| // 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" | |
| #include <vector> | |
| namespace sw { | |
| class PixelShader; | |
| class SamplerCore; | |
| class PixelRoutine : public sw::QuadRasterizer | |
| { | |
| public: | |
| PixelRoutine(const PixelProcessor::State &state, | |
| const vk::PipelineLayout *pipelineLayout, | |
| const SpirvShader *spirvShader, | |
| const vk::Attachments &attachments, | |
| const vk::DescriptorSet::Bindings &descriptorSets); | |
| virtual ~PixelRoutine(); | |
| protected: | |
| using SampleSet = std::vector<int>; | |
| SIMD::Float z[4]; // Multisampled z | |
| SIMD::Float w; // Used as is | |
| SIMD::Float rhw; // Reciprocal w | |
| SpirvRoutine routine; | |
| const vk::Attachments &attachments; | |
| const vk::DescriptorSet::Bindings &descriptorSets; | |
| virtual void setBuiltins(Int &x, Int &y, SIMD::Float (&z)[4], SIMD::Float &w, Int cMask[4], const SampleSet &samples) = 0; | |
| virtual void executeShader(Int cMask[4], Int sMask[4], Int zMask[4], const SampleSet &samples) = 0; | |
| virtual Bool alphaTest(Int cMask[4], const SampleSet &samples) = 0; | |
| virtual void blendColor(Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4], const SampleSet &samples) = 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, const Short4 &alpha); | |
| void alphaToCoverage(Int cMask[4], const SIMD::Float &alpha, const SampleSet &samples); | |
| void writeColor(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4f &color, const Int &sMask, const Int &zMask, const Int &cMask); | |
| SIMD::Float4 alphaBlend(int index, const Pointer<Byte> &cBuffer, const SIMD::Float4 &sourceColor, const Int &x); | |
| bool isSRGB(int index) const; | |
| private: | |
| bool hasStencilReplaceRef() const; | |
| Byte8 stencilReplaceRef(); | |
| void stencilTest(const Pointer<Byte> &sBuffer, const Int &x, Int sMask[4], const SampleSet &samples); | |
| void stencilTest(Byte8 &value, VkCompareOp stencilCompareMode, bool isBack); | |
| Byte8 stencilOperation(const Byte8 &bufferValue, const PixelProcessor::States::StencilOpState &ops, bool isBack, const Int &zMask, const Int &sMask); | |
| Byte8 stencilOperation(const Byte8 &bufferValue, VkStencilOp operation, bool isBack); | |
| SIMD::Float clampDepth(const SIMD::Float &z); | |
| Bool depthTest(const Pointer<Byte> &zBuffer, int q, const Int &x, const SIMD::Float &z, const Int &sMask, Int &zMask, const Int &cMask); | |
| void depthBoundsTest(const Pointer<Byte> &zBuffer, int q, const Int &x, Int &zMask, Int &cMask); | |
| void readPixel(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4s &pixel); | |
| enum BlendFactorModifier | |
| { | |
| None, | |
| OneMinus | |
| }; | |
| Float blendConstant(vk::Format format, int component, BlendFactorModifier modifier = None); | |
| void blendFactorRGB(SIMD::Float4 &blendFactorRGB, const SIMD::Float4 &sourceColor, const SIMD::Float4 &destColor, VkBlendFactor colorBlendFactor, vk::Format format); | |
| void blendFactorAlpha(SIMD::Float &blendFactorAlpha, const SIMD::Float &sourceAlpha, const SIMD::Float &destAlpha, VkBlendFactor alphaBlendFactor, vk::Format format); | |
| bool blendFactorCanExceedFormatRange(VkBlendFactor blendFactor, vk::Format format); | |
| SIMD::Float4 computeAdvancedBlendMode(int index, const SIMD::Float4 &src, const SIMD::Float4 &dst, const SIMD::Float4 &srcFactor, const SIMD::Float4 &dstFactor); | |
| SIMD::Float blendOpOverlay(SIMD::Float &src, SIMD::Float &dst); | |
| SIMD::Float blendOpColorDodge(SIMD::Float &src, SIMD::Float &dst); | |
| SIMD::Float blendOpColorBurn(SIMD::Float &src, SIMD::Float &dst); | |
| SIMD::Float blendOpHardlight(SIMD::Float &src, SIMD::Float &dst); | |
| SIMD::Float blendOpSoftlight(SIMD::Float &src, SIMD::Float &dst); | |
| void setLumSat(SIMD::Float4 &cbase, SIMD::Float4 &csat, SIMD::Float4 &clum, SIMD::Float &x, SIMD::Float &y, SIMD::Float &z); | |
| void setLum(SIMD::Float4 &cbase, SIMD::Float4 &clum, SIMD::Float &x, SIMD::Float &y, SIMD::Float &z); | |
| SIMD::Float computeLum(SIMD::Float &color, SIMD::Float &lum, SIMD::Float &mincol, SIMD::Float &maxcol, SIMD::Int &negative, SIMD::Int &aboveOne); | |
| SIMD::Float maxRGB(SIMD::Float4 &c); | |
| SIMD::Float minRGB(SIMD::Float4 &c); | |
| SIMD::Float lumRGB(SIMD::Float4 &c); | |
| void premultiply(SIMD::Float4 &c); | |
| void writeStencil(Pointer<Byte> &sBuffer, const Int &x, const Int sMask[4], const Int zMask[4], const Int cMask[4], const SampleSet &samples); | |
| void writeDepth(Pointer<Byte> &zBuffer, const Int &x, const Int zMask[4], const SampleSet &samples); | |
| void occlusionSampleCount(const Int zMask[4], const Int sMask[4], const SampleSet &samples); | |
| SIMD::Float readDepth32F(const Pointer<Byte> &zBuffer, int q, const Int &x) const; | |
| SIMD::Float readDepth16(const Pointer<Byte> &zBuffer, int q, const Int &x) const; | |
| void writeDepth32F(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask); | |
| void writeDepth16(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask); | |
| Int4 depthBoundsTest32F(const Pointer<Byte> &zBuffer, int q, const Int &x); | |
| Int4 depthBoundsTest16(const Pointer<Byte> &zBuffer, int q, const Int &x); | |
| // Derived state parameters | |
| const bool shaderContainsInterpolation; // TODO(b/194714095) | |
| const bool perSampleShading; | |
| const int invocationCount; | |
| SampleSet getSampleSet(int invocation) const; | |
| }; | |
| } // namespace sw | |
| #endif // sw_PixelRoutine_hpp |