| // 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_PixelPipeline_hpp |
| #define sw_PixelPipeline_hpp |
| |
| #include "PixelRoutine.hpp" |
| |
| namespace sw |
| { |
| class PixelPipeline : public PixelRoutine |
| { |
| public: |
| PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) : |
| PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {} |
| virtual ~PixelPipeline() {} |
| |
| protected: |
| virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w); |
| virtual void applyShader(Int cMask[4]); |
| virtual Bool alphaTest(Int cMask[4]); |
| virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); |
| |
| private: |
| Vector4s ¤t; |
| Vector4s &diffuse; |
| Vector4s &specular; |
| |
| Vector4s rs[6]; |
| Vector4s vs[2]; |
| Vector4s ts[6]; |
| |
| // bem(l) offsets and luminance |
| Float4 du; |
| Float4 dv; |
| Short4 L; |
| |
| // texm3x3 temporaries |
| Float4 u_; // FIXME |
| Float4 v_; // FIXME |
| Float4 w_; // FIXME |
| Float4 U; // FIXME |
| Float4 V; // FIXME |
| Float4 W; // FIXME |
| |
| void fixedFunction(); |
| void blendTexture(Vector4s &temp, Vector4s &texture, int stage); |
| void fogBlend(Vector4s ¤t, Float4 &fog); |
| void specularPixel(Vector4s ¤t, Vector4s &specular); |
| |
| Vector4s sampleTexture(int coordinates, int sampler, bool project = false); |
| Vector4s sampleTexture(int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false); |
| |
| Short4 convertFixed12(RValue<Float4> cf); |
| void convertFixed12(Vector4s &cs, Vector4f &cf); |
| Float4 convertSigned12(Short4 &cs); |
| void convertSigned12(Vector4f &cf, Vector4s &cs); |
| |
| void writeDestination(Vector4s &d, const Dst &dst); |
| Vector4s fetchRegister(const Src &src); |
| |
| // Instructions |
| void MOV(Vector4s &dst, Vector4s &src0); |
| void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1); |
| void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1); |
| void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); |
| void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1); |
| void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1); |
| void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1); |
| void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); |
| void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate); |
| void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project); |
| void TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src); |
| void TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0); |
| void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s); |
| void TEXKILL(Int cMask[4], Vector4s &dst); |
| void TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project); |
| void TEXLD(Vector4s &dst, Vector4s &src, int stage, bool project); |
| void TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage); |
| void TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage); |
| void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage); |
| void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage); |
| void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage); |
| void TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling); |
| void TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling); |
| void TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling); |
| void TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling); |
| void TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling); |
| void TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1); |
| void TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling); |
| void TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0); |
| void TEXDEPTH(); |
| void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); |
| void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); |
| void BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage); |
| |
| bool perturbate; |
| bool luminance; |
| bool previousScaling; |
| }; |
| } |
| |
| #endif |