| // 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 "Device/QuadRasterizer.hpp" | |
| namespace sw | |
| { | |
| class PixelShader; | |
| class SamplerCore; | |
| class PixelRoutine : public sw::QuadRasterizer | |
| { | |
| public: | |
| PixelRoutine(const PixelProcessor::State &state, | |
| vk::PipelineLayout const *pipelineLayout, | |
| SpirvShader const *spirvShader, | |
| const vk::DescriptorSet::Bindings &descriptorSets); | |
| virtual ~PixelRoutine(); | |
| protected: | |
| Float4 z[4]; // Multisampled z | |
| Float4 w; // Used as is | |
| Float4 rhw; // Reciprocal w | |
| SpirvRoutine routine; | |
| const vk::DescriptorSet::Bindings &descriptorSets; | |
| // Depth output | |
| Float4 oDepth; | |
| virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w, Int cMask[4]) = 0; | |
| virtual void applyShader(Int cMask[4], Int sMask[4], Int zMask[4]) = 0; | |
| virtual Bool alphaTest(Int cMask[4]) = 0; | |
| virtual void rasterOperation(Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0; | |
| void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) override; | |
| void alphaTest(Int &aMask, Short4 &alpha); | |
| void alphaToCoverage(Int cMask[4], Float4 &alpha); | |
| // Raster operations | |
| void alphaBlend(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); | |
| 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, VkCompareOp stencilCompareMode, bool isBack); | |
| void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, VkStencilOpState const &ops, bool isBack, Int &zMask, Int &sMask); | |
| void stencilOperation(Byte8 &output, Byte8 &bufferValue, VkStencilOp operation, bool isBack); | |
| Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); | |
| // Raster operations | |
| void blendFactor(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, VkBlendFactor blendFactorActive); | |
| void blendFactorAlpha(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, VkBlendFactor blendFactorAlphaActive); | |
| void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel); | |
| void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor blendFactorActive); | |
| void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor 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 linearToSRGB16_12_16(Vector4s &c); | |
| Float4 sRGBtoLinear(const Float4 &x); | |
| Bool depthTest32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); | |
| Bool depthTest16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); | |
| void writeDepth32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); | |
| void writeDepth16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); | |
| }; | |
| } | |
| #endif // sw_PixelRoutine_hpp |