], Pointer &zBuffer, Pointer &sBuffer, Int cMask[4], Int &x, Int &y) override; void alphaTest(Int &aMask, const Short4 &alpha); void alphaToCoverage(Int cMask[4], const Float4 &alpha, const SampleSet &samples); void writeColor(int index, const Pointer &cBuffer, const Int &x, Vector4f &color, const Int &sMask, const Int &zMask, const Int &cMask); Vector4f alphaBlend(int index, const Pointer &cBuffer, const Vector4f &sourceColor, const Int &x); void writeColor(int index, const Pointer &cBuffer, const Int &x, Vector4s ¤t, const Int &sMask, const Int &zMask, const Int &cMask); bool isSRGB(int index) const; UShort4 convertFixed16(const Float4 &cf, bool saturate = true); Float4 convertFloat32(const UShort4 &cf); void linearToSRGB12_16(Vector4s &c); private: bool hasStencilReplaceRef() const; Byte8 stencilReplaceRef(); void stencilTest(const Pointer &sBuffer, const Int &x, Int sMask[4], const SampleSet &samples); void stencilTest(Byte8 &value, VkCompareOp stencilCompareMode, bool isBack); void stencilOperation(Byte8 &newValue, const Byte8 &bufferValue, const PixelProcessor::States::StencilOpState &ops, bool isBack, const Int &zMask, const Int &sMask); void stencilOperation(Byte8 &output, const Byte8 &bufferValue, VkStencilOp operation, bool isBack); Float4 clampDepth(const Float4 &z); Bool depthTest(const Pointer &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask); void depthBoundsTest(const Pointer &zBuffer, int q, const Int &x, Int &zMask, Int &cMask); void readPixel(int index, const Pointer &cBuffer, const Int &x, Vector4s &pixel); enum BlendFactorModifier { None, OneMinus }; Float blendConstant(vk::Format format, int component, BlendFactorModifier modifier = None); void blendFactorRGB(Vector4f &blendFactorRGB, const Vector4f &sourceColor, const Vector4f &destColor, VkBlendFactor colorBlendFactor, vk::Format format); void blendFactorAlpha(Float4 &blendFactorAlpha, const Float4 &sourceAlpha, const Float4 &destAlpha, VkBlendFactor alphaBlendFactor, vk::Format format); bool blendFactorCanExceedFormatRange(VkBlendFactor blendFactor, vk::Format format); Vector4f computeAdvancedBlendMode(int index, const Vector4f &src, const Vector4f &dst, const Vector4f &srcFactor, const Vector4f &dstFactor); Float4 blendOpOverlay(Float4 &src, Float4 &dst); Float4 blendOpColorDodge(Float4 &src, Float4 &dst); Float4 blendOpColorBurn(Float4 &src, Float4 &dst); Float4 blendOpHardlight(Float4 &src, Float4 &dst); Float4 blendOpSoftlight(Float4 &src, Float4 &dst); void setLumSat(Vector4f &cbase, Vector4f &csat, Vector4f &clum, Float4 &x, Float4 &y, Float4 &z); void setLum(Vector4f &cbase, Vector4f &clum, Float4 &x, Float4 &y, Float4 &z); Float4 computeLum(Float4 &color, Float4 &lum, Float4 &mincol, Float4 &maxcol, Int4 &negative, Int4 &aboveOne); Float4 maxRGB(Vector4f &c); Float4 minRGB(Vector4f &c); Float4 lumRGB(Vector4f &c); void premultiply(Vector4f &c); void writeStencil(Pointer &sBuffer, const Int &x, const Int sMask[4], const Int zMask[4], const Int cMask[4], const SampleSet &samples); void writeDepth(Pointer &zBuffer, const Int &x, const Int zMask[4], const SampleSet &samples); void occlusionSampleCount(const Int zMask[4], const Int sMask[4], const SampleSet &samples); void sRGBtoLinear16_12_16(Vector4s &c); void linearToSRGB16_12_16(Vector4s &c); Float4 sRGBtoLinear(const Float4 &x); Bool depthTest32F(const Pointer &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask); Bool depthTest16(const Pointer &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask); void writeDepth32F(Pointer &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask); void writeDepth16(Pointer &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask); Int4 depthBoundsTest32F(const Pointer &zBuffer, int q, const Int &x); Int4 depthBoundsTest16(const Pointer &zBuffer, int q, const Int &x); // Derived state parameters const bool shaderContainsInterpolation; // TODO(b/194714095) const bool shaderContainsSampleQualifier; const bool perSampleShading; const int invocationCount; SampleSet getSampleSet(int invocation) const; }; } // namespace sw #endif // sw_PixelRoutine_hpp