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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.
#ifndef sw_Primitive_hpp
#define sw_Primitive_hpp
#include "Memset.hpp"
#include "Vertex.hpp"
#include "Device/Config.hpp"
#include "System/Build.hpp"
namespace sw {
struct Triangle MEMORY_SANITIZER_ONLY(
: Memset<Triangle>)
{
#if MEMORY_SANITIZER_ENABLED
// Memory sanitizer cannot 'see' writes from JIT'd code, and can raise
// false-positives when read. By clearing the struct in the constructor,
// we can avoid triggering these false-positives.
inline Triangle()
: Memset<Triangle>(this, 0)
{}
#endif // MEMORY_SANITIZER_ENABLED
Vertex v0;
Vertex v1;
Vertex v2;
};
struct PlaneEquation // z = A * x + B * y + C
{
float4 A;
float4 B;
float4 C;
};
struct Primitive MEMORY_SANITIZER_ONLY(
: Memset<Primitive>)
{
#if MEMORY_SANITIZER_ENABLED
// Memory sanitizer cannot 'see' writes from JIT'd code, and can raise
// false-positives when read. By clearing the struct in the constructor,
// we can avoid triggering these false-positives.
inline Primitive()
: Memset<Primitive>(this, 0)
{}
#endif // MEMORY_SANITIZER_ENABLED
int yMin;
int yMax;
float4 xQuad;
float4 yQuad;
float pointCoordX;
float pointCoordY;
float pointSizeInv;
PlaneEquation z;
PlaneEquation w;
PlaneEquation V[MAX_INTERFACE_COMPONENTS];
PlaneEquation clipDistance[MAX_CLIP_DISTANCES];
PlaneEquation cullDistance[MAX_CULL_DISTANCES];
// Masks for two-sided stencil
int64_t clockwiseMask;
int64_t invClockwiseMask;
struct Span
{
unsigned short left;
unsigned short right;
};
// The rasterizer adds a zero length span to the top and bottom of the polygon to allow
// for 2x2 pixel processing. We need an even number of spans to keep accesses aligned.
Span outlineUnderflow[2];
Span outline[OUTLINE_RESOLUTION];
Span outlineOverflow[2];
};
} // namespace sw
#endif // sw_Primitive_hpp