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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 #include "QuadRasterizer.hpp"
16 
17 #include "Primitive.hpp"
18 #include "Renderer.hpp"
19 #include "Pipeline/Constants.hpp"
20 #include "System/Debug.hpp"
21 #include "System/Math.hpp"
22 #include "Vulkan/VkDevice.hpp"
23 
24 namespace sw {
25 
QuadRasterizer(const PixelProcessor::State & state,SpirvShader const * spirvShader)26 QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, SpirvShader const *spirvShader)
27     : state(state)
28     , spirvShader{ spirvShader }
29 {
30 }
31 
~QuadRasterizer()32 QuadRasterizer::~QuadRasterizer()
33 {
34 }
35 
generate()36 void QuadRasterizer::generate()
37 {
38 	constants = device + OFFSET(vk::Device, constants);
39 	occlusion = 0;
40 
41 	Do
42 	{
43 		Int yMin = *Pointer<Int>(primitive + OFFSET(Primitive, yMin));
44 		Int yMax = *Pointer<Int>(primitive + OFFSET(Primitive, yMax));
45 
46 		Int cluster2 = cluster + cluster;
47 		yMin += clusterCount * 2 - 2 - cluster2;
48 		yMin &= -clusterCount * 2;
49 		yMin += cluster2;
50 
51 		If(yMin < yMax)
52 		{
53 			rasterize(yMin, yMax);
54 		}
55 
56 		primitive += sizeof(Primitive) * state.multiSampleCount;
57 		count--;
58 	}
59 	Until(count == 0);
60 
61 	if(state.occlusionEnabled)
62 	{
63 		UInt clusterOcclusion = *Pointer<UInt>(data + OFFSET(DrawData, occlusion) + 4 * cluster);
64 		clusterOcclusion += occlusion;
65 		*Pointer<UInt>(data + OFFSET(DrawData, occlusion) + 4 * cluster) = clusterOcclusion;
66 	}
67 
68 	Return();
69 }
70 
rasterize(Int & yMin,Int & yMax)71 void QuadRasterizer::rasterize(Int &yMin, Int &yMax)
72 {
73 	Pointer<Byte> cBuffer[MAX_COLOR_BUFFERS];
74 	Pointer<Byte> zBuffer;
75 	Pointer<Byte> sBuffer;
76 
77 	Int clusterCountLog2 = 31 - Ctlz(UInt(clusterCount), false);
78 
79 	for(int index = 0; index < MAX_COLOR_BUFFERS; index++)
80 	{
81 		if(state.colorWriteActive(index))
82 		{
83 			cBuffer[index] = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, colorBuffer[index])) + yMin * *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
84 		}
85 	}
86 
87 	if(state.depthTestActive || state.depthBoundsTestActive)
88 	{
89 		zBuffer = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, depthBuffer)) + yMin * *Pointer<Int>(data + OFFSET(DrawData, depthPitchB));
90 	}
91 
92 	if(state.stencilActive)
93 	{
94 		sBuffer = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, stencilBuffer)) + yMin * *Pointer<Int>(data + OFFSET(DrawData, stencilPitchB));
95 	}
96 
97 	Int y = yMin;
98 
99 	Do
100 	{
101 		Int x0a = Int(*Pointer<Short>(primitive + OFFSET(Primitive, outline->left) + (y + 0) * sizeof(Primitive::Span)));
102 		Int x0b = Int(*Pointer<Short>(primitive + OFFSET(Primitive, outline->left) + (y + 1) * sizeof(Primitive::Span)));
103 		Int x0 = Min(x0a, x0b);
104 
105 		for(unsigned int q = 1; q < state.multiSampleCount; q++)
106 		{
107 			x0a = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->left) + (y + 0) * sizeof(Primitive::Span)));
108 			x0b = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->left) + (y + 1) * sizeof(Primitive::Span)));
109 			x0 = Min(x0, Min(x0a, x0b));
110 		}
111 
112 		x0 &= 0xFFFFFFFE;
113 
114 		Int x1a = Int(*Pointer<Short>(primitive + OFFSET(Primitive, outline->right) + (y + 0) * sizeof(Primitive::Span)));
115 		Int x1b = Int(*Pointer<Short>(primitive + OFFSET(Primitive, outline->right) + (y + 1) * sizeof(Primitive::Span)));
116 		Int x1 = Max(x1a, x1b);
117 
118 		for(unsigned int q = 1; q < state.multiSampleCount; q++)
119 		{
120 			x1a = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->right) + (y + 0) * sizeof(Primitive::Span)));
121 			x1b = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->right) + (y + 1) * sizeof(Primitive::Span)));
122 			x1 = Max(x1, Max(x1a, x1b));
123 		}
124 
125 		Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive, yQuad), 16);
126 
127 		if(interpolateZ())
128 		{
129 			for(unsigned int q = 0; q < state.multiSampleCount; q++)
130 			{
131 				Float4 y = yyyy;
132 
133 				if(state.enableMultiSampling)
134 				{
135 					y += *Pointer<Float4>(constants + OFFSET(Constants, Y) + q * sizeof(float4));
136 				}
137 
138 				Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive, z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive, z.B), 16);
139 			}
140 		}
141 
142 		If(x0 < x1)
143 		{
144 			if(interpolateW())
145 			{
146 				Dw = *Pointer<Float4>(primitive + OFFSET(Primitive, w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, w.B), 16);
147 			}
148 
149 			if(spirvShader)
150 			{
151 				int packedInterpolant = 0;
152 				for(int interfaceInterpolant = 0; interfaceInterpolant < MAX_INTERFACE_COMPONENTS; interfaceInterpolant++)
153 				{
154 					if(spirvShader->inputs[interfaceInterpolant].Type == SpirvShader::ATTRIBTYPE_UNUSED)
155 						continue;
156 
157 					Dv[interfaceInterpolant] = *Pointer<Float4>(primitive + OFFSET(Primitive, V[packedInterpolant].C), 16);
158 					if(!spirvShader->inputs[interfaceInterpolant].Flat)
159 					{
160 						Dv[interfaceInterpolant] +=
161 						    yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, V[packedInterpolant].B), 16);
162 					}
163 					packedInterpolant++;
164 				}
165 
166 				for(unsigned int i = 0; i < state.numClipDistances; i++)
167 				{
168 					DclipDistance[i] = *Pointer<Float4>(primitive + OFFSET(Primitive, clipDistance[i].C), 16) +
169 					                   yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, clipDistance[i].B), 16);
170 				}
171 
172 				for(unsigned int i = 0; i < state.numCullDistances; i++)
173 				{
174 					DcullDistance[i] = *Pointer<Float4>(primitive + OFFSET(Primitive, cullDistance[i].C), 16) +
175 					                   yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, cullDistance[i].B), 16);
176 				}
177 			}
178 
179 			Short4 xLeft[4];
180 			Short4 xRight[4];
181 
182 			for(unsigned int q = 0; q < state.multiSampleCount; q++)
183 			{
184 				xLeft[q] = *Pointer<Short4>(primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline) + y * sizeof(Primitive::Span));
185 				xRight[q] = xLeft[q];
186 
187 				xLeft[q] = Swizzle(xLeft[q], 0x0022) - Short4(1, 2, 1, 2);
188 				xRight[q] = Swizzle(xRight[q], 0x1133) - Short4(0, 1, 0, 1);
189 			}
190 
191 			For(Int x = x0, x < x1, x += 2)
192 			{
193 				Short4 xxxx = Short4(x);
194 				Int cMask[4];
195 
196 				for(unsigned int q = 0; q < state.multiSampleCount; q++)
197 				{
198 					if(state.multiSampleMask & (1 << q))
199 					{
200 						unsigned int i = state.enableMultiSampling ? q : 0;
201 						Short4 mask = CmpGT(xxxx, xLeft[i]) & CmpGT(xRight[i], xxxx);
202 						cMask[q] = SignMask(PackSigned(mask, mask)) & 0x0000000F;
203 					}
204 				}
205 
206 				quad(cBuffer, zBuffer, sBuffer, cMask, x, y);
207 			}
208 		}
209 
210 		for(int index = 0; index < MAX_COLOR_BUFFERS; index++)
211 		{
212 			if(state.colorWriteActive(index))
213 			{
214 				cBuffer[index] += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])) << (1 + clusterCountLog2);  // FIXME: Precompute
215 			}
216 		}
217 
218 		if(state.depthTestActive || state.depthBoundsTestActive)
219 		{
220 			zBuffer += *Pointer<Int>(data + OFFSET(DrawData, depthPitchB)) << (1 + clusterCountLog2);  // FIXME: Precompute
221 		}
222 
223 		if(state.stencilActive)
224 		{
225 			sBuffer += *Pointer<Int>(data + OFFSET(DrawData, stencilPitchB)) << (1 + clusterCountLog2);  // FIXME: Precompute
226 		}
227 
228 		y += 2 * clusterCount;
229 	}
230 	Until(y >= yMax);
231 }
232 
interpolate(Float4 & x,Float4 & D,Float4 & rhw,Pointer<Byte> planeEquation,bool flat,bool perspective)233 Float4 QuadRasterizer::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
234 {
235 	if(flat)
236 	{
237 		return D;
238 	}
239 
240 	Float4 interpolant = mulAdd(x, *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation, A), 16), D);
241 
242 	if(perspective)
243 	{
244 		interpolant *= rhw;
245 	}
246 
247 	return interpolant;
248 }
249 
interpolateZ() const250 bool QuadRasterizer::interpolateZ() const
251 {
252 	return state.depthTestActive || (spirvShader && spirvShader->hasBuiltinInput(spv::BuiltInFragCoord));
253 }
254 
interpolateW() const255 bool QuadRasterizer::interpolateW() const
256 {
257 	// Note: could optimize cases where there is a fragment shader but it has no
258 	// perspective-correct inputs, but that's vanishingly rare.
259 	return spirvShader != nullptr;
260 }
261 
262 }  // namespace sw
263