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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 "Vertex.hpp"
#include "Main/Config.hpp"
namespace sw
{
struct Triangle
{
Vertex v0;
Vertex v1;
Vertex v2;
};
struct PlaneEquation // z = A * x + B * y + C
{
float4 A;
float4 B;
float4 C;
};
struct Primitive
{
int yMin;
int yMax;
float4 xQuad;
float4 yQuad;
PlaneEquation z;
PlaneEquation w;
union
{
struct
{
PlaneEquation C[2][4];
PlaneEquation T[8][4];
PlaneEquation f;
};
PlaneEquation V[MAX_FRAGMENT_INPUTS][4];
};
float area;
// 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];
};
}
#endif // sw_Primitive_hpp