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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_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 &current;
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 &current, Float4 &fog);
void specularPixel(Vector4s &current, 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