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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 "SetupRoutine.hpp"
16 
17 #include "Constants.hpp"
18 #include "Renderer/Primitive.hpp"
19 #include "Renderer/Polygon.hpp"
20 #include "Renderer/Renderer.hpp"
21 #include "Reactor/Reactor.hpp"
22 
23 namespace sw
24 {
25 	extern bool complementaryDepthBuffer;
26 	extern TranscendentalPrecision logPrecision;
27 	extern bool leadingVertexFirst;
28 
SetupRoutine(const SetupProcessor::State & state)29 	SetupRoutine::SetupRoutine(const SetupProcessor::State &state) : state(state)
30 	{
31 		routine = 0;
32 	}
33 
~SetupRoutine()34 	SetupRoutine::~SetupRoutine()
35 	{
36 	}
37 
generate()38 	void SetupRoutine::generate()
39 	{
40 		Function<Bool(Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>)> function;
41 		{
42 			Pointer<Byte> primitive(function.Arg<0>());
43 			Pointer<Byte> tri(function.Arg<1>());
44 			Pointer<Byte> polygon(function.Arg<2>());
45 			Pointer<Byte> data(function.Arg<3>());
46 
47 			Pointer<Byte> constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
48 
49 			const bool point = state.isDrawPoint;
50 			const bool sprite = state.pointSprite;
51 			const bool line = state.isDrawLine;
52 			const bool triangle = state.isDrawSolidTriangle || sprite;
53 			const bool solidTriangle = state.isDrawSolidTriangle;
54 
55 			const int V0 = OFFSET(Triangle,v0);
56 			const int V1 = (triangle || line) ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0);
57 			const int V2 = triangle ? OFFSET(Triangle,v2) : (line ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0));
58 
59 			int pos = state.positionRegister;
60 
61 			Pointer<Byte> v0 = tri + V0;
62 			Pointer<Byte> v1 = tri + V1;
63 			Pointer<Byte> v2 = tri + V2;
64 
65 			Array<Int> X(16);
66 			Array<Int> Y(16);
67 
68 			X[0] = *Pointer<Int>(v0 + OFFSET(Vertex,X));
69 			X[1] = *Pointer<Int>(v1 + OFFSET(Vertex,X));
70 			X[2] = *Pointer<Int>(v2 + OFFSET(Vertex,X));
71 
72 			Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex,Y));
73 			Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex,Y));
74 			Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex,Y));
75 
76 			Int d = 1;     // Winding direction
77 
78 			// Culling
79 			if(solidTriangle)
80 			{
81 				Float x0 = Float(X[0]);
82 				Float x1 = Float(X[1]);
83 				Float x2 = Float(X[2]);
84 
85 				Float y0 = Float(Y[0]);
86 				Float y1 = Float(Y[1]);
87 				Float y2 = Float(Y[2]);
88 
89 				Float A = (y2 - y0) * x1 + (y1 - y2) * x0 + (y0 - y1) * x2;   // Area
90 
91 				If(A == 0.0f)
92 				{
93 					Return(false);
94 				}
95 
96 				Int w0w1w2 = *Pointer<Int>(v0 + pos * 16 + 12) ^
97 							 *Pointer<Int>(v1 + pos * 16 + 12) ^
98 							 *Pointer<Int>(v2 + pos * 16 + 12);
99 
100 				A = IfThenElse(w0w1w2 < 0, -A, A);
101 
102 				if(state.cullMode == CULL_CLOCKWISE)
103 				{
104 					If(A >= 0.0f) Return(false);
105 				}
106 				else if(state.cullMode == CULL_COUNTERCLOCKWISE)
107 				{
108 					If(A <= 0.0f) Return(false);
109 				}
110 
111 				d = IfThenElse(A < 0.0f, d, Int(0));
112 
113 				if(state.twoSidedStencil)
114 				{
115 					If(A > 0.0f)
116 					{
117 						*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
118 						*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
119 					}
120 					Else
121 					{
122 						*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
123 						*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
124 					}
125 				}
126 
127 				if(state.vFace)
128 				{
129 					*Pointer<Float>(primitive + OFFSET(Primitive,area)) = 0.5f * A;
130 				}
131 			}
132 			else
133 			{
134 				if(state.twoSidedStencil)
135 				{
136 					*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
137 					*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
138 				}
139 			}
140 
141 			Int n = *Pointer<Int>(polygon + OFFSET(Polygon,n));
142 			Int m = *Pointer<Int>(polygon + OFFSET(Polygon,i));
143 
144 			If(m != 0 || Bool(!solidTriangle))   // Clipped triangle; reproject
145 			{
146 				Pointer<Byte> V = polygon + OFFSET(Polygon,P) + m * sizeof(void*) * 16;
147 
148 				Int i = 0;
149 
150 				Do
151 				{
152 					Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*));
153 					Float4 v = *Pointer<Float4>(p, 16);
154 
155 					Float w = v.w;
156 					Float rhw = IfThenElse(w != 0.0f, 1.0f / w, Float(1.0f));
157 
158 					X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData,Wx16)));
159 					Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData,Hx16)));
160 
161 					i++;
162 				}
163 				Until(i >= n)
164 			}
165 
166 			// Vertical range
167 			Int yMin = Y[0];
168 			Int yMax = Y[0];
169 
170 			Int i = 1;
171 
172 			Do
173 			{
174 				yMin = Min(Y[i], yMin);
175 				yMax = Max(Y[i], yMax);
176 
177 				i++;
178 			}
179 			Until(i >= n)
180 
181 			if(state.multiSample > 1)
182 			{
183 				yMin = (yMin + 0x0A) >> 4;
184 				yMax = (yMax + 0x14) >> 4;
185 			}
186 			else
187 			{
188 				yMin = (yMin + 0x0F) >> 4;
189 				yMax = (yMax + 0x0F) >> 4;
190 			}
191 
192 			If(yMin == yMax)
193 			{
194 				Return(false);
195 			}
196 
197 			yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData,scissorY0)));
198 			yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData,scissorY1)));
199 
200 			For(Int q = 0, q < state.multiSample, q++)
201 			{
202 				Array<Int> Xq(16);
203 				Array<Int> Yq(16);
204 
205 				Int i = 0;
206 
207 				Do
208 				{
209 					Xq[i] = X[i];
210 					Yq[i] = Y[i];
211 
212 					if(state.multiSample > 1)
213 					{
214 						Xq[i] = Xq[i] + *Pointer<Int>(constants + OFFSET(Constants,Xf) + q * sizeof(int));
215 						Yq[i] = Yq[i] + *Pointer<Int>(constants + OFFSET(Constants,Yf) + q * sizeof(int));
216 					}
217 
218 					i++;
219 				}
220 				Until(i >= n)
221 
222 				Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->left)) + q * sizeof(Primitive);
223 				Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->right)) + q * sizeof(Primitive);
224 
225 				if(state.multiSample > 1)
226 				{
227 					Short x = Short((X[0] + 0xF) >> 4);
228 
229 					For(Int y = yMin - 1, y < yMax + 1, y++)
230 					{
231 						*Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x;
232 						*Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x;
233 					}
234 				}
235 
236 				Xq[n] = Xq[0];
237 				Yq[n] = Yq[0];
238 
239 				// Rasterize
240 				{
241 					Int i = 0;
242 
243 					Do
244 					{
245 						edge(primitive, data, Xq[i + 1 - d], Yq[i + 1 - d], Xq[i + d], Yq[i + d], q);
246 
247 						i++;
248 					}
249 					Until(i >= n)
250 				}
251 
252 				if(state.multiSample == 1)
253 				{
254 					For(, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++)
255 					{
256 						// Increments yMin
257 					}
258 
259 					For(, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--)
260 					{
261 						// Decrements yMax
262 					}
263 
264 					If(yMin == yMax)
265 					{
266 						Return(false);
267 					}
268 
269 					*Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
270 					*Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
271 					*Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
272 					*Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
273 				}
274 			}
275 
276 			*Pointer<Int>(primitive + OFFSET(Primitive,yMin)) = yMin;
277 			*Pointer<Int>(primitive + OFFSET(Primitive,yMax)) = yMax;
278 
279 			// Sort by minimum y
280 			if(solidTriangle && logPrecision >= WHQL)
281 			{
282 				Float y0 = *Pointer<Float>(v0 + pos * 16 + 4);
283 				Float y1 = *Pointer<Float>(v1 + pos * 16 + 4);
284 				Float y2 = *Pointer<Float>(v2 + pos * 16 + 4);
285 
286 				Float yMin = Min(Min(y0, y1), y2);
287 
288 				conditionalRotate1(yMin == y1, v0, v1, v2);
289 				conditionalRotate2(yMin == y2, v0, v1, v2);
290 			}
291 
292 			// Sort by maximum w
293 			if(solidTriangle)
294 			{
295 				Float w0 = *Pointer<Float>(v0 + pos * 16 + 12);
296 				Float w1 = *Pointer<Float>(v1 + pos * 16 + 12);
297 				Float w2 = *Pointer<Float>(v2 + pos * 16 + 12);
298 
299 				Float wMax = Max(Max(w0, w1), w2);
300 
301 				conditionalRotate1(wMax == w1, v0, v1, v2);
302 				conditionalRotate2(wMax == w2, v0, v1, v2);
303 			}
304 
305 			Float w0 = *Pointer<Float>(v0 + pos * 16 + 12);
306 			Float w1 = *Pointer<Float>(v1 + pos * 16 + 12);
307 			Float w2 = *Pointer<Float>(v2 + pos * 16 + 12);
308 
309 			Float4 w012;
310 
311 			w012.x = w0;
312 			w012.y = w1;
313 			w012.z = w2;
314 			w012.w = 1;
315 
316 			Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex,W));
317 
318 			Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex,X));
319 			Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex,X));
320 			Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex,X));
321 
322 			Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex,Y));
323 			Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex,Y));
324 			Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex,Y));
325 
326 			if(line)
327 			{
328 				X2 = X1 + Y1 - Y0;
329 				Y2 = Y1 + X0 - X1;
330 			}
331 
332 			Float dx = Float(X0) * (1.0f / 16.0f);
333 			Float dy = Float(Y0) * (1.0f / 16.0f);
334 
335 			X1 -= X0;
336 			Y1 -= Y0;
337 
338 			X2 -= X0;
339 			Y2 -= Y0;
340 
341 			Float x1 = w1 * (1.0f / 16.0f) * Float(X1);
342 			Float y1 = w1 * (1.0f / 16.0f) * Float(Y1);
343 
344 			Float x2 = w2 * (1.0f / 16.0f) * Float(X2);
345 			Float y2 = w2 * (1.0f / 16.0f) * Float(Y2);
346 
347 			Float a = x1 * y2 - x2 * y1;
348 
349 			Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx);
350 			Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy);
351 
352 			*Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad;
353 			*Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad;
354 
355 			Float4 M[3];
356 
357 			M[0] = Float4(0, 0, 0, 0);
358 			M[1] = Float4(0, 0, 0, 0);
359 			M[2] = Float4(0, 0, 0, 0);
360 
361 			M[0].z = rhw0;
362 
363 			If(a != 0.0f)
364 			{
365 				Float A = 1.0f / a;
366 				Float D = A * rhw0;
367 
368 				M[0].x = (y1 * w2 - y2 * w1) * D;
369 				M[0].y = (x2 * w1 - x1 * w2) * D;
370 			//	M[0].z = rhw0;
371 			//	M[0].w = 0;
372 
373 				M[1].x = y2 * A;
374 				M[1].y = -x2 * A;
375 			//	M[1].z = 0;
376 			//	M[1].w = 0;
377 
378 				M[2].x = -y1 * A;
379 				M[2].y = x1 * A;
380 			//	M[2].z = 0;
381 			//	M[2].w = 0;
382 			}
383 
384 			if(state.interpolateW)
385 			{
386 				Float4 ABC = M[0] + M[1] + M[2];
387 
388 				Float4 A = ABC.x;
389 				Float4 B = ABC.y;
390 				Float4 C = ABC.z;
391 
392 				*Pointer<Float4>(primitive + OFFSET(Primitive,w.A), 16) = A;
393 				*Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16) = B;
394 				*Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) = C;
395 			}
396 
397 			if(state.interpolateZ)
398 			{
399 				Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex,Z));
400 				Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex,Z));
401 				Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex,Z));
402 
403 				z1 -= z0;
404 				z2 -= z0;
405 
406 				Float4 A;
407 				Float4 B;
408 				Float4 C;
409 
410 				if(!point)
411 				{
412 					Float x1 = Float(X1) * (1.0f / 16.0f);
413 					Float y1 = Float(Y1) * (1.0f / 16.0f);
414 					Float x2 = Float(X2) * (1.0f / 16.0f);
415 					Float y2 = Float(Y2) * (1.0f / 16.0f);
416 
417 					Float D = *Pointer<Float>(data + OFFSET(DrawData,depthRange)) / (x1 * y2 - x2 * y1);
418 
419 					Float a = (y2 * z1 - y1 * z2) * D;
420 					Float b = (x1 * z2 - x2 * z1) * D;
421 
422 					A = Float4(a);
423 					B = Float4(b);
424 				}
425 				else
426 				{
427 					A = Float4(0, 0, 0, 0);
428 					B = Float4(0, 0, 0, 0);
429 				}
430 
431 				*Pointer<Float4>(primitive + OFFSET(Primitive,z.A), 16) = A;
432 				*Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16) = B;
433 
434 				Float c = z0;
435 
436 				if(state.isDrawTriangle && state.slopeDepthBias)
437 				{
438 					Float bias = Max(Abs(Float(A.x)), Abs(Float(B.x)));
439 					bias *= *Pointer<Float>(data + OFFSET(DrawData,slopeDepthBias));
440 
441 					if(complementaryDepthBuffer)
442 					{
443 						bias = -bias;
444 					}
445 
446 					c += bias;
447 				}
448 
449 				C = Float4(c * *Pointer<Float>(data + OFFSET(DrawData,depthRange)) + *Pointer<Float>(data + OFFSET(DrawData,depthNear)));
450 
451 				*Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) = C;
452 			}
453 
454 			for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
455 			{
456 				for(int component = 0; component < 4; component++)
457 				{
458 					int attribute = state.gradient[interpolant][component].attribute;
459 					bool flat = state.gradient[interpolant][component].flat;
460 					bool wrap = state.gradient[interpolant][component].wrap;
461 
462 					if(attribute != Unused)
463 					{
464 						setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,v[attribute][component]), OFFSET(Primitive,V[interpolant][component]), flat, sprite, state.perspective, wrap, component);
465 					}
466 				}
467 			}
468 
469 			if(state.fog.attribute == Fog)
470 			{
471 				setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,f), OFFSET(Primitive,f), state.fog.flat, false, state.perspective, false, 0);
472 			}
473 
474 			Return(true);
475 		}
476 
477 		routine = function(L"SetupRoutine");
478 	}
479 
setupGradient(Pointer<Byte> & primitive,Pointer<Byte> & triangle,Float4 & w012,Float4 (& m)[3],Pointer<Byte> & v0,Pointer<Byte> & v1,Pointer<Byte> & v2,int attribute,int planeEquation,bool flat,bool sprite,bool perspective,bool wrap,int component)480 	void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool sprite, bool perspective, bool wrap, int component)
481 	{
482 		Float4 i;
483 
484 		if(!flat)
485 		{
486 			if(!sprite)
487 			{
488 				i.x = *Pointer<Float>(v0 + attribute);
489 				i.y = *Pointer<Float>(v1 + attribute);
490 				i.z = *Pointer<Float>(v2 + attribute);
491 				i.w = 0;
492 			}
493 			else
494 			{
495 				if(component == 0) i.x = 0.5f;
496 				if(component == 1) i.x = 0.5f;
497 				if(component == 2) i.x = 0.0f;
498 				if(component == 3) i.x = 1.0f;
499 
500 				if(component == 0) i.y = 1.0f;
501 				if(component == 1) i.y = 0.5f;
502 				if(component == 2) i.y = 0.0f;
503 				if(component == 3) i.y = 1.0f;
504 
505 				if(component == 0) i.z = 0.5f;
506 				if(component == 1) i.z = 1.0f;
507 				if(component == 2) i.z = 0.0f;
508 				if(component == 3) i.z = 1.0f;
509 
510 				i.w = 0;
511 			}
512 
513 			if(wrap)
514 			{
515 				Float m;
516 
517 				m = *Pointer<Float>(v0 + attribute);
518 				m = Max(m, *Pointer<Float>(v1 + attribute));
519 				m = Max(m, *Pointer<Float>(v2 + attribute));
520 				m -= 0.5f;
521 
522 				// FIXME: Vectorize
523 				If(Float(i.x) < m) i.x = i.x + 1.0f;
524 				If(Float(i.y) < m) i.y = i.y + 1.0f;
525 				If(Float(i.z) < m) i.z = i.z + 1.0f;
526 			}
527 
528 			if(!perspective)
529 			{
530 				i *= w012;
531 			}
532 
533 			Float4 A = i.xxxx * m[0];
534 			Float4 B = i.yyyy * m[1];
535 			Float4 C = i.zzzz * m[2];
536 
537 			C = A + B + C;
538 
539 			A = C.xxxx;
540 			B = C.yyyy;
541 			C = C.zzzz;
542 
543 			*Pointer<Float4>(primitive + planeEquation + 0, 16) = A;
544 			*Pointer<Float4>(primitive + planeEquation + 16, 16) = B;
545 			*Pointer<Float4>(primitive + planeEquation + 32, 16) = C;
546 		}
547 		else
548 		{
549 			int leadingVertex = leadingVertexFirst ? OFFSET(Triangle,v0) : OFFSET(Triangle,v2);
550 			Float C = *Pointer<Float>(triangle + leadingVertex + attribute);
551 
552 			*Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0);
553 			*Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0);
554 			*Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C);
555 		}
556 	}
557 
edge(Pointer<Byte> & primitive,Pointer<Byte> & data,const Int & Xa,const Int & Ya,const Int & Xb,const Int & Yb,Int & q)558 	void SetupRoutine::edge(Pointer<Byte> &primitive, Pointer<Byte> &data, const Int &Xa, const Int &Ya, const Int &Xb, const Int &Yb, Int &q)
559 	{
560 		If(Ya != Yb)
561 		{
562 			Bool swap = Yb < Ya;
563 
564 			Int X1 = IfThenElse(swap, Xb, Xa);
565 			Int X2 = IfThenElse(swap, Xa, Xb);
566 			Int Y1 = IfThenElse(swap, Yb, Ya);
567 			Int Y2 = IfThenElse(swap, Ya, Yb);
568 
569 			Int y1 = Max((Y1 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY0)));
570 			Int y2 = Min((Y2 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY1)));
571 
572 			If(y1 < y2)
573 			{
574 				Int xMin = *Pointer<Int>(data + OFFSET(DrawData,scissorX0));
575 				Int xMax = *Pointer<Int>(data + OFFSET(DrawData,scissorX1));
576 
577 				Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left);
578 				Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right);
579 				Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge);
580 
581 				// Deltas
582 				Int DX12 = X2 - X1;
583 				Int DY12 = Y2 - Y1;
584 
585 				Int FDX12 = DX12 << 4;
586 				Int FDY12 = DY12 << 4;
587 
588 				Int X = DX12 * ((y1 << 4) - Y1) + (X1 & 0x0000000F) * DY12;
589 				Int x = (X1 >> 4) + X / FDY12;   // Edge
590 				Int d = X % FDY12;               // Error-term
591 				Int ceil = -d >> 31;             // Ceiling division: remainder <= 0
592 				x -= ceil;
593 				d -= ceil & FDY12;
594 
595 				Int Q = FDX12 / FDY12;   // Edge-step
596 				Int R = FDX12 % FDY12;   // Error-step
597 				Int floor = R >> 31;     // Flooring division: remainder >= 0
598 				Q += floor;
599 				R += floor & FDY12;
600 
601 				Int D = FDY12;   // Error-overflow
602 				Int y = y1;
603 
604 				Do
605 				{
606 					*Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(Clamp(x, xMin, xMax));
607 
608 					x += Q;
609 					d += R;
610 
611 					Int overflow = -d >> 31;
612 
613 					d -= D & overflow;
614 					x -= overflow;
615 
616 					y++;
617 				}
618 				Until(y >= y2)
619 			}
620 		}
621 	}
622 
conditionalRotate1(Bool condition,Pointer<Byte> & v0,Pointer<Byte> & v1,Pointer<Byte> & v2)623 	void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
624 	{
625 		#if 0   // Rely on LLVM optimization
626 			If(condition)
627 			{
628 				Pointer<Byte> vX;
629 
630 				vX = v0;
631 				v0 = v1;
632 				v1 = v2;
633 				v2 = vX;
634 			}
635 		#else
636 			Pointer<Byte> vX = v0;
637 			v0 = IfThenElse(condition, v1, v0);
638 			v1 = IfThenElse(condition, v2, v1);
639 			v2 = IfThenElse(condition, vX, v2);
640 		#endif
641 	}
642 
conditionalRotate2(Bool condition,Pointer<Byte> & v0,Pointer<Byte> & v1,Pointer<Byte> & v2)643 	void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
644 	{
645 		#if 0   // Rely on LLVM optimization
646 			If(condition)
647 			{
648 				Pointer<Byte> vX;
649 
650 				vX = v2;
651 				v2 = v1;
652 				v1 = v0;
653 				v0 = vX;
654 			}
655 		#else
656 			Pointer<Byte> vX = v2;
657 			v2 = IfThenElse(condition, v1, v2);
658 			v1 = IfThenElse(condition, v0, v1);
659 			v0 = IfThenElse(condition, vX, v0);
660 		#endif
661 	}
662 
getRoutine()663 	Routine *SetupRoutine::getRoutine()
664 	{
665 		return routine;
666 	}
667 }
668