// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef sw_PixelRoutine_hpp #define sw_PixelRoutine_hpp #include "QuadRasterizer.hpp" namespace sw { class PixelShader; class SamplerCore; class PixelRoutine : public sw::QuadRasterizer, public ShaderCore { public: PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader); virtual ~PixelRoutine(); protected: Float4 z[4]; // Multisampled z Float4 w; // Used as is Float4 rhw; // Reciprocal w RegisterArray<MAX_FRAGMENT_INPUTS> v; // Varying registers // Depth output Float4 oDepth; typedef Shader::SourceParameter Src; typedef Shader::DestinationParameter Dst; virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; virtual void applyShader(Int cMask[4]) = 0; virtual Bool alphaTest(Int cMask[4]) = 0; virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0; virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y); void alphaTest(Int &aMask, Short4 &alpha); void alphaToCoverage(Int cMask[4], Float4 &alpha); void fogBlend(Vector4f &c0, Float4 &fog); void pixelFog(Float4 &visibility); // Raster operations void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x); void logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x); void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask); void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask); bool isSRGB(int index) const; UShort4 convertFixed16(Float4 &cf, bool saturate = true); void linearToSRGB12_16(Vector4s &c); SamplerCore *sampler[TEXTURE_IMAGE_UNITS]; private: Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask); void stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW); void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask); void stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW); Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); // Raster operations void blendFactor(const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive); void blendFactorAlpha(const Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive); void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel); void blendFactor(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive); void blendFactorAlpha(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive); void writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask); void writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); void sRGBtoLinear16_12_16(Vector4s &c); void sRGBtoLinear12_16(Vector4s &c); void linearToSRGB16_12_16(Vector4s &c); Float4 sRGBtoLinear(const Float4 &x); bool colorUsed(); }; } #endif // sw_PixelRoutine_hpp