// 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 "SetupRoutine.hpp" #include "Constants.hpp" #include "Renderer/Primitive.hpp" #include "Renderer/Polygon.hpp" #include "Renderer/Renderer.hpp" #include "Reactor/Reactor.hpp" namespace sw { extern bool complementaryDepthBuffer; extern TranscendentalPrecision logPrecision; extern bool leadingVertexFirst; SetupRoutine::SetupRoutine(const SetupProcessor::State &state) : state(state) { routine = 0; } SetupRoutine::~SetupRoutine() { } void SetupRoutine::generate() { Function<Bool(Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>)> function; { Pointer<Byte> primitive(function.Arg<0>()); Pointer<Byte> tri(function.Arg<1>()); Pointer<Byte> polygon(function.Arg<2>()); Pointer<Byte> data(function.Arg<3>()); Pointer<Byte> constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants)); const bool point = state.isDrawPoint; const bool sprite = state.pointSprite; const bool line = state.isDrawLine; const bool triangle = state.isDrawSolidTriangle || sprite; const bool solidTriangle = state.isDrawSolidTriangle; const int V0 = OFFSET(Triangle,v0); const int V1 = (triangle || line) ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0); const int V2 = triangle ? OFFSET(Triangle,v2) : (line ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0)); int pos = state.positionRegister; Pointer<Byte> v0 = tri + V0; Pointer<Byte> v1 = tri + V1; Pointer<Byte> v2 = tri + V2; Array<Int> X(16); Array<Int> Y(16); X[0] = *Pointer<Int>(v0 + OFFSET(Vertex,X)); X[1] = *Pointer<Int>(v1 + OFFSET(Vertex,X)); X[2] = *Pointer<Int>(v2 + OFFSET(Vertex,X)); Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex,Y)); Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex,Y)); Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex,Y)); Int d = 1; // Winding direction // Culling if(solidTriangle) { Float x0 = Float(X[0]); Float x1 = Float(X[1]); Float x2 = Float(X[2]); Float y0 = Float(Y[0]); Float y1 = Float(Y[1]); Float y2 = Float(Y[2]); Float A = (y2 - y0) * x1 + (y1 - y2) * x0 + (y0 - y1) * x2; // Area If(A == 0.0f) { Return(false); } Int w0w1w2 = *Pointer<Int>(v0 + pos * 16 + 12) ^ *Pointer<Int>(v1 + pos * 16 + 12) ^ *Pointer<Int>(v2 + pos * 16 + 12); A = IfThenElse(w0w1w2 < 0, -A, A); if(state.cullMode == CULL_CLOCKWISE) { If(A >= 0.0f) Return(false); } else if(state.cullMode == CULL_COUNTERCLOCKWISE) { If(A <= 0.0f) Return(false); } d = IfThenElse(A < 0.0f, d, Int(0)); if(state.twoSidedStencil) { If(A > 0.0f) { *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFFFFFFFFFFFFFFFF); *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x0000000000000000); } Else { *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0x0000000000000000); *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0xFFFFFFFFFFFFFFFF); } } if(state.vFace) { *Pointer<Float>(primitive + OFFSET(Primitive,area)) = 0.5f * A; } } else { if(state.twoSidedStencil) { *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFFFFFFFFFFFFFFFF); *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x0000000000000000); } } Int n = *Pointer<Int>(polygon + OFFSET(Polygon,n)); Int m = *Pointer<Int>(polygon + OFFSET(Polygon,i)); If(m != 0 || Bool(!solidTriangle)) // Clipped triangle; reproject { Pointer<Byte> V = polygon + OFFSET(Polygon,P) + m * sizeof(void*) * 16; Int i = 0; Do { Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*)); Float4 v = *Pointer<Float4>(p, 16); Float w = v.w; Float rhw = IfThenElse(w != 0.0f, 1.0f / w, Float(1.0f)); X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData,Wx16))); Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData,Hx16))); i++; } Until(i >= n) } // Vertical range Int yMin = Y[0]; Int yMax = Y[0]; Int i = 1; Do { yMin = Min(Y[i], yMin); yMax = Max(Y[i], yMax); i++; } Until(i >= n) if(state.multiSample > 1) { yMin = (yMin + 0x0A) >> 4; yMax = (yMax + 0x14) >> 4; } else { yMin = (yMin + 0x0F) >> 4; yMax = (yMax + 0x0F) >> 4; } If(yMin == yMax) { Return(false); } yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData,scissorY0))); yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData,scissorY1))); For(Int q = 0, q < state.multiSample, q++) { Array<Int> Xq(16); Array<Int> Yq(16); Int i = 0; Do { Xq[i] = X[i]; Yq[i] = Y[i]; if(state.multiSample > 1) { Xq[i] = Xq[i] + *Pointer<Int>(constants + OFFSET(Constants,Xf) + q * sizeof(int)); Yq[i] = Yq[i] + *Pointer<Int>(constants + OFFSET(Constants,Yf) + q * sizeof(int)); } i++; } Until(i >= n) Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->left)) + q * sizeof(Primitive); Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->right)) + q * sizeof(Primitive); if(state.multiSample > 1) { Short x = Short((X[0] + 0xF) >> 4); For(Int y = yMin - 1, y < yMax + 1, y++) { *Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x; *Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x; } } Xq[n] = Xq[0]; Yq[n] = Yq[0]; // Rasterize { Int i = 0; Do { edge(primitive, data, Xq[i + 1 - d], Yq[i + 1 - d], Xq[i + d], Yq[i + d], q); i++; } Until(i >= n) } if(state.multiSample == 1) { For(yMin, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++) { // Increments yMin } For(yMax, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--) { // Decrements yMax } If(yMin == yMax) { Return(false); } *Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)); *Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)); *Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)); *Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)); } } *Pointer<Int>(primitive + OFFSET(Primitive,yMin)) = yMin; *Pointer<Int>(primitive + OFFSET(Primitive,yMax)) = yMax; // Sort by minimum y if(solidTriangle && logPrecision >= WHQL) { Float y0 = *Pointer<Float>(v0 + pos * 16 + 4); Float y1 = *Pointer<Float>(v1 + pos * 16 + 4); Float y2 = *Pointer<Float>(v2 + pos * 16 + 4); Float yMin = Min(Min(y0, y1), y2); conditionalRotate1(yMin == y1, v0, v1, v2); conditionalRotate2(yMin == y2, v0, v1, v2); } // Sort by maximum w if(solidTriangle) { Float w0 = *Pointer<Float>(v0 + pos * 16 + 12); Float w1 = *Pointer<Float>(v1 + pos * 16 + 12); Float w2 = *Pointer<Float>(v2 + pos * 16 + 12); Float wMax = Max(Max(w0, w1), w2); conditionalRotate1(wMax == w1, v0, v1, v2); conditionalRotate2(wMax == w2, v0, v1, v2); } Float w0 = *Pointer<Float>(v0 + pos * 16 + 12); Float w1 = *Pointer<Float>(v1 + pos * 16 + 12); Float w2 = *Pointer<Float>(v2 + pos * 16 + 12); Float4 w012; w012.x = w0; w012.y = w1; w012.z = w2; w012.w = 1; Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex,W)); Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex,X)); Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex,X)); Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex,X)); Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex,Y)); Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex,Y)); Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex,Y)); if(line) { X2 = X1 + Y1 - Y0; Y2 = Y1 + X0 - X1; } Float dx = Float(X0) * (1.0f / 16.0f); Float dy = Float(Y0) * (1.0f / 16.0f); X1 -= X0; Y1 -= Y0; X2 -= X0; Y2 -= Y0; Float x1 = w1 * (1.0f / 16.0f) * Float(X1); Float y1 = w1 * (1.0f / 16.0f) * Float(Y1); Float x2 = w2 * (1.0f / 16.0f) * Float(X2); Float y2 = w2 * (1.0f / 16.0f) * Float(Y2); Float a = x1 * y2 - x2 * y1; Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx); Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy); *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad; *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad; Float4 M[3]; M[0] = Float4(0, 0, 0, 0); M[1] = Float4(0, 0, 0, 0); M[2] = Float4(0, 0, 0, 0); M[0].z = rhw0; If(a != 0.0f) { Float A = 1.0f / a; Float D = A * rhw0; M[0].x = (y1 * w2 - y2 * w1) * D; M[0].y = (x2 * w1 - x1 * w2) * D; // M[0].z = rhw0; // M[0].w = 0; M[1].x = y2 * A; M[1].y = -x2 * A; // M[1].z = 0; // M[1].w = 0; M[2].x = -y1 * A; M[2].y = x1 * A; // M[2].z = 0; // M[2].w = 0; } if(state.interpolateW) { Float4 ABC = M[0] + M[1] + M[2]; Float4 A = ABC.x; Float4 B = ABC.y; Float4 C = ABC.z; *Pointer<Float4>(primitive + OFFSET(Primitive,w.A), 16) = A; *Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16) = B; *Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) = C; } if(state.interpolateZ) { Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex,Z)); Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex,Z)); Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex,Z)); z1 -= z0; z2 -= z0; Float4 A; Float4 B; Float4 C; if(!point) { Float x1 = Float(X1) * (1.0f / 16.0f); Float y1 = Float(Y1) * (1.0f / 16.0f); Float x2 = Float(X2) * (1.0f / 16.0f); Float y2 = Float(Y2) * (1.0f / 16.0f); Float D = *Pointer<Float>(data + OFFSET(DrawData,depthRange)) / (x1 * y2 - x2 * y1); Float a = (y2 * z1 - y1 * z2) * D; Float b = (x1 * z2 - x2 * z1) * D; A = Float4(a); B = Float4(b); } else { A = Float4(0, 0, 0, 0); B = Float4(0, 0, 0, 0); } *Pointer<Float4>(primitive + OFFSET(Primitive,z.A), 16) = A; *Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16) = B; Float c = z0; if(state.isDrawTriangle && state.slopeDepthBias) { Float bias = Max(Abs(Float(A.x)), Abs(Float(B.x))); bias *= *Pointer<Float>(data + OFFSET(DrawData,slopeDepthBias)); if(complementaryDepthBuffer) { bias = -bias; } c += bias; } C = Float4(c * *Pointer<Float>(data + OFFSET(DrawData,depthRange)) + *Pointer<Float>(data + OFFSET(DrawData,depthNear))); *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) = C; } for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) { for(int component = 0; component < 4; component++) { int attribute = state.gradient[interpolant][component].attribute; bool flat = state.gradient[interpolant][component].flat; bool wrap = state.gradient[interpolant][component].wrap; if(attribute != Unused) { setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,v[attribute][component]), OFFSET(Primitive,V[interpolant][component]), flat, sprite, state.perspective, wrap, component); } } } if(state.fog.attribute == Fog) { setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,f), OFFSET(Primitive,f), state.fog.flat, false, state.perspective, false, 0); } Return(true); } routine = function(L"SetupRoutine"); } void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool sprite, bool perspective, bool wrap, int component) { Float4 i; if(!flat) { if(!sprite) { i.x = *Pointer<Float>(v0 + attribute); i.y = *Pointer<Float>(v1 + attribute); i.z = *Pointer<Float>(v2 + attribute); i.w = 0; } else { if(component == 0) i.x = 0.5f; if(component == 1) i.x = 0.5f; if(component == 2) i.x = 0.0f; if(component == 3) i.x = 1.0f; if(component == 0) i.y = 1.0f; if(component == 1) i.y = 0.5f; if(component == 2) i.y = 0.0f; if(component == 3) i.y = 1.0f; if(component == 0) i.z = 0.5f; if(component == 1) i.z = 1.0f; if(component == 2) i.z = 0.0f; if(component == 3) i.z = 1.0f; i.w = 0; } if(wrap) { Float m; m = *Pointer<Float>(v0 + attribute); m = Max(m, *Pointer<Float>(v1 + attribute)); m = Max(m, *Pointer<Float>(v2 + attribute)); m -= 0.5f; // FIXME: Vectorize If(Float(i.x) < m) i.x = i.x + 1.0f; If(Float(i.y) < m) i.y = i.y + 1.0f; If(Float(i.z) < m) i.z = i.z + 1.0f; } if(!perspective) { i *= w012; } Float4 A = i.xxxx * m[0]; Float4 B = i.yyyy * m[1]; Float4 C = i.zzzz * m[2]; C = A + B + C; A = C.xxxx; B = C.yyyy; C = C.zzzz; *Pointer<Float4>(primitive + planeEquation + 0, 16) = A; *Pointer<Float4>(primitive + planeEquation + 16, 16) = B; *Pointer<Float4>(primitive + planeEquation + 32, 16) = C; } else { int leadingVertex = leadingVertexFirst ? OFFSET(Triangle,v0) : OFFSET(Triangle,v2); Float C = *Pointer<Float>(triangle + leadingVertex + attribute); *Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0); *Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0); *Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C); } } void SetupRoutine::edge(Pointer<Byte> &primitive, Pointer<Byte> &data, const Int &X1, const Int &Y1, const Int &X2, const Int &Y2, Int &q) { If(Y1 != Y2) { Int xMin = *Pointer<Int>(data + OFFSET(DrawData,scissorX0)); Int xMax = *Pointer<Int>(data + OFFSET(DrawData,scissorX1)); Bool swap = Y2 < Y1; Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left); Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right); Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge); Int X0 = X1; Int Y0 = Y1; X1 = IfThenElse(swap, X2, X1); X2 = IfThenElse(swap, X0, X2); Y1 = IfThenElse(swap, Y2, Y1); Y2 = IfThenElse(swap, Y0, Y2); Int y1 = Max((Y1 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY0))); Int y2 = Min((Y2 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY1))); If(y1 < y2) { // Deltas Int DX12 = X2 - X1; Int DY12 = Y2 - Y1; Int FDX12 = DX12 << 4; Int FDY12 = DY12 << 4; Int X = DX12 * ((y1 << 4) - Y1) + X1 * DY12; Int x = X / FDY12; // Edge Int d = X % FDY12; // Error-term Int ceil = -d >> 31; // Ceiling division: remainder <= 0 x -= ceil; d -= ceil & FDY12; Int Q = FDX12 / FDY12; // Edge-step Int R = FDX12 % FDY12; // Error-step Int floor = R >> 31; // Flooring division: remainder >= 0 Q += floor; R += floor & FDY12; Int D = FDY12; // Error-overflow Int y = y1; Do { *Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(Clamp(x, xMin, xMax)); x += Q; d += R; Int overflow = -d >> 31; d -= D & overflow; x -= overflow; y++; } Until(y >= y2) } } } void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2) { #if 0 // Rely on LLVM optimization If(condition) { Pointer<Byte> vX; vX = v0; v0 = v1; v1 = v2; v2 = vX; } #else Pointer<Byte> vX = v0; v0 = IfThenElse(condition, v1, v0); v1 = IfThenElse(condition, v2, v1); v2 = IfThenElse(condition, vX, v2); #endif } void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2) { #if 0 // Rely on LLVM optimization If(condition) { Pointer<Byte> vX; vX = v2; v2 = v1; v1 = v0; v0 = vX; } #else Pointer<Byte> vX = v2; v2 = IfThenElse(condition, v1, v2); v1 = IfThenElse(condition, v0, v1); v0 = IfThenElse(condition, vX, v0); #endif } Routine *SetupRoutine::getRoutine() { return routine; } }