| // 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 "Primitive.hpp" |
| #include "Renderer.hpp" |
| #include "Pipeline/Constants.hpp" |
| #include "System/Debug.hpp" |
| #include "System/Math.hpp" |
| |
| namespace sw { |
| |
| QuadRasterizer::QuadRasterizer(const PixelProcessor::State &state, SpirvShader const *spirvShader) |
| : state(state) |
| , spirvShader{ spirvShader } |
| { |
| } |
| |
| QuadRasterizer::~QuadRasterizer() |
| { |
| } |
| |
| void QuadRasterizer::generate() |
| { |
| 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.multiSampleCount; |
| 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; |
| } |
| |
| Return(); |
| } |
| |
| void QuadRasterizer::rasterize(Int &yMin, Int &yMax) |
| { |
| Pointer<Byte> cBuffer[RENDERTARGETS]; |
| Pointer<Byte> zBuffer; |
| Pointer<Byte> sBuffer; |
| |
| Int clusterCountLog2 = 31 - Ctlz(UInt(clusterCount), false); |
| |
| 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 || state.depthBoundsTestActive) |
| { |
| 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.multiSampleCount; 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.multiSampleCount; 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.multiSampleCount; q++) |
| { |
| Float4 y = yyyy; |
| |
| if(state.enableMultiSampling) |
| { |
| 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(x0 < x1) |
| { |
| if(interpolateW()) |
| { |
| Dw = *Pointer<Float4>(primitive + OFFSET(Primitive, w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, w.B), 16); |
| } |
| |
| if(spirvShader) |
| { |
| for(int interpolant = 0; interpolant < MAX_INTERFACE_COMPONENTS; interpolant++) |
| { |
| if(spirvShader->inputs[interpolant].Type == SpirvShader::ATTRIBTYPE_UNUSED) |
| continue; |
| |
| Dv[interpolant] = *Pointer<Float4>(primitive + OFFSET(Primitive, V[interpolant].C), 16); |
| if(!spirvShader->inputs[interpolant].Flat) |
| { |
| Dv[interpolant] += |
| yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, V[interpolant].B), 16); |
| } |
| } |
| |
| for(unsigned int i = 0; i < state.numClipDistances; i++) |
| { |
| DclipDistance[i] = *Pointer<Float4>(primitive + OFFSET(Primitive, clipDistance[i].C), 16) + |
| yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, clipDistance[i].B), 16); |
| } |
| |
| for(unsigned int i = 0; i < state.numCullDistances; i++) |
| { |
| DcullDistance[i] = *Pointer<Float4>(primitive + OFFSET(Primitive, cullDistance[i].C), 16) + |
| yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, cullDistance[i].B), 16); |
| } |
| } |
| |
| Short4 xLeft[4]; |
| Short4 xRight[4]; |
| |
| for(unsigned int q = 0; q < state.multiSampleCount; 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], 0x0022) - Short4(1, 2, 1, 2); |
| xRight[q] = Swizzle(xRight[q], 0x1133) - 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.multiSampleCount; q++) |
| { |
| if(state.multiSampleMask & (1 << q)) |
| { |
| unsigned int i = state.enableMultiSampling ? q : 0; |
| Short4 mask = CmpGT(xxxx, xLeft[i]) & CmpGT(xRight[i], xxxx); |
| cMask[q] = SignMask(PackSigned(mask, mask)) & 0x0000000F; |
| } |
| else |
| { |
| cMask[q] = 0; |
| } |
| } |
| |
| 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 + clusterCountLog2); // FIXME: Precompute |
| } |
| } |
| |
| if(state.depthTestActive || state.depthBoundsTestActive) |
| { |
| zBuffer += *Pointer<Int>(data + OFFSET(DrawData, depthPitchB)) << (1 + clusterCountLog2); // FIXME: Precompute |
| } |
| |
| if(state.stencilActive) |
| { |
| sBuffer += *Pointer<Int>(data + OFFSET(DrawData, stencilPitchB)) << (1 + clusterCountLog2); // 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 || (spirvShader && spirvShader->hasBuiltinInput(spv::BuiltInFragCoord)); |
| } |
| |
| bool QuadRasterizer::interpolateW() const |
| { |
| // Note: could optimize cases where there is a fragment shader but it has no |
| // perspective-correct inputs, but that's vanishingly rare. |
| return spirvShader != nullptr; |
| } |
| |
| } // namespace sw |