Add SwiftShader source to repo

Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/Renderer/Clipper.cpp b/src/Renderer/Clipper.cpp
new file mode 100644
index 0000000..2c6c158
--- /dev/null
+++ b/src/Renderer/Clipper.cpp
@@ -0,0 +1,374 @@
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 TransGaming Inc.
+//
+// All rights reserved. No part of this software may be copied, distributed, transmitted,
+// transcribed, stored in a retrieval system, translated into any human or computer
+// language by any means, or disclosed to third parties without the explicit written
+// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#include "Clipper.hpp"
+
+#include "Polygon.hpp"
+#include "Renderer.hpp"
+#include "Debug.hpp"
+
+#include <malloc.h>
+#include <assert.h>
+
+namespace sw
+{
+	Clipper::Clipper()
+	{
+	}
+
+	Clipper::~Clipper()
+	{
+	}
+
+	bool Clipper::clip(Polygon &polygon, int clipFlagsOr, const DrawCall &draw)
+	{
+		DrawData &data = *draw.data;
+
+		polygon.b = 0;
+
+		if(clipFlagsOr & 0x0000003F)
+		{
+			if(clipFlagsOr & CLIP_NEAR)   clipNear(polygon);
+			if(polygon.n >= 3) {
+			if(clipFlagsOr & CLIP_FAR)    clipFar(polygon);
+			if(polygon.n >= 3) {
+			if(clipFlagsOr & CLIP_LEFT)   clipLeft(polygon, data);
+			if(polygon.n >= 3) {
+			if(clipFlagsOr & CLIP_RIGHT)  clipRight(polygon, data);
+			if(polygon.n >= 3) {
+			if(clipFlagsOr & CLIP_TOP)    clipTop(polygon, data);
+			if(polygon.n >= 3) {
+			if(clipFlagsOr & CLIP_BOTTOM) clipBottom(polygon, data);
+			}}}}}
+		}
+
+		if(clipFlagsOr & 0x00003F00)
+		{
+			if(polygon.n >= 3) {
+			if(draw.clipFlags & CLIP_PLANE0) clipPlane(polygon, data.clipPlane[0]);
+			if(polygon.n >= 3) {
+			if(draw.clipFlags & CLIP_PLANE1) clipPlane(polygon, data.clipPlane[1]);
+			if(polygon.n >= 3) {
+			if(draw.clipFlags & CLIP_PLANE2) clipPlane(polygon, data.clipPlane[2]);
+			if(polygon.n >= 3) {
+			if(draw.clipFlags & CLIP_PLANE3) clipPlane(polygon, data.clipPlane[3]);
+			if(polygon.n >= 3) {
+			if(draw.clipFlags & CLIP_PLANE4) clipPlane(polygon, data.clipPlane[4]);
+			if(polygon.n >= 3) {
+			if(draw.clipFlags & CLIP_PLANE5) clipPlane(polygon, data.clipPlane[5]);
+			}}}}}}
+		}
+
+		return polygon.n >= 3;
+	}
+
+	void Clipper::clipNear(Polygon &polygon)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = V[i]->z;
+			float dj = V[j]->z;
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+					polygon.B[polygon.b].z = 0;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+					polygon.B[polygon.b].z = 0;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	void Clipper::clipFar(Polygon &polygon)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = V[i]->w - V[i]->z;
+			float dj = V[j]->w - V[j]->z;
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+					polygon.B[polygon.b].z = polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+					polygon.B[polygon.b].z = polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	void Clipper::clipLeft(Polygon &polygon, const DrawData &data)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = V[i]->w + (V[i]->x + data.offX[0] * V[i]->w);
+			float dj = V[j]->w + (V[j]->x + data.offX[0] * V[j]->w);
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+				//	polygon.B[polygon.b].x = -polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+				//	polygon.B[polygon.b].x = -polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	void Clipper::clipRight(Polygon &polygon, const DrawData &data)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = V[i]->w - (V[i]->x + data.offX[0] * V[i]->w);
+			float dj = V[j]->w - (V[j]->x + data.offX[0] * V[j]->w);
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+				//	polygon.B[polygon.b].x = polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+				//	polygon.B[polygon.b].x = polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	void Clipper::clipTop(Polygon &polygon, const DrawData &data)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = V[i]->w - (V[i]->y + data.offY[0] * V[i]->w);
+			float dj = V[j]->w - (V[j]->y + data.offY[0] * V[j]->w);
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+				//	polygon.B[polygon.b].y = polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+				//	polygon.B[polygon.b].y = polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	void Clipper::clipBottom(Polygon &polygon, const DrawData &data)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = V[i]->w + (V[i]->y + data.offY[0] * V[i]->w);
+			float dj = V[j]->w + (V[j]->y + data.offY[0] * V[j]->w);
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+				//	polygon.B[polygon.b].y = -polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+				//	polygon.B[polygon.b].y = -polygon.B[polygon.b].w;
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	void Clipper::clipPlane(Polygon &polygon, const Plane &p)
+	{
+		if(polygon.n == 0) return;
+
+		const float4 **V = polygon.P[polygon.i];
+		const float4 **T = polygon.P[polygon.i + 1];
+
+		int t = 0;
+
+		for(int i = 0; i < polygon.n; i++)
+		{
+			int j = i == polygon.n - 1 ? 0 : i + 1;
+
+			float di = p.A * V[i]->x + p.B * V[i]->y + p.C * V[i]->z + p.D * V[i]->w;
+			float dj = p.A * V[j]->x + p.B * V[j]->y + p.C * V[j]->z + p.D * V[j]->w;
+
+			if(di >= 0)
+			{
+				T[t++] = V[i];
+
+				if(dj < 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[i], *V[j], di, dj);
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+			else
+			{
+				if(dj > 0)
+				{
+					clipEdge(polygon.B[polygon.b], *V[j], *V[i], dj, di);
+					T[t++] = &polygon.B[polygon.b++];
+				}
+			}
+		}
+
+		polygon.n = t;
+		polygon.i += 1;
+	}
+
+	inline void Clipper::clipEdge(float4 &Vo, const float4 &Vi, const float4 &Vj, float di, float dj) const
+	{
+		float D = 1.0f / (dj - di);
+
+		Vo.x = (dj * Vi.x - di * Vj.x) * D;
+		Vo.y = (dj * Vi.y - di * Vj.y) * D;
+		Vo.z = (dj * Vi.z - di * Vj.z) * D;
+		Vo.w = (dj * Vi.w - di * Vj.w) * D;
+	}
+}