|  | // 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 <Device/Vertex.hpp> | 
|  |  | 
|  | #include "Constants.hpp" | 
|  | #include "Device/Polygon.hpp" | 
|  | #include "Device/Primitive.hpp" | 
|  | #include "Device/Renderer.hpp" | 
|  | #include "Reactor/Reactor.hpp" | 
|  |  | 
|  | namespace sw { | 
|  |  | 
|  | SetupRoutine::SetupRoutine(const SetupProcessor::State &state) | 
|  | : state(state) | 
|  | { | 
|  | } | 
|  |  | 
|  | SetupRoutine::~SetupRoutine() | 
|  | { | 
|  | } | 
|  |  | 
|  | void SetupRoutine::generate() | 
|  | { | 
|  | SetupFunction 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 line = state.isDrawLine; | 
|  | const bool triangle = state.isDrawTriangle; | 
|  |  | 
|  | 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)); | 
|  |  | 
|  | 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, projected.x)); | 
|  | X[1] = *Pointer<Int>(v1 + OFFSET(Vertex, projected.x)); | 
|  | X[2] = *Pointer<Int>(v2 + OFFSET(Vertex, projected.x)); | 
|  |  | 
|  | Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex, projected.y)); | 
|  | Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex, projected.y)); | 
|  | Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex, projected.y)); | 
|  |  | 
|  | Int d = 1;  // Winding direction | 
|  |  | 
|  | // Culling | 
|  | if(triangle) | 
|  | { | 
|  | 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 = (y0 - y2) * x1 + (y2 - y1) * x0 + (y1 - y0) * x2;  // Area | 
|  |  | 
|  | If(A == 0.0f) | 
|  | { | 
|  | Return(0); | 
|  | } | 
|  |  | 
|  | Int w0w1w2 = *Pointer<Int>(v0 + OFFSET(Vertex, w)) ^ | 
|  | *Pointer<Int>(v1 + OFFSET(Vertex, w)) ^ | 
|  | *Pointer<Int>(v2 + OFFSET(Vertex, w)); | 
|  |  | 
|  | A = IfThenElse(w0w1w2 < 0, -A, A); | 
|  |  | 
|  | Bool frontFacing = (state.frontFace == VK_FRONT_FACE_COUNTER_CLOCKWISE) ? A > 0.0f : A < 0.0f; | 
|  |  | 
|  | if(state.cullMode & VK_CULL_MODE_FRONT_BIT) | 
|  | { | 
|  | If(frontFacing) Return(0); | 
|  | } | 
|  | if(state.cullMode & VK_CULL_MODE_BACK_BIT) | 
|  | { | 
|  | If(!frontFacing) Return(0); | 
|  | } | 
|  |  | 
|  | d = IfThenElse(A > 0.0f, d, Int(0)); | 
|  |  | 
|  | If(frontFacing) | 
|  | { | 
|  | *Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); | 
|  | *Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); | 
|  | } | 
|  | Else | 
|  | { | 
|  | *Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); | 
|  | *Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); | 
|  | } | 
|  | } | 
|  | else | 
|  | { | 
|  | *Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); | 
|  | *Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); | 
|  | } | 
|  |  | 
|  | Int n = *Pointer<Int>(polygon + OFFSET(Polygon, n)); | 
|  | Int m = *Pointer<Int>(polygon + OFFSET(Polygon, i)); | 
|  |  | 
|  | If(m != 0 || Bool(!triangle))  // 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, X0xF)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData, WxF))); | 
|  | Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData, Y0xF)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData, HxF))); | 
|  |  | 
|  | 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); | 
|  |  | 
|  | constexpr int subPixB = vk::SUBPIXEL_PRECISION_BITS; | 
|  | constexpr int subPixM = vk::SUBPIXEL_PRECISION_MASK; | 
|  | constexpr float subPixF = vk::SUBPIXEL_PRECISION_FACTOR; | 
|  |  | 
|  | if(state.enableMultiSampling) | 
|  | { | 
|  | yMin = (yMin + Constants::yMinMultiSampleOffset) >> subPixB; | 
|  | yMax = (yMax + Constants::yMaxMultiSampleOffset) >> subPixB; | 
|  | } | 
|  | else | 
|  | { | 
|  | yMin = (yMin + subPixM) >> subPixB; | 
|  | yMax = (yMax + subPixM) >> subPixB; | 
|  | } | 
|  |  | 
|  | yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData, scissorY0))); | 
|  | yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData, scissorY1))); | 
|  |  | 
|  | // If yMin and yMax are initially negative, the scissor clamping above will typically result | 
|  | // in yMin == 0 and yMax unchanged. We bail as we don't need to rasterize this primitive, and | 
|  | // code below assumes yMin < yMax. | 
|  | If(yMin >= yMax) | 
|  | { | 
|  | Return(0); | 
|  | } | 
|  |  | 
|  | For(Int q = 0, q < state.multiSampleCount, q++) | 
|  | { | 
|  | Array<Int> Xq(16); | 
|  | Array<Int> Yq(16); | 
|  |  | 
|  | Int i = 0; | 
|  |  | 
|  | Do | 
|  | { | 
|  | Xq[i] = X[i]; | 
|  | Yq[i] = Y[i]; | 
|  |  | 
|  | if(state.enableMultiSampling) | 
|  | { | 
|  | // The subtraction here is because we're not moving the point, we're testing the edge against it | 
|  | 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.enableMultiSampling) | 
|  | { | 
|  | Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0)); | 
|  | Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1)); | 
|  | Short x = Short(Clamp((X[0] + subPixM) >> subPixB, xMin, xMax)); | 
|  |  | 
|  | 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.enableMultiSampling) | 
|  | { | 
|  | For(, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++) | 
|  | { | 
|  | // Increments yMin | 
|  | } | 
|  |  | 
|  | For(, 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(0); | 
|  | } | 
|  |  | 
|  | *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(triangle) | 
|  | { | 
|  | Float y0 = *Pointer<Float>(v0 + OFFSET(Vertex, y)); | 
|  | Float y1 = *Pointer<Float>(v1 + OFFSET(Vertex, y)); | 
|  | Float y2 = *Pointer<Float>(v2 + OFFSET(Vertex, y)); | 
|  |  | 
|  | Float yMin = Min(Min(y0, y1), y2); | 
|  |  | 
|  | conditionalRotate1(yMin == y1, v0, v1, v2); | 
|  | conditionalRotate2(yMin == y2, v0, v1, v2); | 
|  | } | 
|  |  | 
|  | // Sort by maximum w | 
|  | if(triangle) | 
|  | { | 
|  | Float w0 = *Pointer<Float>(v0 + OFFSET(Vertex, w)); | 
|  | Float w1 = *Pointer<Float>(v1 + OFFSET(Vertex, w)); | 
|  | Float w2 = *Pointer<Float>(v2 + OFFSET(Vertex, w)); | 
|  |  | 
|  | Float wMax = Max(Max(w0, w1), w2); | 
|  |  | 
|  | conditionalRotate1(wMax == w1, v0, v1, v2); | 
|  | conditionalRotate2(wMax == w2, v0, v1, v2); | 
|  | } | 
|  |  | 
|  | Float w0 = *Pointer<Float>(v0 + OFFSET(Vertex, w)); | 
|  | Float w1 = *Pointer<Float>(v1 + OFFSET(Vertex, w)); | 
|  | Float w2 = *Pointer<Float>(v2 + OFFSET(Vertex, w)); | 
|  |  | 
|  | Float4 w012; | 
|  |  | 
|  | w012.x = w0; | 
|  | w012.y = w1; | 
|  | w012.z = w2; | 
|  | w012.w = 1; | 
|  |  | 
|  | Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex, projected.w)); | 
|  |  | 
|  | Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex, projected.x)); | 
|  | Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex, projected.x)); | 
|  | Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex, projected.x)); | 
|  |  | 
|  | Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex, projected.y)); | 
|  | Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex, projected.y)); | 
|  | Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex, projected.y)); | 
|  |  | 
|  | if(point) | 
|  | { | 
|  | *Pointer<Float>(primitive + OFFSET(Primitive, pointCoordX)) = Float(1.0f / subPixF) * Float(X0); | 
|  | *Pointer<Float>(primitive + OFFSET(Primitive, pointCoordY)) = Float(1.0f / subPixF) * Float(Y0); | 
|  | } | 
|  |  | 
|  | if(line) | 
|  | { | 
|  | X2 = X1 + Y1 - Y0; | 
|  | Y2 = Y1 + X0 - X1; | 
|  | } | 
|  |  | 
|  | Float dx = Float(X0) * (1.0f / subPixF); | 
|  | Float dy = Float(Y0) * (1.0f / subPixF); | 
|  |  | 
|  | X1 -= X0; | 
|  | Y1 -= Y0; | 
|  |  | 
|  | X2 -= X0; | 
|  | Y2 -= Y0; | 
|  |  | 
|  | Float x1 = w1 * (1.0f / subPixF) * Float(X1); | 
|  | Float y1 = w1 * (1.0f / subPixF) * Float(Y1); | 
|  |  | 
|  | Float x2 = w2 * (1.0f / subPixF) * Float(X2); | 
|  | Float y2 = w2 * (1.0f / subPixF) * 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, projected.z)); | 
|  | Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex, projected.z)); | 
|  | Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex, projected.z)); | 
|  |  | 
|  | z1 -= z0; | 
|  | z2 -= z0; | 
|  |  | 
|  | Float4 A; | 
|  | Float4 B; | 
|  | Float4 C; | 
|  |  | 
|  | if(!point) | 
|  | { | 
|  | Float x1 = Float(X1) * (1.0f / subPixF); | 
|  | Float y1 = Float(Y1) * (1.0f / subPixF); | 
|  | Float x2 = Float(X2) * (1.0f / subPixF); | 
|  | Float y2 = Float(Y2) * (1.0f / subPixF); | 
|  |  | 
|  | 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.applySlopeDepthBias) | 
|  | { | 
|  | Float bias = Max(Abs(Float(A.x)), Abs(Float(B.x))); | 
|  | bias *= *Pointer<Float>(data + OFFSET(DrawData, slopeDepthBias)); | 
|  |  | 
|  | 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_INTERFACE_COMPONENTS; interpolant++) | 
|  | { | 
|  | if(state.gradient[interpolant].Type != SpirvShader::ATTRIBTYPE_UNUSED) | 
|  | { | 
|  | setupGradient(primitive, tri, w012, M, v0, v1, v2, | 
|  | OFFSET(Vertex, v[interpolant]), | 
|  | OFFSET(Primitive, V[interpolant]), | 
|  | state.gradient[interpolant].Flat, | 
|  | !state.gradient[interpolant].NoPerspective); | 
|  | } | 
|  | } | 
|  |  | 
|  | for(unsigned int i = 0; i < state.numClipDistances; i++) | 
|  | { | 
|  | setupGradient(primitive, tri, w012, M, v0, v1, v2, | 
|  | OFFSET(Vertex, clipDistance[i]), | 
|  | OFFSET(Primitive, clipDistance[i]), | 
|  | false, true); | 
|  | } | 
|  |  | 
|  | for(unsigned int i = 0; i < state.numCullDistances; i++) | 
|  | { | 
|  | setupGradient(primitive, tri, w012, M, v0, v1, v2, | 
|  | OFFSET(Vertex, cullDistance[i]), | 
|  | OFFSET(Primitive, cullDistance[i]), | 
|  | false, true); | 
|  | } | 
|  |  | 
|  | Return(1); | 
|  | } | 
|  |  | 
|  | routine = function("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 perspective) | 
|  | { | 
|  | if(!flat) | 
|  | { | 
|  | Float4 i; | 
|  | i.x = *Pointer<Float>(v0 + attribute); | 
|  | i.y = *Pointer<Float>(v1 + attribute); | 
|  | i.z = *Pointer<Float>(v2 + attribute); | 
|  | i.w = 0; | 
|  |  | 
|  | 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 = OFFSET(Triangle, v0); | 
|  | 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 &Xa, const Int &Ya, const Int &Xb, const Int &Yb, Int &q) | 
|  | { | 
|  | If(Ya != Yb) | 
|  | { | 
|  | Bool swap = Yb < Ya; | 
|  |  | 
|  | Int X1 = IfThenElse(swap, Xb, Xa); | 
|  | Int X2 = IfThenElse(swap, Xa, Xb); | 
|  | Int Y1 = IfThenElse(swap, Yb, Ya); | 
|  | Int Y2 = IfThenElse(swap, Ya, Yb); | 
|  |  | 
|  | constexpr int subPixB = vk::SUBPIXEL_PRECISION_BITS; | 
|  | constexpr int subPixM = vk::SUBPIXEL_PRECISION_MASK; | 
|  |  | 
|  | Int y1 = Max((Y1 + subPixM) >> subPixB, *Pointer<Int>(data + OFFSET(DrawData, scissorY0))); | 
|  | Int y2 = Min((Y2 + subPixM) >> subPixB, *Pointer<Int>(data + OFFSET(DrawData, scissorY1))); | 
|  |  | 
|  | If(y1 < y2) | 
|  | { | 
|  | Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0)); | 
|  | Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1)); | 
|  |  | 
|  | 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); | 
|  |  | 
|  | // Deltas | 
|  | Int DX12 = X2 - X1; | 
|  | Int DY12 = Y2 - Y1; | 
|  |  | 
|  | Int FDX12 = DX12 << subPixB; | 
|  | Int FDY12 = DY12 << subPixB; | 
|  |  | 
|  | Int X = DX12 * ((y1 << subPixB) - Y1) + (X1 & subPixM) * DY12; | 
|  | Int x = (X1 >> subPixB) + 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 | 
|  | } | 
|  |  | 
|  | SetupFunction::RoutineType SetupRoutine::getRoutine() | 
|  | { | 
|  | return routine; | 
|  | } | 
|  |  | 
|  | }  // namespace sw |