| // 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 "SetupRoutine.hpp" |
| #include <Device/Vertex.hpp> |
| |
| #include "Constants.hpp" |
| #include "Device/Polygon.hpp" |
| #include "Device/Primitive.hpp" |
| #include "Device/Renderer.hpp" |
| #include "Reactor/Reactor.hpp" |
| |
| namespace sw { |
| |
| SetupRoutine::SetupRoutine(const SetupProcessor::State &state) |
| : state(state) |
| { |
| } |
| |
| SetupRoutine::~SetupRoutine() |
| { |
| } |
| |
| void SetupRoutine::generate() |
| { |
| SetupFunction function; |
| { |
| Pointer<Byte> primitive(function.Arg<0>()); |
| Pointer<Byte> tri(function.Arg<1>()); |
| Pointer<Byte> polygon(function.Arg<2>()); |
| Pointer<Byte> data(function.Arg<3>()); |
| |
| Pointer<Byte> constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData, constants)); |
| |
| const bool point = state.isDrawPoint; |
| const bool line = state.isDrawLine; |
| const bool triangle = state.isDrawTriangle; |
| |
| const int V0 = OFFSET(Triangle, v0); |
| const int V1 = (triangle || line) ? OFFSET(Triangle, v1) : OFFSET(Triangle, v0); |
| const int V2 = triangle ? OFFSET(Triangle, v2) : (line ? OFFSET(Triangle, v1) : OFFSET(Triangle, v0)); |
| |
| Pointer<Byte> v0 = tri + V0; |
| Pointer<Byte> v1 = tri + V1; |
| Pointer<Byte> v2 = tri + V2; |
| |
| Array<Int> X(16); |
| Array<Int> Y(16); |
| |
| X[0] = *Pointer<Int>(v0 + OFFSET(Vertex, projected.x)); |
| X[1] = *Pointer<Int>(v1 + OFFSET(Vertex, projected.x)); |
| X[2] = *Pointer<Int>(v2 + OFFSET(Vertex, projected.x)); |
| |
| Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex, projected.y)); |
| Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex, projected.y)); |
| Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex, projected.y)); |
| |
| Int d = 1; // Winding direction |
| |
| // Culling |
| if(triangle) |
| { |
| Float x0 = Float(X[0]); |
| Float x1 = Float(X[1]); |
| Float x2 = Float(X[2]); |
| |
| Float y0 = Float(Y[0]); |
| Float y1 = Float(Y[1]); |
| Float y2 = Float(Y[2]); |
| |
| Float A = (y0 - y2) * x1 + (y2 - y1) * x0 + (y1 - y0) * x2; // Area |
| |
| If(A == 0.0f) |
| { |
| Return(0); |
| } |
| |
| Int w0w1w2 = *Pointer<Int>(v0 + OFFSET(Vertex, w)) ^ |
| *Pointer<Int>(v1 + OFFSET(Vertex, w)) ^ |
| *Pointer<Int>(v2 + OFFSET(Vertex, w)); |
| |
| A = IfThenElse(w0w1w2 < 0, -A, A); |
| |
| Bool frontFacing = (state.frontFace == VK_FRONT_FACE_COUNTER_CLOCKWISE) ? A > 0.0f : A < 0.0f; |
| |
| if(state.cullMode & VK_CULL_MODE_FRONT_BIT) |
| { |
| If(frontFacing) Return(0); |
| } |
| if(state.cullMode & VK_CULL_MODE_BACK_BIT) |
| { |
| If(!frontFacing) Return(0); |
| } |
| |
| d = IfThenElse(A > 0.0f, d, Int(0)); |
| |
| If(frontFacing) |
| { |
| *Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); |
| *Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); |
| } |
| Else |
| { |
| *Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); |
| *Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); |
| } |
| } |
| else |
| { |
| *Pointer<Byte8>(primitive + OFFSET(Primitive, clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF); |
| *Pointer<Byte8>(primitive + OFFSET(Primitive, invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00); |
| } |
| |
| Int n = *Pointer<Int>(polygon + OFFSET(Polygon, n)); |
| Int m = *Pointer<Int>(polygon + OFFSET(Polygon, i)); |
| |
| If(m != 0 || Bool(!triangle)) // Clipped triangle; reproject |
| { |
| Pointer<Byte> V = polygon + OFFSET(Polygon, P) + m * sizeof(void *) * 16; |
| |
| Int i = 0; |
| |
| Do |
| { |
| Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void *)); |
| Float4 v = *Pointer<Float4>(p, 16); |
| |
| Float w = v.w; |
| Float rhw = IfThenElse(w != 0.0f, 1.0f / w, Float(1.0f)); |
| |
| X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData, X0xF)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData, WxF))); |
| Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData, Y0xF)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData, HxF))); |
| |
| i++; |
| } |
| Until(i >= n); |
| } |
| |
| // Vertical range |
| Int yMin = Y[0]; |
| Int yMax = Y[0]; |
| |
| Int i = 1; |
| |
| Do |
| { |
| yMin = Min(Y[i], yMin); |
| yMax = Max(Y[i], yMax); |
| |
| i++; |
| } |
| Until(i >= n); |
| |
| constexpr int subPixB = vk::SUBPIXEL_PRECISION_BITS; |
| constexpr int subPixM = vk::SUBPIXEL_PRECISION_MASK; |
| constexpr float subPixF = vk::SUBPIXEL_PRECISION_FACTOR; |
| |
| if(state.enableMultiSampling) |
| { |
| yMin = (yMin + Constants::yMinMultiSampleOffset) >> subPixB; |
| yMax = (yMax + Constants::yMaxMultiSampleOffset) >> subPixB; |
| } |
| else |
| { |
| yMin = (yMin + subPixM) >> subPixB; |
| yMax = (yMax + subPixM) >> subPixB; |
| } |
| |
| yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData, scissorY0))); |
| yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData, scissorY1))); |
| |
| // If yMin and yMax are initially negative, the scissor clamping above will typically result |
| // in yMin == 0 and yMax unchanged. We bail as we don't need to rasterize this primitive, and |
| // code below assumes yMin < yMax. |
| If(yMin >= yMax) |
| { |
| Return(0); |
| } |
| |
| For(Int q = 0, q < state.multiSampleCount, q++) |
| { |
| Array<Int> Xq(16); |
| Array<Int> Yq(16); |
| |
| Int i = 0; |
| |
| Do |
| { |
| Xq[i] = X[i]; |
| Yq[i] = Y[i]; |
| |
| if(state.enableMultiSampling) |
| { |
| // The subtraction here is because we're not moving the point, we're testing the edge against it |
| Xq[i] = Xq[i] - *Pointer<Int>(constants + OFFSET(Constants, Xf) + q * sizeof(int)); |
| Yq[i] = Yq[i] - *Pointer<Int>(constants + OFFSET(Constants, Yf) + q * sizeof(int)); |
| } |
| |
| i++; |
| } |
| Until(i >= n); |
| |
| Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive, outline->left)) + q * sizeof(Primitive); |
| Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive, outline->right)) + q * sizeof(Primitive); |
| |
| if(state.enableMultiSampling) |
| { |
| Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0)); |
| Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1)); |
| Short x = Short(Clamp((X[0] + subPixM) >> subPixB, xMin, xMax)); |
| |
| For(Int y = yMin - 1, y < yMax + 1, y++) |
| { |
| *Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x; |
| *Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x; |
| } |
| } |
| |
| Xq[n] = Xq[0]; |
| Yq[n] = Yq[0]; |
| |
| // Rasterize |
| { |
| Int i = 0; |
| |
| Do |
| { |
| edge(primitive, data, Xq[i + 1 - d], Yq[i + 1 - d], Xq[i + d], Yq[i + d], q); |
| |
| i++; |
| } |
| Until(i >= n); |
| } |
| |
| if(!state.enableMultiSampling) |
| { |
| For(, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++) |
| { |
| // Increments yMin |
| } |
| |
| For(, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--) |
| { |
| // Decrements yMax |
| } |
| |
| If(yMin == yMax) |
| { |
| Return(0); |
| } |
| |
| *Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)); |
| *Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)); |
| *Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)); |
| *Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)); |
| } |
| } |
| |
| *Pointer<Int>(primitive + OFFSET(Primitive, yMin)) = yMin; |
| *Pointer<Int>(primitive + OFFSET(Primitive, yMax)) = yMax; |
| |
| // Sort by minimum y |
| if(triangle) |
| { |
| Float y0 = *Pointer<Float>(v0 + OFFSET(Vertex, y)); |
| Float y1 = *Pointer<Float>(v1 + OFFSET(Vertex, y)); |
| Float y2 = *Pointer<Float>(v2 + OFFSET(Vertex, y)); |
| |
| Float yMin = Min(Min(y0, y1), y2); |
| |
| conditionalRotate1(yMin == y1, v0, v1, v2); |
| conditionalRotate2(yMin == y2, v0, v1, v2); |
| } |
| |
| // Sort by maximum w |
| if(triangle) |
| { |
| Float w0 = *Pointer<Float>(v0 + OFFSET(Vertex, w)); |
| Float w1 = *Pointer<Float>(v1 + OFFSET(Vertex, w)); |
| Float w2 = *Pointer<Float>(v2 + OFFSET(Vertex, w)); |
| |
| Float wMax = Max(Max(w0, w1), w2); |
| |
| conditionalRotate1(wMax == w1, v0, v1, v2); |
| conditionalRotate2(wMax == w2, v0, v1, v2); |
| } |
| |
| Float w0 = *Pointer<Float>(v0 + OFFSET(Vertex, w)); |
| Float w1 = *Pointer<Float>(v1 + OFFSET(Vertex, w)); |
| Float w2 = *Pointer<Float>(v2 + OFFSET(Vertex, w)); |
| |
| Float4 w012; |
| |
| w012.x = w0; |
| w012.y = w1; |
| w012.z = w2; |
| w012.w = 1; |
| |
| Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex, projected.w)); |
| |
| Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex, projected.x)); |
| Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex, projected.x)); |
| Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex, projected.x)); |
| |
| Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex, projected.y)); |
| Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex, projected.y)); |
| Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex, projected.y)); |
| |
| if(point) |
| { |
| *Pointer<Float>(primitive + OFFSET(Primitive, pointCoordX)) = Float(1.0f / subPixF) * Float(X0); |
| *Pointer<Float>(primitive + OFFSET(Primitive, pointCoordY)) = Float(1.0f / subPixF) * Float(Y0); |
| } |
| |
| if(line) |
| { |
| X2 = X1 + Y1 - Y0; |
| Y2 = Y1 + X0 - X1; |
| } |
| |
| Float dx = Float(X0) * (1.0f / subPixF); |
| Float dy = Float(Y0) * (1.0f / subPixF); |
| |
| X1 -= X0; |
| Y1 -= Y0; |
| |
| X2 -= X0; |
| Y2 -= Y0; |
| |
| Float x1 = w1 * (1.0f / subPixF) * Float(X1); |
| Float y1 = w1 * (1.0f / subPixF) * Float(Y1); |
| |
| Float x2 = w2 * (1.0f / subPixF) * Float(X2); |
| Float y2 = w2 * (1.0f / subPixF) * Float(Y2); |
| |
| Float a = x1 * y2 - x2 * y1; |
| |
| Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx); |
| Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy); |
| |
| *Pointer<Float4>(primitive + OFFSET(Primitive, xQuad), 16) = xQuad; |
| *Pointer<Float4>(primitive + OFFSET(Primitive, yQuad), 16) = yQuad; |
| |
| Float4 M[3]; |
| |
| M[0] = Float4(0, 0, 0, 0); |
| M[1] = Float4(0, 0, 0, 0); |
| M[2] = Float4(0, 0, 0, 0); |
| |
| M[0].z = rhw0; |
| |
| If(a != 0.0f) |
| { |
| Float A = 1.0f / a; |
| Float D = A * rhw0; |
| |
| M[0].x = (y1 * w2 - y2 * w1) * D; |
| M[0].y = (x2 * w1 - x1 * w2) * D; |
| // M[0].z = rhw0; |
| // M[0].w = 0; |
| |
| M[1].x = y2 * A; |
| M[1].y = -x2 * A; |
| // M[1].z = 0; |
| // M[1].w = 0; |
| |
| M[2].x = -y1 * A; |
| M[2].y = x1 * A; |
| // M[2].z = 0; |
| // M[2].w = 0; |
| } |
| |
| if(state.interpolateW) |
| { |
| Float4 ABC = M[0] + M[1] + M[2]; |
| |
| Float4 A = ABC.x; |
| Float4 B = ABC.y; |
| Float4 C = ABC.z; |
| |
| *Pointer<Float4>(primitive + OFFSET(Primitive, w.A), 16) = A; |
| *Pointer<Float4>(primitive + OFFSET(Primitive, w.B), 16) = B; |
| *Pointer<Float4>(primitive + OFFSET(Primitive, w.C), 16) = C; |
| } |
| |
| if(state.interpolateZ) |
| { |
| Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex, projected.z)); |
| Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex, projected.z)); |
| Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex, projected.z)); |
| |
| z1 -= z0; |
| z2 -= z0; |
| |
| Float A; |
| Float B; |
| Float C; |
| |
| if(!point) |
| { |
| Float x1 = Float(X1) * (1.0f / subPixF); |
| Float y1 = Float(Y1) * (1.0f / subPixF); |
| Float x2 = Float(X2) * (1.0f / subPixF); |
| Float y2 = Float(Y2) * (1.0f / subPixF); |
| |
| Float D = *Pointer<Float>(data + OFFSET(DrawData, depthRange)) / (x1 * y2 - x2 * y1); |
| |
| A = (y2 * z1 - y1 * z2) * D; |
| B = (x1 * z2 - x2 * z1) * D; |
| } |
| else |
| { |
| A = 0.0f; |
| B = 0.0f; |
| } |
| |
| C = z0 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(DrawData, depthNear)); |
| |
| *Pointer<Float4>(primitive + OFFSET(Primitive, z.A), 16) = Float4(A); |
| *Pointer<Float4>(primitive + OFFSET(Primitive, z.B), 16) = Float4(B); |
| *Pointer<Float4>(primitive + OFFSET(Primitive, z.C), 16) = Float4(C); |
| |
| Float bias = 0.0f; |
| |
| if(state.applyConstantDepthBias) |
| { |
| Float r; // Minimum resolvable difference |
| |
| if(state.fixedPointDepthBuffer) |
| { |
| // TODO(b/139341727): Pre-multiply the constant depth bias factor by the minimum |
| // resolvable difference. |
| |
| // TODO(b/139341727): When there's a fixed-point depth buffer and no depth bias clamp, |
| // the constant depth bias factor could be added to 'depthNear', eliminating the per- |
| // polygon addition. |
| |
| r = *Pointer<Float>(data + OFFSET(DrawData, minimumResolvableDepthDifference)); |
| } |
| else // Floating-point depth buffer |
| { |
| // "For floating-point depth buffers, there is no single minimum resolvable difference. |
| // In this case, the minimum resolvable difference for a given polygon is dependent on |
| // the maximum exponent, e, in the range of z values spanned by the primitive. If n is |
| // the number of bits in the floating-point mantissa, the minimum resolvable difference, |
| // r, for the given primitive is defined as r = 2^(e-n)." |
| |
| Float Z0 = C; |
| Float Z1 = z1 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(DrawData, depthNear)); |
| Float Z2 = z2 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(DrawData, depthNear)); |
| |
| Int e0 = As<Int>(Z0) & 0x7F800000; |
| Int e1 = As<Int>(Z1) & 0x7F800000; |
| Int e2 = As<Int>(Z2) & 0x7F800000; |
| |
| Int e = Max(Max(e0, e1), e2); |
| |
| r = As<Float>(e - (23 << 23)); |
| } |
| |
| bias = r * *Pointer<Float>(data + OFFSET(DrawData, constantDepthBias)); |
| } |
| |
| if(state.applySlopeDepthBias) |
| { |
| Float m = Max(Abs(A), Abs(B)); |
| |
| bias += m * *Pointer<Float>(data + OFFSET(DrawData, slopeDepthBias)); // TODO(b/155302798): Optimize 0 += x; |
| } |
| |
| if(state.applyConstantDepthBias || state.applySlopeDepthBias) |
| { |
| if(state.applyDepthBiasClamp) |
| { |
| Float clamp = *Pointer<Float>(data + OFFSET(DrawData, depthBiasClamp)); |
| |
| bias = IfThenElse(clamp > 0.0f, Min(bias, clamp), Max(bias, clamp)); |
| } |
| |
| *Pointer<Float4>(primitive + OFFSET(Primitive, zBias), 16) = Float4(bias); |
| } |
| } |
| |
| for(int interpolant = 0; interpolant < MAX_INTERFACE_COMPONENTS; interpolant++) |
| { |
| if(state.gradient[interpolant].Type != SpirvShader::ATTRIBTYPE_UNUSED) |
| { |
| setupGradient(primitive, tri, w012, M, v0, v1, v2, |
| OFFSET(Vertex, v[interpolant]), |
| OFFSET(Primitive, V[interpolant]), |
| state.gradient[interpolant].Flat, |
| !state.gradient[interpolant].NoPerspective); |
| } |
| } |
| |
| for(unsigned int i = 0; i < state.numClipDistances; i++) |
| { |
| setupGradient(primitive, tri, w012, M, v0, v1, v2, |
| OFFSET(Vertex, clipDistance[i]), |
| OFFSET(Primitive, clipDistance[i]), |
| false, true); |
| } |
| |
| for(unsigned int i = 0; i < state.numCullDistances; i++) |
| { |
| setupGradient(primitive, tri, w012, M, v0, v1, v2, |
| OFFSET(Vertex, cullDistance[i]), |
| OFFSET(Primitive, cullDistance[i]), |
| false, true); |
| } |
| |
| Return(1); |
| } |
| |
| routine = function("SetupRoutine"); |
| } |
| |
| void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool perspective) |
| { |
| if(!flat) |
| { |
| Float4 i; |
| i.x = *Pointer<Float>(v0 + attribute); |
| i.y = *Pointer<Float>(v1 + attribute); |
| i.z = *Pointer<Float>(v2 + attribute); |
| i.w = 0; |
| |
| if(!perspective) |
| { |
| i *= w012; |
| } |
| |
| Float4 A = i.xxxx * m[0]; |
| Float4 B = i.yyyy * m[1]; |
| Float4 C = i.zzzz * m[2]; |
| |
| C = A + B + C; |
| |
| A = C.xxxx; |
| B = C.yyyy; |
| C = C.zzzz; |
| |
| *Pointer<Float4>(primitive + planeEquation + 0, 16) = A; |
| *Pointer<Float4>(primitive + planeEquation + 16, 16) = B; |
| *Pointer<Float4>(primitive + planeEquation + 32, 16) = C; |
| } |
| else |
| { |
| int leadingVertex = OFFSET(Triangle, v0); |
| Float C = *Pointer<Float>(triangle + leadingVertex + attribute); |
| |
| *Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0); |
| *Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0); |
| *Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C); |
| } |
| } |
| |
| void SetupRoutine::edge(Pointer<Byte> &primitive, Pointer<Byte> &data, const Int &Xa, const Int &Ya, const Int &Xb, const Int &Yb, Int &q) |
| { |
| If(Ya != Yb) |
| { |
| Bool swap = Yb < Ya; |
| |
| Int X1 = IfThenElse(swap, Xb, Xa); |
| Int X2 = IfThenElse(swap, Xa, Xb); |
| Int Y1 = IfThenElse(swap, Yb, Ya); |
| Int Y2 = IfThenElse(swap, Ya, Yb); |
| |
| constexpr int subPixB = vk::SUBPIXEL_PRECISION_BITS; |
| constexpr int subPixM = vk::SUBPIXEL_PRECISION_MASK; |
| |
| Int y1 = Max((Y1 + subPixM) >> subPixB, *Pointer<Int>(data + OFFSET(DrawData, scissorY0))); |
| Int y2 = Min((Y2 + subPixM) >> subPixB, *Pointer<Int>(data + OFFSET(DrawData, scissorY1))); |
| |
| If(y1 < y2) |
| { |
| Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0)); |
| Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1)); |
| |
| Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->left); |
| Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive, outline->right); |
| Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge); |
| |
| // Deltas |
| Int DX12 = X2 - X1; |
| Int DY12 = Y2 - Y1; |
| |
| Int FDX12 = DX12 << subPixB; |
| Int FDY12 = DY12 << subPixB; |
| |
| Int X = DX12 * ((y1 << subPixB) - Y1) + (X1 & subPixM) * DY12; |
| Int x = (X1 >> subPixB) + X / FDY12; // Edge |
| Int d = X % FDY12; // Error-term |
| Int ceil = -d >> 31; // Ceiling division: remainder <= 0 |
| x -= ceil; |
| d -= ceil & FDY12; |
| |
| Int Q = FDX12 / FDY12; // Edge-step |
| Int R = FDX12 % FDY12; // Error-step |
| Int floor = R >> 31; // Flooring division: remainder >= 0 |
| Q += floor; |
| R += floor & FDY12; |
| |
| Int D = FDY12; // Error-overflow |
| Int y = y1; |
| |
| Do |
| { |
| *Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(Clamp(x, xMin, xMax)); |
| |
| x += Q; |
| d += R; |
| |
| Int overflow = -d >> 31; |
| |
| d -= D & overflow; |
| x -= overflow; |
| |
| y++; |
| } |
| Until(y >= y2); |
| } |
| } |
| } |
| |
| void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2) |
| { |
| #if 0 // Rely on LLVM optimization |
| If(condition) |
| { |
| Pointer<Byte> vX; |
| |
| vX = v0; |
| v0 = v1; |
| v1 = v2; |
| v2 = vX; |
| } |
| #else |
| Pointer<Byte> vX = v0; |
| v0 = IfThenElse(condition, v1, v0); |
| v1 = IfThenElse(condition, v2, v1); |
| v2 = IfThenElse(condition, vX, v2); |
| #endif |
| } |
| |
| void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2) |
| { |
| #if 0 // Rely on LLVM optimization |
| If(condition) |
| { |
| Pointer<Byte> vX; |
| |
| vX = v2; |
| v2 = v1; |
| v1 = v0; |
| v0 = vX; |
| } |
| #else |
| Pointer<Byte> vX = v2; |
| v2 = IfThenElse(condition, v1, v2); |
| v1 = IfThenElse(condition, v0, v1); |
| v0 = IfThenElse(condition, vX, v0); |
| #endif |
| } |
| |
| SetupFunction::RoutineType SetupRoutine::getRoutine() |
| { |
| return routine; |
| } |
| |
| } // namespace sw |