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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.
#include "PixelShader.hpp"
#include "Common/Debug.hpp"
#include <string.h>
namespace sw
{
PixelShader::PixelShader(const PixelShader *ps) : Shader()
{
shaderModel = 0x0300;
vPosDeclared = false;
vFaceDeclared = false;
centroid = false;
if(ps) // Make a copy
{
for(size_t i = 0; i < ps->getLength(); i++)
{
append(new sw::Shader::Instruction(*ps->getInstruction(i)));
}
memcpy(input, ps->input, sizeof(input));
vPosDeclared = ps->vPosDeclared;
vFaceDeclared = ps->vFaceDeclared;
usedSamplers = ps->usedSamplers;
optimize();
analyze();
}
}
PixelShader::PixelShader(const unsigned long *token) : Shader()
{
parse(token);
vPosDeclared = false;
vFaceDeclared = false;
centroid = false;
optimize();
analyze();
}
PixelShader::~PixelShader()
{
}
int PixelShader::validate(const unsigned long *const token)
{
if(!token)
{
return 0;
}
unsigned short version = (unsigned short)(token[0] & 0x0000FFFF);
// unsigned char minorVersion = (unsigned char)(token[0] & 0x000000FF);
unsigned char majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
ShaderType shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
if(shaderType != SHADER_PIXEL || majorVersion > 3)
{
return 0;
}
int instructionCount = 1;
for(int i = 0; token[i] != 0x0000FFFF; i++)
{
if((token[i] & 0x0000FFFF) == 0x0000FFFE) // Comment token
{
int length = (token[i] & 0x7FFF0000) >> 16;
i += length;
}
else
{
Shader::Opcode opcode = (Shader::Opcode)(token[i] & 0x0000FFFF);
switch(opcode)
{
case Shader::OPCODE_RESERVED0:
case Shader::OPCODE_MOVA:
return 0; // Unsupported operation
default:
instructionCount++;
break;
}
i += size(token[i], version);
}
}
return instructionCount;
}
bool PixelShader::depthOverride() const
{
return zOverride;
}
bool PixelShader::containsKill() const
{
return kill;
}
bool PixelShader::containsCentroid() const
{
return centroid;
}
bool PixelShader::usesDiffuse(int component) const
{
return input[0][component].active();
}
bool PixelShader::usesSpecular(int component) const
{
return input[1][component].active();
}
bool PixelShader::usesTexture(int coordinate, int component) const
{
return input[2 + coordinate][component].active();
}
void PixelShader::setInput(int inputIdx, int nbComponents, const sw::Shader::Semantic& semantic)
{
for(int i = 0; i < nbComponents; ++i)
{
input[inputIdx][i] = semantic;
}
}
const sw::Shader::Semantic& PixelShader::getInput(int inputIdx, int component) const
{
return input[inputIdx][component];
}
void PixelShader::analyze()
{
analyzeZOverride();
analyzeKill();
analyzeInterpolants();
analyzeDirtyConstants();
analyzeDynamicBranching();
analyzeSamplers();
analyzeCallSites();
analyzeIndirectAddressing();
analyzeLimits();
}
void PixelShader::analyzeZOverride()
{
zOverride = false;
for(const auto &inst : instruction)
{
if(inst->opcode == Shader::OPCODE_TEXM3X2DEPTH ||
inst->opcode == Shader::OPCODE_TEXDEPTH ||
inst->dst.type == Shader::PARAMETER_DEPTHOUT)
{
zOverride = true;
break;
}
}
}
void PixelShader::analyzeKill()
{
kill = false;
for(const auto &inst : instruction)
{
if(inst->opcode == Shader::OPCODE_TEXKILL ||
inst->opcode == Shader::OPCODE_DISCARD)
{
kill = true;
break;
}
}
}
void PixelShader::analyzeInterpolants()
{
if(shaderModel < 0x0300)
{
// Set default mapping; disable unused interpolants below
input[0][0] = Semantic(Shader::USAGE_COLOR, 0);
input[0][1] = Semantic(Shader::USAGE_COLOR, 0);
input[0][2] = Semantic(Shader::USAGE_COLOR, 0);
input[0][3] = Semantic(Shader::USAGE_COLOR, 0);
input[1][0] = Semantic(Shader::USAGE_COLOR, 1);
input[1][1] = Semantic(Shader::USAGE_COLOR, 1);
input[1][2] = Semantic(Shader::USAGE_COLOR, 1);
input[1][3] = Semantic(Shader::USAGE_COLOR, 1);
for(int i = 0; i < 8; i++)
{
input[2 + i][0] = Semantic(Shader::USAGE_TEXCOORD, i);
input[2 + i][1] = Semantic(Shader::USAGE_TEXCOORD, i);
input[2 + i][2] = Semantic(Shader::USAGE_TEXCOORD, i);
input[2 + i][3] = Semantic(Shader::USAGE_TEXCOORD, i);
}
Shader::SamplerType samplerType[16];
for(int i = 0; i < 16; i++)
{
samplerType[i] = Shader::SAMPLER_UNKNOWN;
}
for(const auto &inst : instruction)
{
if(inst->dst.type == Shader::PARAMETER_SAMPLER)
{
int sampler = inst->dst.index;
samplerType[sampler] = inst->samplerType;
}
}
bool interpolant[MAX_FRAGMENT_INPUTS][4] = {{false}}; // Interpolants in use
for(const auto &inst : instruction)
{
if(inst->dst.type == Shader::PARAMETER_TEXTURE)
{
int index = inst->dst.index + 2;
switch(inst->opcode)
{
case Shader::OPCODE_TEX:
case Shader::OPCODE_TEXBEM:
case Shader::OPCODE_TEXBEML:
case Shader::OPCODE_TEXCOORD:
case Shader::OPCODE_TEXDP3:
case Shader::OPCODE_TEXDP3TEX:
case Shader::OPCODE_TEXM3X2DEPTH:
case Shader::OPCODE_TEXM3X2PAD:
case Shader::OPCODE_TEXM3X2TEX:
case Shader::OPCODE_TEXM3X3:
case Shader::OPCODE_TEXM3X3PAD:
case Shader::OPCODE_TEXM3X3TEX:
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
break;
case Shader::OPCODE_TEXKILL:
if(majorVersion < 2)
{
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
}
else
{
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
interpolant[index][3] = true;
}
break;
case Shader::OPCODE_TEXM3X3VSPEC:
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
interpolant[index - 2][3] = true;
interpolant[index - 1][3] = true;
interpolant[index - 0][3] = true;
break;
case Shader::OPCODE_DCL:
break; // Ignore
default: // Arithmetic instruction
if(shaderModel >= 0x0104)
{
ASSERT(false);
}
}
}
for(int argument = 0; argument < 4; argument++)
{
if(inst->src[argument].type == Shader::PARAMETER_INPUT ||
inst->src[argument].type == Shader::PARAMETER_TEXTURE)
{
int index = inst->src[argument].index;
int swizzle = inst->src[argument].swizzle;
int mask = inst->dst.mask;
if(inst->src[argument].type == Shader::PARAMETER_TEXTURE)
{
index += 2;
}
switch(inst->opcode)
{
case Shader::OPCODE_TEX:
case Shader::OPCODE_TEXLDD:
case Shader::OPCODE_TEXLDL:
case Shader::OPCODE_TEXLOD:
case Shader::OPCODE_TEXBIAS:
case Shader::OPCODE_TEXOFFSET:
case Shader::OPCODE_TEXOFFSETBIAS:
case Shader::OPCODE_TEXLODOFFSET:
case Shader::OPCODE_TEXELFETCH:
case Shader::OPCODE_TEXELFETCHOFFSET:
case Shader::OPCODE_TEXGRAD:
case Shader::OPCODE_TEXGRADOFFSET:
{
int sampler = inst->src[1].index;
switch(samplerType[sampler])
{
case Shader::SAMPLER_UNKNOWN:
if(shaderModel == 0x0104)
{
if((inst->src[0].swizzle & 0x30) == 0x20) // .xyz
{
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
}
else // .xyw
{
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][3] = true;
}
}
else
{
ASSERT(false);
}
break;
case Shader::SAMPLER_1D:
interpolant[index][0] = true;
break;
case Shader::SAMPLER_2D:
interpolant[index][0] = true;
interpolant[index][1] = true;
break;
case Shader::SAMPLER_CUBE:
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
break;
case Shader::SAMPLER_VOLUME:
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
break;
default:
ASSERT(false);
}
if(inst->bias)
{
interpolant[index][3] = true;
}
if(inst->project)
{
interpolant[index][3] = true;
}
if(shaderModel == 0x0104 && inst->opcode == Shader::OPCODE_TEX)
{
if(inst->src[0].modifier == Shader::MODIFIER_DZ)
{
interpolant[index][2] = true;
}
if(inst->src[0].modifier == Shader::MODIFIER_DW)
{
interpolant[index][3] = true;
}
}
}
break;
case Shader::OPCODE_M3X2:
if(mask & 0x1)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
if(argument == 1)
{
if(mask & 0x2)
{
interpolant[index + 1][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index + 1][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index + 1][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index + 1][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
}
break;
case Shader::OPCODE_M3X3:
if(mask & 0x1)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
if(argument == 1)
{
if(mask & 0x2)
{
interpolant[index + 1][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index + 1][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index + 1][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index + 1][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
if(mask & 0x4)
{
interpolant[index + 2][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index + 2][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index + 2][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index + 2][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
}
break;
case Shader::OPCODE_M3X4:
if(mask & 0x1)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
if(argument == 1)
{
if(mask & 0x2)
{
interpolant[index + 1][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index + 1][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index + 1][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index + 1][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
if(mask & 0x4)
{
interpolant[index + 2][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index + 2][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index + 2][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index + 2][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
if(mask & 0x8)
{
interpolant[index + 3][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index + 3][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index + 3][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index + 3][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
}
}
break;
case Shader::OPCODE_M4X3:
if(mask & 0x1)
{
interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
}
if(argument == 1)
{
if(mask & 0x2)
{
interpolant[index + 1][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index + 1][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index + 1][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index + 1][3] |= swizzleContainsComponent(swizzle, 3);
}
if(mask & 0x4)
{
interpolant[index + 2][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index + 2][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index + 2][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index + 2][3] |= swizzleContainsComponent(swizzle, 3);
}
}
break;
case Shader::OPCODE_M4X4:
if(mask & 0x1)
{
interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
}
if(argument == 1)
{
if(mask & 0x2)
{
interpolant[index + 1][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index + 1][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index + 1][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index + 1][3] |= swizzleContainsComponent(swizzle, 3);
}
if(mask & 0x4)
{
interpolant[index + 2][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index + 2][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index + 2][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index + 2][3] |= swizzleContainsComponent(swizzle, 3);
}
if(mask & 0x8)
{
interpolant[index + 3][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index + 3][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index + 3][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index + 3][3] |= swizzleContainsComponent(swizzle, 3);
}
}
break;
case Shader::OPCODE_CRS:
if(mask & 0x1)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x6);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x6);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x6);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x6);
}
if(mask & 0x2)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x5);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x5);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x5);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x5);
}
if(mask & 0x4)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x3);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x3);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x3);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x3);
}
break;
case Shader::OPCODE_DP2ADD:
if(argument == 0 || argument == 1)
{
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x3);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x3);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x3);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x3);
}
else // argument == 2
{
interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
}
break;
case Shader::OPCODE_DP3:
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7);
break;
case Shader::OPCODE_DP4:
interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
break;
case Shader::OPCODE_SINCOS:
case Shader::OPCODE_EXP2X:
case Shader::OPCODE_LOG2X:
case Shader::OPCODE_POWX:
case Shader::OPCODE_RCPX:
case Shader::OPCODE_RSQX:
interpolant[index][0] |= swizzleContainsComponent(swizzle, 0);
interpolant[index][1] |= swizzleContainsComponent(swizzle, 1);
interpolant[index][2] |= swizzleContainsComponent(swizzle, 2);
interpolant[index][3] |= swizzleContainsComponent(swizzle, 3);
break;
case Shader::OPCODE_NRM3:
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, 0x7 | mask);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, 0x7 | mask);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, 0x7 | mask);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, 0x7 | mask);
break;
case Shader::OPCODE_MOV:
case Shader::OPCODE_ADD:
case Shader::OPCODE_SUB:
case Shader::OPCODE_MUL:
case Shader::OPCODE_MAD:
case Shader::OPCODE_ABS:
case Shader::OPCODE_CMP0:
case Shader::OPCODE_CND:
case Shader::OPCODE_FRC:
case Shader::OPCODE_LRP:
case Shader::OPCODE_MAX:
case Shader::OPCODE_MIN:
case Shader::OPCODE_CMP:
case Shader::OPCODE_BREAKC:
case Shader::OPCODE_DFDX:
case Shader::OPCODE_DFDY:
interpolant[index][0] |= swizzleContainsComponentMasked(swizzle, 0, mask);
interpolant[index][1] |= swizzleContainsComponentMasked(swizzle, 1, mask);
interpolant[index][2] |= swizzleContainsComponentMasked(swizzle, 2, mask);
interpolant[index][3] |= swizzleContainsComponentMasked(swizzle, 3, mask);
break;
case Shader::OPCODE_TEXCOORD:
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
interpolant[index][3] = true;
break;
case Shader::OPCODE_TEXDP3:
case Shader::OPCODE_TEXDP3TEX:
case Shader::OPCODE_TEXM3X2PAD:
case Shader::OPCODE_TEXM3X3PAD:
case Shader::OPCODE_TEXM3X2TEX:
case Shader::OPCODE_TEXM3X3SPEC:
case Shader::OPCODE_TEXM3X3VSPEC:
case Shader::OPCODE_TEXBEM:
case Shader::OPCODE_TEXBEML:
case Shader::OPCODE_TEXM3X2DEPTH:
case Shader::OPCODE_TEXM3X3:
case Shader::OPCODE_TEXM3X3TEX:
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
break;
case Shader::OPCODE_TEXREG2AR:
case Shader::OPCODE_TEXREG2GB:
case Shader::OPCODE_TEXREG2RGB:
break;
default:
// ASSERT(false); // Refine component usage
interpolant[index][0] = true;
interpolant[index][1] = true;
interpolant[index][2] = true;
interpolant[index][3] = true;
}
}
}
}
for(int index = 0; index < MAX_FRAGMENT_INPUTS; index++)
{
for(int component = 0; component < 4; component++)
{
if(!interpolant[index][component])
{
input[index][component] = Semantic();
}
}
}
}
else // Shader Model 3.0 input declaration; v# indexable
{
for(const auto &inst : instruction)
{
if(inst->opcode == Shader::OPCODE_DCL)
{
if(inst->dst.type == Shader::PARAMETER_INPUT)
{
unsigned char usage = inst->usage;
unsigned char index = inst->usageIndex;
unsigned char mask = inst->dst.mask;
unsigned char reg = inst->dst.index;
if(mask & 0x01) input[reg][0] = Semantic(usage, index);
if(mask & 0x02) input[reg][1] = Semantic(usage, index);
if(mask & 0x04) input[reg][2] = Semantic(usage, index);
if(mask & 0x08) input[reg][3] = Semantic(usage, index);
}
else if(inst->dst.type == Shader::PARAMETER_MISCTYPE)
{
unsigned char index = inst->dst.index;
if(index == Shader::VPosIndex)
{
vPosDeclared = true;
}
else if(index == Shader::VFaceIndex)
{
vFaceDeclared = true;
}
else ASSERT(false);
}
}
}
}
if(shaderModel >= 0x0200)
{
for(const auto &inst : instruction)
{
if(inst->opcode == Shader::OPCODE_DCL)
{
bool centroid = inst->dst.centroid;
unsigned char reg = inst->dst.index;
switch(inst->dst.type)
{
case Shader::PARAMETER_INPUT:
input[reg][0].centroid = centroid;
break;
case Shader::PARAMETER_TEXTURE:
input[2 + reg][0].centroid = centroid;
break;
default:
break;
}
this->centroid = this->centroid || centroid;
}
}
}
}
}