// 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_PixelPipeline_hpp #define sw_PixelPipeline_hpp #include "PixelRoutine.hpp" namespace sw { class PixelPipeline : public PixelRoutine { public: PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) : PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {} virtual ~PixelPipeline() {} protected: virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w); virtual void applyShader(Int cMask[4]); virtual Bool alphaTest(Int cMask[4]); virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); private: Vector4s ¤t; Vector4s &diffuse; Vector4s &specular; Vector4s rs[6]; Vector4s vs[2]; Vector4s ts[6]; // bem(l) offsets and luminance Float4 du; Float4 dv; Short4 L; // texm3x3 temporaries Float4 u_; // FIXME Float4 v_; // FIXME Float4 w_; // FIXME Float4 U; // FIXME Float4 V; // FIXME Float4 W; // FIXME void fixedFunction(); void blendTexture(Vector4s &temp, Vector4s &texture, int stage); void fogBlend(Vector4s ¤t, Float4 &fog); void specularPixel(Vector4s ¤t, Vector4s &specular); Vector4s sampleTexture(int coordinates, int sampler, bool project = false); Vector4s sampleTexture(int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false); Short4 convertFixed12(RValue<Float4> cf); void convertFixed12(Vector4s &cs, Vector4f &cf); Float4 convertSigned12(Short4 &cs); void convertSigned12(Vector4f &cf, Vector4s &cs); void writeDestination(Vector4s &d, const Dst &dst); Vector4s fetchRegister(const Src &src); // Instructions void MOV(Vector4s &dst, Vector4s &src0); void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1); void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1); void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1); void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1); void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1); void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate); void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project); void TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src); void TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0); void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s); void TEXKILL(Int cMask[4], Vector4s &dst); void TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project); void TEXLD(Vector4s &dst, Vector4s &src, int stage, bool project); void TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage); void TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage); void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage); void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage); void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage); void TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling); void TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling); void TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling); void TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling); void TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling); void TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1); void TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling); void TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0); void TEXDEPTH(); void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage); bool perturbate; bool luminance; bool previousScaling; }; } #endif