|  | // 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 "Device/QuadRasterizer.hpp" | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | class PixelShader; | 
|  | class SamplerCore; | 
|  |  | 
|  | class PixelRoutine : public sw::QuadRasterizer | 
|  | { | 
|  | public: | 
|  | PixelRoutine(const PixelProcessor::State &state, | 
|  | vk::PipelineLayout const *pipelineLayout, | 
|  | SpirvShader const *spirvShader, | 
|  | const vk::DescriptorSet::Bindings &descriptorSets); | 
|  |  | 
|  | virtual ~PixelRoutine(); | 
|  |  | 
|  | protected: | 
|  | Float4 z[4]; // Multisampled z | 
|  | Float4 w;    // Used as is | 
|  | Float4 rhw;  // Reciprocal w | 
|  |  | 
|  | SpirvRoutine routine; | 
|  | const vk::DescriptorSet::Bindings &descriptorSets; | 
|  |  | 
|  | // Depth output | 
|  | Float4 oDepth; | 
|  |  | 
|  | virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w, Int cMask[4]) = 0; | 
|  | virtual void applyShader(Int cMask[4], Int sMask[4], Int zMask[4]) = 0; | 
|  | virtual Bool alphaTest(Int cMask[4]) = 0; | 
|  | virtual void rasterOperation(Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0; | 
|  |  | 
|  | void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) override; | 
|  |  | 
|  | void alphaTest(Int &aMask, Short4 &alpha); | 
|  | void alphaToCoverage(Int cMask[4], Float4 &alpha); | 
|  |  | 
|  | // Raster operations | 
|  | void alphaBlend(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, VkCompareOp stencilCompareMode, bool isBack); | 
|  | void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, VkStencilOpState const &ops, bool isBack, Int &zMask, Int &sMask); | 
|  | void stencilOperation(Byte8 &output, Byte8 &bufferValue, VkStencilOp operation, bool isBack); | 
|  | 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, VkBlendFactor blendFactorActive); | 
|  | void blendFactorAlpha(Vector4s &blendFactor, const Vector4s ¤t, const Vector4s &pixel, VkBlendFactor blendFactorAlphaActive); | 
|  | void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel); | 
|  | void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor blendFactorActive); | 
|  | void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor 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 depthTest32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); | 
|  | Bool depthTest16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask); | 
|  |  | 
|  | void writeDepth32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); | 
|  | void writeDepth16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask); | 
|  | }; | 
|  | } | 
|  |  | 
|  | #endif   // sw_PixelRoutine_hpp |