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      1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //    http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 #ifndef sw_PixelRoutine_hpp
     16 #define sw_PixelRoutine_hpp
     17 
     18 #include "Device/QuadRasterizer.hpp"
     19 
     20 namespace sw
     21 {
     22 	class PixelShader;
     23 	class SamplerCore;
     24 
     25 	class PixelRoutine : public sw::QuadRasterizer, public ShaderCore
     26 	{
     27 	public:
     28 		PixelRoutine(const PixelProcessor::State &state, const PixelShader *shader);
     29 
     30 		virtual ~PixelRoutine();
     31 
     32 	protected:
     33 		Float4 z[4]; // Multisampled z
     34 		Float4 w;    // Used as is
     35 		Float4 rhw;  // Reciprocal w
     36 
     37 		RegisterArray<MAX_FRAGMENT_INPUTS> v;   // Varying registers
     38 
     39 		// Depth output
     40 		Float4 oDepth;
     41 
     42 		typedef Shader::SourceParameter Src;
     43 		typedef Shader::DestinationParameter Dst;
     44 
     45 		virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
     46 		virtual void applyShader(Int cMask[4]) = 0;
     47 		virtual Bool alphaTest(Int cMask[4]) = 0;
     48 		virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
     49 
     50 		virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
     51 
     52 		void alphaTest(Int &aMask, Short4 &alpha);
     53 		void alphaToCoverage(Int cMask[4], Float4 &alpha);
     54 
     55 		// Raster operations
     56 		void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
     57 		void logicOperation(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
     58 		void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, Int &sMask, Int &zMask, Int &cMask);
     59 		void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x);
     60 		void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
     61 
     62 		bool isSRGB(int index) const;
     63 		UShort4 convertFixed16(Float4 &cf, bool saturate = true);
     64 		void linearToSRGB12_16(Vector4s &c);
     65 
     66 	private:
     67 		Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
     68 		void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
     69 		void stencilTest(Byte8 &value, VkCompareOp stencilCompareMode, bool CCW);
     70 		void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, VkStencilOp stencilPassOperation, VkStencilOp stencilZFailOperation, VkStencilOp stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
     71 		void stencilOperation(Byte8 &output, Byte8 &bufferValue, VkStencilOp operation, bool CCW);
     72 		Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
     73 
     74 		// Raster operations
     75 		void blendFactor(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, VkBlendFactor blendFactorActive);
     76 		void blendFactorAlpha(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, VkBlendFactor blendFactorAlphaActive);
     77 		void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel);
     78 		void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor blendFactorActive);
     79 		void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor blendFactorAlphaActive);
     80 		void writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
     81 		void writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
     82 
     83 		void sRGBtoLinear16_12_16(Vector4s &c);
     84 		void linearToSRGB16_12_16(Vector4s &c);
     85 		Float4 sRGBtoLinear(const Float4 &x);
     86 
     87 		bool colorUsed();
     88 	};
     89 }
     90 
     91 #endif   // sw_PixelRoutine_hpp
     92