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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 "PixelRoutine.hpp"
#include "SamplerCore.hpp"
#include "Constants.hpp"
#include "Renderer/Renderer.hpp"
#include "Renderer/QuadRasterizer.hpp"
#include "Renderer/Surface.hpp"
#include "Renderer/Primitive.hpp"
#include "Common/Debug.hpp"
namespace sw
{
extern bool complementaryDepthBuffer;
extern bool postBlendSRGB;
extern bool exactColorRounding;
extern bool forceClearRegisters;
PixelRoutine::PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader)
: QuadRasterizer(state, shader), v(shader && shader->indirectAddressableInput)
{
if(!shader || shader->getShaderModel() < 0x0200 || forceClearRegisters)
{
for(int i = 0; i < MAX_FRAGMENT_INPUTS; i++)
{
v[i].x = Float4(0.0f);
v[i].y = Float4(0.0f);
v[i].z = Float4(0.0f);
v[i].w = Float4(0.0f);
}
}
}
PixelRoutine::~PixelRoutine()
{
}
void PixelRoutine::quad(Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x)
{
#if PERF_PROFILE
Long pipeTime = Ticks();
#endif
const bool earlyDepthTest = !state.depthOverride && !state.alphaTestActive();
Int zMask[4]; // Depth mask
Int sMask[4]; // Stencil mask
for(unsigned int q = 0; q < state.multiSample; q++)
{
zMask[q] = cMask[q];
sMask[q] = cMask[q];
}
for(unsigned int q = 0; q < state.multiSample; q++)
{
stencilTest(sBuffer, q, x, sMask[q], cMask[q]);
}
Float4 f;
Float4 rhwCentroid;
Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
if(interpolateZ())
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
Float4 x = xxxx;
if(state.multiSample > 1)
{
x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4));
}
z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false, state.depthClamp);
}
}
Bool depthPass = false;
if(earlyDepthTest)
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
}
}
If(depthPass || Bool(!earlyDepthTest))
{
#if PERF_PROFILE
Long interpTime = Ticks();
#endif
Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
// Centroid locations
Float4 XXXX = Float4(0.0f);
Float4 YYYY = Float4(0.0f);
if(state.centroid)
{
Float4 WWWW(1.0e-9f);
for(unsigned int q = 0; q < state.multiSample; q++)
{
XXXX += *Pointer<Float4>(constants + OFFSET(Constants,sampleX[q]) + 16 * cMask[q]);
YYYY += *Pointer<Float4>(constants + OFFSET(Constants,sampleY[q]) + 16 * cMask[q]);
WWWW += *Pointer<Float4>(constants + OFFSET(Constants,weight) + 16 * cMask[q]);
}
WWWW = Rcp_pp(WWWW);
XXXX *= WWWW;
YYYY *= WWWW;
XXXX += xxxx;
YYYY += yyyy;
}
if(interpolateW())
{
w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false, false);
rhw = reciprocal(w, false, false, true);
if(state.centroid)
{
rhwCentroid = reciprocal(interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive,w), false, false));
}
}
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
if(state.interpolant[interpolant].component & (1 << component))
{
if(!state.interpolant[interpolant].centroid)
{
v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective, false);
}
else
{
v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
}
}
Float4 rcp;
switch(state.interpolant[interpolant].project)
{
case 0:
break;
case 1:
rcp = reciprocal(v[interpolant].y);
v[interpolant].x = v[interpolant].x * rcp;
break;
case 2:
rcp = reciprocal(v[interpolant].z);
v[interpolant].x = v[interpolant].x * rcp;
v[interpolant].y = v[interpolant].y * rcp;
break;
case 3:
rcp = reciprocal(v[interpolant].w);
v[interpolant].x = v[interpolant].x * rcp;
v[interpolant].y = v[interpolant].y * rcp;
v[interpolant].z = v[interpolant].z * rcp;
break;
}
}
if(state.fog.component)
{
f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective, false);
}
setBuiltins(x, y, z, w);
#if PERF_PROFILE
cycles[PERF_INTERP] += Ticks() - interpTime;
#endif
Bool alphaPass = true;
if(colorUsed())
{
#if PERF_PROFILE
Long shaderTime = Ticks();
#endif
applyShader(cMask);
#if PERF_PROFILE
cycles[PERF_SHADER] += Ticks() - shaderTime;
#endif
alphaPass = alphaTest(cMask);
if((shader && shader->containsKill()) || state.alphaTestActive())
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
zMask[q] &= cMask[q];
sMask[q] &= cMask[q];
}
}
}
If(alphaPass)
{
if(!earlyDepthTest)
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
depthPass = depthPass || depthTest(zBuffer, q, x, z[q], sMask[q], zMask[q], cMask[q]);
}
}
#if PERF_PROFILE
Long ropTime = Ticks();
#endif
If(depthPass || Bool(earlyDepthTest))
{
for(unsigned int q = 0; q < state.multiSample; q++)
{
if(state.multiSampleMask & (1 << q))
{
writeDepth(zBuffer, q, x, z[q], zMask[q]);
if(state.occlusionEnabled)
{
occlusion += *Pointer<UInt>(constants + OFFSET(Constants,occlusionCount) + 4 * (zMask[q] & sMask[q]));
}
}
}
if(colorUsed())
{
#if PERF_PROFILE
AddAtomic(Pointer<Long>(&profiler.ropOperations), 4);
#endif
rasterOperation(f, cBuffer, x, sMask, zMask, cMask);
}
}
#if PERF_PROFILE
cycles[PERF_ROP] += Ticks() - ropTime;
#endif
}
}
for(unsigned int q = 0; q < state.multiSample; q++)
{
if(state.multiSampleMask & (1 << q))
{
writeStencil(sBuffer, q, x, sMask[q], zMask[q], cMask[q]);
}
}
#if PERF_PROFILE
cycles[PERF_PIPE] += Ticks() - pipeTime;
#endif
}
Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
{
Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
if(!flat)
{
interpolant += x * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,A), 16) +
y * *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,B), 16);
if(perspective)
{
interpolant *= rhw;
}
}
return interpolant;
}
void PixelRoutine::stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
{
if(!state.stencilActive)
{
return;
}
// (StencilRef & StencilMask) CompFunc (StencilBufferValue & StencilMask)
Pointer<Byte> buffer = sBuffer + 2 * x;
if(q > 0)
{
buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
}
Byte8 value = *Pointer<Byte8>(buffer);
Byte8 valueCCW = value;
if(!state.noStencilMask)
{
value &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].testMaskQ));
}
stencilTest(value, state.stencilCompareMode, false);
if(state.twoSidedStencil)
{
if(!state.noStencilMaskCCW)
{
valueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].testMaskQ));
}
stencilTest(valueCCW, state.stencilCompareModeCCW, true);
value &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
valueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
value |= valueCCW;
}
sMask = SignMask(value) & cMask;
}
void PixelRoutine::stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW)
{
Byte8 equal;
switch(stencilCompareMode)
{
case STENCIL_ALWAYS:
value = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
case STENCIL_NEVER:
value = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
break;
case STENCIL_LESS: // a < b ~ b > a
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
break;
case STENCIL_EQUAL:
value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
break;
case STENCIL_NOTEQUAL: // a != b ~ !(a == b)
value = CmpEQ(value, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
value ^= Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
case STENCIL_LESSEQUAL: // a <= b ~ (b > a) || (a == b)
equal = value;
equal = CmpEQ(equal, *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedQ)));
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
value |= equal;
break;
case STENCIL_GREATER: // a > b
equal = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ));
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
equal = CmpGT(As<SByte8>(equal), As<SByte8>(value));
value = equal;
break;
case STENCIL_GREATEREQUAL: // a >= b ~ !(a < b) ~ !(b > a)
value += Byte8(0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80);
value = CmpGT(As<SByte8>(value), *Pointer<SByte8>(data + OFFSET(DrawData,stencil[CCW].referenceMaskedSignedQ)));
value ^= Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
default:
ASSERT(false);
}
}
Bool PixelRoutine::depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
{
if(!state.depthTestActive)
{
return true;
}
Float4 Z = z;
if(shader && shader->depthOverride())
{
if(complementaryDepthBuffer)
{
Z = Float4(1.0f) - oDepth;
}
else
{
Z = oDepth;
}
}
Pointer<Byte> buffer;
Int pitch;
if(!state.quadLayoutDepthBuffer)
{
buffer = zBuffer + 4 * x;
pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
}
else
{
buffer = zBuffer + 8 * x;
}
if(q > 0)
{
buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
}
Float4 zValue;
if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
{
if(!state.quadLayoutDepthBuffer)
{
// FIXME: Properly optimizes?
zValue.xy = *Pointer<Float4>(buffer);
zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
}
else
{
zValue = *Pointer<Float4>(buffer, 16);
}
}
Int4 zTest;
switch(state.depthCompareMode)
{
case DEPTH_ALWAYS:
// Optimized
break;
case DEPTH_NEVER:
// Optimized
break;
case DEPTH_EQUAL:
zTest = CmpEQ(zValue, Z);
break;
case DEPTH_NOTEQUAL:
zTest = CmpNEQ(zValue, Z);
break;
case DEPTH_LESS:
if(complementaryDepthBuffer)
{
zTest = CmpLT(zValue, Z);
}
else
{
zTest = CmpNLE(zValue, Z);
}
break;
case DEPTH_GREATEREQUAL:
if(complementaryDepthBuffer)
{
zTest = CmpNLT(zValue, Z);
}
else
{
zTest = CmpLE(zValue, Z);
}
break;
case DEPTH_LESSEQUAL:
if(complementaryDepthBuffer)
{
zTest = CmpLE(zValue, Z);
}
else
{
zTest = CmpNLT(zValue, Z);
}
break;
case DEPTH_GREATER:
if(complementaryDepthBuffer)
{
zTest = CmpNLE(zValue, Z);
}
else
{
zTest = CmpLT(zValue, Z);
}
break;
default:
ASSERT(false);
}
switch(state.depthCompareMode)
{
case DEPTH_ALWAYS:
zMask = cMask;
break;
case DEPTH_NEVER:
zMask = 0x0;
break;
default:
zMask = SignMask(zTest) & cMask;
break;
}
if(state.stencilActive)
{
zMask &= sMask;
}
return zMask != 0;
}
void PixelRoutine::alphaTest(Int &aMask, Short4 &alpha)
{
Short4 cmp;
Short4 equal;
switch(state.alphaCompareMode)
{
case ALPHA_ALWAYS:
aMask = 0xF;
break;
case ALPHA_NEVER:
aMask = 0x0;
break;
case ALPHA_EQUAL:
cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
aMask = SignMask(PackSigned(cmp, Short4(0x0000)));
break;
case ALPHA_NOTEQUAL: // a != b ~ !(a == b)
cmp = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4(0xFFFFu); // FIXME
aMask = SignMask(PackSigned(cmp, Short4(0x0000)));
break;
case ALPHA_LESS: // a < b ~ b > a
cmp = CmpGT(*Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)), alpha);
aMask = SignMask(PackSigned(cmp, Short4(0x0000)));
break;
case ALPHA_GREATEREQUAL: // a >= b ~ (a > b) || (a == b) ~ !(b > a) // TODO: Approximate
equal = CmpEQ(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
cmp |= equal;
aMask = SignMask(PackSigned(cmp, Short4(0x0000)));
break;
case ALPHA_LESSEQUAL: // a <= b ~ !(a > b)
cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4))) ^ Short4(0xFFFFu); // FIXME
aMask = SignMask(PackSigned(cmp, Short4(0x0000)));
break;
case ALPHA_GREATER: // a > b
cmp = CmpGT(alpha, *Pointer<Short4>(data + OFFSET(DrawData,factor.alphaReference4)));
aMask = SignMask(PackSigned(cmp, Short4(0x0000)));
break;
default:
ASSERT(false);
}
}
void PixelRoutine::alphaToCoverage(Int cMask[4], Float4 &alpha)
{
Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0)));
Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1)));
Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2)));
Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3)));
Int aMask0 = SignMask(coverage0);
Int aMask1 = SignMask(coverage1);
Int aMask2 = SignMask(coverage2);
Int aMask3 = SignMask(coverage3);
cMask[0] &= aMask0;
cMask[1] &= aMask1;
cMask[2] &= aMask2;
cMask[3] &= aMask3;
}
void PixelRoutine::fogBlend(Vector4f &c0, Float4 &fog)
{
if(!state.fogActive)
{
return;
}
if(state.pixelFogMode != FOG_NONE)
{
pixelFog(fog);
fog = Min(fog, Float4(1.0f));
fog = Max(fog, Float4(0.0f));
}
c0.x -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
c0.y -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
c0.z -= *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
c0.x *= fog;
c0.y *= fog;
c0.z *= fog;
c0.x += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[0]));
c0.y += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[1]));
c0.z += *Pointer<Float4>(data + OFFSET(DrawData,fog.colorF[2]));
}
void PixelRoutine::pixelFog(Float4 &visibility)
{
Float4 &zw = visibility;
if(state.pixelFogMode != FOG_NONE)
{
if(state.wBasedFog)
{
zw = rhw;
}
else
{
if(complementaryDepthBuffer)
{
zw = Float4(1.0f) - z[0];
}
else
{
zw = z[0];
}
}
}
switch(state.pixelFogMode)
{
case FOG_NONE:
break;
case FOG_LINEAR:
zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.scale));
zw += *Pointer<Float4>(data + OFFSET(DrawData,fog.offset));
break;
case FOG_EXP:
zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE));
zw = exponential2(zw, true);
break;
case FOG_EXP2:
zw *= zw;
zw *= *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E));
zw = exponential2(zw, true);
break;
default:
ASSERT(false);
}
}
void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
{
if(!state.depthWriteEnable)
{
return;
}
Float4 Z = z;
if(shader && shader->depthOverride())
{
if(complementaryDepthBuffer)
{
Z = Float4(1.0f) - oDepth;
}
else
{
Z = oDepth;
}
}
Pointer<Byte> buffer;
Int pitch;
if(!state.quadLayoutDepthBuffer)
{
buffer = zBuffer + 4 * x;
pitch = *Pointer<Int>(data + OFFSET(DrawData,depthPitchB));
}
else
{
buffer = zBuffer + 8 * x;
}
if(q > 0)
{
buffer += q * *Pointer<Int>(data + OFFSET(DrawData,depthSliceB));
}
Float4 zValue;
if(state.depthCompareMode != DEPTH_NEVER || (state.depthCompareMode != DEPTH_ALWAYS && !state.depthWriteEnable))
{
if(!state.quadLayoutDepthBuffer)
{
// FIXME: Properly optimizes?
zValue.xy = *Pointer<Float4>(buffer);
zValue.zw = *Pointer<Float4>(buffer + pitch - 8);
}
else
{
zValue = *Pointer<Float4>(buffer, 16);
}
}
Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16));
zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16));
Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue));
if(!state.quadLayoutDepthBuffer)
{
// FIXME: Properly optimizes?
*Pointer<Float2>(buffer) = Float2(Z.xy);
*Pointer<Float2>(buffer + pitch) = Float2(Z.zw);
}
else
{
*Pointer<Float4>(buffer, 16) = Z;
}
}
void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
{
if(!state.stencilActive)
{
return;
}
if(state.stencilPassOperation == OPERATION_KEEP && state.stencilZFailOperation == OPERATION_KEEP && state.stencilFailOperation == OPERATION_KEEP)
{
if(!state.twoSidedStencil || (state.stencilPassOperationCCW == OPERATION_KEEP && state.stencilZFailOperationCCW == OPERATION_KEEP && state.stencilFailOperationCCW == OPERATION_KEEP))
{
return;
}
}
if(state.stencilWriteMasked && (!state.twoSidedStencil || state.stencilWriteMaskedCCW))
{
return;
}
Pointer<Byte> buffer = sBuffer + 2 * x;
if(q > 0)
{
buffer += q * *Pointer<Int>(data + OFFSET(DrawData,stencilSliceB));
}
Byte8 bufferValue = *Pointer<Byte8>(buffer);
Byte8 newValue;
stencilOperation(newValue, bufferValue, state.stencilPassOperation, state.stencilZFailOperation, state.stencilFailOperation, false, zMask, sMask);
if(!state.noStencilWriteMask)
{
Byte8 maskedValue = bufferValue;
newValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].writeMaskQ));
maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[0].invWriteMaskQ));
newValue |= maskedValue;
}
if(state.twoSidedStencil)
{
Byte8 newValueCCW;
stencilOperation(newValueCCW, bufferValue, state.stencilPassOperationCCW, state.stencilZFailOperationCCW, state.stencilFailOperationCCW, true, zMask, sMask);
if(!state.noStencilWriteMaskCCW)
{
Byte8 maskedValue = bufferValue;
newValueCCW &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].writeMaskQ));
maskedValue &= *Pointer<Byte8>(data + OFFSET(DrawData,stencil[1].invWriteMaskQ));
newValueCCW |= maskedValue;
}
newValue &= *Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask));
newValueCCW &= *Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask));
newValue |= newValueCCW;
}
newValue &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * cMask);
bufferValue &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * cMask);
newValue |= bufferValue;
*Pointer<Byte4>(buffer) = Byte4(newValue);
}
void PixelRoutine::stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask)
{
Byte8 &pass = newValue;
Byte8 fail;
Byte8 zFail;
stencilOperation(pass, bufferValue, stencilPassOperation, CCW);
if(stencilZFailOperation != stencilPassOperation)
{
stencilOperation(zFail, bufferValue, stencilZFailOperation, CCW);
}
if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
{
stencilOperation(fail, bufferValue, stencilFailOperation, CCW);
}
if(stencilFailOperation != stencilPassOperation || stencilFailOperation != stencilZFailOperation)
{
if(state.depthTestActive && stencilZFailOperation != stencilPassOperation) // zMask valid and values not the same
{
pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * zMask);
zFail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * zMask);
pass |= zFail;
}
pass &= *Pointer<Byte8>(constants + OFFSET(Constants,maskB4Q) + 8 * sMask);
fail &= *Pointer<Byte8>(constants + OFFSET(Constants,invMaskB4Q) + 8 * sMask);
pass |= fail;
}
}
void PixelRoutine::stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW)
{
switch(operation)
{
case OPERATION_KEEP:
output = bufferValue;
break;
case OPERATION_ZERO:
output = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
break;
case OPERATION_REPLACE:
output = *Pointer<Byte8>(data + OFFSET(DrawData,stencil[CCW].referenceQ));
break;
case OPERATION_INCRSAT:
output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
break;
case OPERATION_DECRSAT:
output = SubSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1));
break;
case OPERATION_INVERT:
output = bufferValue ^ Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
break;
case OPERATION_INCR:
output = bufferValue + Byte8(1, 1, 1, 1, 1, 1, 1, 1);
break;
case OPERATION_DECR:
output = bufferValue - Byte8(1, 1, 1, 1, 1, 1, 1, 1);
break;
default:
ASSERT(false);
}
}
void PixelRoutine::blendFactor(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive)
{
switch(blendFactorActive)
{
case BLEND_ZERO:
// Optimized
break;
case BLEND_ONE:
// Optimized
break;
case BLEND_SOURCE:
blendFactor.x = current.x;
blendFactor.y = current.y;
blendFactor.z = current.z;
break;
case BLEND_INVSOURCE:
blendFactor.x = Short4(0xFFFFu) - current.x;
blendFactor.y = Short4(0xFFFFu) - current.y;
blendFactor.z = Short4(0xFFFFu) - current.z;
break;
case BLEND_DEST:
blendFactor.x = pixel.x;
blendFactor.y = pixel.y;
blendFactor.z = pixel.z;
break;
case BLEND_INVDEST:
blendFactor.x = Short4(0xFFFFu) - pixel.x;
blendFactor.y = Short4(0xFFFFu) - pixel.y;
blendFactor.z = Short4(0xFFFFu) - pixel.z;
break;
case BLEND_SOURCEALPHA:
blendFactor.x = current.w;
blendFactor.y = current.w;
blendFactor.z = current.w;
break;
case BLEND_INVSOURCEALPHA:
blendFactor.x = Short4(0xFFFFu) - current.w;
blendFactor.y = Short4(0xFFFFu) - current.w;
blendFactor.z = Short4(0xFFFFu) - current.w;
break;
case BLEND_DESTALPHA:
blendFactor.x = pixel.w;
blendFactor.y = pixel.w;
blendFactor.z = pixel.w;
break;
case BLEND_INVDESTALPHA:
blendFactor.x = Short4(0xFFFFu) - pixel.w;
blendFactor.y = Short4(0xFFFFu) - pixel.w;
blendFactor.z = Short4(0xFFFFu) - pixel.w;
break;
case BLEND_SRCALPHASAT:
blendFactor.x = Short4(0xFFFFu) - pixel.w;
blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
blendFactor.y = blendFactor.x;
blendFactor.z = blendFactor.x;
break;
case BLEND_CONSTANT:
blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[0]));
blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[1]));
blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[2]));
break;
case BLEND_INVCONSTANT:
blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[0]));
blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[1]));
blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[2]));
break;
case BLEND_CONSTANTALPHA:
blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
break;
case BLEND_INVCONSTANTALPHA:
blendFactor.x = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
blendFactor.y = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
blendFactor.z = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
break;
default:
ASSERT(false);
}
}
void PixelRoutine::blendFactorAlpha(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive)
{
switch(blendFactorAlphaActive)
{
case BLEND_ZERO:
// Optimized
break;
case BLEND_ONE:
// Optimized
break;
case BLEND_SOURCE:
blendFactor.w = current.w;
break;
case BLEND_INVSOURCE:
blendFactor.w = Short4(0xFFFFu) - current.w;
break;
case BLEND_DEST:
blendFactor.w = pixel.w;
break;
case BLEND_INVDEST:
blendFactor.w = Short4(0xFFFFu) - pixel.w;
break;
case BLEND_SOURCEALPHA:
blendFactor.w = current.w;
break;
case BLEND_INVSOURCEALPHA:
blendFactor.w = Short4(0xFFFFu) - current.w;
break;
case BLEND_DESTALPHA:
blendFactor.w = pixel.w;
break;
case BLEND_INVDESTALPHA:
blendFactor.w = Short4(0xFFFFu) - pixel.w;
break;
case BLEND_SRCALPHASAT:
blendFactor.w = Short4(0xFFFFu);
break;
case BLEND_CONSTANT:
case BLEND_CONSTANTALPHA:
blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.blendConstant4W[3]));
break;
case BLEND_INVCONSTANT:
case BLEND_INVCONSTANTALPHA:
blendFactor.w = *Pointer<Short4>(data + OFFSET(DrawData,factor.invBlendConstant4W[3]));
break;
default:
ASSERT(false);
}
}
bool PixelRoutine::isSRGB(int index) const
{
return Surface::isSRGBformat(state.targetFormat[index]);
}
void PixelRoutine::readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel)
{
Short4 c01;
Short4 c23;
Pointer<Byte> buffer;
Pointer<Byte> buffer2;
switch(state.targetFormat[index])
{
case FORMAT_R5G6B5:
buffer = cBuffer + 2 * x;
buffer2 = buffer + *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c01 = As<Short4>(Int2(*Pointer<Int>(buffer), *Pointer<Int>(buffer2)));
pixel.x = c01 & Short4(0xF800u);
pixel.y = (c01 & Short4(0x07E0u)) << 5;
pixel.z = (c01 & Short4(0x001Fu)) << 11;
pixel.w = Short4(0xFFFFu);
break;
case FORMAT_A8R8G8B8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
pixel.z = c01;
pixel.y = c01;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
pixel.x = pixel.z;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
pixel.y = pixel.z;
pixel.w = pixel.x;
pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
break;
case FORMAT_A8B8G8R8:
case FORMAT_SRGB8_A8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
pixel.z = c01;
pixel.y = c01;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
pixel.x = pixel.z;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
pixel.y = pixel.z;
pixel.w = pixel.x;
pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
pixel.w = UnpackHigh(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
break;
case FORMAT_A8:
buffer = cBuffer + 1 * x;
pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 0);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
pixel.w = Insert(pixel.w, *Pointer<Short>(buffer), 1);
pixel.w = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
pixel.x = Short4(0x0000);
pixel.y = Short4(0x0000);
pixel.z = Short4(0x0000);
break;
case FORMAT_R8:
buffer = cBuffer + 1 * x;
pixel.x = Insert(pixel.x, *Pointer<Short>(buffer), 0);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
pixel.x = Insert(pixel.x, *Pointer<Short>(buffer), 1);
pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
pixel.y = Short4(0x0000);
pixel.z = Short4(0x0000);
pixel.w = Short4(0xFFFFu);
break;
case FORMAT_X8R8G8B8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
pixel.z = c01;
pixel.y = c01;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
pixel.x = pixel.z;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
pixel.y = pixel.z;
pixel.x = UnpackLow(As<Byte8>(pixel.x), As<Byte8>(pixel.x));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
pixel.w = Short4(0xFFFFu);
break;
case FORMAT_G8R8:
buffer = cBuffer + 2 * x;
c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 0));
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c01 = As<Short4>(Insert(As<Int2>(c01), *Pointer<Int>(buffer), 1));
pixel.x = (c01 & Short4(0x00FFu)) | (c01 << 8);
pixel.y = (c01 & Short4(0xFF00u)) | As<Short4>(As<UShort4>(c01) >> 8);
pixel.z = Short4(0x0000u);
pixel.w = Short4(0xFFFFu);
break;
case FORMAT_X8B8G8R8:
case FORMAT_SRGB8_X8:
buffer = cBuffer + 4 * x;
c01 = *Pointer<Short4>(buffer);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
c23 = *Pointer<Short4>(buffer);
pixel.z = c01;
pixel.y = c01;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(c23));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(c23));
pixel.x = pixel.z;
pixel.z = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.y));
pixel.x = UnpackHigh(As<Byte8>(pixel.x), As<Byte8>(pixel.y));
pixel.y = pixel.z;
pixel.w = pixel.x;
pixel.x = UnpackLow(As<Byte8>(pixel.z), As<Byte8>(pixel.z));
pixel.y = UnpackHigh(As<Byte8>(pixel.y), As<Byte8>(pixel.y));
pixel.z = UnpackLow(As<Byte8>(pixel.w), As<Byte8>(pixel.w));
pixel.w = Short4(0xFFFFu);
break;
case FORMAT_A8G8R8B8Q:
UNIMPLEMENTED();
// pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
// pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
// pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
// pixel.w = UnpackHigh(As<Byte8>(pixel.w), *Pointer<Byte8>(cBuffer + 8 * x + 8));
break;
case FORMAT_X8G8R8B8Q:
UNIMPLEMENTED();
// pixel.z = UnpackLow(As<Byte8>(pixel.z), *Pointer<Byte8>(cBuffer + 8 * x + 0));
// pixel.x = UnpackHigh(As<Byte8>(pixel.x), *Pointer<Byte8>(cBuffer + 8 * x + 0));
// pixel.y = UnpackLow(As<Byte8>(pixel.y), *Pointer<Byte8>(cBuffer + 8 * x + 8));
// pixel.w = Short4(0xFFFFu);
break;
case FORMAT_A16B16G16R16:
buffer = cBuffer;
pixel.x = *Pointer<Short4>(buffer + 8 * x);
pixel.y = *Pointer<Short4>(buffer + 8 * x + 8);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
pixel.z = *Pointer<Short4>(buffer + 8 * x);
pixel.w = *Pointer<Short4>(buffer + 8 * x + 8);
transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
break;
case FORMAT_G16R16:
buffer = cBuffer;
pixel.x = *Pointer<Short4>(buffer + 4 * x);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
pixel.y = *Pointer<Short4>(buffer + 4 * x);
pixel.z = pixel.x;
pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.y));
pixel.z = As<Short4>(UnpackHigh(pixel.z, pixel.y));
pixel.y = pixel.z;
pixel.x = As<Short4>(UnpackLow(pixel.x, pixel.z));
pixel.y = As<Short4>(UnpackHigh(pixel.y, pixel.z));
pixel.z = Short4(0xFFFFu);
pixel.w = Short4(0xFFFFu);
break;
default:
ASSERT(false);
}
if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
{
sRGBtoLinear16_12_16(pixel);
}
}
void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
{
if(!state.alphaBlendActive)
{
return;
}
Vector4s pixel;
readPixel(index, cBuffer, x, pixel);
// Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
Vector4s sourceFactor;
Vector4s destFactor;
blendFactor(sourceFactor, current, pixel, state.sourceBlendFactor);
blendFactor(destFactor, current, pixel, state.destBlendFactor);
if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
{
current.x = MulHigh(As<UShort4>(current.x), As<UShort4>(sourceFactor.x));
current.y = MulHigh(As<UShort4>(current.y), As<UShort4>(sourceFactor.y));
current.z = MulHigh(As<UShort4>(current.z), As<UShort4>(sourceFactor.z));
}
if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
{
pixel.x = MulHigh(As<UShort4>(pixel.x), As<UShort4>(destFactor.x));
pixel.y = MulHigh(As<UShort4>(pixel.y), As<UShort4>(destFactor.y));
pixel.z = MulHigh(As<UShort4>(pixel.z), As<UShort4>(destFactor.z));
}
switch(state.blendOperation)
{
case BLENDOP_ADD:
current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case BLENDOP_SUB:
current.x = SubSat(As<UShort4>(current.x), As<UShort4>(pixel.x));
current.y = SubSat(As<UShort4>(current.y), As<UShort4>(pixel.y));
current.z = SubSat(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case BLENDOP_INVSUB:
current.x = SubSat(As<UShort4>(pixel.x), As<UShort4>(current.x));
current.y = SubSat(As<UShort4>(pixel.y), As<UShort4>(current.y));
current.z = SubSat(As<UShort4>(pixel.z), As<UShort4>(current.z));
break;
case BLENDOP_MIN:
current.x = Min(As<UShort4>(current.x), As<UShort4>(pixel.x));
current.y = Min(As<UShort4>(current.y), As<UShort4>(pixel.y));
current.z = Min(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case BLENDOP_MAX:
current.x = Max(As<UShort4>(current.x), As<UShort4>(pixel.x));
current.y = Max(As<UShort4>(current.y), As<UShort4>(pixel.y));
current.z = Max(As<UShort4>(current.z), As<UShort4>(pixel.z));
break;
case BLENDOP_SOURCE:
// No operation
break;
case BLENDOP_DEST:
current.x = pixel.x;
current.y = pixel.y;
current.z = pixel.z;
break;
case BLENDOP_NULL:
current.x = Short4(0x0000);
current.y = Short4(0x0000);
current.z = Short4(0x0000);
break;
default:
ASSERT(false);
}
blendFactorAlpha(sourceFactor, current, pixel, state.sourceBlendFactorAlpha);
blendFactorAlpha(destFactor, current, pixel, state.destBlendFactorAlpha);
if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
{
current.w = MulHigh(As<UShort4>(current.w), As<UShort4>(sourceFactor.w));
}
if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
{
pixel.w = MulHigh(As<UShort4>(pixel.w), As<UShort4>(destFactor.w));
}
switch(state.blendOperationAlpha)
{
case BLENDOP_ADD:
current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case BLENDOP_SUB:
current.w = SubSat(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case BLENDOP_INVSUB:
current.w = SubSat(As<UShort4>(pixel.w), As<UShort4>(current.w));
break;
case BLENDOP_MIN:
current.w = Min(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case BLENDOP_MAX:
current.w = Max(As<UShort4>(current.w), As<UShort4>(pixel.w));
break;
case BLENDOP_SOURCE:
// No operation
break;
case BLENDOP_DEST:
current.w = pixel.w;
break;
case BLENDOP_NULL:
current.w = Short4(0x0000);
break;
default:
ASSERT(false);
}
}
void PixelRoutine::logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
{
if(state.logicalOperation == LOGICALOP_COPY)
{
return;
}
Vector4s pixel;
readPixel(index, cBuffer, x, pixel);
switch(state.logicalOperation)
{
case LOGICALOP_CLEAR:
current.x = UShort4(0);
current.y = UShort4(0);
current.z = UShort4(0);
break;
case LOGICALOP_SET:
current.x = UShort4(0xFFFFu);
current.y = UShort4(0xFFFFu);
current.z = UShort4(0xFFFFu);
break;
case LOGICALOP_COPY:
ASSERT(false); // Optimized out
break;
case LOGICALOP_COPY_INVERTED:
current.x = ~current.x;
current.y = ~current.y;
current.z = ~current.z;
break;
case LOGICALOP_NOOP:
current.x = pixel.x;
current.y = pixel.y;
current.z = pixel.z;
break;
case LOGICALOP_INVERT:
current.x = ~pixel.x;
current.y = ~pixel.y;
current.z = ~pixel.z;
break;
case LOGICALOP_AND:
current.x = pixel.x & current.x;
current.y = pixel.y & current.y;
current.z = pixel.z & current.z;
break;
case LOGICALOP_NAND:
current.x = ~(pixel.x & current.x);
current.y = ~(pixel.y & current.y);
current.z = ~(pixel.z & current.z);
break;
case LOGICALOP_OR:
current.x = pixel.x | current.x;
current.y = pixel.y | current.y;
current.z = pixel.z | current.z;
break;
case LOGICALOP_NOR:
current.x = ~(pixel.x | current.x);
current.y = ~(pixel.y | current.y);
current.z = ~(pixel.z | current.z);
break;
case LOGICALOP_XOR:
current.x = pixel.x ^ current.x;
current.y = pixel.y ^ current.y;
current.z = pixel.z ^ current.z;
break;
case LOGICALOP_EQUIV:
current.x = ~(pixel.x ^ current.x);
current.y = ~(pixel.y ^ current.y);
current.z = ~(pixel.z ^ current.z);
break;
case LOGICALOP_AND_REVERSE:
current.x = ~pixel.x & current.x;
current.y = ~pixel.y & current.y;
current.z = ~pixel.z & current.z;
break;
case LOGICALOP_AND_INVERTED:
current.x = pixel.x & ~current.x;
current.y = pixel.y & ~current.y;
current.z = pixel.z & ~current.z;
break;
case LOGICALOP_OR_REVERSE:
current.x = ~pixel.x | current.x;
current.y = ~pixel.y | current.y;
current.z = ~pixel.z | current.z;
break;
case LOGICALOP_OR_INVERTED:
current.x = pixel.x | ~current.x;
current.y = pixel.y | ~current.y;
current.z = pixel.z | ~current.z;
break;
default:
ASSERT(false);
}
}
void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
{
if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
{
linearToSRGB16_12_16(current);
}
if(exactColorRounding)
{
switch(state.targetFormat[index])
{
case FORMAT_R5G6B5:
current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400));
current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200));
current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400));
break;
case FORMAT_X8G8R8B8Q:
case FORMAT_A8G8R8B8Q:
case FORMAT_X8R8G8B8:
case FORMAT_X8B8G8R8:
case FORMAT_A8R8G8B8:
case FORMAT_A8B8G8R8:
case FORMAT_SRGB8_X8:
case FORMAT_SRGB8_A8:
case FORMAT_G8R8:
case FORMAT_R8:
current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080);
current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080);
current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080);
current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080);
break;
default:
break;
}
}
int rgbaWriteMask = state.colorWriteActive(index);
int bgraWriteMask = (rgbaWriteMask & 0x0000000A) | (rgbaWriteMask & 0x00000001) << 2 | (rgbaWriteMask & 0x00000004) >> 2;
switch(state.targetFormat[index])
{
case FORMAT_R5G6B5:
{
current.x = current.x & Short4(0xF800u);
current.y = As<UShort4>(current.y & Short4(0xFC00u)) >> 5;
current.z = As<UShort4>(current.z) >> 11;
current.x = current.x | current.y | current.z;
}
break;
case FORMAT_X8G8R8B8Q:
UNIMPLEMENTED();
// current.x = As<Short4>(As<UShort4>(current.x) >> 8);
// current.y = As<Short4>(As<UShort4>(current.y) >> 8);
// current.z = As<Short4>(As<UShort4>(current.z) >> 8);
// current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
// current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.y)));
break;
case FORMAT_A8G8R8B8Q:
UNIMPLEMENTED();
// current.x = As<Short4>(As<UShort4>(current.x) >> 8);
// current.y = As<Short4>(As<UShort4>(current.y) >> 8);
// current.z = As<Short4>(As<UShort4>(current.z) >> 8);
// current.w = As<Short4>(As<UShort4>(current.w) >> 8);
// current.z = As<Short4>(Pack(As<UShort4>(current.z), As<UShort4>(current.x)));
// current.y = As<Short4>(Pack(As<UShort4>(current.y), As<UShort4>(current.w)));
break;
case FORMAT_X8R8G8B8:
case FORMAT_A8R8G8B8:
if(state.targetFormat[index] == FORMAT_X8R8G8B8 || rgbaWriteMask == 0x7)
{
current.x = As<Short4>(As<UShort4>(current.x) >> 8);
current.y = As<Short4>(As<UShort4>(current.y) >> 8);
current.z = As<Short4>(As<UShort4>(current.z) >> 8);
current.z = As<Short4>(PackUnsigned(current.z, current.x));
current.y = As<Short4>(PackUnsigned(current.y, current.y));
current.x = current.z;
current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
current.y = current.z;
current.z = As<Short4>(UnpackLow(current.z, current.x));
current.y = As<Short4>(UnpackHigh(current.y, current.x));
}
else
{
current.x = As<Short4>(As<UShort4>(current.x) >> 8);
current.y = As<Short4>(As<UShort4>(current.y) >> 8);
current.z = As<Short4>(As<UShort4>(current.z) >> 8);
current.w = As<Short4>(As<UShort4>(current.w) >> 8);
current.z = As<Short4>(PackUnsigned(current.z, current.x));
current.y = As<Short4>(PackUnsigned(current.y, current.w));
current.x = current.z;
current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
current.y = current.z;
current.z = As<Short4>(UnpackLow(current.z, current.x));
current.y = As<Short4>(UnpackHigh(current.y, current.x));
}
break;
case FORMAT_X8B8G8R8:
case FORMAT_A8B8G8R8:
case FORMAT_SRGB8_X8:
case FORMAT_SRGB8_A8:
if(state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8 || rgbaWriteMask == 0x7)
{
current.x = As<Short4>(As<UShort4>(current.x) >> 8);
current.y = As<Short4>(As<UShort4>(current.y) >> 8);
current.z = As<Short4>(As<UShort4>(current.z) >> 8);
current.z = As<Short4>(PackUnsigned(current.x, current.z));
current.y = As<Short4>(PackUnsigned(current.y, current.y));
current.x = current.z;
current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
current.y = current.z;
current.z = As<Short4>(UnpackLow(current.z, current.x));
current.y = As<Short4>(UnpackHigh(current.y, current.x));
}
else
{
current.x = As<Short4>(As<UShort4>(current.x) >> 8);
current.y = As<Short4>(As<UShort4>(current.y) >> 8);
current.z = As<Short4>(As<UShort4>(current.z) >> 8);
current.w = As<Short4>(As<UShort4>(current.w) >> 8);
current.z = As<Short4>(PackUnsigned(current.x, current.z));
current.y = As<Short4>(PackUnsigned(current.y, current.w));
current.x = current.z;
current.z = UnpackLow(As<Byte8>(current.z), As<Byte8>(current.y));
current.x = UnpackHigh(As<Byte8>(current.x), As<Byte8>(current.y));
current.y = current.z;
current.z = As<Short4>(UnpackLow(current.z, current.x));
current.y = As<Short4>(UnpackHigh(current.y, current.x));
}
break;
case FORMAT_G8R8:
current.x = As<Short4>(As<UShort4>(current.x) >> 8);
current.y = As<Short4>(As<UShort4>(current.y) >> 8);
current.x = As<Short4>(PackUnsigned(current.x, current.x));
current.y = As<Short4>(PackUnsigned(current.y, current.y));
current.x = UnpackLow(As<Byte8>(current.x), As<Byte8>(current.y));
break;
case FORMAT_R8:
current.x = As<Short4>(As<UShort4>(current.x) >> 8);
current.x = As<Short4>(PackUnsigned(current.x, current.x));
break;
case FORMAT_A8:
current.w = As<Short4>(As<UShort4>(current.w) >> 8);
current.w = As<Short4>(PackUnsigned(current.w, current.w));
break;
case FORMAT_G16R16:
current.z = current.x;
current.x = As<Short4>(UnpackLow(current.x, current.y));
current.z = As<Short4>(UnpackHigh(current.z, current.y));
current.y = current.z;
break;
case FORMAT_A16B16G16R16:
transpose4x4(current.x, current.y, current.z, current.w);
break;
default:
ASSERT(false);
}
Short4 c01 = current.z;
Short4 c23 = current.y;
Int xMask; // Combination of all masks
if(state.depthTestActive)
{
xMask = zMask;
}
else
{
xMask = cMask;
}
if(state.stencilActive)
{
xMask &= sMask;
}
switch(state.targetFormat[index])
{
case FORMAT_R5G6B5:
{
Pointer<Byte> buffer = cBuffer + 2 * x;
Int value = *Pointer<Int>(buffer);
Int c01 = Extract(As<Int2>(current.x), 0);
if((bgraWriteMask & 0x00000007) != 0x00000007)
{
Int masked = value;
c01 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
masked &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[~bgraWriteMask & 0x7][0]));
c01 |= masked;
}
c01 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][0]) + xMask * 8);
value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][0]) + xMask * 8);
c01 |= value;
*Pointer<Int>(buffer) = c01;
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
value = *Pointer<Int>(buffer);
Int c23 = Extract(As<Int2>(current.x), 1);
if((bgraWriteMask & 0x00000007) != 0x00000007)
{
Int masked = value;
c23 &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[bgraWriteMask & 0x7][0]));
masked &= *Pointer<Int>(constants + OFFSET(Constants,mask565Q[~bgraWriteMask & 0x7][0]));
c23 |= masked;
}
c23 &= *Pointer<Int>(constants + OFFSET(Constants,maskW4Q[0][2]) + xMask * 8);
value &= *Pointer<Int>(constants + OFFSET(Constants,invMaskW4Q[0][2]) + xMask * 8);
c23 |= value;
*Pointer<Int>(buffer) = c23;
}
break;
case FORMAT_A8G8R8B8Q:
case FORMAT_X8G8R8B8Q: // FIXME: Don't touch alpha?
UNIMPLEMENTED();
// value = *Pointer<Short4>(cBuffer + 8 * x + 0);
// if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
// ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
// (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
// {
// Short4 masked = value;
// c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
// masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
// c01 |= masked;
// }
// c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
// value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
// c01 |= value;
// *Pointer<Short4>(cBuffer + 8 * x + 0) = c01;
// value = *Pointer<Short4>(cBuffer + 8 * x + 8);
// if((state.targetFormat[index] == FORMAT_A8G8R8B8Q && bgraWriteMask != 0x0000000F) ||
// ((state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x00000007) &&
// (state.targetFormat[index] == FORMAT_X8G8R8B8Q && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
// {
// Short4 masked = value;
// c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
// masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
// c23 |= masked;
// }
// c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
// value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
// c23 |= value;
// *Pointer<Short4>(cBuffer + 8 * x + 8) = c23;
break;
case FORMAT_A8R8G8B8:
case FORMAT_X8R8G8B8: // FIXME: Don't touch alpha?
{
Pointer<Byte> buffer = cBuffer + x * 4;
Short4 value = *Pointer<Short4>(buffer);
if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
(state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
{
Short4 masked = value;
c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
c01 |= masked;
}
c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
c01 |= value;
*Pointer<Short4>(buffer) = c01;
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
value = *Pointer<Short4>(buffer);
if((state.targetFormat[index] == FORMAT_A8R8G8B8 && bgraWriteMask != 0x0000000F) ||
((state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x00000007) &&
(state.targetFormat[index] == FORMAT_X8R8G8B8 && bgraWriteMask != 0x0000000F))) // FIXME: Need for masking when XRGB && Fh?
{
Short4 masked = value;
c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[bgraWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[bgraWriteMask][0]));
c23 |= masked;
}
#ifdef __APPLE__
// On Mac we render directly to an IOSurface that isn't vertically padded. So we
// only render the bottom half of quads when it won't overflow the buffer.
If ((y + 1) < yMax)
#endif
{
c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
c23 |= value;
*Pointer<Short4>(buffer) = c23;
}
}
break;
case FORMAT_A8B8G8R8:
case FORMAT_X8B8G8R8: // FIXME: Don't touch alpha?
case FORMAT_SRGB8_X8:
case FORMAT_SRGB8_A8:
{
Pointer<Byte> buffer = cBuffer + x * 4;
Short4 value = *Pointer<Short4>(buffer);
bool masked = (((state.targetFormat[index] == FORMAT_A8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_A8) && rgbaWriteMask != 0x0000000F) ||
(((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x00000007) &&
((state.targetFormat[index] == FORMAT_X8B8G8R8 || state.targetFormat[index] == FORMAT_SRGB8_X8) && rgbaWriteMask != 0x0000000F))); // FIXME: Need for masking when XBGR && Fh?
if(masked)
{
Short4 masked = value;
c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
c01 |= masked;
}
c01 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
c01 |= value;
*Pointer<Short4>(buffer) = c01;
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
value = *Pointer<Short4>(buffer);
if(masked)
{
Short4 masked = value;
c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q[rgbaWriteMask][0]));
c23 |= masked;
}
c23 &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
c23 |= value;
*Pointer<Short4>(buffer) = c23;
}
break;
case FORMAT_G8R8:
if((rgbaWriteMask & 0x00000003) != 0x0)
{
Pointer<Byte> buffer = cBuffer + 2 * x;
Int2 value;
value = Insert(value, *Pointer<Int>(buffer), 0);
Int pitch = *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
value = Insert(value, *Pointer<Int>(buffer + pitch), 1);
Int2 packedCol = As<Int2>(current.x);
UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q) + xMask * 8);
if((rgbaWriteMask & 0x3) != 0x3)
{
Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskB4Q[5 * (rgbaWriteMask & 0x3)][0]));
UInt2 rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
mergedMask &= rgbaMask;
}
packedCol = As<Int2>((As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask));
*Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 0));
*Pointer<UInt>(buffer + pitch) = As<UInt>(Extract(packedCol, 1));
}
break;
case FORMAT_R8:
if(rgbaWriteMask & 0x00000001)
{
Pointer<Byte> buffer = cBuffer + 1 * x;
Short4 value;
value = Insert(value, *Pointer<Short>(buffer), 0);
Int pitch = *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
value = Insert(value, *Pointer<Short>(buffer + pitch), 1);
current.x &= *Pointer<Short4>(constants + OFFSET(Constants, maskB4Q) + 8 * xMask);
value &= *Pointer<Short4>(constants + OFFSET(Constants, invMaskB4Q) + 8 * xMask);
current.x |= value;
*Pointer<Short>(buffer) = Extract(current.x, 0);
*Pointer<Short>(buffer + pitch) = Extract(current.x, 1);
}
break;
case FORMAT_A8:
if(rgbaWriteMask & 0x00000008)
{
Pointer<Byte> buffer = cBuffer + 1 * x;
Short4 value;
value = Insert(value, *Pointer<Short>(buffer), 0);
Int pitch = *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
value = Insert(value, *Pointer<Short>(buffer + pitch), 1);
current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskB4Q) + 8 * xMask);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskB4Q) + 8 * xMask);
current.w |= value;
*Pointer<Short>(buffer) = Extract(current.w, 0);
*Pointer<Short>(buffer + pitch) = Extract(current.w, 1);
}
break;
case FORMAT_G16R16:
{
Pointer<Byte> buffer = cBuffer + 4 * x;
Short4 value = *Pointer<Short4>(buffer);
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Short4 masked = value;
current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[~rgbaWriteMask & 0x3][0]));
current.x |= masked;
}
current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskD01Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD01Q) + xMask * 8);
current.x |= value;
*Pointer<Short4>(buffer) = current.x;
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
value = *Pointer<Short4>(buffer);
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Short4 masked = value;
current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[rgbaWriteMask & 0x3][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,maskW01Q[~rgbaWriteMask & 0x3][0]));
current.y |= masked;
}
current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskD23Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskD23Q) + xMask * 8);
current.y |= value;
*Pointer<Short4>(buffer) = current.y;
}
break;
case FORMAT_A16B16G16R16:
{
Pointer<Byte> buffer = cBuffer + 8 * x;
{
Short4 value = *Pointer<Short4>(buffer);
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
current.x |= masked;
}
current.x &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ0Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ0Q) + xMask * 8);
current.x |= value;
*Pointer<Short4>(buffer) = current.x;
}
{
Short4 value = *Pointer<Short4>(buffer + 8);
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
current.y |= masked;
}
current.y &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ1Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ1Q) + xMask * 8);
current.y |= value;
*Pointer<Short4>(buffer + 8) = current.y;
}
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
{
Short4 value = *Pointer<Short4>(buffer);
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
current.z |= masked;
}
current.z &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ2Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ2Q) + xMask * 8);
current.z |= value;
*Pointer<Short4>(buffer) = current.z;
}
{
Short4 value = *Pointer<Short4>(buffer + 8);
if(rgbaWriteMask != 0x0000000F)
{
Short4 masked = value;
current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskW4Q[rgbaWriteMask][0]));
masked &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskW4Q[rgbaWriteMask][0]));
current.w |= masked;
}
current.w &= *Pointer<Short4>(constants + OFFSET(Constants,maskQ3Q) + xMask * 8);
value &= *Pointer<Short4>(constants + OFFSET(Constants,invMaskQ3Q) + xMask * 8);
current.w |= value;
*Pointer<Short4>(buffer + 8) = current.w;
}
}
break;
default:
ASSERT(false);
}
}
void PixelRoutine::blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive)
{
switch(blendFactorActive)
{
case BLEND_ZERO:
// Optimized
break;
case BLEND_ONE:
// Optimized
break;
case BLEND_SOURCE:
blendFactor.x = oC.x;
blendFactor.y = oC.y;
blendFactor.z = oC.z;
break;
case BLEND_INVSOURCE:
blendFactor.x = Float4(1.0f) - oC.x;
blendFactor.y = Float4(1.0f) - oC.y;
blendFactor.z = Float4(1.0f) - oC.z;
break;
case BLEND_DEST:
blendFactor.x = pixel.x;
blendFactor.y = pixel.y;
blendFactor.z = pixel.z;
break;
case BLEND_INVDEST:
blendFactor.x = Float4(1.0f) - pixel.x;
blendFactor.y = Float4(1.0f) - pixel.y;
blendFactor.z = Float4(1.0f) - pixel.z;
break;
case BLEND_SOURCEALPHA:
blendFactor.x = oC.w;
blendFactor.y = oC.w;
blendFactor.z = oC.w;
break;
case BLEND_INVSOURCEALPHA:
blendFactor.x = Float4(1.0f) - oC.w;
blendFactor.y = Float4(1.0f) - oC.w;
blendFactor.z = Float4(1.0f) - oC.w;
break;
case BLEND_DESTALPHA:
blendFactor.x = pixel.w;
blendFactor.y = pixel.w;
blendFactor.z = pixel.w;
break;
case BLEND_INVDESTALPHA:
blendFactor.x = Float4(1.0f) - pixel.w;
blendFactor.y = Float4(1.0f) - pixel.w;
blendFactor.z = Float4(1.0f) - pixel.w;
break;
case BLEND_SRCALPHASAT:
blendFactor.x = Float4(1.0f) - pixel.w;
blendFactor.x = Min(blendFactor.x, oC.w);
blendFactor.y = blendFactor.x;
blendFactor.z = blendFactor.x;
break;
case BLEND_CONSTANT:
blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[0]));
blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[1]));
blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[2]));
break;
case BLEND_INVCONSTANT:
blendFactor.x = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[0]));
blendFactor.y = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[1]));
blendFactor.z = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[2]));
break;
default:
ASSERT(false);
}
}
void PixelRoutine::blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive)
{
switch(blendFactorAlphaActive)
{
case BLEND_ZERO:
// Optimized
break;
case BLEND_ONE:
// Optimized
break;
case BLEND_SOURCE:
blendFactor.w = oC.w;
break;
case BLEND_INVSOURCE:
blendFactor.w = Float4(1.0f) - oC.w;
break;
case BLEND_DEST:
blendFactor.w = pixel.w;
break;
case BLEND_INVDEST:
blendFactor.w = Float4(1.0f) - pixel.w;
break;
case BLEND_SOURCEALPHA:
blendFactor.w = oC.w;
break;
case BLEND_INVSOURCEALPHA:
blendFactor.w = Float4(1.0f) - oC.w;
break;
case BLEND_DESTALPHA:
blendFactor.w = pixel.w;
break;
case BLEND_INVDESTALPHA:
blendFactor.w = Float4(1.0f) - pixel.w;
break;
case BLEND_SRCALPHASAT:
blendFactor.w = Float4(1.0f);
break;
case BLEND_CONSTANT:
blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.blendConstant4F[3]));
break;
case BLEND_INVCONSTANT:
blendFactor.w = *Pointer<Float4>(data + OFFSET(DrawData,factor.invBlendConstant4F[3]));
break;
default:
ASSERT(false);
}
}
void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
{
if(!state.alphaBlendActive)
{
return;
}
Pointer<Byte> buffer;
Vector4f pixel;
Vector4s color;
Short4 c01;
Short4 c23;
Float4 one;
if(Surface::isFloatFormat(state.targetFormat[index]))
{
one = Float4(1.0f);
}
else if(Surface::isNonNormalizedInteger(state.targetFormat[index]))
{
one = As<Float4>(Surface::isUnsignedComponent(state.targetFormat[index], 0) ? Int4(0xFFFFFFFF) : Int4(0x7FFFFFFF));
}
switch(state.targetFormat[index])
{
case FORMAT_R32I:
case FORMAT_R32UI:
case FORMAT_R32F:
buffer = cBuffer;
// FIXME: movlps
pixel.x.x = *Pointer<Float>(buffer + 4 * x + 0);
pixel.x.y = *Pointer<Float>(buffer + 4 * x + 4);
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
// FIXME: movhps
pixel.x.z = *Pointer<Float>(buffer + 4 * x + 0);
pixel.x.w = *Pointer<Float>(buffer + 4 * x + 4);
pixel.y = pixel.z = pixel.w = one;
break;
case FORMAT_G32R32I:
case FORMAT_G32R32UI:
case FORMAT_G32R32F:
buffer = cBuffer;
pixel.x = *Pointer<Float4>(buffer + 8 * x, 16);
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
pixel.y = *Pointer<Float4>(buffer + 8 * x, 16);
pixel.z = pixel.x;
pixel.x = ShuffleLowHigh(pixel.x, pixel.y, 0x0202);
pixel.z = ShuffleLowHigh(pixel.z, pixel.y, 0x1313);
pixel.y = pixel.z;
pixel.z = pixel.w = one;
break;
case FORMAT_X32B32G32R32F:
case FORMAT_A32B32G32R32F:
case FORMAT_X32B32G32R32F_UNSIGNED:
case FORMAT_A32B32G32R32I:
case FORMAT_A32B32G32R32UI:
buffer = cBuffer;
pixel.x = *Pointer<Float4>(buffer + 16 * x, 16);
pixel.y = *Pointer<Float4>(buffer + 16 * x + 16, 16);
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
pixel.z = *Pointer<Float4>(buffer + 16 * x, 16);
pixel.w = *Pointer<Float4>(buffer + 16 * x + 16, 16);
transpose4x4(pixel.x, pixel.y, pixel.z, pixel.w);
if(state.targetFormat[index] == FORMAT_X32B32G32R32F ||
state.targetFormat[index] == FORMAT_X32B32G32R32F_UNSIGNED)
{
pixel.w = Float4(1.0f);
}
break;
default:
ASSERT(false);
}
if((postBlendSRGB && state.writeSRGB) || isSRGB(index))
{
sRGBtoLinear(pixel.x);
sRGBtoLinear(pixel.y);
sRGBtoLinear(pixel.z);
}
// Final Color = ObjectColor * SourceBlendFactor + PixelColor * DestinationBlendFactor
Vector4f sourceFactor;
Vector4f destFactor;
blendFactor(sourceFactor, oC, pixel, state.sourceBlendFactor);
blendFactor(destFactor, oC, pixel, state.destBlendFactor);
if(state.sourceBlendFactor != BLEND_ONE && state.sourceBlendFactor != BLEND_ZERO)
{
oC.x *= sourceFactor.x;
oC.y *= sourceFactor.y;
oC.z *= sourceFactor.z;
}
if(state.destBlendFactor != BLEND_ONE && state.destBlendFactor != BLEND_ZERO)
{
pixel.x *= destFactor.x;
pixel.y *= destFactor.y;
pixel.z *= destFactor.z;
}
switch(state.blendOperation)
{
case BLENDOP_ADD:
oC.x += pixel.x;
oC.y += pixel.y;
oC.z += pixel.z;
break;
case BLENDOP_SUB:
oC.x -= pixel.x;
oC.y -= pixel.y;
oC.z -= pixel.z;
break;
case BLENDOP_INVSUB:
oC.x = pixel.x - oC.x;
oC.y = pixel.y - oC.y;
oC.z = pixel.z - oC.z;
break;
case BLENDOP_MIN:
oC.x = Min(oC.x, pixel.x);
oC.y = Min(oC.y, pixel.y);
oC.z = Min(oC.z, pixel.z);
break;
case BLENDOP_MAX:
oC.x = Max(oC.x, pixel.x);
oC.y = Max(oC.y, pixel.y);
oC.z = Max(oC.z, pixel.z);
break;
case BLENDOP_SOURCE:
// No operation
break;
case BLENDOP_DEST:
oC.x = pixel.x;
oC.y = pixel.y;
oC.z = pixel.z;
break;
case BLENDOP_NULL:
oC.x = Float4(0.0f);
oC.y = Float4(0.0f);
oC.z = Float4(0.0f);
break;
default:
ASSERT(false);
}
blendFactorAlpha(sourceFactor, oC, pixel, state.sourceBlendFactorAlpha);
blendFactorAlpha(destFactor, oC, pixel, state.destBlendFactorAlpha);
if(state.sourceBlendFactorAlpha != BLEND_ONE && state.sourceBlendFactorAlpha != BLEND_ZERO)
{
oC.w *= sourceFactor.w;
}
if(state.destBlendFactorAlpha != BLEND_ONE && state.destBlendFactorAlpha != BLEND_ZERO)
{
pixel.w *= destFactor.w;
}
switch(state.blendOperationAlpha)
{
case BLENDOP_ADD:
oC.w += pixel.w;
break;
case BLENDOP_SUB:
oC.w -= pixel.w;
break;
case BLENDOP_INVSUB:
pixel.w -= oC.w;
oC.w = pixel.w;
break;
case BLENDOP_MIN:
oC.w = Min(oC.w, pixel.w);
break;
case BLENDOP_MAX:
oC.w = Max(oC.w, pixel.w);
break;
case BLENDOP_SOURCE:
// No operation
break;
case BLENDOP_DEST:
oC.w = pixel.w;
break;
case BLENDOP_NULL:
oC.w = Float4(0.0f);
break;
default:
ASSERT(false);
}
}
void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
{
switch(state.targetFormat[index])
{
case FORMAT_R32F:
case FORMAT_R32I:
case FORMAT_R32UI:
case FORMAT_R16I:
case FORMAT_R16UI:
case FORMAT_R8I:
case FORMAT_R8UI:
break;
case FORMAT_G32R32F:
case FORMAT_G32R32I:
case FORMAT_G32R32UI:
case FORMAT_G16R16I:
case FORMAT_G16R16UI:
case FORMAT_G8R8I:
case FORMAT_G8R8UI:
oC.z = oC.x;
oC.x = UnpackLow(oC.x, oC.y);
oC.z = UnpackHigh(oC.z, oC.y);
oC.y = oC.z;
break;
case FORMAT_X32B32G32R32F:
case FORMAT_A32B32G32R32F:
case FORMAT_X32B32G32R32F_UNSIGNED:
case FORMAT_A32B32G32R32I:
case FORMAT_A32B32G32R32UI:
case FORMAT_A16B16G16R16I:
case FORMAT_A16B16G16R16UI:
case FORMAT_A8B8G8R8I:
case FORMAT_A8B8G8R8UI:
transpose4x4(oC.x, oC.y, oC.z, oC.w);
break;
default:
ASSERT(false);
}
int rgbaWriteMask = state.colorWriteActive(index);
Int xMask; // Combination of all masks
if(state.depthTestActive)
{
xMask = zMask;
}
else
{
xMask = cMask;
}
if(state.stencilActive)
{
xMask &= sMask;
}
Pointer<Byte> buffer;
Float4 value;
switch(state.targetFormat[index])
{
case FORMAT_R32F:
case FORMAT_R32I:
case FORMAT_R32UI:
if(rgbaWriteMask & 0x00000001)
{
buffer = cBuffer + 4 * x;
// FIXME: movlps
value.x = *Pointer<Float>(buffer + 0);
value.y = *Pointer<Float>(buffer + 4);
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
// FIXME: movhps
value.z = *Pointer<Float>(buffer + 0);
value.w = *Pointer<Float>(buffer + 4);
oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + xMask * 16, 16));
oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
// FIXME: movhps
*Pointer<Float>(buffer + 0) = oC.x.z;
*Pointer<Float>(buffer + 4) = oC.x.w;
buffer -= *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
// FIXME: movlps
*Pointer<Float>(buffer + 0) = oC.x.x;
*Pointer<Float>(buffer + 4) = oC.x.y;
}
break;
case FORMAT_R16I:
case FORMAT_R16UI:
if(rgbaWriteMask & 0x00000001)
{
buffer = cBuffer + 2 * x;
UShort4 xyzw;
xyzw = As<UShort4>(Insert(As<Int2>(xyzw), *Pointer<Int>(buffer), 0));
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
xyzw = As<UShort4>(Insert(As<Int2>(xyzw), *Pointer<Int>(buffer), 1));
value = As<Float4>(Int4(xyzw));
oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants, invMaskD4X) + xMask * 16, 16));
oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
if(state.targetFormat[index] == FORMAT_R16I)
{
Float component = oC.x.z;
*Pointer<Short>(buffer + 0) = Short(As<Int>(component));
component = oC.x.w;
*Pointer<Short>(buffer + 2) = Short(As<Int>(component));
buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
component = oC.x.x;
*Pointer<Short>(buffer + 0) = Short(As<Int>(component));
component = oC.x.y;
*Pointer<Short>(buffer + 2) = Short(As<Int>(component));
}
else // FORMAT_R16UI
{
Float component = oC.x.z;
*Pointer<UShort>(buffer + 0) = UShort(As<Int>(component));
component = oC.x.w;
*Pointer<UShort>(buffer + 2) = UShort(As<Int>(component));
buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
component = oC.x.x;
*Pointer<UShort>(buffer + 0) = UShort(As<Int>(component));
component = oC.x.y;
*Pointer<UShort>(buffer + 2) = UShort(As<Int>(component));
}
}
break;
case FORMAT_R8I:
case FORMAT_R8UI:
if(rgbaWriteMask & 0x00000001)
{
buffer = cBuffer + x;
UInt xyzw, packedCol;
xyzw = UInt(*Pointer<UShort>(buffer)) & 0xFFFF;
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
xyzw |= UInt(*Pointer<UShort>(buffer)) << 16;
Short4 tmpCol = Short4(As<Int4>(oC.x));
if(state.targetFormat[index] == FORMAT_R8I)
{
tmpCol = As<Short4>(PackSigned(tmpCol, tmpCol));
}
else
{
tmpCol = As<Short4>(PackUnsigned(tmpCol, tmpCol));
}
packedCol = Extract(As<Int2>(tmpCol), 0);
packedCol = (packedCol & *Pointer<UInt>(constants + OFFSET(Constants, maskB4Q) + 8 * xMask)) |
(xyzw & *Pointer<UInt>(constants + OFFSET(Constants, invMaskB4Q) + 8 * xMask));
*Pointer<UShort>(buffer) = UShort(packedCol >> 16);
buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
*Pointer<UShort>(buffer) = UShort(packedCol);
}
break;
case FORMAT_G32R32F:
case FORMAT_G32R32I:
case FORMAT_G32R32UI:
buffer = cBuffer + 8 * x;
value = *Pointer<Float4>(buffer);
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Float4 masked = value;
oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[~rgbaWriteMask & 0x3][0])));
oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
}
oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ01X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ01X) + xMask * 16, 16));
oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
*Pointer<Float4>(buffer) = oC.x;
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
value = *Pointer<Float4>(buffer);
if((rgbaWriteMask & 0x00000003) != 0x00000003)
{
Float4 masked;
masked = value;
oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[rgbaWriteMask & 0x3][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,maskD01X[~rgbaWriteMask & 0x3][0])));
oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
}
oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskQ23X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskQ23X) + xMask * 16, 16));
oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
*Pointer<Float4>(buffer) = oC.y;
break;
case FORMAT_G16R16I:
case FORMAT_G16R16UI:
if((rgbaWriteMask & 0x00000003) != 0x0)
{
buffer = cBuffer + 4 * x;
UInt2 rgbaMask;
UShort4 packedCol = UShort4(As<Int4>(oC.x));
UShort4 value = *Pointer<UShort4>(buffer);
UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD01Q) + xMask * 8);
if((rgbaWriteMask & 0x3) != 0x3)
{
Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskW4Q[rgbaWriteMask & 0x3][0]));
rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
mergedMask &= rgbaMask;
}
*Pointer<UInt2>(buffer) = (As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
packedCol = UShort4(As<Int4>(oC.y));
value = *Pointer<UShort4>(buffer);
mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD23Q) + xMask * 8);
if((rgbaWriteMask & 0x3) != 0x3)
{
mergedMask &= rgbaMask;
}
*Pointer<UInt2>(buffer) = (As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(value) & ~mergedMask);
}
break;
case FORMAT_G8R8I:
case FORMAT_G8R8UI:
if((rgbaWriteMask & 0x00000003) != 0x0)
{
buffer = cBuffer + 2 * x;
Int2 xyzw, packedCol;
xyzw = Insert(xyzw, *Pointer<Int>(buffer), 0);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
xyzw = Insert(xyzw, *Pointer<Int>(buffer), 1);
if(state.targetFormat[index] == FORMAT_G8R8I)
{
packedCol = As<Int2>(PackSigned(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
}
else
{
packedCol = As<Int2>(PackUnsigned(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
}
UInt2 mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q) + xMask * 8);
if((rgbaWriteMask & 0x3) != 0x3)
{
Int tmpMask = *Pointer<Int>(constants + OFFSET(Constants, maskB4Q[5 * (rgbaWriteMask & 0x3)][0]));
UInt2 rgbaMask = As<UInt2>(Int2(tmpMask, tmpMask));
mergedMask &= rgbaMask;
}
packedCol = As<Int2>((As<UInt2>(packedCol) & mergedMask) | (As<UInt2>(xyzw) & ~mergedMask));
*Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 1));
buffer -= *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
*Pointer<UInt>(buffer) = As<UInt>(Extract(packedCol, 0));
}
break;
case FORMAT_X32B32G32R32F:
case FORMAT_A32B32G32R32F:
case FORMAT_X32B32G32R32F_UNSIGNED:
case FORMAT_A32B32G32R32I:
case FORMAT_A32B32G32R32UI:
buffer = cBuffer + 16 * x;
{
value = *Pointer<Float4>(buffer, 16);
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(masked));
}
oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskX0X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX0X) + xMask * 16, 16));
oC.x = As<Float4>(As<Int4>(oC.x) | As<Int4>(value));
*Pointer<Float4>(buffer, 16) = oC.x;
}
{
value = *Pointer<Float4>(buffer + 16, 16);
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(masked));
}
oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskX1X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX1X) + xMask * 16, 16));
oC.y = As<Float4>(As<Int4>(oC.y) | As<Int4>(value));
*Pointer<Float4>(buffer + 16, 16) = oC.y;
}
buffer += *Pointer<Int>(data + OFFSET(DrawData,colorPitchB[index]));
{
value = *Pointer<Float4>(buffer, 16);
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(masked));
}
oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskX2X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX2X) + xMask * 16, 16));
oC.z = As<Float4>(As<Int4>(oC.z) | As<Int4>(value));
*Pointer<Float4>(buffer, 16) = oC.z;
}
{
value = *Pointer<Float4>(buffer + 16, 16);
if(rgbaWriteMask != 0x0000000F)
{
Float4 masked = value;
oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMask][0])));
masked = As<Float4>(As<Int4>(masked) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X[rgbaWriteMask][0])));
oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(masked));
}
oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskX3X) + xMask * 16, 16));
value = As<Float4>(As<Int4>(value) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskX3X) + xMask * 16, 16));
oC.w = As<Float4>(As<Int4>(oC.w) | As<Int4>(value));
*Pointer<Float4>(buffer + 16, 16) = oC.w;
}
break;
case FORMAT_A16B16G16R16I:
case FORMAT_A16B16G16R16UI:
if((rgbaWriteMask & 0x0000000F) != 0x0)
{
buffer = cBuffer + 8 * x;
UInt4 rgbaMask;
UShort8 value = *Pointer<UShort8>(buffer);
UShort8 packedCol = UShort8(UShort4(As<Int4>(oC.x)), UShort4(As<Int4>(oC.y)));
UInt4 mergedMask = *Pointer<UInt4>(constants + OFFSET(Constants, maskQ01X) + xMask * 16);
if((rgbaWriteMask & 0xF) != 0xF)
{
UInt2 tmpMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskW4Q[rgbaWriteMask][0]));
rgbaMask = UInt4(tmpMask, tmpMask);
mergedMask &= rgbaMask;
}
*Pointer<UInt4>(buffer) = (As<UInt4>(packedCol) & mergedMask) | (As<UInt4>(value) & ~mergedMask);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
value = *Pointer<UShort8>(buffer);
packedCol = UShort8(UShort4(As<Int4>(oC.z)), UShort4(As<Int4>(oC.w)));
mergedMask = *Pointer<UInt4>(constants + OFFSET(Constants, maskQ23X) + xMask * 16);
if((rgbaWriteMask & 0xF) != 0xF)
{
mergedMask &= rgbaMask;
}
*Pointer<UInt4>(buffer) = (As<UInt4>(packedCol) & mergedMask) | (As<UInt4>(value) & ~mergedMask);
}
break;
case FORMAT_A8B8G8R8I:
case FORMAT_A8B8G8R8UI:
if((rgbaWriteMask & 0x0000000F) != 0x0)
{
UInt2 value, packedCol, mergedMask;
buffer = cBuffer + 4 * x;
if(state.targetFormat[index] == FORMAT_A8B8G8R8I)
{
packedCol = As<UInt2>(PackSigned(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
}
else
{
packedCol = As<UInt2>(PackUnsigned(Short4(As<Int4>(oC.x)), Short4(As<Int4>(oC.y))));
}
value = *Pointer<UInt2>(buffer, 16);
mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD01Q) + xMask * 8);
if(rgbaWriteMask != 0xF)
{
mergedMask &= *Pointer<UInt2>(constants + OFFSET(Constants, maskB4Q[rgbaWriteMask][0]));
}
*Pointer<UInt2>(buffer) = (packedCol & mergedMask) | (value & ~mergedMask);
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
if(state.targetFormat[index] == FORMAT_A8B8G8R8I)
{
packedCol = As<UInt2>(PackSigned(Short4(As<Int4>(oC.z)), Short4(As<Int4>(oC.w))));
}
else
{
packedCol = As<UInt2>(PackUnsigned(Short4(As<Int4>(oC.z)), Short4(As<Int4>(oC.w))));
}
value = *Pointer<UInt2>(buffer, 16);
mergedMask = *Pointer<UInt2>(constants + OFFSET(Constants, maskD23Q) + xMask * 8);
if(rgbaWriteMask != 0xF)
{
mergedMask &= *Pointer<UInt2>(constants + OFFSET(Constants, maskB4Q[rgbaWriteMask][0]));
}
*Pointer<UInt2>(buffer) = (packedCol & mergedMask) | (value & ~mergedMask);
}
break;
default:
ASSERT(false);
}
}
UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
{
return UShort4(cf * Float4(0xFFFF), saturate);
}
void PixelRoutine::sRGBtoLinear16_12_16(Vector4s &c)
{
Pointer<Byte> LUT = constants + OFFSET(Constants,sRGBtoLinear12_16);
c.x = As<UShort4>(c.x) >> 4;
c.y = As<UShort4>(c.y) >> 4;
c.z = As<UShort4>(c.z) >> 4;
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
void PixelRoutine::linearToSRGB16_12_16(Vector4s &c)
{
c.x = As<UShort4>(c.x) >> 4;
c.y = As<UShort4>(c.y) >> 4;
c.z = As<UShort4>(c.z) >> 4;
linearToSRGB12_16(c);
}
void PixelRoutine::linearToSRGB12_16(Vector4s &c)
{
Pointer<Byte> LUT = constants + OFFSET(Constants,linearToSRGB12_16);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 0))), 0);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 1))), 1);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 2))), 2);
c.x = Insert(c.x, *Pointer<Short>(LUT + 2 * Int(Extract(c.x, 3))), 3);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 0))), 0);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 1))), 1);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 2))), 2);
c.y = Insert(c.y, *Pointer<Short>(LUT + 2 * Int(Extract(c.y, 3))), 3);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 0))), 0);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 1))), 1);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 2))), 2);
c.z = Insert(c.z, *Pointer<Short>(LUT + 2 * Int(Extract(c.z, 3))), 3);
}
Float4 PixelRoutine::sRGBtoLinear(const Float4 &x) // Approximates x^2.2
{
Float4 linear = x * x;
linear = linear * Float4(0.73f) + linear * x * Float4(0.27f);
return Min(Max(linear, Float4(0.0f)), Float4(1.0f));
}
bool PixelRoutine::colorUsed()
{
return state.colorWriteMask || state.alphaTestActive() || state.shaderContainsKill;
}
}