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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.
#include "QuadRasterizer.hpp"
#include "Math.hpp"
#include "Primitive.hpp"
#include "Renderer.hpp"
#include "Constants.hpp"
#include "Debug.hpp"
namespace sw
{
extern bool veryEarlyDepthTest;
extern bool complementaryDepthBuffer;
extern bool fullPixelPositionRegister;
extern int clusterCount;
QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, const PixelShader *pixelShader) : state(state), shader(pixelShader)
{
}
QuadRasterizer::~QuadRasterizer()
{
}
void QuadRasterizer::generate()
{
#if PERF_PROFILE
for(int i = 0; i < PERF_TIMERS; i++)
{
cycles[i] = 0;
}
Long pixelTime = Ticks();
#endif
constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
occlusion = 0;
Do
{
Int yMin = *Pointer<Int>(primitive + OFFSET(Primitive,yMin));
Int yMax = *Pointer<Int>(primitive + OFFSET(Primitive,yMax));
Int cluster2 = cluster + cluster;
yMin += clusterCount * 2 - 2 - cluster2;
yMin &= -clusterCount * 2;
yMin += cluster2;
If(yMin < yMax)
{
rasterize(yMin, yMax);
}
primitive += sizeof(Primitive) * state.multiSample;
count--;
}
Until(count == 0)
if(state.occlusionEnabled)
{
UInt clusterOcclusion = *Pointer<UInt>(data + OFFSET(DrawData,occlusion) + 4 * cluster);
clusterOcclusion += occlusion;
*Pointer<UInt>(data + OFFSET(DrawData,occlusion) + 4 * cluster) = clusterOcclusion;
}
#if PERF_PROFILE
cycles[PERF_PIXEL] = Ticks() - pixelTime;
for(int i = 0; i < PERF_TIMERS; i++)
{
*Pointer<Long>(data + OFFSET(DrawData,cycles[i]) + 8 * cluster) += cycles[i];
}
#endif
Return();
}
void QuadRasterizer::rasterize(Int &yMin, Int &yMax)
{
Pointer<Byte> cBuffer[RENDERTARGETS];
Pointer<Byte> zBuffer;
Pointer<Byte> sBuffer;
for(int index = 0; index < RENDERTARGETS; index++)
{
if(state.colorWriteActive(index))
{
cBuffer[index] = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,colorBuffer[index])) + yMin * *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
}
}
if(state.depthTestActive)
{
zBuffer = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,depthBuffer)) + yMin * *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
}
if(state.stencilActive)
{
sBuffer = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,stencilBuffer)) + yMin * *Pointer<Int>(data + OFFSET(DrawData,stencilPitchB));
}
Int y = yMin;
Do
{
Int x0a = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->left) + (y + 0) * sizeof(Primitive::Span)));
Int x0b = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->left) + (y + 1) * sizeof(Primitive::Span)));
Int x0 = Min(x0a, x0b);
for(unsigned int q = 1; q < state.multiSample; q++)
{
x0a = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left) + (y + 0) * sizeof(Primitive::Span)));
x0b = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left) + (y + 1) * sizeof(Primitive::Span)));
x0 = Min(x0, Min(x0a, x0b));
}
x0 &= 0xFFFFFFFE;
Int x1a = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->right) + (y + 0) * sizeof(Primitive::Span)));
Int x1b = Int(*Pointer<Short>(primitive + OFFSET(Primitive,outline->right) + (y + 1) * sizeof(Primitive::Span)));
Int x1 = Max(x1a, x1b);
for(unsigned int q = 1; q < state.multiSample; q++)
{
x1a = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right) + (y + 0) * sizeof(Primitive::Span)));
x1b = Int(*Pointer<Short>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right) + (y + 1) * sizeof(Primitive::Span)));
x1 = Max(x1, Max(x1a, x1b));
}
Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
if(interpolateZ())
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
Float4 y = yyyy;
if(state.multiSample > 1)
{
y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4));
}
Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16);
}
}
if(veryEarlyDepthTest && state.multiSample == 1)
{
if(!state.stencilActive && state.depthTestActive && (state.depthCompareMode == DEPTH_LESSEQUAL || state.depthCompareMode == DEPTH_LESS)) // FIXME: Both modes ok?
{
Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
Pointer<Byte> buffer;
Int pitch;
if(!state.quadLayoutDepthBuffer)
{
buffer = zBuffer + 4 * x0;
pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
}
else
{
buffer = zBuffer + 8 * x0;
}
For(Int x = x0, x < x1, x += 2)
{
Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false);
Float4 zValue;
if(!state.quadLayoutDepthBuffer)
{
// FIXME: Properly optimizes?
zValue.xy = *Pointer<Float4>(buffer);
zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
}
else
{
zValue = *Pointer<Float4>(buffer, 16);
}
Int4 zTest;
if(complementaryDepthBuffer)
{
zTest = CmpLE(zValue, z);
}
else
{
zTest = CmpNLT(zValue, z);
}
Int zMask = SignMask(zTest);
If(zMask == 0)
{
x0 += 2;
}
Else
{
x = x1;
}
xxxx += Float4(2);
if(!state.quadLayoutDepthBuffer)
{
buffer += 8;
}
else
{
buffer += 16;
}
}
}
}
If(x0 < x1)
{
if(interpolateW())
{
Dw = *Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16);
}
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
if(state.interpolant[interpolant].component & (1 << component))
{
Dv[interpolant][component] = *Pointer<Float4>(primitive + OFFSET(Primitive,V[interpolant][component].C), 16);
if(!(state.interpolant[interpolant].flat & (1 << component)))
{
Dv[interpolant][component] += yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,V[interpolant][component].B), 16);
}
}
}
}
if(state.fog.component)
{
Df = *Pointer<Float4>(primitive + OFFSET(Primitive,f.C), 16);
if(!state.fog.flat)
{
Df += yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive,f.B), 16);
}
}
Short4 xLeft[4];
Short4 xRight[4];
for(unsigned int q = 0; q < state.multiSample; q++)
{
xLeft[q] = *Pointer<Short4>(primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline) + y * sizeof(Primitive::Span));
xRight[q] = xLeft[q];
xLeft[q] = Swizzle(xLeft[q], 0xA0) - Short4(1, 2, 1, 2);
xRight[q] = Swizzle(xRight[q], 0xF5) - Short4(0, 1, 0, 1);
}
For(Int x = x0, x < x1, x += 2)
{
Short4 xxxx = Short4(x);
Int cMask[4];
for(unsigned int q = 0; q < state.multiSample; q++)
{
Short4 mask = CmpGT(xxxx, xLeft[q]) & CmpGT(xRight[q], xxxx);
cMask[q] = SignMask(Pack(mask, mask)) & 0x0000000F;
}
quad(cBuffer, zBuffer, sBuffer, cMask, x, y);
}
}
for(int index = 0; index < RENDERTARGETS; index++)
{
if(state.colorWriteActive(index))
{
cBuffer[index] += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index])) << (1 + sw::log2(clusterCount)); // FIXME: Precompute
}
}
if(state.depthTestActive)
{
zBuffer += *Pointer<Int>(data + OFFSET(DrawData,depthPitchB)) << (1 + sw::log2(clusterCount)); // FIXME: Precompute
}
if(state.stencilActive)
{
sBuffer += *Pointer<Int>(data + OFFSET(DrawData,stencilPitchB)) << (1 + sw::log2(clusterCount)); // FIXME: Precompute
}
y += 2 * clusterCount;
}
Until(y >= yMax)
}
Float4 QuadRasterizer::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
{
Float4 interpolant = D;
if(!flat)
{
interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation, A), 16);
if(perspective)
{
interpolant *= rhw;
}
}
return interpolant;
}
bool QuadRasterizer::interpolateZ() const
{
return state.depthTestActive || state.pixelFogActive() || (shader && shader->isVPosDeclared() && fullPixelPositionRegister);
}
bool QuadRasterizer::interpolateW() const
{
return state.perspective || (shader && shader->isVPosDeclared() && fullPixelPositionRegister);
}
}