/*-------------------------------------------------------------------------
* drawElements Quality Program Reference Renderer
* -----------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* 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.
*
*//*!
* \file
* \brief Reference renderer interface.
*//*--------------------------------------------------------------------*/
#include "rrRenderer.hpp"
#include "tcuVectorUtil.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuFloat.hpp"
#include "rrPrimitiveAssembler.hpp"
#include "rrFragmentOperations.hpp"
#include "rrRasterizer.hpp"
#include "deMemory.h"
#include <set>
namespace rr
{
namespace
{
typedef double ClipFloat; // floating point type used in clipping
typedef tcu::Vector<ClipFloat, 4> ClipVec4;
struct RasterizationInternalBuffers
{
std::vector<FragmentPacket> fragmentPackets;
std::vector<GenericVec4> shaderOutputs;
std::vector<Fragment> shadedFragments;
float* fragmentDepthBuffer;
};
deUint32 readIndexArray (const IndexType type, const void* ptr, size_t ndx)
{
switch (type)
{
case INDEXTYPE_UINT8:
return ((const deUint8*)ptr)[ndx];
case INDEXTYPE_UINT16:
{
deUint16 retVal;
deMemcpy(&retVal, (const deUint8*)ptr + ndx * sizeof(deUint16), sizeof(deUint16));
return retVal;
}
case INDEXTYPE_UINT32:
{
deUint32 retVal;
deMemcpy(&retVal, (const deUint8*)ptr + ndx * sizeof(deUint32), sizeof(deUint32));
return retVal;
}
default:
DE_ASSERT(false);
return 0;
}
}
tcu::IVec4 getBufferSize (const rr::MultisampleConstPixelBufferAccess& multisampleBuffer)
{
return tcu::IVec4(0, 0, multisampleBuffer.raw().getHeight(), multisampleBuffer.raw().getDepth());
}
bool isEmpty (const rr::MultisampleConstPixelBufferAccess& access)
{
return access.raw().getWidth() == 0 || access.raw().getHeight() == 0 || access.raw().getDepth() == 0;
}
struct DrawContext
{
int primitiveID;
DrawContext (void)
: primitiveID(0)
{
}
};
/*--------------------------------------------------------------------*//*!
* \brief Calculates intersection of two rects given as (left, bottom, width, height)
*//*--------------------------------------------------------------------*/
tcu::IVec4 rectIntersection (const tcu::IVec4& a, const tcu::IVec4& b)
{
const tcu::IVec2 pos = tcu::IVec2(de::max(a.x(), b.x()), de::max(a.y(), b.y()));
const tcu::IVec2 endPos = tcu::IVec2(de::min(a.x() + a.z(), b.x() + b.z()), de::min(a.y() + a.w(), b.y() + b.w()));
return tcu::IVec4(pos.x(), pos.y(), endPos.x() - pos.x(), endPos.y() - pos.y());
}
void convertPrimitiveToBaseType(std::vector<pa::Triangle>& output, std::vector<pa::Triangle>& input)
{
std::swap(output, input);
}
void convertPrimitiveToBaseType(std::vector<pa::Line>& output, std::vector<pa::Line>& input)
{
std::swap(output, input);
}
void convertPrimitiveToBaseType(std::vector<pa::Point>& output, std::vector<pa::Point>& input)
{
std::swap(output, input);
}
void convertPrimitiveToBaseType(std::vector<pa::Line>& output, std::vector<pa::LineAdjacency>& input)
{
output.resize(input.size());
for (size_t i = 0; i < input.size(); ++i)
{
const int adjacentProvokingVertex = input[i].provokingIndex;
const int baseProvokingVertexIndex = adjacentProvokingVertex-1;
output[i] = pa::Line(input[i].v1, input[i].v2, baseProvokingVertexIndex);
}
}
void convertPrimitiveToBaseType(std::vector<pa::Triangle>& output, std::vector<pa::TriangleAdjacency>& input)
{
output.resize(input.size());
for (size_t i = 0; i < input.size(); ++i)
{
const int adjacentProvokingVertex = input[i].provokingIndex;
const int baseProvokingVertexIndex = adjacentProvokingVertex/2;
output[i] = pa::Triangle(input[i].v0, input[i].v2, input[i].v4, baseProvokingVertexIndex);
}
}
namespace cliputil
{
/*--------------------------------------------------------------------*//*!
* \brief Get clipped portion of the second endpoint
*
* Calculate the intersection of line segment v0-v1 and a given plane. Line
* segment is defined by a pair of one-dimensional homogeneous coordinates.
*
*//*--------------------------------------------------------------------*/
ClipFloat getSegmentVolumeEdgeClip (const ClipFloat v0,
const ClipFloat w0,
const ClipFloat v1,
const ClipFloat w1,
const ClipFloat plane)
{
return (plane*w0 - v0) / ((v1 - v0) - plane*(w1 - w0));
}
/*--------------------------------------------------------------------*//*!
* \brief Get clipped portion of the endpoint
*
* How much (in [0-1] range) of a line segment v0-v1 would be clipped
* of the v0 end of the line segment by clipping.
*//*--------------------------------------------------------------------*/
ClipFloat getLineEndpointClipping (const ClipVec4& v0, const ClipVec4& v1)
{
const ClipFloat clipVolumeSize = (ClipFloat)1.0;
if (v0.z() > v0.w())
{
// Clip +Z
return getSegmentVolumeEdgeClip(v0.z(), v0.w(), v1.z(), v1.w(), clipVolumeSize);
}
else if (v0.z() < -v0.w())
{
// Clip -Z
return getSegmentVolumeEdgeClip(v0.z(), v0.w(), v1.z(), v1.w(), -clipVolumeSize);
}
else
{
// no clipping
return (ClipFloat)0.0;
}
}
ClipVec4 vec4ToClipVec4 (const tcu::Vec4& v)
{
return ClipVec4((ClipFloat)v.x(), (ClipFloat)v.y(), (ClipFloat)v.z(), (ClipFloat)v.w());
}
tcu::Vec4 clipVec4ToVec4 (const ClipVec4& v)
{
return tcu::Vec4((float)v.x(), (float)v.y(), (float)v.z(), (float)v.w());
}
class ClipVolumePlane
{
public:
virtual bool pointInClipVolume (const ClipVec4& p) const = 0;
virtual ClipFloat clipLineSegmentEnd (const ClipVec4& v0, const ClipVec4& v1) const = 0;
virtual ClipVec4 getLineIntersectionPoint (const ClipVec4& v0, const ClipVec4& v1) const = 0;
};
template <int Sign, int CompNdx>
class ComponentPlane : public ClipVolumePlane
{
DE_STATIC_ASSERT(Sign == +1 || Sign == -1);
public:
bool pointInClipVolume (const ClipVec4& p) const;
ClipFloat clipLineSegmentEnd (const ClipVec4& v0, const ClipVec4& v1) const;
ClipVec4 getLineIntersectionPoint (const ClipVec4& v0, const ClipVec4& v1) const;
};
template <int Sign, int CompNdx>
bool ComponentPlane<Sign, CompNdx>::pointInClipVolume (const ClipVec4& p) const
{
const ClipFloat clipVolumeSize = (ClipFloat)1.0;
return (ClipFloat)(Sign * p[CompNdx]) <= clipVolumeSize * p.w();
}
template <int Sign, int CompNdx>
ClipFloat ComponentPlane<Sign, CompNdx>::clipLineSegmentEnd (const ClipVec4& v0, const ClipVec4& v1) const
{
const ClipFloat clipVolumeSize = (ClipFloat)1.0;
return getSegmentVolumeEdgeClip(v0[CompNdx], v0.w(),
v1[CompNdx], v1.w(),
(ClipFloat)Sign * clipVolumeSize);
}
template <int Sign, int CompNdx>
ClipVec4 ComponentPlane<Sign, CompNdx>::getLineIntersectionPoint (const ClipVec4& v0, const ClipVec4& v1) const
{
// A point on line might be far away, causing clipping ratio (clipLineSegmentEnd) to become extremely close to 1.0
// even if the another point is not on the plane. Prevent clipping ratio from saturating by using points on line
// that are (nearly) on this and (nearly) on the opposite plane.
const ClipVec4 clippedV0 = tcu::mix(v0, v1, ComponentPlane<+1, CompNdx>().clipLineSegmentEnd(v0, v1));
const ClipVec4 clippedV1 = tcu::mix(v0, v1, ComponentPlane<-1, CompNdx>().clipLineSegmentEnd(v0, v1));
const ClipFloat clipRatio = clipLineSegmentEnd(clippedV0, clippedV1);
// Find intersection point of line from v0 to v1 and the current plane. Avoid ratios near 1.0
if (clipRatio <= (ClipFloat)0.5)
return tcu::mix(clippedV0, clippedV1, clipRatio);
else
{
const ClipFloat complementClipRatio = clipLineSegmentEnd(clippedV1, clippedV0);
return tcu::mix(clippedV1, clippedV0, complementClipRatio);
}
}
struct TriangleVertex
{
ClipVec4 position;
ClipFloat weight[3]; //!< barycentrics
};
struct SubTriangle
{
TriangleVertex vertices[3];
};
void clipTriangleOneVertex (std::vector<TriangleVertex>& clippedEdges, const ClipVolumePlane& plane, const TriangleVertex& clipped, const TriangleVertex& v1, const TriangleVertex& v2)
{
const ClipFloat degenerateLimit = (ClipFloat)1.0;
// calc clip pos
TriangleVertex mid1;
TriangleVertex mid2;
bool outputDegenerate = false;
{
const TriangleVertex& inside = v1;
const TriangleVertex& outside = clipped;
TriangleVertex& middle = mid1;
const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
if (hitDist >= degenerateLimit)
{
// do not generate degenerate triangles
outputDegenerate = true;
}
else
{
const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
middle.position = plane.getLineIntersectionPoint(approximatedClipPoint, anotherPointOnLine);
middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
}
}
{
const TriangleVertex& inside = v2;
const TriangleVertex& outside = clipped;
TriangleVertex& middle = mid2;
const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
if (hitDist >= degenerateLimit)
{
// do not generate degenerate triangles
outputDegenerate = true;
}
else
{
const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
middle.position = plane.getLineIntersectionPoint(approximatedClipPoint, anotherPointOnLine);
middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
}
}
if (!outputDegenerate)
{
// gen quad (v1) -> mid1 -> mid2 -> (v2)
clippedEdges.push_back(v1);
clippedEdges.push_back(mid1);
clippedEdges.push_back(mid2);
clippedEdges.push_back(v2);
}
else
{
// don't modify
clippedEdges.push_back(v1);
clippedEdges.push_back(clipped);
clippedEdges.push_back(v2);
}
}
void clipTriangleTwoVertices (std::vector<TriangleVertex>& clippedEdges, const ClipVolumePlane& plane, const TriangleVertex& v0, const TriangleVertex& clipped1, const TriangleVertex& clipped2)
{
const ClipFloat unclippableLimit = (ClipFloat)1.0;
// calc clip pos
TriangleVertex mid1;
TriangleVertex mid2;
bool unclippableVertex1 = false;
bool unclippableVertex2 = false;
{
const TriangleVertex& inside = v0;
const TriangleVertex& outside = clipped1;
TriangleVertex& middle = mid1;
const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
if (hitDist >= unclippableLimit)
{
// this edge cannot be clipped because the edge is really close to the volume boundary
unclippableVertex1 = true;
}
else
{
const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
middle.position = plane.getLineIntersectionPoint(approximatedClipPoint, anotherPointOnLine);
middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
}
}
{
const TriangleVertex& inside = v0;
const TriangleVertex& outside = clipped2;
TriangleVertex& middle = mid2;
const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
if (hitDist >= unclippableLimit)
{
// this edge cannot be clipped because the edge is really close to the volume boundary
unclippableVertex2 = true;
}
else
{
const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
middle.position = plane.getLineIntersectionPoint(approximatedClipPoint, anotherPointOnLine);
middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
}
}
if (!unclippableVertex1 && !unclippableVertex2)
{
// gen triangle (v0) -> mid1 -> mid2
clippedEdges.push_back(v0);
clippedEdges.push_back(mid1);
clippedEdges.push_back(mid2);
}
else if (!unclippableVertex1 && unclippableVertex2)
{
// clip just vertex 1
clippedEdges.push_back(v0);
clippedEdges.push_back(mid1);
clippedEdges.push_back(clipped2);
}
else if (unclippableVertex1 && !unclippableVertex2)
{
// clip just vertex 2
clippedEdges.push_back(v0);
clippedEdges.push_back(clipped1);
clippedEdges.push_back(mid2);
}
else
{
// don't modify
clippedEdges.push_back(v0);
clippedEdges.push_back(clipped1);
clippedEdges.push_back(clipped2);
}
}
void clipTriangleToPlane (std::vector<TriangleVertex>& clippedEdges, const TriangleVertex* vertices, const ClipVolumePlane& plane)
{
const bool v0Clipped = !plane.pointInClipVolume(vertices[0].position);
const bool v1Clipped = !plane.pointInClipVolume(vertices[1].position);
const bool v2Clipped = !plane.pointInClipVolume(vertices[2].position);
const int clipCount = ((v0Clipped) ? (1) : (0)) + ((v1Clipped) ? (1) : (0)) + ((v2Clipped) ? (1) : (0));
if (clipCount == 0)
{
// pass
clippedEdges.insert(clippedEdges.begin(), vertices, vertices + 3);
}
else if (clipCount == 1)
{
// clip one vertex
if (v0Clipped) clipTriangleOneVertex(clippedEdges, plane, vertices[0], vertices[1], vertices[2]);
else if (v1Clipped) clipTriangleOneVertex(clippedEdges, plane, vertices[1], vertices[2], vertices[0]);
else clipTriangleOneVertex(clippedEdges, plane, vertices[2], vertices[0], vertices[1]);
}
else if (clipCount == 2)
{
// clip two vertices
if (!v0Clipped) clipTriangleTwoVertices(clippedEdges, plane, vertices[0], vertices[1], vertices[2]);
else if (!v1Clipped) clipTriangleTwoVertices(clippedEdges, plane, vertices[1], vertices[2], vertices[0]);
else clipTriangleTwoVertices(clippedEdges, plane, vertices[2], vertices[0], vertices[1]);
}
else if (clipCount == 3)
{
// discard
}
else
{
DE_ASSERT(DE_FALSE);
}
}
} // cliputil
tcu::Vec2 to2DCartesian (const tcu::Vec4& p)
{
return tcu::Vec2(p.x(), p.y()) / p.w();
}
float cross2D (const tcu::Vec2& a, const tcu::Vec2& b)
{
return tcu::cross(tcu::Vec3(a.x(), a.y(), 0.0f), tcu::Vec3(b.x(), b.y(), 0.0f)).z();
}
void flatshadePrimitiveVertices (pa::Triangle& target, size_t outputNdx)
{
const rr::GenericVec4 flatValue = target.getProvokingVertex()->outputs[outputNdx];
target.v0->outputs[outputNdx] = flatValue;
target.v1->outputs[outputNdx] = flatValue;
target.v2->outputs[outputNdx] = flatValue;
}
void flatshadePrimitiveVertices (pa::Line& target, size_t outputNdx)
{
const rr::GenericVec4 flatValue = target.getProvokingVertex()->outputs[outputNdx];
target.v0->outputs[outputNdx] = flatValue;
target.v1->outputs[outputNdx] = flatValue;
}
void flatshadePrimitiveVertices (pa::Point& target, size_t outputNdx)
{
DE_UNREF(target);
DE_UNREF(outputNdx);
}
template <typename ContainerType>
void flatshadeVertices (const Program& program, ContainerType& list)
{
// flatshade
const std::vector<rr::VertexVaryingInfo>& fragInputs = (program.geometryShader) ? (program.geometryShader->getOutputs()) : (program.vertexShader->getOutputs());
for (size_t inputNdx = 0; inputNdx < fragInputs.size(); ++inputNdx)
if (fragInputs[inputNdx].flatshade)
for (typename ContainerType::iterator it = list.begin(); it != list.end(); ++it)
flatshadePrimitiveVertices(*it, inputNdx);
}
/*--------------------------------------------------------------------*//*!
* Clip triangles to the clip volume.
*//*--------------------------------------------------------------------*/
void clipPrimitives (std::vector<pa::Triangle>& list,
const Program& program,
bool clipWithZPlanes,
VertexPacketAllocator& vpalloc)
{
using namespace cliputil;
cliputil::ComponentPlane<+1, 0> clipPosX;
cliputil::ComponentPlane<-1, 0> clipNegX;
cliputil::ComponentPlane<+1, 1> clipPosY;
cliputil::ComponentPlane<-1, 1> clipNegY;
cliputil::ComponentPlane<+1, 2> clipPosZ;
cliputil::ComponentPlane<-1, 2> clipNegZ;
const std::vector<rr::VertexVaryingInfo>& fragInputs = (program.geometryShader) ? (program.geometryShader->getOutputs()) : (program.vertexShader->getOutputs());
const ClipVolumePlane* planes[] = { &clipPosX, &clipNegX, &clipPosY, &clipNegY, &clipPosZ, &clipNegZ };
const int numPlanes = (clipWithZPlanes) ? (6) : (4);
std::vector<pa::Triangle> outputTriangles;
for (int inputTriangleNdx = 0; inputTriangleNdx < (int)list.size(); ++inputTriangleNdx)
{
bool clippedByPlane[6];
// Needs clipping?
{
bool discardPrimitive = false;
bool fullyInClipVolume = true;
for (int planeNdx = 0; planeNdx < numPlanes; ++planeNdx)
{
const ClipVolumePlane* plane = planes[planeNdx];
const bool v0InsidePlane = plane->pointInClipVolume(vec4ToClipVec4(list[inputTriangleNdx].v0->position));
const bool v1InsidePlane = plane->pointInClipVolume(vec4ToClipVec4(list[inputTriangleNdx].v1->position));
const bool v2InsidePlane = plane->pointInClipVolume(vec4ToClipVec4(list[inputTriangleNdx].v2->position));
// Fully outside
if (!v0InsidePlane && !v1InsidePlane && !v2InsidePlane)
{
discardPrimitive = true;
break;
}
// Partially outside
else if (!v0InsidePlane || !v1InsidePlane || !v2InsidePlane)
{
clippedByPlane[planeNdx] = true;
fullyInClipVolume = false;
}
// Fully inside
else
clippedByPlane[planeNdx] = false;
}
if (discardPrimitive)
continue;
if (fullyInClipVolume)
{
outputTriangles.push_back(list[inputTriangleNdx]);
continue;
}
}
// Clip
{
std::vector<SubTriangle> subTriangles (1);
SubTriangle& initialTri = subTriangles[0];
initialTri.vertices[0].position = vec4ToClipVec4(list[inputTriangleNdx].v0->position);
initialTri.vertices[0].weight[0] = (ClipFloat)1.0;
initialTri.vertices[0].weight[1] = (ClipFloat)0.0;
initialTri.vertices[0].weight[2] = (ClipFloat)0.0;
initialTri.vertices[1].position = vec4ToClipVec4(list[inputTriangleNdx].v1->position);
initialTri.vertices[1].weight[0] = (ClipFloat)0.0;
initialTri.vertices[1].weight[1] = (ClipFloat)1.0;
initialTri.vertices[1].weight[2] = (ClipFloat)0.0;
initialTri.vertices[2].position = vec4ToClipVec4(list[inputTriangleNdx].v2->position);
initialTri.vertices[2].weight[0] = (ClipFloat)0.0;
initialTri.vertices[2].weight[1] = (ClipFloat)0.0;
initialTri.vertices[2].weight[2] = (ClipFloat)1.0;
// Clip all subtriangles to all relevant planes
for (int planeNdx = 0; planeNdx < numPlanes; ++planeNdx)
{
std::vector<SubTriangle> nextPhaseSubTriangles;
if (!clippedByPlane[planeNdx])
continue;
for (int subTriangleNdx = 0; subTriangleNdx < (int)subTriangles.size(); ++subTriangleNdx)
{
std::vector<TriangleVertex> convexPrimitive;
// Clip triangle and form a convex n-gon ( n c {3, 4} )
clipTriangleToPlane(convexPrimitive, subTriangles[subTriangleNdx].vertices, *planes[planeNdx]);
// Subtriangle completely discarded
if (convexPrimitive.empty())
continue;
DE_ASSERT(convexPrimitive.size() == 3 || convexPrimitive.size() == 4);
//Triangulate planar convex n-gon
{
TriangleVertex& v0 = convexPrimitive[0];
for (int subsubTriangleNdx = 1; subsubTriangleNdx + 1 < (int)convexPrimitive.size(); ++subsubTriangleNdx)
{
const float degenerateEpsilon = 1.0e-6f;
const TriangleVertex& v1 = convexPrimitive[subsubTriangleNdx];
const TriangleVertex& v2 = convexPrimitive[subsubTriangleNdx + 1];
const float visibleArea = de::abs(cross2D(to2DCartesian(clipVec4ToVec4(v1.position)) - to2DCartesian(clipVec4ToVec4(v0.position)),
to2DCartesian(clipVec4ToVec4(v2.position)) - to2DCartesian(clipVec4ToVec4(v0.position))));
// has surface area (is not a degenerate)
if (visibleArea >= degenerateEpsilon)
{
SubTriangle subsubTriangle;
subsubTriangle.vertices[0] = v0;
subsubTriangle.vertices[1] = v1;
subsubTriangle.vertices[2] = v2;
nextPhaseSubTriangles.push_back(subsubTriangle);
}
}
}
}
subTriangles.swap(nextPhaseSubTriangles);
}
// Rebuild pa::Triangles from subtriangles
for (int subTriangleNdx = 0; subTriangleNdx < (int)subTriangles.size(); ++subTriangleNdx)
{
VertexPacket* p0 = vpalloc.alloc();
VertexPacket* p1 = vpalloc.alloc();
VertexPacket* p2 = vpalloc.alloc();
pa::Triangle ngonFragment (p0, p1, p2, -1);
p0->position = clipVec4ToVec4(subTriangles[subTriangleNdx].vertices[0].position);
p1->position = clipVec4ToVec4(subTriangles[subTriangleNdx].vertices[1].position);
p2->position = clipVec4ToVec4(subTriangles[subTriangleNdx].vertices[2].position);
for (size_t outputNdx = 0; outputNdx < fragInputs.size(); ++outputNdx)
{
if (fragInputs[outputNdx].type == GENERICVECTYPE_FLOAT)
{
const tcu::Vec4 out0 = list[inputTriangleNdx].v0->outputs[outputNdx].get<float>();
const tcu::Vec4 out1 = list[inputTriangleNdx].v1->outputs[outputNdx].get<float>();
const tcu::Vec4 out2 = list[inputTriangleNdx].v2->outputs[outputNdx].get<float>();
p0->outputs[outputNdx] = (float)subTriangles[subTriangleNdx].vertices[0].weight[0] * out0
+ (float)subTriangles[subTriangleNdx].vertices[0].weight[1] * out1
+ (float)subTriangles[subTriangleNdx].vertices[0].weight[2] * out2;
p1->outputs[outputNdx] = (float)subTriangles[subTriangleNdx].vertices[1].weight[0] * out0
+ (float)subTriangles[subTriangleNdx].vertices[1].weight[1] * out1
+ (float)subTriangles[subTriangleNdx].vertices[1].weight[2] * out2;
p2->outputs[outputNdx] = (float)subTriangles[subTriangleNdx].vertices[2].weight[0] * out0
+ (float)subTriangles[subTriangleNdx].vertices[2].weight[1] * out1
+ (float)subTriangles[subTriangleNdx].vertices[2].weight[2] * out2;
}
else
{
// only floats are interpolated, all others must be flatshaded then
p0->outputs[outputNdx] = list[inputTriangleNdx].getProvokingVertex()->outputs[outputNdx];
p1->outputs[outputNdx] = list[inputTriangleNdx].getProvokingVertex()->outputs[outputNdx];
p2->outputs[outputNdx] = list[inputTriangleNdx].getProvokingVertex()->outputs[outputNdx];
}
}
outputTriangles.push_back(ngonFragment);
}
}
}
// output result
list.swap(outputTriangles);
}
/*--------------------------------------------------------------------*//*!
* Clip lines to the near and far clip planes.
*
* Clipping to other planes is a by-product of the viewport test (i.e.
* rasterization area selection).
*//*--------------------------------------------------------------------*/
void clipPrimitives (std::vector<pa::Line>& list,
const Program& program,
bool clipWithZPlanes,
VertexPacketAllocator& vpalloc)
{
DE_UNREF(vpalloc);
using namespace cliputil;
// Lines are clipped only by the far and the near planes here. Line clipping by other planes done in the rasterization phase
const std::vector<rr::VertexVaryingInfo>& fragInputs = (program.geometryShader) ? (program.geometryShader->getOutputs()) : (program.vertexShader->getOutputs());
std::vector<pa::Line> visibleLines;
// Z-clipping disabled, don't do anything
if (!clipWithZPlanes)
return;
for (size_t ndx = 0; ndx < list.size(); ++ndx)
{
pa::Line& l = list[ndx];
// Totally discarded?
if ((l.v0->position.z() < -l.v0->position.w() && l.v1->position.z() < -l.v1->position.w()) ||
(l.v0->position.z() > l.v0->position.w() && l.v1->position.z() > l.v1->position.w()))
continue; // discard
// Something is visible
const ClipVec4 p0 = vec4ToClipVec4(l.v0->position);
const ClipVec4 p1 = vec4ToClipVec4(l.v1->position);
const ClipFloat t0 = getLineEndpointClipping(p0, p1);
const ClipFloat t1 = getLineEndpointClipping(p1, p0);
// Not clipped at all?
if (t0 == (ClipFloat)0.0 && t1 == (ClipFloat)0.0)
{
visibleLines.push_back(pa::Line(l.v0, l.v1, -1));
}
else
{
// Clip position
l.v0->position = clipVec4ToVec4(tcu::mix(p0, p1, t0));
l.v1->position = clipVec4ToVec4(tcu::mix(p1, p0, t1));
// Clip attributes
for (size_t outputNdx = 0; outputNdx < fragInputs.size(); ++outputNdx)
{
// only floats are clipped, other types are flatshaded
if (fragInputs[outputNdx].type == GENERICVECTYPE_FLOAT)
{
const tcu::Vec4 a0 = l.v0->outputs[outputNdx].get<float>();
const tcu::Vec4 a1 = l.v1->outputs[outputNdx].get<float>();
l.v0->outputs[outputNdx] = tcu::mix(a0, a1, (float)t0);
l.v1->outputs[outputNdx] = tcu::mix(a1, a0, (float)t1);
}
}
visibleLines.push_back(pa::Line(l.v0, l.v1, -1));
}
}
// return visible in list
std::swap(visibleLines, list);
}
/*--------------------------------------------------------------------*//*!
* Discard points not within clip volume. Clipping is a by-product
* of the viewport test.
*//*--------------------------------------------------------------------*/
void clipPrimitives (std::vector<pa::Point>& list,
const Program& program,
bool clipWithZPlanes,
VertexPacketAllocator& vpalloc)
{
DE_UNREF(vpalloc);
DE_UNREF(program);
std::vector<pa::Point> visiblePoints;
// Z-clipping disabled, don't do anything
if (!clipWithZPlanes)
return;
for (size_t ndx = 0; ndx < list.size(); ++ndx)
{
pa::Point& p = list[ndx];
// points are discarded if Z is not in range. (Wide) point clipping is done in the rasterization phase
if (de::inRange(p.v0->position.z(), -p.v0->position.w(), p.v0->position.w()))
visiblePoints.push_back(pa::Point(p.v0));
}
// return visible in list
std::swap(visiblePoints, list);
}
void transformVertexClipCoordsToWindowCoords (const RenderState& state, VertexPacket& packet)
{
// To normalized device coords
{
packet.position = tcu::Vec4(packet.position.x()/packet.position.w(),
packet.position.y()/packet.position.w(),
packet.position.z()/packet.position.w(),
1.0f /packet.position.w());
}
// To window coords
{
const WindowRectangle& viewport = state.viewport.rect;
const float halfW = (float)(viewport.width) / 2.0f;
const float halfH = (float)(viewport.height) / 2.0f;
const float oX = (float)viewport.left + halfW;
const float oY = (float)viewport.bottom + halfH;
const float zn = state.viewport.zn;
const float zf = state.viewport.zf;
packet.position = tcu::Vec4(packet.position.x()*halfW + oX,
packet.position.y()*halfH + oY,
packet.position.z()*(zf - zn)/2.0f + (zn + zf)/2.0f,
packet.position.w());
}
}
void transformPrimitiveClipCoordsToWindowCoords (const RenderState& state, pa::Triangle& target)
{
transformVertexClipCoordsToWindowCoords(state, *target.v0);
transformVertexClipCoordsToWindowCoords(state, *target.v1);
transformVertexClipCoordsToWindowCoords(state, *target.v2);
}
void transformPrimitiveClipCoordsToWindowCoords (const RenderState& state, pa::Line& target)
{
transformVertexClipCoordsToWindowCoords(state, *target.v0);
transformVertexClipCoordsToWindowCoords(state, *target.v1);
}
void transformPrimitiveClipCoordsToWindowCoords (const RenderState& state, pa::Point& target)
{
transformVertexClipCoordsToWindowCoords(state, *target.v0);
}
template <typename ContainerType>
void transformClipCoordsToWindowCoords (const RenderState& state, ContainerType& list)
{
for (typename ContainerType::iterator it = list.begin(); it != list.end(); ++it)
transformPrimitiveClipCoordsToWindowCoords(state, *it);
}
void makeSharedVerticeDistinct (VertexPacket*& packet, std::set<VertexPacket*, std::less<void*> >& vertices, VertexPacketAllocator& vpalloc)
{
// distinct
if (vertices.find(packet) == vertices.end())
{
vertices.insert(packet);
}
else
{
VertexPacket* newPacket = vpalloc.alloc();
// copy packet output values
newPacket->position = packet->position;
newPacket->pointSize = packet->pointSize;
newPacket->primitiveID = packet->primitiveID;
for (size_t outputNdx = 0; outputNdx < vpalloc.getNumVertexOutputs(); ++outputNdx)
newPacket->outputs[outputNdx] = packet->outputs[outputNdx];
// no need to insert new packet to "vertices" as newPacket is unique
packet = newPacket;
}
}
void makeSharedVerticesDistinct (pa::Triangle& target, std::set<VertexPacket*, std::less<void*> >& vertices, VertexPacketAllocator& vpalloc)
{
makeSharedVerticeDistinct(target.v0, vertices, vpalloc);
makeSharedVerticeDistinct(target.v1, vertices, vpalloc);
makeSharedVerticeDistinct(target.v2, vertices, vpalloc);
}
void makeSharedVerticesDistinct (pa::Line& target, std::set<VertexPacket*, std::less<void*> >& vertices, VertexPacketAllocator& vpalloc)
{
makeSharedVerticeDistinct(target.v0, vertices, vpalloc);
makeSharedVerticeDistinct(target.v1, vertices, vpalloc);
}
void makeSharedVerticesDistinct (pa::Point& target, std::set<VertexPacket*, std::less<void*> >& vertices, VertexPacketAllocator& vpalloc)
{
makeSharedVerticeDistinct(target.v0, vertices, vpalloc);
}
template <typename ContainerType>
void makeSharedVerticesDistinct (ContainerType& list, VertexPacketAllocator& vpalloc)
{
std::set<VertexPacket*, std::less<void*> > vertices;
for (typename ContainerType::iterator it = list.begin(); it != list.end(); ++it)
makeSharedVerticesDistinct(*it, vertices, vpalloc);
}
void generatePrimitiveIDs (pa::Triangle& target, int id)
{
target.v0->primitiveID = id;
target.v1->primitiveID = id;
target.v2->primitiveID = id;
}
void generatePrimitiveIDs (pa::Line& target, int id)
{
target.v0->primitiveID = id;
target.v1->primitiveID = id;
}
void generatePrimitiveIDs (pa::Point& target, int id)
{
target.v0->primitiveID = id;
}
template <typename ContainerType>
void generatePrimitiveIDs (ContainerType& list, DrawContext& drawContext)
{
for (typename ContainerType::iterator it = list.begin(); it != list.end(); ++it)
generatePrimitiveIDs(*it, drawContext.primitiveID++);
}
static float findTriangleVertexDepthSlope (const tcu::Vec4& p, const tcu::Vec4& v0, const tcu::Vec4& v1)
{
// screen space
const tcu::Vec3 ssp = p.swizzle(0, 1, 2);
const tcu::Vec3 ssv0 = v0.swizzle(0, 1, 2);
const tcu::Vec3 ssv1 = v1.swizzle(0, 1, 2);
// dx & dy
const tcu::Vec3 a = ssv0.swizzle(0,1,2) - ssp.swizzle(0,1,2);
const tcu::Vec3 b = ssv1.swizzle(0,1,2) - ssp.swizzle(0,1,2);
const float epsilon = 0.0001f;
const float det = (a.x() * b.y() - b.x() * a.y());
// degenerate triangle, it won't generate any fragments anyway. Return value doesn't matter
if (de::abs(det) < epsilon)
return 0.0f;
const tcu::Vec2 dxDir = tcu::Vec2( b.y(), -a.y()) / det;
const tcu::Vec2 dyDir = tcu::Vec2(-b.x(), a.x()) / det;
const float dzdx = dxDir.x() * a.z() + dxDir.y() * b.z();
const float dzdy = dyDir.x() * a.z() + dyDir.y() * b.z();
// approximate using max(|dz/dx|, |dz/dy|)
return de::max(de::abs(dzdx), de::abs(dzdy));
}
static float findPrimitiveMaximumDepthSlope (const pa::Triangle& triangle)
{
const float d1 = findTriangleVertexDepthSlope(triangle.v0->position, triangle.v1->position, triangle.v2->position);
const float d2 = findTriangleVertexDepthSlope(triangle.v1->position, triangle.v2->position, triangle.v0->position);
const float d3 = findTriangleVertexDepthSlope(triangle.v2->position, triangle.v0->position, triangle.v1->position);
return de::max(d1, de::max(d2, d3));
}
static float getFloatingPointMinimumResolvableDifference (float maxZValue, tcu::TextureFormat::ChannelType type)
{
if (type == tcu::TextureFormat::FLOAT)
{
// 32f
const int maxExponent = tcu::Float32(maxZValue).exponent();
return tcu::Float32::construct(+1, maxExponent - 23, 1 << 23).asFloat();
}
// unexpected format
DE_ASSERT(false);
return 0.0f;
}
static float getFixedPointMinimumResolvableDifference (int numBits)
{
return tcu::Float32::construct(+1, -numBits, 1 << 23).asFloat();
}
static float findPrimitiveMinimumResolvableDifference (const pa::Triangle& triangle, const rr::MultisampleConstPixelBufferAccess& depthAccess)
{
const float maxZvalue = de::max(de::max(triangle.v0->position.z(), triangle.v1->position.z()), triangle.v2->position.z());
const tcu::TextureFormat format = depthAccess.raw().getFormat();
const tcu::TextureFormat::ChannelOrder order = format.order;
if (order == tcu::TextureFormat::D)
{
// depth only
const tcu::TextureFormat::ChannelType channelType = format.type;
const tcu::TextureChannelClass channelClass = tcu::getTextureChannelClass(channelType);
const int numBits = tcu::getTextureFormatBitDepth(format).x();
if (channelClass == tcu::TEXTURECHANNELCLASS_FLOATING_POINT)
return getFloatingPointMinimumResolvableDifference(maxZvalue, channelType);
else
// \note channelClass might be CLASS_LAST but that's ok
return getFixedPointMinimumResolvableDifference(numBits);
}
else if (order == tcu::TextureFormat::DS)
{
// depth stencil, special cases for possible combined formats
if (format.type == tcu::TextureFormat::FLOAT_UNSIGNED_INT_24_8_REV)
return getFloatingPointMinimumResolvableDifference(maxZvalue, tcu::TextureFormat::FLOAT);
else if (format.type == tcu::TextureFormat::UNSIGNED_INT_24_8)
return getFixedPointMinimumResolvableDifference(24);
}
// unexpected format
DE_ASSERT(false);
return 0.0f;
}
void writeFragmentPackets (const RenderState& state,
const RenderTarget& renderTarget,
const Program& program,
const FragmentPacket* fragmentPackets,
int numRasterizedPackets,
rr::FaceType facetype,
const std::vector<rr::GenericVec4>& fragmentOutputArray,
const float* depthValues,
std::vector<Fragment>& fragmentBuffer)
{
const int numSamples = renderTarget.colorBuffers[0].getNumSamples();
const size_t numOutputs = program.fragmentShader->getOutputs().size();
FragmentProcessor fragProcessor;
DE_ASSERT(fragmentOutputArray.size() >= (size_t)numRasterizedPackets*4*numOutputs);
DE_ASSERT(fragmentBuffer.size() >= (size_t)numRasterizedPackets*4);
// Translate fragments but do not set the value yet
{
int fragCount = 0;
for (int packetNdx = 0; packetNdx < numRasterizedPackets; ++packetNdx)
for (int fragNdx = 0; fragNdx < 4; fragNdx++)
{
const FragmentPacket& packet = fragmentPackets[packetNdx];
const int xo = fragNdx%2;
const int yo = fragNdx/2;
if (getCoverageAnyFragmentSampleLive(packet.coverage, numSamples, xo, yo))
{
Fragment& fragment = fragmentBuffer[fragCount++];
fragment.pixelCoord = packet.position + tcu::IVec2(xo, yo);
fragment.coverage = (deUint32)((packet.coverage & getCoverageFragmentSampleBits(numSamples, xo, yo)) >> getCoverageOffset(numSamples, xo, yo));
fragment.sampleDepths = (depthValues) ? (&depthValues[(packetNdx*4 + yo*2 + xo)*numSamples]) : (DE_NULL);
}
}
}
// Set per output output values
{
rr::FragmentOperationState noStencilDepthWriteState(state.fragOps);
noStencilDepthWriteState.depthMask = false;
noStencilDepthWriteState.stencilStates[facetype].sFail = STENCILOP_KEEP;
noStencilDepthWriteState.stencilStates[facetype].dpFail = STENCILOP_KEEP;
noStencilDepthWriteState.stencilStates[facetype].dpPass = STENCILOP_KEEP;
int fragCount = 0;
for (size_t outputNdx = 0; outputNdx < numOutputs; ++outputNdx)
{
// Only the last output-pass has default state, other passes have stencil & depth writemask=0
const rr::FragmentOperationState& fragOpsState = (outputNdx == numOutputs-1) ? (state.fragOps) : (noStencilDepthWriteState);
for (int packetNdx = 0; packetNdx < numRasterizedPackets; ++packetNdx)
for (int fragNdx = 0; fragNdx < 4; fragNdx++)
{
const FragmentPacket& packet = fragmentPackets[packetNdx];
const int xo = fragNdx%2;
const int yo = fragNdx/2;
// Add only fragments that have live samples to shaded fragments queue.
if (getCoverageAnyFragmentSampleLive(packet.coverage, numSamples, xo, yo))
{
Fragment& fragment = fragmentBuffer[fragCount++];
fragment.value = fragmentOutputArray[(packetNdx*4 + fragNdx) * numOutputs + outputNdx];
}
}
// Execute per-fragment ops and write
fragProcessor.render(renderTarget.colorBuffers[outputNdx], renderTarget.depthBuffer, renderTarget.stencilBuffer, &fragmentBuffer[0], fragCount, facetype, fragOpsState);
}
}
}
void rasterizePrimitive (const RenderState& state,
const RenderTarget& renderTarget,
const Program& program,
const pa::Triangle& triangle,
const tcu::IVec4& renderTargetRect,
RasterizationInternalBuffers& buffers)
{
const int numSamples = renderTarget.colorBuffers[0].getNumSamples();
const float depthClampMin = de::min(state.viewport.zn, state.viewport.zf);
const float depthClampMax = de::max(state.viewport.zn, state.viewport.zf);
TriangleRasterizer rasterizer (renderTargetRect, numSamples, state.rasterization);
float depthOffset = 0.0f;
rasterizer.init(triangle.v0->position, triangle.v1->position, triangle.v2->position);
// Culling
const FaceType visibleFace = rasterizer.getVisibleFace();
if ((state.cullMode == CULLMODE_FRONT && visibleFace == FACETYPE_FRONT) ||
(state.cullMode == CULLMODE_BACK && visibleFace == FACETYPE_BACK))
return;
// Shading context
FragmentShadingContext shadingContext(triangle.v0->outputs, triangle.v1->outputs, triangle.v2->outputs, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, triangle.v2->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
// Polygon offset
if (buffers.fragmentDepthBuffer && state.fragOps.polygonOffsetEnabled)
{
const float maximumDepthSlope = findPrimitiveMaximumDepthSlope(triangle);
const float minimumResolvableDifference = findPrimitiveMinimumResolvableDifference(triangle, renderTarget.depthBuffer);
depthOffset = maximumDepthSlope * state.fragOps.polygonOffsetFactor + minimumResolvableDifference * state.fragOps.polygonOffsetUnits;
}
// Execute rasterize - shade - write loop
for (;;)
{
const int maxFragmentPackets = (int)buffers.fragmentPackets.size();
int numRasterizedPackets = 0;
// Rasterize
rasterizer.rasterize(&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
// numRasterizedPackets is guaranteed to be greater than zero for shadeFragments()
if (!numRasterizedPackets)
break; // Rasterization finished.
// Polygon offset
if (buffers.fragmentDepthBuffer && state.fragOps.polygonOffsetEnabled)
for (int sampleNdx = 0; sampleNdx < numRasterizedPackets * 4 * numSamples; ++sampleNdx)
buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx] + depthOffset, 0.0f, 1.0f);
// Shade
program.fragmentShader->shadeFragments(&buffers.fragmentPackets[0], numRasterizedPackets, shadingContext);
// Depth clamp
if (buffers.fragmentDepthBuffer && state.fragOps.depthClampEnabled)
for (int sampleNdx = 0; sampleNdx < numRasterizedPackets * 4 * numSamples; ++sampleNdx)
buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx], depthClampMin, depthClampMax);
// Handle fragment shader outputs
writeFragmentPackets(state, renderTarget, program, &buffers.fragmentPackets[0], numRasterizedPackets, visibleFace, buffers.shaderOutputs, buffers.fragmentDepthBuffer, buffers.shadedFragments);
}
}
void rasterizePrimitive (const RenderState& state,
const RenderTarget& renderTarget,
const Program& program,
const pa::Line& line,
const tcu::IVec4& renderTargetRect,
RasterizationInternalBuffers& buffers)
{
const int numSamples = renderTarget.colorBuffers[0].getNumSamples();
const float depthClampMin = de::min(state.viewport.zn, state.viewport.zf);
const float depthClampMax = de::max(state.viewport.zn, state.viewport.zf);
const bool msaa = numSamples > 1;
FragmentShadingContext shadingContext (line.v0->outputs, line.v1->outputs, DE_NULL, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, line.v1->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
SingleSampleLineRasterizer aliasedRasterizer (renderTargetRect);
MultiSampleLineRasterizer msaaRasterizer (numSamples, renderTargetRect);
// Initialize rasterization.
if (msaa)
msaaRasterizer.init(line.v0->position, line.v1->position, state.line.lineWidth);
else
aliasedRasterizer.init(line.v0->position, line.v1->position, state.line.lineWidth);
for (;;)
{
const int maxFragmentPackets = (int)buffers.fragmentPackets.size();
int numRasterizedPackets = 0;
// Rasterize
if (msaa)
msaaRasterizer.rasterize (&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
else
aliasedRasterizer.rasterize (&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
// numRasterizedPackets is guaranteed to be greater than zero for shadeFragments()
if (!numRasterizedPackets)
break; // Rasterization finished.
// Shade
program.fragmentShader->shadeFragments(&buffers.fragmentPackets[0], numRasterizedPackets, shadingContext);
// Depth clamp
if (buffers.fragmentDepthBuffer && state.fragOps.depthClampEnabled)
for (int sampleNdx = 0; sampleNdx < numRasterizedPackets * 4 * numSamples; ++sampleNdx)
buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx], depthClampMin, depthClampMax);
// Handle fragment shader outputs
writeFragmentPackets(state, renderTarget, program, &buffers.fragmentPackets[0], numRasterizedPackets, rr::FACETYPE_FRONT, buffers.shaderOutputs, buffers.fragmentDepthBuffer, buffers.shadedFragments);
}
}
void rasterizePrimitive (const RenderState& state,
const RenderTarget& renderTarget,
const Program& program,
const pa::Point& point,
const tcu::IVec4& renderTargetRect,
RasterizationInternalBuffers& buffers)
{
const int numSamples = renderTarget.colorBuffers[0].getNumSamples();
const float depthClampMin = de::min(state.viewport.zn, state.viewport.zf);
const float depthClampMax = de::max(state.viewport.zn, state.viewport.zf);
TriangleRasterizer rasterizer1 (renderTargetRect, numSamples, state.rasterization);
TriangleRasterizer rasterizer2 (renderTargetRect, numSamples, state.rasterization);
// draw point as two triangles
const float offset = point.v0->pointSize / 2.0f;
const tcu::Vec4 w0 = tcu::Vec4(point.v0->position.x() + offset, point.v0->position.y() + offset, point.v0->position.z(), point.v0->position.w());
const tcu::Vec4 w1 = tcu::Vec4(point.v0->position.x() - offset, point.v0->position.y() + offset, point.v0->position.z(), point.v0->position.w());
const tcu::Vec4 w2 = tcu::Vec4(point.v0->position.x() - offset, point.v0->position.y() - offset, point.v0->position.z(), point.v0->position.w());
const tcu::Vec4 w3 = tcu::Vec4(point.v0->position.x() + offset, point.v0->position.y() - offset, point.v0->position.z(), point.v0->position.w());
rasterizer1.init(w0, w1, w2);
rasterizer2.init(w0, w2, w3);
// Shading context
FragmentShadingContext shadingContext(point.v0->outputs, DE_NULL, DE_NULL, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, point.v0->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
// Execute rasterize - shade - write loop
for (;;)
{
const int maxFragmentPackets = (int)buffers.fragmentPackets.size();
int numRasterizedPackets = 0;
// Rasterize both triangles
rasterizer1.rasterize(&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
if (numRasterizedPackets != maxFragmentPackets)
{
float* const depthBufferAppendPointer = (buffers.fragmentDepthBuffer) ? (buffers.fragmentDepthBuffer + numRasterizedPackets*numSamples*4) : (DE_NULL);
int numRasterizedPackets2 = 0;
rasterizer2.rasterize(&buffers.fragmentPackets[numRasterizedPackets], depthBufferAppendPointer, maxFragmentPackets - numRasterizedPackets, numRasterizedPackets2);
numRasterizedPackets += numRasterizedPackets2;
}
// numRasterizedPackets is guaranteed to be greater than zero for shadeFragments()
if (!numRasterizedPackets)
break; // Rasterization finished.
// Shade
program.fragmentShader->shadeFragments(&buffers.fragmentPackets[0], numRasterizedPackets, shadingContext);
// Depth clamp
if (buffers.fragmentDepthBuffer && state.fragOps.depthClampEnabled)
for (int sampleNdx = 0; sampleNdx < numRasterizedPackets * 4 * numSamples; ++sampleNdx)
buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx], depthClampMin, depthClampMax);
// Handle fragment shader outputs
writeFragmentPackets(state, renderTarget, program, &buffers.fragmentPackets[0], numRasterizedPackets, rr::FACETYPE_FRONT, buffers.shaderOutputs, buffers.fragmentDepthBuffer, buffers.shadedFragments);
}
}
template <typename ContainerType>
void rasterize (const RenderState& state,
const RenderTarget& renderTarget,
const Program& program,
const ContainerType& list)
{
const int numSamples = renderTarget.colorBuffers[0].getNumSamples();
const int numFragmentOutputs = (int)program.fragmentShader->getOutputs().size();
const size_t maxFragmentPackets = 128;
const tcu::IVec4 viewportRect = tcu::IVec4(state.viewport.rect.left, state.viewport.rect.bottom, state.viewport.rect.width, state.viewport.rect.height);
const tcu::IVec4 bufferRect = getBufferSize(renderTarget.colorBuffers[0]);
const tcu::IVec4 renderTargetRect = rectIntersection(viewportRect, bufferRect);
// shared buffers for all primitives
std::vector<FragmentPacket> fragmentPackets (maxFragmentPackets);
std::vector<GenericVec4> shaderOutputs (maxFragmentPackets*4*numFragmentOutputs);
std::vector<Fragment> shadedFragments (maxFragmentPackets*4);
std::vector<float> depthValues (0);
float* depthBufferPointer = DE_NULL;
RasterizationInternalBuffers buffers;
// calculate depth only if we have a depth buffer
if (!isEmpty(renderTarget.depthBuffer))
{
depthValues.resize(maxFragmentPackets*4*numSamples);
depthBufferPointer = &depthValues[0];
}
// set buffers
buffers.fragmentPackets.swap(fragmentPackets);
buffers.shaderOutputs.swap(shaderOutputs);
buffers.shadedFragments.swap(shadedFragments);
buffers.fragmentDepthBuffer = depthBufferPointer;
// rasterize
for (typename ContainerType::const_iterator it = list.begin(); it != list.end(); ++it)
rasterizePrimitive(state, renderTarget, program, *it, renderTargetRect, buffers);
}
/*--------------------------------------------------------------------*//*!
* Draws transformed triangles, lines or points to render target
*//*--------------------------------------------------------------------*/
template <typename ContainerType>
void drawBasicPrimitives (const RenderState& state, const RenderTarget& renderTarget, const Program& program, ContainerType& primList, VertexPacketAllocator& vpalloc)
{
const bool clipZ = !state.fragOps.depthClampEnabled;
// Transform feedback
// Flatshading
flatshadeVertices(program, primList);
// Clipping
// \todo [jarkko] is creating & swapping std::vectors really a good solution?
clipPrimitives(primList, program, clipZ, vpalloc);
// Transform vertices to window coords
transformClipCoordsToWindowCoords(state, primList);
// Rasterize and paint
rasterize(state, renderTarget, program, primList);
}
void copyVertexPacketPointers(const VertexPacket** dst, const pa::Point& in)
{
dst[0] = in.v0;
}
void copyVertexPacketPointers(const VertexPacket** dst, const pa::Line& in)
{
dst[0] = in.v0;
dst[1] = in.v1;
}
void copyVertexPacketPointers(const VertexPacket** dst, const pa::Triangle& in)
{
dst[0] = in.v0;
dst[1] = in.v1;
dst[2] = in.v2;
}
void copyVertexPacketPointers(const VertexPacket** dst, const pa::LineAdjacency& in)
{
dst[0] = in.v0;
dst[1] = in.v1;
dst[2] = in.v2;
dst[3] = in.v3;
}
void copyVertexPacketPointers(const VertexPacket** dst, const pa::TriangleAdjacency& in)
{
dst[0] = in.v0;
dst[1] = in.v1;
dst[2] = in.v2;
dst[3] = in.v3;
dst[4] = in.v4;
dst[5] = in.v5;
}
template <PrimitiveType DrawPrimitiveType> // \note DrawPrimitiveType can only be Points, line_strip, or triangle_strip
void drawGeometryShaderOutputAsPrimitives (const RenderState& state, const RenderTarget& renderTarget, const Program& program, VertexPacket* const* vertices, size_t numVertices, VertexPacketAllocator& vpalloc)
{
// Run primitive assembly for generated stream
const size_t assemblerPrimitiveCount = PrimitiveTypeTraits<DrawPrimitiveType>::Assembler::getPrimitiveCount(numVertices);
std::vector<typename PrimitiveTypeTraits<DrawPrimitiveType>::BaseType> inputPrimitives (assemblerPrimitiveCount);
PrimitiveTypeTraits<DrawPrimitiveType>::Assembler::exec(inputPrimitives.begin(), vertices, numVertices, state.provokingVertexConvention); // \note input Primitives are baseType_t => only basic primitives (non adjacency) will compile
// Make shared vertices distinct
makeSharedVerticesDistinct(inputPrimitives, vpalloc);
// Draw assembled primitives
drawBasicPrimitives(state, renderTarget, program, inputPrimitives, vpalloc);
}
template <PrimitiveType DrawPrimitiveType>
void drawWithGeometryShader(const RenderState& state, const RenderTarget& renderTarget, const Program& program, std::vector<typename PrimitiveTypeTraits<DrawPrimitiveType>::Type>& input, DrawContext& drawContext)
{
// Vertices outputted by geometry shader may have different number of output variables than the original, create new memory allocator
VertexPacketAllocator vpalloc(program.geometryShader->getOutputs().size());
// Run geometry shader for all primitives
GeometryEmitter emitter (vpalloc, program.geometryShader->getNumVerticesOut());
std::vector<PrimitivePacket> primitives (input.size());
const int numInvocations = (int)program.geometryShader->getNumInvocations();
const int verticesIn = PrimitiveTypeTraits<DrawPrimitiveType>::Type::NUM_VERTICES;
for (size_t primitiveNdx = 0; primitiveNdx < input.size(); ++primitiveNdx)
{
primitives[primitiveNdx].primitiveIDIn = drawContext.primitiveID++;
copyVertexPacketPointers(primitives[primitiveNdx].vertices, input[primitiveNdx]);
}
if (primitives.empty())
return;
for (int invocationNdx = 0; invocationNdx < numInvocations; ++invocationNdx)
{
// Shading invocation
program.geometryShader->shadePrimitives(emitter, verticesIn, &primitives[0], (int)primitives.size(), invocationNdx);
// Find primitives in the emitted vertices
std::vector<VertexPacket*> emitted;
emitter.moveEmittedTo(emitted);
for (size_t primitiveBegin = 0; primitiveBegin < emitted.size();)
{
size_t primitiveEnd;
// Find primitive begin
if (!emitted[primitiveBegin])
{
++primitiveBegin;
continue;
}
// Find primitive end
primitiveEnd = primitiveBegin + 1;
for (; (primitiveEnd < emitted.size()) && emitted[primitiveEnd]; ++primitiveEnd); // find primitive end
// Draw range [begin, end)
switch (program.geometryShader->getOutputType())
{
case rr::GEOMETRYSHADEROUTPUTTYPE_POINTS: drawGeometryShaderOutputAsPrimitives<PRIMITIVETYPE_POINTS> (state, renderTarget, program, &emitted[primitiveBegin], primitiveEnd-primitiveBegin, vpalloc); break;
case rr::GEOMETRYSHADEROUTPUTTYPE_LINE_STRIP: drawGeometryShaderOutputAsPrimitives<PRIMITIVETYPE_LINE_STRIP> (state, renderTarget, program, &emitted[primitiveBegin], primitiveEnd-primitiveBegin, vpalloc); break;
case rr::GEOMETRYSHADEROUTPUTTYPE_TRIANGLE_STRIP: drawGeometryShaderOutputAsPrimitives<PRIMITIVETYPE_TRIANGLE_STRIP> (state, renderTarget, program, &emitted[primitiveBegin], primitiveEnd-primitiveBegin, vpalloc); break;
default:
DE_ASSERT(DE_FALSE);
}
// Next primitive
primitiveBegin = primitiveEnd + 1;
}
}
}
/*--------------------------------------------------------------------*//*!
* Assembles, tesselates, runs geometry shader and draws primitives of any type from vertex list.
*//*--------------------------------------------------------------------*/
template <PrimitiveType DrawPrimitiveType>
void drawAsPrimitives (const RenderState& state, const RenderTarget& renderTarget, const Program& program, VertexPacket* const* vertices, int numVertices, DrawContext& drawContext, VertexPacketAllocator& vpalloc)
{
// Assemble primitives (deconstruct stips & loops)
const size_t assemblerPrimitiveCount = PrimitiveTypeTraits<DrawPrimitiveType>::Assembler::getPrimitiveCount(numVertices);
std::vector<typename PrimitiveTypeTraits<DrawPrimitiveType>::Type> inputPrimitives (assemblerPrimitiveCount);
PrimitiveTypeTraits<DrawPrimitiveType>::Assembler::exec(inputPrimitives.begin(), vertices, (size_t)numVertices, state.provokingVertexConvention);
// Tesselate
//if (state.tesselation)
// primList = state.tesselation.exec(primList);
// Geometry shader
if (program.geometryShader)
{
// If there is an active geometry shader, it will convert any primitive type to basic types
drawWithGeometryShader<DrawPrimitiveType>(state, renderTarget, program, inputPrimitives, drawContext);
}
else
{
std::vector<typename PrimitiveTypeTraits<DrawPrimitiveType>::BaseType> basePrimitives;
// convert types from X_adjacency to X
convertPrimitiveToBaseType(basePrimitives, inputPrimitives);
// Make shared vertices distinct. Needed for that the translation to screen space happens only once per vertex, and for flatshading
makeSharedVerticesDistinct(basePrimitives, vpalloc);
// A primitive ID will be generated even if no geometry shader is active
generatePrimitiveIDs(basePrimitives, drawContext);
// Draw as a basic type
drawBasicPrimitives(state, renderTarget, program, basePrimitives, vpalloc);
}
}
bool isValidCommand (const DrawCommand& command, int numInstances)
{
// numInstances should be valid
if (numInstances < 1)
return false;
// Shaders should have the same varyings
if (command.program.geometryShader)
{
if (command.program.vertexShader->getOutputs() != command.program.geometryShader->getInputs())
return false;
if (command.program.geometryShader->getOutputs() != command.program.fragmentShader->getInputs())
return false;
}
else
{
if (command.program.vertexShader->getOutputs() != command.program.fragmentShader->getInputs())
return false;
}
// Shader input/output types are set
for (size_t varyingNdx = 0; varyingNdx < command.program.vertexShader->getInputs().size(); ++varyingNdx)
if (command.program.vertexShader->getInputs()[varyingNdx].type != GENERICVECTYPE_FLOAT &&
command.program.vertexShader->getInputs()[varyingNdx].type != GENERICVECTYPE_INT32 &&
command.program.vertexShader->getInputs()[varyingNdx].type != GENERICVECTYPE_UINT32)
return false;
for (size_t varyingNdx = 0; varyingNdx < command.program.vertexShader->getOutputs().size(); ++varyingNdx)
if (command.program.vertexShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_FLOAT &&
command.program.vertexShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_INT32 &&
command.program.vertexShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_UINT32)
return false;
for (size_t varyingNdx = 0; varyingNdx < command.program.fragmentShader->getInputs().size(); ++varyingNdx)
if (command.program.fragmentShader->getInputs()[varyingNdx].type != GENERICVECTYPE_FLOAT &&
command.program.fragmentShader->getInputs()[varyingNdx].type != GENERICVECTYPE_INT32 &&
command.program.fragmentShader->getInputs()[varyingNdx].type != GENERICVECTYPE_UINT32)
return false;
for (size_t varyingNdx = 0; varyingNdx < command.program.fragmentShader->getOutputs().size(); ++varyingNdx)
if (command.program.fragmentShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_FLOAT &&
command.program.fragmentShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_INT32 &&
command.program.fragmentShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_UINT32)
return false;
if (command.program.geometryShader)
{
for (size_t varyingNdx = 0; varyingNdx < command.program.geometryShader->getInputs().size(); ++varyingNdx)
if (command.program.geometryShader->getInputs()[varyingNdx].type != GENERICVECTYPE_FLOAT &&
command.program.geometryShader->getInputs()[varyingNdx].type != GENERICVECTYPE_INT32 &&
command.program.geometryShader->getInputs()[varyingNdx].type != GENERICVECTYPE_UINT32)
return false;
for (size_t varyingNdx = 0; varyingNdx < command.program.geometryShader->getOutputs().size(); ++varyingNdx)
if (command.program.geometryShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_FLOAT &&
command.program.geometryShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_INT32 &&
command.program.geometryShader->getOutputs()[varyingNdx].type != GENERICVECTYPE_UINT32)
return false;
}
// Enough vertex inputs?
if ((size_t)command.numVertexAttribs < command.program.vertexShader->getInputs().size())
return false;
// There is a fragment output sink for each output?
if ((size_t)command.renderTarget.numColorBuffers < command.program.fragmentShader->getOutputs().size())
return false;
// All destination buffers should have same number of samples and same size
for (int outputNdx = 0; outputNdx < command.renderTarget.numColorBuffers; ++outputNdx)
{
if (getBufferSize(command.renderTarget.colorBuffers[0]) != getBufferSize(command.renderTarget.colorBuffers[outputNdx]))
return false;
if (command.renderTarget.colorBuffers[0].getNumSamples() != command.renderTarget.colorBuffers[outputNdx].getNumSamples())
return false;
}
// All destination buffers should have same basic type as matching fragment output
for (size_t varyingNdx = 0; varyingNdx < command.program.fragmentShader->getOutputs().size(); ++varyingNdx)
{
const tcu::TextureChannelClass colorbufferClass = tcu::getTextureChannelClass(command.renderTarget.colorBuffers[varyingNdx].raw().getFormat().type);
const GenericVecType colorType = (colorbufferClass == tcu::TEXTURECHANNELCLASS_SIGNED_INTEGER) ? (rr::GENERICVECTYPE_INT32) : ((colorbufferClass == tcu::TEXTURECHANNELCLASS_UNSIGNED_INTEGER) ? (rr::GENERICVECTYPE_UINT32) : (rr::GENERICVECTYPE_FLOAT));
if (command.program.fragmentShader->getOutputs()[varyingNdx].type != colorType)
return false;
}
// Integer values are flatshaded
for (size_t outputNdx = 0; outputNdx < command.program.vertexShader->getOutputs().size(); ++outputNdx)
{
if (!command.program.vertexShader->getOutputs()[outputNdx].flatshade &&
(command.program.vertexShader->getOutputs()[outputNdx].type == GENERICVECTYPE_INT32 ||
command.program.vertexShader->getOutputs()[outputNdx].type == GENERICVECTYPE_UINT32))
return false;
}
if (command.program.geometryShader)
for (size_t outputNdx = 0; outputNdx < command.program.geometryShader->getOutputs().size(); ++outputNdx)
{
if (!command.program.geometryShader->getOutputs()[outputNdx].flatshade &&
(command.program.geometryShader->getOutputs()[outputNdx].type == GENERICVECTYPE_INT32 ||
command.program.geometryShader->getOutputs()[outputNdx].type == GENERICVECTYPE_UINT32))
return false;
}
// Draw primitive is valid for geometry shader
if (command.program.geometryShader)
{
if (command.program.geometryShader->getInputType() == rr::GEOMETRYSHADERINPUTTYPE_POINTS && command.primitives.getPrimitiveType() != PRIMITIVETYPE_POINTS)
return false;
if (command.program.geometryShader->getInputType() == rr::GEOMETRYSHADERINPUTTYPE_LINES &&
(command.primitives.getPrimitiveType() != PRIMITIVETYPE_LINES &&
command.primitives.getPrimitiveType() != PRIMITIVETYPE_LINE_STRIP &&
command.primitives.getPrimitiveType() != PRIMITIVETYPE_LINE_LOOP))
return false;
if (command.program.geometryShader->getInputType() == rr::GEOMETRYSHADERINPUTTYPE_TRIANGLES &&
(command.primitives.getPrimitiveType() != PRIMITIVETYPE_TRIANGLES &&
command.primitives.getPrimitiveType() != PRIMITIVETYPE_TRIANGLE_STRIP &&
command.primitives.getPrimitiveType() != PRIMITIVETYPE_TRIANGLE_FAN))
return false;
if (command.program.geometryShader->getInputType() == rr::GEOMETRYSHADERINPUTTYPE_LINES_ADJACENCY &&
(command.primitives.getPrimitiveType() != PRIMITIVETYPE_LINES_ADJACENCY &&
command.primitives.getPrimitiveType() != PRIMITIVETYPE_LINE_STRIP_ADJACENCY))
return false;
if (command.program.geometryShader->getInputType() == rr::GEOMETRYSHADERINPUTTYPE_TRIANGLES_ADJACENCY &&
(command.primitives.getPrimitiveType() != PRIMITIVETYPE_TRIANGLES_ADJACENCY &&
command.primitives.getPrimitiveType() != PRIMITIVETYPE_TRIANGLE_STRIP_ADJACENCY))
return false;
}
return true;
}
} // anonymous
DrawIndices::DrawIndices (const deUint32* ptr, int baseVertex_)
: indices (ptr)
, indexType (INDEXTYPE_UINT32)
, baseVertex(baseVertex_)
{
}
DrawIndices::DrawIndices (const deUint16* ptr, int baseVertex_)
: indices (ptr)
, indexType (INDEXTYPE_UINT16)
, baseVertex(baseVertex_)
{
}
DrawIndices::DrawIndices (const deUint8* ptr, int baseVertex_)
: indices (ptr)
, indexType (INDEXTYPE_UINT8)
, baseVertex(baseVertex_)
{
}
DrawIndices::DrawIndices (const void* ptr, IndexType type, int baseVertex_)
: indices (ptr)
, indexType (type)
, baseVertex(baseVertex_)
{
}
PrimitiveList::PrimitiveList (PrimitiveType primitiveType, int numElements, const int firstElement)
: m_primitiveType (primitiveType)
, m_numElements (numElements)
, m_indices (DE_NULL)
, m_indexType (INDEXTYPE_LAST)
, m_baseVertex (firstElement)
{
DE_ASSERT(numElements >= 0 && "Invalid numElements");
DE_ASSERT(firstElement >= 0 && "Invalid firstElement");
}
PrimitiveList::PrimitiveList (PrimitiveType primitiveType, int numElements, const DrawIndices& indices)
: m_primitiveType (primitiveType)
, m_numElements ((size_t)numElements)
, m_indices (indices.indices)
, m_indexType (indices.indexType)
, m_baseVertex (indices.baseVertex)
{
DE_ASSERT(numElements >= 0 && "Invalid numElements");
}
size_t PrimitiveList::getIndex (size_t elementNdx) const
{
// indices == DE_NULL interpreted as command.indices = [first (=baseVertex) + 0, first + 1, first + 2...]
if (m_indices)
{
int index = m_baseVertex + (int)readIndexArray(m_indexType, m_indices, elementNdx);
DE_ASSERT(index >= 0); // do not access indices < 0
return (size_t)index;
}
else
return (size_t)(m_baseVertex) + elementNdx;
}
bool PrimitiveList::isRestartIndex (size_t elementNdx, deUint32 restartIndex) const
{
// implicit index or explicit index (without base vertex) equals restart
if (m_indices)
return readIndexArray(m_indexType, m_indices, elementNdx) == restartIndex;
else
return elementNdx == (size_t)restartIndex;
}
Renderer::Renderer (void)
{
}
Renderer::~Renderer (void)
{
}
void Renderer::draw (const DrawCommand& command) const
{
drawInstanced(command, 1);
}
void Renderer::drawInstanced (const DrawCommand& command, int numInstances) const
{
// Do not run bad commands
{
const bool validCommand = isValidCommand(command, numInstances);
if (!validCommand)
{
DE_ASSERT(false);
return;
}
}
// Do not draw if nothing to draw
{
if (command.primitives.getNumElements() == 0 || numInstances == 0)
return;
}
// Prepare transformation
const size_t numVaryings = command.program.vertexShader->getOutputs().size();
VertexPacketAllocator vpalloc(numVaryings);
std::vector<VertexPacket*> vertexPackets = vpalloc.allocArray(command.primitives.getNumElements());
DrawContext drawContext;
for (int instanceID = 0; instanceID < numInstances; ++instanceID)
{
// Each instance has its own primitives
drawContext.primitiveID = 0;
for (size_t elementNdx = 0; elementNdx < command.primitives.getNumElements(); ++elementNdx)
{
int numVertexPackets = 0;
// collect primitive vertices until restart
while (elementNdx < command.primitives.getNumElements() &&
!(command.state.restart.enabled && command.primitives.isRestartIndex(elementNdx, command.state.restart.restartIndex)))
{
// input
vertexPackets[numVertexPackets]->instanceNdx = instanceID;
vertexPackets[numVertexPackets]->vertexNdx = (int)command.primitives.getIndex(elementNdx);
// output
vertexPackets[numVertexPackets]->pointSize = command.state.point.pointSize; // default value from the current state
vertexPackets[numVertexPackets]->position = tcu::Vec4(0, 0, 0, 0); // no undefined values
++numVertexPackets;
++elementNdx;
}
// Duplicated restart shade
if (numVertexPackets == 0)
continue;
// \todo Vertex cache?
// Transform vertices
command.program.vertexShader->shadeVertices(command.vertexAttribs, &vertexPackets[0], numVertexPackets);
// Draw primitives
switch (command.primitives.getPrimitiveType())
{
case PRIMITIVETYPE_TRIANGLES: { drawAsPrimitives<PRIMITIVETYPE_TRIANGLES> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_TRIANGLE_STRIP: { drawAsPrimitives<PRIMITIVETYPE_TRIANGLE_STRIP> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_TRIANGLE_FAN: { drawAsPrimitives<PRIMITIVETYPE_TRIANGLE_FAN> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_LINES: { drawAsPrimitives<PRIMITIVETYPE_LINES> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_LINE_STRIP: { drawAsPrimitives<PRIMITIVETYPE_LINE_STRIP> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_LINE_LOOP: { drawAsPrimitives<PRIMITIVETYPE_LINE_LOOP> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_POINTS: { drawAsPrimitives<PRIMITIVETYPE_POINTS> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_LINES_ADJACENCY: { drawAsPrimitives<PRIMITIVETYPE_LINES_ADJACENCY> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_LINE_STRIP_ADJACENCY: { drawAsPrimitives<PRIMITIVETYPE_LINE_STRIP_ADJACENCY> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_TRIANGLES_ADJACENCY: { drawAsPrimitives<PRIMITIVETYPE_TRIANGLES_ADJACENCY> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
case PRIMITIVETYPE_TRIANGLE_STRIP_ADJACENCY:{ drawAsPrimitives<PRIMITIVETYPE_TRIANGLE_STRIP_ADJACENCY> (command.state, command.renderTarget, command.program, &vertexPackets[0], numVertexPackets, drawContext, vpalloc); break; }
default:
DE_ASSERT(DE_FALSE);
}
}
}
}
} // rr