Home | History | Annotate | Download | only in core

Lines Matching refs:psContext

470     SWR_PS_CONTEXT psContext;
471 SetupPixelShaderContext<T>(&psContext, work);
475 psContext.vY.UL = _simd_add_ps(vULOffsetsY, _simd_set1_ps(static_cast<float>(y)));
476 psContext.vY.center = _simd_add_ps(vCenterOffsetsY, _simd_set1_ps(static_cast<float>(y)));
482 psContext.vX.UL = _simd_add_ps(vULOffsetsX, _simd_set1_ps(static_cast<float>(x)));
483 psContext.vX.center = _simd_add_ps(vCenterOffsetsX, _simd_set1_ps(static_cast<float>(x)));
513 generateInputCoverage<T, T::InputCoverage>(pCoverageMask, psContext.inputMask, state.blendState.sampleMask);
518 CalcPixelBarycentrics(coeffs, psContext);
520 CalcCentroid<T, true>(&psContext, coeffs, work.coverageMask, state.blendState.sampleMask);
523 psContext.vZ = vplaneps(coeffs.vZa, coeffs.vZb, coeffs.vZc, psContext.vI.center, psContext.vJ.center);
524 psContext.vZ = state.pfnQuantizeDepth(psContext.vZ);
531 coverageMask &= ~ComputeUserClipMask(state.rastState.clipDistanceMask, work.pUserClipBuffer, psContext.vI.center, psContext.vJ.center);
543 psContext.vZ, pDepthBuffer, vCoverageMask, pStencilBuffer, &stencilPassMask);
550 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
560 psContext.sampleIndex = 0;
561 psContext.activeMask = _simd_castps_si(vCoverageMask);
566 state.psState.pfnPixelShader(GetPrivateState(pDC), &psContext);
569 vCoverageMask = _simd_castsi_ps(psContext.activeMask);
576 psContext.vZ, pDepthBuffer, vCoverageMask, pStencilBuffer, &stencilPassMask);
583 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
596 OutputMerger8x2(psContext, pColorBuffer, 0, &state.blendState, state.pfnBlendFunc, vCoverageMask, depthPassMask, state.psState.numRenderTargets, state.colorHottileEnable, useAlternateOffset);
598 OutputMerger4x2(psContext, pColorBuffer, 0, &state.blendState, state.pfnBlendFunc, vCoverageMask, depthPassMask, state.psState.numRenderTargets);
604 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
638 psContext.vX.UL = _simd_add_ps(psContext.vX.UL, dx);
639 psContext.vX.center = _simd_add_ps(psContext.vX.center, dx);
642 psContext.vY.UL = _simd_add_ps(psContext.vY.UL, dy);
643 psContext.vY.center = _simd_add_ps(psContext.vY.center, dy);
665 SWR_PS_CONTEXT psContext;
666 SetupPixelShaderContext<T>(&psContext, work);
670 psContext.vY.UL = _simd_add_ps(vULOffsetsY, _simd_set1_ps(static_cast<float>(y)));
671 psContext.vY.center = _simd_add_ps(vCenterOffsetsY, _simd_set1_ps(static_cast<float>(y)));
677 psContext.vX.UL = _simd_add_ps(vULOffsetsX, _simd_set1_ps(static_cast<float>(x)));
678 psContext.vX.center = _simd_add_ps(vCenterOffsetsX, _simd_set1_ps(static_cast<float>(x)));
692 generateInputCoverage<T, T::InputCoverage>(pCoverageMask, psContext.inputMask, state.blendState.sampleMask);
697 CalcPixelBarycentrics(coeffs, psContext);
699 CalcCentroid<T, false>(&psContext, coeffs, work.coverageMask, state.blendState.sampleMask);
728 psContext.vX.sample = _simd_add_ps(psContext.vX.UL, T::MultisampleT::vX(sample));
729 psContext.vY.sample = _simd_add_ps(psContext.vY.UL, T::MultisampleT::vY(sample));
731 CalcSampleBarycentrics(coeffs, psContext);
734 psContext.vZ = vplaneps(coeffs.vZa, coeffs.vZb, coeffs.vZc, psContext.vI.sample, psContext.vJ.sample);
735 psContext.vZ = state.pfnQuantizeDepth(psContext.vZ);
742 coverageMask &= ~ComputeUserClipMask(state.rastState.clipDistanceMask, work.pUserClipBuffer, psContext.vI.sample, psContext.vJ.sample);
754 psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
761 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
772 psContext.sampleIndex = sample;
773 psContext.activeMask = _simd_castps_si(vCoverageMask);
778 state.psState.pfnPixelShader(GetPrivateState(pDC), &psContext);
781 vCoverageMask = _simd_castsi_ps(psContext.activeMask);
788 psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
795 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
810 OutputMerger8x2(psContext, pColorBuffer, sample, &state.blendState, state.pfnBlendFunc, vCoverageMask, depthPassMask, state.psState.numRenderTargets, state.colorHottileEnable, useAlternateOffset);
812 OutputMerger4x2(psContext, pColorBuffer, sample, &state.blendState, state.pfnBlendFunc, vCoverageMask, depthPassMask, state.psState.numRenderTargets);
818 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
855 psContext.vX.UL = _simd_add_ps(psContext.vX.UL, dx);
856 psContext.vX.center = _simd_add_ps(psContext.vX.center, dx);
859 psContext.vY.UL = _simd_add_ps(psContext.vY.UL, dy);
860 psContext.vY.center = _simd_add_ps(psContext.vY.center, dy);
882 SWR_PS_CONTEXT psContext;
883 SetupPixelShaderContext<T>(&psContext, work);
889 psContext.vY.UL = _simd_add_ps(vULOffsetsY, _simd_set1_ps(static_cast<float>(y)));
890 psContext.vY.center = _simd_add_ps(vCenterOffsetsY, _simd_set1_ps(static_cast<float>(y)));
896 psContext.vX.UL = _simd_add_ps(vULOffsetsX, _simd_set1_ps(static_cast<float>(x)));
897 psContext.vX.center = _simd_add_ps(vCenterOffsetsX, _simd_set1_ps(static_cast<float>(x)));
915 generateInputCoverage<T, T::InputCoverage>(pCoverageMask, psContext.inputMask, state.blendState.sampleMask);
920 CalcPixelBarycentrics(coeffs, psContext);
922 CalcCentroid<T, false>(&psContext, coeffs, work.coverageMask, state.blendState.sampleMask);
936 uint32_t depthPassCount = PixelRateZTest(activeLanes, psContext, BEEarlyDepthTest);
948 psContext.vZ = vplaneps(coeffs.vZa, coeffs.vZb, coeffs.vZc, psContext.vI.center, psContext.vJ.center);
949 psContext.vZ = state.pfnQuantizeDepth(psContext.vZ);
954 psContext.activeMask = _simd_castps_si(activeLanes);
955 psContext.oMask = T::MultisampleT::FullSampleMask();
959 state.psState.pfnPixelShader(GetPrivateState(pDC), &psContext);
964 activeLanes = _simd_castsi_ps(_simd_and_si(psContext.activeMask, _simd_cmpgt_epi32(psContext.oMask, _simd_setzero_si())));
970 uint32_t depthPassCount = PixelRateZTest(activeLanes, psContext, BELateDepthTest);
1004 OutputMerger8x2(psContext, pColorBuffer, sample, &state.blendState, state.pfnBlendFunc, coverageMask, depthMask, state.psState.numRenderTargets, state.colorHottileEnable, useAlternateOffset);
1006 OutputMerger4x2(psContext, pColorBuffer, sample, &state.blendState, state.pfnBlendFunc, coverageMask, depthMask, state.psState.numRenderTargets);
1052 psContext.vX.UL = _simd_add_ps(psContext.vX.UL, dx);
1053 psContext.vX.center = _simd_add_ps(psContext.vX.center, dx);
1056 psContext.vY.UL = _simd_add_ps(psContext.vY.UL, dy);
1057 psContext.vY.center = _simd_add_ps(psContext.vY.center, dy);
1081 SWR_PS_CONTEXT psContext;
1082 // skip SetupPixelShaderContext(&psContext, ...); // not needed here
1128 psContext.vX.sample = _simd_add_ps(vXSamplePosUL, T::MultisampleT::vX(sample));
1129 psContext.vY.sample = _simd_add_ps(vYSamplePosUL, T::MultisampleT::vY(sample));
1131 CalcSampleBarycentrics(coeffs, psContext);
1134 psContext.vZ = vplaneps(coeffs.vZa, coeffs.vZb, coeffs.vZc, psContext.vI.sample, psContext.vJ.sample);
1135 psContext.vZ = state.pfnQuantizeDepth(psContext.vZ);
1142 coverageMask &= ~ComputeUserClipMask(state.rastState.clipDistanceMask, work.pUserClipBuffer, psContext.vI.sample, psContext.vJ.sample);
1150 psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
1152 DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,