| // 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 "Renderer/QuadRasterizer.hpp" |
| |
| namespace sw |
| { |
| class PixelShader; |
| class SamplerCore; |
| |
| class PixelRoutine : public sw::QuadRasterizer, public ShaderCore |
| { |
| public: |
| PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader); |
| |
| virtual ~PixelRoutine(); |
| |
| protected: |
| Float4 z[4]; // Multisampled z |
| Float4 w; // Used as is |
| Float4 rhw; // Reciprocal w |
| |
| RegisterArray<MAX_FRAGMENT_INPUTS> v; // Varying registers |
| |
| // Depth output |
| Float4 oDepth; |
| |
| typedef Shader::SourceParameter Src; |
| typedef Shader::DestinationParameter Dst; |
| |
| virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; |
| virtual void applyShader(Int cMask[4]) = 0; |
| virtual Bool alphaTest(Int cMask[4]) = 0; |
| virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0; |
| |
| virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x); |
| |
| void alphaTest(Int &aMask, Short4 &alpha); |
| void alphaToCoverage(Int cMask[4], Float4 &alpha); |
| void fogBlend(Vector4f &c0, Float4 &fog); |
| void pixelFog(Float4 &visibility); |
| |
| // Raster operations |
| void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x); |
| void logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s ¤t, Int &x); |
| void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s ¤t, Int &sMask, Int &zMask, Int &cMask); |
| void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); |
| void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask); |
| |
| bool isSRGB(int index) const; |
| UShort4 convertFixed16(Float4 &cf, bool saturate = true); |
| void linearToSRGB12_16(Vector4s &c); |
| |
| private: |
| Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); |
| void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask); |
| void stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW); |
| void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask); |
| void stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW); |
| Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); |
| |
| // Raster operations |
| void blendFactor(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorActive); |
| void blendFactorAlpha(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, BlendFactor blendFactorAlphaActive); |
| void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel); |
| void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive); |
| void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive); |
| void writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask); |
| void writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); |
| |
| void sRGBtoLinear16_12_16(Vector4s &c); |
| void linearToSRGB16_12_16(Vector4s &c); |
| Float4 sRGBtoLinear(const Float4 &x); |
| |
| bool colorUsed(); |
| }; |
| } |
| |
| #endif // sw_PixelRoutine_hpp |