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// 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::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::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);
void writeColor(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4s &current, const Int &sMask, const Int &zMask, const Int &cMask);
bool isSRGB(int index) const;
void linearToSRGB12_16(Vector4s &c);
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);
void sRGBtoLinear16_12_16(Vector4s &c);
void linearToSRGB16_12_16(Vector4s &c);
Float4 sRGBtoLinear(const Float4 &x);
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 shaderContainsSampleQualifier;
const bool perSampleShading;
const int invocationCount;
SampleSet getSampleSet(int invocation) const;
};
} // namespace sw
#endif // sw_PixelRoutine_hpp