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