// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "PixelRoutine.hpp" #include "Renderer.hpp" #include "QuadRasterizer.hpp" #include "Surface.hpp" #include "Primitive.hpp" #include "CPUID.hpp" #include "SamplerCore.hpp" #include "Constants.hpp" #include "Debug.hpp" namespace sw { extern bool complementaryDepthBuffer; extern bool postBlendSRGB; extern bool exactColorRounding; extern bool forceClearRegisters; PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader) : QuadRasterizer(state, shader), v(shader && shader->dynamicallyIndexedInput) { if(!shader || shader->getVersion() < 0x0200 || forceClearRegisters) { for(int i = 0; i < MAX_FRAGMENT_INPUTS; i++) { v[i].x = Float4(0.0f); v[i].y = Float4(0.0f); v[i].z = Float4(0.0f); v[i].w = Float4(0.0f); } } } PixelRoutine::~PixelRoutine() { for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) { delete sampler[i]; } } void PixelRoutine::quad(Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) { #if PERF_PROFILE Long pipeTime = Ticks(); #endif for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) { sampler[i] = new SamplerCore(constants, state.sampler[i]); } const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive(); Int zMask[4]; // Depth mask Int sMask[4]; // Stencil mask for(unsigned int q = 0; q < state.multiSample; q++) { zMask[q] = cMask[q]; sMask[q] = cMask[q]; } for(unsigned int q = 0; q < state.multiSample; q++) { stencilTest(sBuffer, q, x, sMask[q], cMask[q]); } Float4 f; Float4 rhwCentroid; Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16); if(interpolateZ()) { for(unsigned int q = 0; q < state.multiSample; q++) { Float4 x = xxxx; if(state.multiSample > 1) { x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4)); } z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false); } } Bool depthPass = false; if(earlyDepthTest) { for(unsigned int q = 0; q < state.multiSample; q++) { depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]); } } If(depthPass || Bool(!earlyDepthTest)) { #if PERF_PROFILE Long interpTime = Ticks(); #endif Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); // Centroid locations Float4 XXXX = Float4(0.0f); Float4 YYYY = Float4(0.0f); if(state.centroid) { Float4 WWWW(1.0e-9f); for(unsigned int q = 0; q < state.multiSample; q++) { XXXX += *Pointer<Float4>(constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]); YYYY += *Pointer<Float4>(constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]); WWWW += *Pointer<Float4>(constants + OFFSET(Constants,weight) + 16 * cMask[q]); } WWWW = Rcp_pp(WWWW); XXXX *= WWWW; YYYY *= WWWW; XXXX += xxxx; YYYY += yyyy; } if(interpolateW()) { w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false); rhw = reciprocal(w, false, false, true); if(state.centroid) { rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive,w), false, false)); } } for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) { for(int component = 0; component < 4; component++) { if(state.interpolant[interpolant].component & (1 << component)) { if(!state.interpolant[interpolant].centroid) { v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective); } else { v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective); } } } Float4 rcp; switch(state.interpolant[interpolant].project) { case 0: break; case 1: rcp = reciprocal(v[interpolant].y); v[interpolant].x = v[interpolant].x * rcp; break; case 2: rcp = reciprocal(v[interpolant].z); v[interpolant].x = v[interpolant].x * rcp; v[interpolant].y = v[interpolant].y * rcp; break; case 3: rcp = reciprocal(v[interpolant].w); v[interpolant].x = v[interpolant].x * rcp; v[interpolant].y = v[interpolant].y * rcp; v[interpolant].z = v[interpolant].z * rcp; break; } } if(state.fog.component) { f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective); } setBuiltins(x, y, z, w); #if PERF_PROFILE cycles[PERF_INTERP] += Ticks() - interpTime; #endif Bool alphaPass = true; if(colorUsed()) { #if PERF_PROFILE Long shaderTime = Ticks(); #endif applyShader(cMask); #if PERF_PROFILE cycles[PERF_SHADER] += Ticks() - shaderTime; #endif alphaPass = alphaTest(cMask); if((shader && shader->containsKill()) || state.alphaTestActive()) { for(unsigned int q = 0; q < state.multiSample; q++) { zMask[q] &= cMask[q]; sMask[q] &= cMask[q]; } } } If(alphaPass) { if(!earlyDepthTest) { for(unsigned int q = 0; q < state.multiSample; q++) { depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]); } } #if PERF_PROFILE Long ropTime = Ticks(); #endif If(depthPass || Bool(earlyDepthTest)) { for(unsigned int q = 0; q < state.multiSample; q++) { if(state.multiSampleMask & (1 << q)) { writeDepth(zBuffer, q, x, z[q], zMask[q]); if(state.occlusionEnabled) { occlusion += *Pointer<UInt>(constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q])); } } } if(colorUsed()) { #if PERF_PROFILE AddAtomic(Pointer<Long>(&profiler.ropOperations), 4); #endif rasterOperation(f, cBuffer, x, sMask, zMask, cMask); } } #if PERF_PROFILE cycles[PERF_ROP] += Ticks() - ropTime; #endif } } for(unsigned int q = 0; q < state.multiSample; q++) { if(state.multiSampleMask & (1 << q)) { writeStencil(sBuffer, q, x, sMask[q], zMask[q], cMask[q]); } } #if PERF_PROFILE cycles[PERF_PIPE] += Ticks() - pipeTime; #endif } Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective) { Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16); if(!flat) { interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) + y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16); if(perspective) { interpolant *= rhw; } } return interpolant; } void PixelRoutine::stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask) { if(!state.stencilActive) { return; } // (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask) Pointer<Byte> buffer = sBuffer + 2 * x; if(q > 0) { buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB)); } Byte8 value = As<Byte8>(Long1(*Pointer<UInt>(buffer))); Byte8 valueCCW = value; if(!state.noStencilMask) { value &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].testMaskQ)); } stencilTest(value, state.stencilCompareMode, false); if(state.twoSidedStencil) { if(!state.noStencilMaskCCW) { valueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].testMaskQ)); } stencilTest(valueCCW, state.stencilCompareModeCCW, true); value &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)); valueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)); value |= valueCCW; } sMask = SignMask(value) & cMask; } void PixelRoutine::stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW) { Byte8 equal; switch(stencilCompareMode) { case STENCIL_ALWAYS: value = Byte8(0xFFFFFFFFFFFFFFFF); break; case STENCIL_NEVER: value = Byte8(0x0000000000000000); break; case STENCIL_LESS: // a < b ~ b > a value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); break; case STENCIL_EQUAL: value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); break; case STENCIL_NOTEQUAL: // a != b ~ !(a == b) value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); value ^= Byte8(0xFFFFFFFFFFFFFFFF); break; case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b) equal = value; equal = CmpEQ(equal, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ))); value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); value |= equal; break; case STENCIL_GREATER: // a > b equal = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)); value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); equal = CmpGT(As<SByte8>(equal), As<SByte8>(value)); value = equal; break; case STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a) value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80); value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ))); value ^= Byte8(0xFFFFFFFFFFFFFFFF); break; default: ASSERT(false); } } Bool PixelRoutine::depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask) { if(!state.depthTestActive) { return true; } Float4 Z = z; if(shader && shader->depthOverride()) { if(complementaryDepthBuffer) { Z = Float4(1.0f) - oDepth; } else { Z = oDepth; } } Pointer<Byte> buffer; Int pitch; if(!state.quadLayoutDepthBuffer) { buffer = zBuffer + 4 * x; pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB)); } else { buffer = zBuffer + 8 * x; } if(q > 0) { buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB)); } Float4 zValue; if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable)) { if(!state.quadLayoutDepthBuffer) { // FIXME: Properly optimizes? zValue.xy = *Pointer<Float4>(buffer); zValue.zw = *Pointer<Float4>(buffer + pitch - 8); } else { zValue = *Pointer<Float4>(buffer, 16); } } Int4 zTest; switch(state.depthCompareMode) { case DEPTH_ALWAYS: // Optimized break; case DEPTH_NEVER: // Optimized break; case DEPTH_EQUAL: zTest = CmpEQ(zValue, Z); break; case DEPTH_NOTEQUAL: zTest = CmpNEQ(zValue, Z); break; case DEPTH_LESS: if(complementaryDepthBuffer) { zTest = CmpLT(zValue, Z); } else { zTest = CmpNLE(zValue, Z); } break; case DEPTH_GREATEREQUAL: if(complementaryDepthBuffer) { zTest = CmpNLT(zValue, Z); } else { zTest = CmpLE(zValue, Z); } break; case DEPTH_LESSEQUAL: if(complementaryDepthBuffer) { zTest = CmpLE(zValue, Z); } else { zTest = CmpNLT(zValue, Z); } break; case DEPTH_GREATER: if(complementaryDepthBuffer) { zTest = CmpNLE(zValue, Z); } else { zTest = CmpLT(zValue, Z); } break; default: ASSERT(false); } switch(state.depthCompareMode) { case DEPTH_ALWAYS: zMask = cMask; break; case DEPTH_NEVER: zMask = 0x0; break; default: zMask = SignMask(zTest) & cMask; break; } if(state.stencilActive) { zMask &= sMask; } return zMask != 0; } void PixelRoutine::alphaTest(Int &aMask, Short4 &alpha) { Short4 cmp; Short4 equal; switch(state.alphaCompareMode) { case ALPHA_ALWAYS: aMask = 0xF; break; case ALPHA_NEVER: aMask = 0x0; break; case ALPHA_EQUAL: cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))); aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); break; case ALPHA_NOTEQUAL: // a != b ~ !(a == b) cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); break; case ALPHA_LESS: // a < b ~ b > a cmp = CmpGT(*Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)), alpha); aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); break; case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate equal = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))); cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))); cmp |= equal; aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); break; case ALPHA_LESSEQUAL: // a <= b ~ !(a > b) cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4((short)0xFFFF, (short)0xFFFF, (short)0xFFFF, (short)0xFFFF); // FIXME aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); break; case ALPHA_GREATER: // a > b cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))); aMask = SignMask(Pack(cmp, Short4(0x0000, 0x0000, 0x0000, 0x0000))); break; default: ASSERT(false); } } void PixelRoutine::alphaToCoverage(Int cMask[4], Float4 &alpha) { Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0))); Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1))); Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2))); Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3))); Int aMask0 = SignMask(coverage0); Int aMask1 = SignMask(coverage1); Int aMask2 = SignMask(coverage2); Int aMask3 = SignMask(coverage3); cMask[0] &= aMask0; cMask[1] &= aMask1; cMask[2] &= aMask2; cMask[3] &= aMask3; } void PixelRoutine::fogBlend(Vector4f &c0, Float4 &fog) { if(!state.fogActive) { return; } if(state.pixelFogMode != FOG_NONE) { pixelFog(fog); fog = Min(fog, Float4(1.0f)); fog = Max(fog, Float4(0.0f)); } c0.x -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0])); c0.y -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1])); c0.z -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2])); c0.x *= fog; c0.y *= fog; c0.z *= fog; c0.x += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0])); c0.y += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1])); c0.z += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2])); } void PixelRoutine::pixelFog(Float4 &visibility) { Float4 &zw = visibility; if(state.pixelFogMode != FOG_NONE) { if(state.wBasedFog) { zw = rhw; } else { if(complementaryDepthBuffer) { zw = Float4(1.0f) - z[0]; } else { zw = z[0]; } } } switch(state.pixelFogMode) { case FOG_NONE: break; case FOG_LINEAR: zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.scale)); zw += *Pointer<Float4>(data + OFFSET(DrawData,fog.offset)); break; case FOG_EXP: zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE)); zw = exponential2(zw, true); break; case FOG_EXP2: zw *= zw; zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E)); zw = exponential2(zw, true); break; default: ASSERT(false); } } void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask) { if(!state.depthWriteEnable) { return; } Float4 Z = z; if(shader && shader->depthOverride()) { if(complementaryDepthBuffer) { Z = Float4(1.0f) - oDepth; } else { Z = oDepth; } } Pointer<Byte> buffer; Int pitch; if(!state.quadLayoutDepthBuffer) { buffer = zBuffer + 4 * x; pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB)); } else { buffer = zBuffer + 8 * x; } if(q > 0) { buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB)); } Float4 zValue; if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable)) { if(!state.quadLayoutDepthBuffer) { // FIXME: Properly optimizes? zValue.xy = *Pointer<Float4>(buffer); zValue.zw = *Pointer<Float4>(buffer + pitch - 8); } else { zValue = *Pointer<Float4>(buffer, 16); } } Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16)); zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16)); Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue)); if(!state.quadLayoutDepthBuffer) { // FIXME: Properly optimizes? *Pointer<Float2>(buffer) = Float2(Z.xy); *Pointer<Float2>(buffer + pitch) = Float2(Z.zw); } else { *Pointer<Float4>(buffer, 16) = Z; } } void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask) { if(!state.stencilActive) { return; } if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP) { if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP)) { return; } } if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW)) { return; } Pointer<Byte> buffer = sBuffer + 2 * x; if(q > 0) { buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB)); } Byte8 bufferValue = As<Byte8>(Long1(*Pointer<UInt>(buffer))); Byte8 newValue; stencilOperation(newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask); if(!state.noStencilWriteMask) { Byte8 maskedValue = bufferValue; newValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].writeMaskQ)); maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].invWriteMaskQ)); newValue |= maskedValue; } if(state.twoSidedStencil) { Byte8 newValueCCW; stencilOperation(newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask); if(!state.noStencilWriteMaskCCW) { Byte8 maskedValue = bufferValue; newValueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].writeMaskQ)); maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].invWriteMaskQ)); newValueCCW |= maskedValue; } newValue &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)); newValueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)); newValue |= newValueCCW; } newValue &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * cMask); bufferValue &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask); newValue |= bufferValue; *Pointer<UInt>(buffer) = UInt(As<Long>(newValue)); } void PixelRoutine::stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask) { Byte8 &pass = newValue; Byte8 fail; Byte8 zFail; stencilOperation(pass, bufferValue, stencilPassOperation, CCW); if(stencilZFailOperation != stencilPassOperation) { stencilOperation(zFail, bufferValue, stencilZFailOperation, CCW); } if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation) { stencilOperation(fail, bufferValue, stencilFailOperation, CCW); } if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation) { if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same { pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * zMask); zFail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask); pass |= zFail; } pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * sMask); fail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask); pass |= fail; } } void PixelRoutine::stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW) { switch(operation) { case OPERATION_KEEP: output = bufferValue; break; case OPERATION_ZERO: output = Byte8(0x0000000000000000); break; case OPERATION_REPLACE: output = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceQ)); break; case OPERATION_INCRSAT: output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); break; case OPERATION_DECRSAT: output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); break; case OPERATION_INVERT: output = bufferValue ^ Byte8(0xFFFFFFFFFFFFFFFF); break; case OPERATION_INCR: output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1); break; case OPERATION_DECR: output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1); break; default: ASSERT(false); } } void PixelRoutine::blendFactor(const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive) { switch(blendFactorActive) { case BLEND_ZERO: // Optimized break; case BLEND_ONE: // Optimized break; case BLEND_SOURCE: blendFactor.x = current.x; blendFactor.y = current.y; blendFactor.z = current.z; break; case BLEND_INVSOURCE: blendFactor.x = Short4(0xFFFFu) - current.x; blendFactor.y = Short4(0xFFFFu) - current.y; blendFactor.z = Short4(0xFFFFu) - current.z; break; case BLEND_DEST: blendFactor.x = pixel.x; blendFactor.y = pixel.y; blendFactor.z = pixel.z; break; case BLEND_INVDEST: blendFactor.x = Short4(0xFFFFu) - pixel.x; blendFactor.y = Short4(0xFFFFu) - pixel.y; blendFactor.z = Short4(0xFFFFu) - pixel.z; break; case BLEND_SOURCEALPHA: blendFactor.x = current.w; blendFactor.y = current.w; blendFactor.z = current.w; break; case BLEND_INVSOURCEALPHA: blendFactor.x = Short4(0xFFFFu) - current.w; blendFactor.y = Short4(0xFFFFu) - current.w; blendFactor.z = Short4(0xFFFFu) - current.w; break; case BLEND_DESTALPHA: blendFactor.x = pixel.w; blendFactor.y = pixel.w; blendFactor.z = pixel.w; break; case BLEND_INVDESTALPHA: blendFactor.x = Short4(0xFFFFu) - pixel.w; blendFactor.y = Short4(0xFFFFu) - pixel.w; blendFactor.z = Short4(0xFFFFu) - pixel.w; break; case BLEND_SRCALPHASAT: blendFactor.x = Short4(0xFFFFu) - pixel.w; blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w)); blendFactor.y = blendFactor.x; blendFactor.z = blendFactor.x; break; case BLEND_CONSTANT: blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[0])); blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[1])); blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[2])); break; case BLEND_INVCONSTANT: blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[0])); blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[1])); blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[2])); break; case BLEND_CONSTANTALPHA: blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3])); blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3])); blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3])); break; case BLEND_INVCONSTANTALPHA: blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3])); blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3])); blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3])); break; default: ASSERT(false); } } void PixelRoutine::blendFactorAlpha(const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive) { switch(blendFactorAlphaActive) { case BLEND_ZERO: // Optimized break; case BLEND_ONE: // Optimized break; case BLEND_SOURCE: blendFactor.w = current.w; break; case BLEND_INVSOURCE: blendFactor.w = Short4(0xFFFFu) - current.w; break; case BLEND_DEST: blendFactor.w = pixel.w; break; case BLEND_INVDEST: blendFactor.w = Short4(0xFFFFu) - pixel.w; break; case BLEND_SOURCEALPHA: blendFactor.w = current.w; break; case BLEND_INVSOURCEALPHA: blendFactor.w = Short4(0xFFFFu) - current.w; break; case BLEND_DESTALPHA: blendFactor.w = pixel.w; break; case BLEND_INVDESTALPHA: blendFactor.w = Short4(0xFFFFu) - pixel.w; break; case BLEND_SRCALPHASAT: blendFactor.w = Short4(0xFFFFu); break; case BLEND_CONSTANT: case BLEND_CONSTANTALPHA: blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3])); break; case BLEND_INVCONSTANT: case BLEND_INVCONSTANTALPHA: blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3])); break; default: ASSERT(false); } } bool PixelRoutine::isSRGB(int index) const { return state.targetFormat[index] == FORMAT_SRGB8_A8 || state.targetFormat[index] == FORMAT_SRGB8_X8; } void PixelRoutine::readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel) { Short4 c01; Short4 c23; Pointer<Byte> buffer; Pointer<Byte> buffer2; switch(state.targetFormat[index]) { case FORMAT_R5G6B5: buffer = cBuffer + 2 * x; buffer2 = buffer + *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); c01 = As<Short4>(Int2(*Pointer<Int>(buffer), *Pointer<Int>(buffer2))); pixel.x = c01 & Short4(0xF800u); pixel.y = (c01 & Short4(0x07E0u)) << 5; pixel.z = (c01 & Short4(0x001Fu)) << 11; pixel.w = Short4(0xFFFFu); break; case FORMAT_A8R8G8B8: buffer = cBuffer + 4 * x; c01 = *Pointer<Short4>(buffer); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); c23 = *Pointer<Short4>(buffer); pixel.z = c01; pixel.y = c01; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); pixel.x = pixel.z; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); pixel.y = pixel.z; pixel.w = pixel.x; pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); break; case FORMAT_A8B8G8R8: case FORMAT_SRGB8_A8: buffer = cBuffer + 4 * x; c01 = *Pointer<Short4>(buffer); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); c23 = *Pointer<Short4>(buffer); pixel.z = c01; pixel.y = c01; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); pixel.x = pixel.z; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); pixel.y = pixel.z; pixel.w = pixel.x; pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); break; case FORMAT_A8: buffer = cBuffer + 1 * x; pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1); pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); pixel.x = Short4(0x0000); pixel.y = Short4(0x0000); pixel.z = Short4(0x0000); break; case FORMAT_X8R8G8B8: buffer = cBuffer + 4 * x; c01 = *Pointer<Short4>(buffer); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); c23 = *Pointer<Short4>(buffer); pixel.z = c01; pixel.y = c01; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); pixel.x = pixel.z; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); pixel.y = pixel.z; pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); pixel.w = Short4(0xFFFFu); break; case FORMAT_X8B8G8R8: case FORMAT_SRGB8_X8: buffer = cBuffer + 4 * x; c01 = *Pointer<Short4>(buffer); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); c23 = *Pointer<Short4>(buffer); pixel.z = c01; pixel.y = c01; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23)); pixel.x = pixel.z; pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y)); pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y)); pixel.y = pixel.z; pixel.w = pixel.x; pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z)); pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y)); pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w)); pixel.w = Short4(0xFFFFu); break; case FORMAT_A8G8R8B8Q: UNIMPLEMENTED(); // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0)); // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0)); // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8)); // pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8)); break; case FORMAT_X8G8R8B8Q: UNIMPLEMENTED(); // pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0)); // pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0)); // pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8)); // pixel.w = Short4(0xFFFFu); break; case FORMAT_A16B16G16R16: buffer = cBuffer; pixel.x = *Pointer<Short4>(buffer + 8 * x); pixel.y = *Pointer<Short4>(buffer + 8 * x + 8); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); pixel.z = *Pointer<Short4>(buffer + 8 * x); pixel.w = *Pointer<Short4>(buffer + 8 * x + 8); transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w); break; case FORMAT_G16R16: buffer = cBuffer; pixel.x = *Pointer<Short4>(buffer + 4 * x); buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index])); pixel.y = *Pointer<Short4>(buffer + 4 * x); pixel.z = pixel.x; pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y)); pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y)); pixel.y = pixel.z; pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z)); pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z)); pixel.z = Short4(0xFFFFu); pixel.w = Short4(0xFFFFu); break; default: ASSERT(false); } if((postBlendSRGB && state.writeSRGB) || isSRGB(index)) { sRGBtoLinear16_12_16(pixel); } } void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x) { if(!state.alphaBlendActive) { return; } Vector4s pixel; readPixel(index, cBuffer, x, pixel); // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor Vector4s sourceFactor; Vector4s destFactor; blendFactor(sourceFactor, current, pixel, state.sourceBlendFactor); blendFactor(destFactor, current, pixel, state.destBlendFactor); if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO) { current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x)); current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y)); current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z)); } if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO) { pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x)); pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y)); pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z)); } switch(state.blendOperation) { case BLENDOP_ADD: current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); break; case BLENDOP_SUB: current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); break; case BLENDOP_INVSUB: current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x)); current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y)); current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z)); break; case BLENDOP_MIN: current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x)); current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y)); current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z)); break; case BLENDOP_MAX: current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x)); current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y)); current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z)); break; case BLENDOP_SOURCE: // No operation break; case BLENDOP_DEST: current.x = pixel.x; current.y = pixel.y; current.z = pixel.z; break; case BLENDOP_NULL: current.x = Short4(0x0000, 0x0000, 0x0000, 0x0000); current.y = Short4(0x0000, 0x0000, 0x0000, 0x0000); current.z = Short4(0x0000, 0x0000, 0x0000, 0x0000); break; default: ASSERT(false); } blendFactorAlpha(sourceFactor, current, pixel, state.sourceBlendFactorAlpha); blendFactorAlpha(destFactor, current, pixel, state.destBlendFactorAlpha); if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO) { current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w)); } if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO) { pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w)); } switch(state.blendOperationAlpha) { case BLENDOP_ADD: current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); break; case BLENDOP_SUB: current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); break; case BLENDOP_INVSUB: current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w)); break; case BLENDOP_MIN: current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w)); break; case BLENDOP_MAX: current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w)); break; case BLENDOP_SOURCE: // No operation break; case BLENDOP_DEST: current.w = pixel.w; break; case BLENDOP_NULL: current.w = Short4(0x0000, 0x0000, 0x0000, 0x0000); break; default: ASSERT(false); } } void PixelRoutine::logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x) { if(state.logicalOperation == LOGICALOP_COPY) { return; } Vector4s pixel; readPixel(index, cBuffer, x, pixel); switch(state.logicalOperation) { case LOGICALOP_CLEAR: current.x = 0; current.y = 0; current.z = 0; break; case LOGICALOP_SET: current.x = 0xFFFFu; current.y = 0xFFFFu; current.z = 0xFFFFu; break; case LOGICALOP_COPY: ASSERT(false); // Optimized out break; case LOGICALOP_COPY_INVERTED: current.x = ~current.x; current.y = ~current.y; current.z = ~current.z; break; case LOGICALOP_NOOP: current.x = pixel.x; current.y = pixel.y; current.z = pixel.z; break; case LOGICALOP_INVERT: current.x = ~pixel.x; current.y = ~pixel.y; current.z = ~pixel.z; break; case LOGICALOP_AND: current.x = pixel.x & current.x; current.y = pixel.y & current.y; current.z = pixel.z & current.z; break; case LOGICALOP_NAND: current.x = ~(pixel.x & current.x); current.y = ~(pixel.y & current.y); current.z = ~(pixel.z & current.z); break; case LOGICALOP_OR: current.x = pixel.x | current.x; current.y = pixel.y | current.y; current.z = pixel.z | current.z; break; case LOGICALOP_NOR: current.x = ~(pixel.x | current.x); current.y = ~(pixel.y | current.y); current.z = ~(pixel.z | current.z); break; case LOGICALOP_XOR: current.x = pixel.x ^ current.x; current.y = pixel.y ^ current.y; current.z = pixel.z ^ current.z; break; case LOGICALOP_EQUIV: current.x = ~(pixel.x ^ current.x); current.y = ~(pixel.y ^ current.y); current.z = ~(pixel.z ^ current.z); break; case LOGICALOP_AND_REVERSE: current.x = ~pixel.x & current.x; current.y = ~pixel.y & current.y; current.z = ~pixel.z & current.z; break; case LOGICALOP_AND_INVERTED: current.x = pixel.x & ~current.x; current.y = pixel.y & ~current.y; current.z = pixel.z & ~current.z; break; case LOGICALOP_OR_REVERSE: current.x = ~pixel.x | current.x; current.y = ~pixel.y | current.y; current.z = ~pixel.z | current.z; break; case LOGICALOP_OR_INVERTED: current.x = pixel.x | ~current.x; current.y = pixel.y | ~current.y; current.z = pixel.z | ~current.z; break; default: ASSERT(false); } } void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask) { if((postBlendSRGB && state.writeSRGB) || isSRGB(index)) { linearToSRGB16_12_16(current); } if(exactColorRounding) { switch(state.targetFormat[index]) { case FORMAT_R5G6B5: current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400)); current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200)); current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400)); break; case FORMAT_X8G8R8B8Q: case FORMAT_A8G8R8B8Q: case FORMAT_X8R8G8B8: case FORMAT_X8B8G8R8: case FORMAT_A8R8G8B8: case FORMAT_A8B8G8R8: case FORMAT_SRGB8_X8: case FORMAT_SRGB8_A8: current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080); break; default: break; } } int rgbaWriteMask = state.colorWriteActive(index); int bgraWriteMask = (rgbaWriteMask & 0x0000000A) | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2; int brgaWriteMask = (rgbaWriteMask & 0x00000008) | (rgbaWriteMask & 0x00000001) << 1 | (rgbaWriteMask & 0x00000002) << 1 | (rgbaWriteMask & 0x00000004) >> 2; switch(state.targetFormat[index]) { case FORMAT_R5G6B5: { current.x = current.x & Short4(0xF800u); current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5; current.z = As<UShort4>(current.z) >> 11; current.x = current.x | current.y | current.z; } break; case FORMAT_X8G8R8B8Q: UNIMPLEMENTED(); // current.x = As<Short4>(As<UShort4>(current.x) >> 8); // current.y = As<Short4>(As<UShort4>(current.y) >> 8); // current.z = As<Short4>(As<UShort4>(current.z) >> 8); // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); break; case FORMAT_A8G8R8B8Q: UNIMPLEMENTED(); // current.x = As<Short4>(As<UShort4>(current.x) >> 8); // current.y = As<Short4>(As<UShort4>(current.y) >> 8); // current.z = As<Short4>(As<UShort4>(current.z) >> 8); // current.w = As<Short4>(As<UShort4>(current.w) >> 8); // current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); // current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); break; case FORMAT_X8R8G8B8: case FORMAT_A8R8G8B8: if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7) { current.x = As<Short4>(As<UShort4>(current.x) >> 8); current.y = As<Short4>(As<UShort4>(current.y) >> 8); current.z = As<Short4>(As<UShort4>(current.z) >> 8); current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); current.x = current.z; current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); current.y = current.z; current.z = As<Short4>(UnpackLow(current.z, current.x)); current.y = As<Short4>(UnpackHigh(current.y, current.x)); } else { current.x = As<Short4>(As<UShort4>(current.x) >> 8); current.y = As<Short4>(As<UShort4>(current.y) >> 8); current.z = As<Short4>(As<UShort4>(current.z) >> 8); current.w = As<Short4>(As<UShort4>(current.w) >> 8); current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x))); current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); current.x = current.z; current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); current.y = current.z; current.z = As<Short4>(UnpackLow(current.z, current.x)); current.y = As<Short4>(UnpackHigh(current.y, current.x)); } break; case FORMAT_X8B8G8R8: case FORMAT_A8B8G8R8: case FORMAT_SRGB8_X8: case FORMAT_SRGB8_A8: if(state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8 || rgbaWriteMask == 0x7) { current.x = As<Short4>(As<UShort4>(current.x) >> 8); current.y = As<Short4>(As<UShort4>(current.y) >> 8); current.z = As<Short4>(As<UShort4>(current.z) >> 8); current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z))); current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y))); current.x = current.z; current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); current.y = current.z; current.z = As<Short4>(UnpackLow(current.z, current.x)); current.y = As<Short4>(UnpackHigh(current.y, current.x)); } else { current.x = As<Short4>(As<UShort4>(current.x) >> 8); current.y = As<Short4>(As<UShort4>(current.y) >> 8); current.z = As<Short4>(As<UShort4>(current.z) >> 8); current.w = As<Short4>(As<UShort4>(current.w) >> 8); current.z = As<Short4>(Pack(As<UShort4>(current.x), As<UShort4>(current.z))); current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w))); current.x = current.z; current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y)); current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y)); current.y = current.z; current.z = As<Short4>(UnpackLow(current.z, current.x)); current.y = As<Short4>(UnpackHigh(current.y, current.x)); } break; case FORMAT_A8: current.w = As<Short4>(As<UShort4>(current.w) >> 8); current.w = As<Short4>(Pack(As<UShort4>(current.w), As<UShort4>(current.w))); break; case FORMAT_G16R16: current.z = current.x; current.x = As<Short4>(UnpackLow(current.x, current.y)); current.z = As<Short4>(UnpackHigh(current.z, current.y)); current.y = current.z; break; case FORMAT_A16B16G16R16: transpose4x4(current.x, current.y, current.z, current.w); break; default: ASSERT(false); } Short4 c01 = current.z; Short4 c23 = current.y; Int xMask; // Combination of all masks if(state.depthTestActive) { xMask = zMask; } else { xMask = cMask; } if(state.stencilActive) { xMask &= sMask; } switch(state.targetFormat[index]) { case FORMAT_R5G6B5: { Pointer<Byte> buffer = cBuffer + 2 * x; Int value = *Pointer<Int>(buffer); Int c01 = Extract(As<Int2>(current.x), 0); if((bgraWriteMask & 0x00000007) != 0x00000007) { Int masked = value; c01 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0])); masked &= *Pointer<Int>(constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0])); c01 |= masked; } c01 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8); value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8); c01 |= value; *Pointer<Int>(buffer) = c01; buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); value = *Pointer<Int>(buffer); Int c23 = Extract(As<Int2>(current.x), 1); if((bgraWriteMask & 0x00000007) != 0x00000007) { Int masked = value; c23 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0])); masked &= *Pointer<Int>(constants + OFFSET(Constants,invMask565Q[bgraWriteMask & 0x7][0])); c23 |= masked; } c23 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8); value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8); c23 |= value; *Pointer<Int>(buffer) = c23; } break; case FORMAT_A8G8R8B8Q: case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha? UNIMPLEMENTED(); // value = *Pointer<Short4>(cBuffer + 8 * x + 0); // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) || // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) && // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? // { // Short4 masked = value; // c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); // masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); // c01 |= masked; // } // c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8); // value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); // c01 |= value; // *Pointer<Short4>(cBuffer + 8 * x + 0) = c01; // value = *Pointer<Short4>(cBuffer + 8 * x + 8); // if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) || // ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) && // (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? // { // Short4 masked = value; // c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); // masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); // c23 |= masked; // } // c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8); // value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); // c23 |= value; // *Pointer<Short4>(cBuffer + 8 * x + 8) = c23; break; case FORMAT_A8R8G8B8: case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha? { Pointer<Byte> buffer = cBuffer + x * 4; Short4 value = *Pointer<Short4>(buffer); if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) || ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) && (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? { Short4 masked = value; c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); c01 |= masked; } c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); c01 |= value; *Pointer<Short4>(buffer) = c01; buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); value = *Pointer<Short4>(buffer); if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) || ((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) && (state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh? { Short4 masked = value; c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0])); c23 |= masked; } c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); c23 |= value; *Pointer<Short4>(buffer) = c23; } break; case FORMAT_A8B8G8R8: case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha? case FORMAT_SRGB8_X8: case FORMAT_SRGB8_A8: { Pointer<Byte> buffer = cBuffer + x * 4; Short4 value = *Pointer<Short4>(buffer); bool masked = (((state.targetFormat[index] == FORMAT_A8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_A8) && rgbaWriteMask != 0x0000000F) || (((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x00000007) && ((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x0000000F))); // FIXME: Need for masking when XBGR && Fh? if(masked) { Short4 masked = value; c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0])); c01 |= masked; } c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); c01 |= value; *Pointer<Short4>(buffer) = c01; buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); value = *Pointer<Short4>(buffer); if(masked) { Short4 masked = value; c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0])); c23 |= masked; } c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); c23 |= value; *Pointer<Short4>(buffer) = c23; } break; case FORMAT_A8: if(rgbaWriteMask & 0x00000008) { Pointer<Byte> buffer = cBuffer + 1 * x; Short4 value; Insert(value, *Pointer<Short>(buffer), 0); Int pitch = *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); Insert(value, *Pointer<Short>(buffer + pitch), 1); value = UnpackLow(As<Byte8>(value), As<Byte8>(value)); current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q) + 8 * xMask); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask); current.w |= value; *Pointer<Short>(buffer) = Extract(current.w, 0); *Pointer<Short>(buffer + pitch) = Extract(current.w, 1); } break; case FORMAT_G16R16: { Pointer<Byte> buffer = cBuffer + 4 * x; Short4 value = *Pointer<Short4>(buffer); if((rgbaWriteMask & 0x00000003) != 0x00000003) { Short4 masked = value; current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0])); current.x |= masked; } current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8); current.x |= value; *Pointer<Short4>(buffer) = current.x; buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); value = *Pointer<Short4>(buffer); if((rgbaWriteMask & 0x00000003) != 0x00000003) { Short4 masked = value; current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW01Q[rgbaWriteMask & 0x3][0])); current.y |= masked; } current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8); current.y |= value; *Pointer<Short4>(buffer) = current.y; } break; case FORMAT_A16B16G16R16: { Pointer<Byte> buffer = cBuffer + 8 * x; { Short4 value = *Pointer<Short4>(buffer); if(rgbaWriteMask != 0x0000000F) { Short4 masked = value; current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); current.x |= masked; } current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ0Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8); current.x |= value; *Pointer<Short4>(buffer) = current.x; } { Short4 value = *Pointer<Short4>(buffer + 8); if(rgbaWriteMask != 0x0000000F) { Short4 masked = value; current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); current.y |= masked; } current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ1Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8); current.y |= value; *Pointer<Short4>(buffer + 8) = current.y; } buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); { Short4 value = *Pointer<Short4>(buffer); if(rgbaWriteMask != 0x0000000F) { Short4 masked = value; current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); current.z |= masked; } current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ2Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8); current.z |= value; *Pointer<Short4>(buffer) = current.z; } { Short4 value = *Pointer<Short4>(buffer + 8); if(rgbaWriteMask != 0x0000000F) { Short4 masked = value; current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0])); masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0])); current.w |= masked; } current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ3Q) + xMask * 8); value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8); current.w |= value; *Pointer<Short4>(buffer + 8) = current.w; } } break; default: ASSERT(false); } } void PixelRoutine::blendFactor(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive) { switch(blendFactorActive) { case BLEND_ZERO: // Optimized break; case BLEND_ONE: // Optimized break; case BLEND_SOURCE: blendFactor.x = oC.x; blendFactor.y = oC.y; blendFactor.z = oC.z; break; case BLEND_INVSOURCE: blendFactor.x = Float4(1.0f) - oC.x; blendFactor.y = Float4(1.0f) - oC.y; blendFactor.z = Float4(1.0f) - oC.z; break; case BLEND_DEST: blendFactor.x = pixel.x; blendFactor.y = pixel.y; blendFactor.z = pixel.z; break; case BLEND_INVDEST: blendFactor.x = Float4(1.0f) - pixel.x; blendFactor.y = Float4(1.0f) - pixel.y; blendFactor.z = Float4(1.0f) - pixel.z; break; case BLEND_SOURCEALPHA: blendFactor.x = oC.w; blendFactor.y = oC.w; blendFactor.z = oC.w; break; case BLEND_INVSOURCEALPHA: blendFactor.x = Float4(1.0f) - oC.w; blendFactor.y = Float4(1.0f) - oC.w; blendFactor.z = Float4(1.0f) - oC.w; break; case BLEND_DESTALPHA: blendFactor.x = pixel.w; blendFactor.y = pixel.w; blendFactor.z = pixel.w; break; case BLEND_INVDESTALPHA: blendFactor.x = Float4(1.0f) - pixel.w; blendFactor.y = Float4(1.0f) - pixel.w; blendFactor.z = Float4(1.0f) - pixel.w; break; case BLEND_SRCALPHASAT: blendFactor.x = Float4(1.0f) - pixel.w; blendFactor.x = Min(blendFactor.x, oC.w); blendFactor.y = blendFactor.x; blendFactor.z = blendFactor.x; break; case BLEND_CONSTANT: blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[0])); blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[1])); blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[2])); break; case BLEND_INVCONSTANT: blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[0])); blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[1])); blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[2])); break; default: ASSERT(false); } } void PixelRoutine::blendFactorAlpha(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive) { switch(blendFactorAlphaActive) { case BLEND_ZERO: // Optimized break; case BLEND_ONE: // Optimized break; case BLEND_SOURCE: blendFactor.w = oC.w; break; case BLEND_INVSOURCE: blendFactor.w = Float4(1.0f) - oC.w; break; case BLEND_DEST: blendFactor.w = pixel.w; break; case BLEND_INVDEST: blendFactor.w = Float4(1.0f) - pixel.w; break; case BLEND_SOURCEALPHA: blendFactor.w = oC.w; break; case BLEND_INVSOURCEALPHA: blendFactor.w = Float4(1.0f) - oC.w; break; case BLEND_DESTALPHA: blendFactor.w = pixel.w; break; case BLEND_INVDESTALPHA: blendFactor.w = Float4(1.0f) - pixel.w; break; case BLEND_SRCALPHASAT: blendFactor.w = Float4(1.0f); break; case BLEND_CONSTANT: blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[3])); break; case BLEND_INVCONSTANT: blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[3])); break; default: ASSERT(false); } } void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x) { if(!state.alphaBlendActive) { return; } Pointer<Byte> buffer; Vector4f pixel; Vector4s color; Short4 c01; Short4 c23; Float4 one; switch(state.targetFormat[index]) { case FORMAT_R32I: case FORMAT_G32R32I: one = As<Float4>(Int4(0x7FFFFFFF)); break; case FORMAT_R32UI: case FORMAT_G32R32UI: one = As<Float4>(Int4(0xFFFFFFFF)); break; case FORMAT_R32F: case FORMAT_G32R32F: one = Float4(1.0f); break; } switch(state.targetFormat[index]) { case FORMAT_R32I: case FORMAT_R32UI: case FORMAT_R32F: buffer = cBuffer; // FIXME: movlps pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0); pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4); buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); // FIXME: movhps pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0); pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4); pixel.y = pixel.z = pixel.w = one; break; case FORMAT_G32R32I: case FORMAT_G32R32UI: case FORMAT_G32R32F: buffer = cBuffer; pixel.x = *Pointer<Float4>(buffer + 8 * x, 16); buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); pixel.y = *Pointer<Float4>(buffer + 8 * x, 16); pixel.z = pixel.x; pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x88); pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0xDD); pixel.y = pixel.z; pixel.z = pixel.w = one; break; case FORMAT_X32B32G32R32F: case FORMAT_A32B32G32R32F: case FORMAT_A32B32G32R32I: case FORMAT_A32B32G32R32UI: buffer = cBuffer; pixel.x = *Pointer<Float4>(buffer + 16 * x, 16); pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16); buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); pixel.z = *Pointer<Float4>(buffer + 16 * x, 16); pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16); transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w); if(state.targetFormat[index] == FORMAT_X32B32G32R32F) { pixel.w = Float4(1.0f); } break; default: ASSERT(false); } if((postBlendSRGB && state.writeSRGB) || isSRGB(index)) { sRGBtoLinear(pixel.x); sRGBtoLinear(pixel.y); sRGBtoLinear(pixel.z); } // Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor Vector4f sourceFactor; Vector4f destFactor; blendFactor(sourceFactor, oC, pixel, state.sourceBlendFactor); blendFactor(destFactor, oC, pixel, state.destBlendFactor); if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO) { oC.x *= sourceFactor.x; oC.y *= sourceFactor.y; oC.z *= sourceFactor.z; } if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO) { pixel.x *= destFactor.x; pixel.y *= destFactor.y; pixel.z *= destFactor.z; } switch(state.blendOperation) { case BLENDOP_ADD: oC.x += pixel.x; oC.y += pixel.y; oC.z += pixel.z; break; case BLENDOP_SUB: oC.x -= pixel.x; oC.y -= pixel.y; oC.z -= pixel.z; break; case BLENDOP_INVSUB: oC.x = pixel.x - oC.x; oC.y = pixel.y - oC.y; oC.z = pixel.z - oC.z; break; case BLENDOP_MIN: oC.x = Min(oC.x, pixel.x); oC.y = Min(oC.y, pixel.y); oC.z = Min(oC.z, pixel.z); break; case BLENDOP_MAX: oC.x = Max(oC.x, pixel.x); oC.y = Max(oC.y, pixel.y); oC.z = Max(oC.z, pixel.z); break; case BLENDOP_SOURCE: // No operation break; case BLENDOP_DEST: oC.x = pixel.x; oC.y = pixel.y; oC.z = pixel.z; break; case BLENDOP_NULL: oC.x = Float4(0.0f); oC.y = Float4(0.0f); oC.z = Float4(0.0f); break; default: ASSERT(false); } blendFactorAlpha(sourceFactor, oC, pixel, state.sourceBlendFactorAlpha); blendFactorAlpha(destFactor, oC, pixel, state.destBlendFactorAlpha); if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO) { oC.w *= sourceFactor.w; } if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO) { pixel.w *= destFactor.w; } switch(state.blendOperationAlpha) { case BLENDOP_ADD: oC.w += pixel.w; break; case BLENDOP_SUB: oC.w -= pixel.w; break; case BLENDOP_INVSUB: pixel.w -= oC.w; oC.w = pixel.w; break; case BLENDOP_MIN: oC.w = Min(oC.w, pixel.w); break; case BLENDOP_MAX: oC.w = Max(oC.w, pixel.w); break; case BLENDOP_SOURCE: // No operation break; case BLENDOP_DEST: oC.w = pixel.w; break; case BLENDOP_NULL: oC.w = Float4(0.0f); break; default: ASSERT(false); } } void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask) { switch(state.targetFormat[index]) { case FORMAT_R32F: case FORMAT_R32I: case FORMAT_R32UI: break; case FORMAT_G32R32F: case FORMAT_G32R32I: case FORMAT_G32R32UI: oC.z = oC.x; oC.x = UnpackLow(oC.x, oC.y); oC.z = UnpackHigh(oC.z, oC.y); oC.y = oC.z; break; case FORMAT_X32B32G32R32F: case FORMAT_A32B32G32R32F: case FORMAT_A32B32G32R32I: case FORMAT_A32B32G32R32UI: transpose4x4(oC.x, oC.y, oC.z, oC.w); break; default: ASSERT(false); } int rgbaWriteMask = state.colorWriteActive(index); Int xMask; // Combination of all masks if(state.depthTestActive) { xMask = zMask; } else { xMask = cMask; } if(state.stencilActive) { xMask &= sMask; } Pointer<Byte> buffer; Float4 value; switch(state.targetFormat[index]) { case FORMAT_R32F: case FORMAT_R32I: case FORMAT_R32UI: if(rgbaWriteMask & 0x00000001) { buffer = cBuffer + 4 * x; // FIXME: movlps value.x = *Pointer<Float>(buffer + 0); value.y = *Pointer<Float>(buffer + 4); buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); // FIXME: movhps value.z = *Pointer<Float>(buffer + 0); value.w = *Pointer<Float>(buffer + 4); oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16)); oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); // FIXME: movhps *Pointer<Float>(buffer + 0) = oC.x.z; *Pointer<Float>(buffer + 4) = oC.x.w; buffer -= *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); // FIXME: movlps *Pointer<Float>(buffer + 0) = oC.x.x; *Pointer<Float>(buffer + 4) = oC.x.y; } break; case FORMAT_G32R32F: case FORMAT_G32R32I: case FORMAT_G32R32UI: buffer = cBuffer + 8 * x; value = *Pointer<Float4>(buffer); if((rgbaWriteMask & 0x00000003) != 0x00000003) { Float4 masked = value; oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0]))); masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0]))); oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked)); } oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16)); oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); *Pointer<Float4>(buffer) = oC.x; buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); value = *Pointer<Float4>(buffer); if((rgbaWriteMask & 0x00000003) != 0x00000003) { Float4 masked; masked = value; oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0]))); masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD01X[rgbaWriteMask & 0x3][0]))); oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked)); } oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16)); oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value)); *Pointer<Float4>(buffer) = oC.y; break; case FORMAT_X32B32G32R32F: case FORMAT_A32B32G32R32F: case FORMAT_A32B32G32R32I: case FORMAT_A32B32G32R32UI: buffer = cBuffer + 16 * x; { value = *Pointer<Float4>(buffer, 16); if(rgbaWriteMask != 0x0000000F) { Float4 masked = value; oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked)); } oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskX0X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16)); oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value)); *Pointer<Float4>(buffer, 16) = oC.x; } { value = *Pointer<Float4>(buffer + 16, 16); if(rgbaWriteMask != 0x0000000F) { Float4 masked = value; oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked)); } oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskX1X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16)); oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value)); *Pointer<Float4>(buffer + 16, 16) = oC.y; } buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])); { value = *Pointer<Float4>(buffer, 16); if(rgbaWriteMask != 0x0000000F) { Float4 masked = value; oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked)); } oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskX2X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16)); oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value)); *Pointer<Float4>(buffer, 16) = oC.z; } { value = (state.targetFormat[index] == FORMAT_X32B32G32R32F) ? Float4(1.0f) : *Pointer<Float4>(buffer + 16, 16); if(rgbaWriteMask != 0x0000000F) { Float4 masked = value; oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0]))); masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0]))); oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked)); } oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskX3X) + xMask * 16, 16)); value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16)); oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value)); *Pointer<Float4>(buffer + 16, 16) = oC.w; } break; default: ASSERT(false); } } UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate) { return UShort4(cf * Float4(0xFFFF), saturate); } void PixelRoutine::sRGBtoLinear16_12_16(Vector4s &c) { c.x = As<UShort4>(c.x) >> 4; c.y = As<UShort4>(c.y) >> 4; c.z = As<UShort4>(c.z) >> 4; sRGBtoLinear12_16(c); } void PixelRoutine::sRGBtoLinear12_16(Vector4s &c) { Pointer<Byte> LUT = constants + OFFSET(Constants,sRGBtoLinear12_16); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3); } void PixelRoutine::linearToSRGB16_12_16(Vector4s &c) { c.x = As<UShort4>(c.x) >> 4; c.y = As<UShort4>(c.y) >> 4; c.z = As<UShort4>(c.z) >> 4; linearToSRGB12_16(c); } void PixelRoutine::linearToSRGB12_16(Vector4s &c) { Pointer<Byte> LUT = constants + OFFSET(Constants,linearToSRGB12_16); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2); c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2); c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2); c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3); } Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2 { Float4 linear = x * x; linear = linear * Float4(0.73f) + linear * x * Float4(0.27f); return Min(Max(linear, Float4(0.0f)), Float4(1.0f)); } bool PixelRoutine::colorUsed() { return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill; } }