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 #include "SetupRoutine.hpp"
16 
17 #include "Constants.hpp"
18 #include "Renderer/Primitive.hpp"
19 #include "Renderer/Polygon.hpp"
20 #include "Renderer/Renderer.hpp"
21 #include "Reactor/Reactor.hpp"
22 
23 namespace sw
24 {
25 	extern bool complementaryDepthBuffer;
26 	extern TranscendentalPrecision logPrecision;
27 	extern bool leadingVertexFirst;
28 
SetupRoutine(const SetupProcessor::State & state)29 	SetupRoutine::SetupRoutine(const SetupProcessor::State &state) : state(state)
30 	{
31 		routine = 0;
32 	}
33 
~SetupRoutine()34 	SetupRoutine::~SetupRoutine()
35 	{
36 	}
37 
generate()38 	void SetupRoutine::generate()
39 	{
40 		Function<Bool(Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>)> function;
41 		{
42 			Pointer<Byte> primitive(function.Arg<0>());
43 			Pointer<Byte> tri(function.Arg<1>());
44 			Pointer<Byte> polygon(function.Arg<2>());
45 			Pointer<Byte> data(function.Arg<3>());
46 
47 			Pointer<Byte> constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
48 
49 			const bool point = state.isDrawPoint;
50 			const bool sprite = state.pointSprite;
51 			const bool line = state.isDrawLine;
52 			const bool triangle = state.isDrawSolidTriangle || sprite;
53 			const bool solidTriangle = state.isDrawSolidTriangle;
54 
55 			const int V0 = OFFSET(Triangle,v0);
56 			const int V1 = (triangle || line) ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0);
57 			const int V2 = triangle ? OFFSET(Triangle,v2) : (line ? OFFSET(Triangle,v1) : OFFSET(Triangle,v0));
58 
59 			int pos = state.positionRegister;
60 
61 			Pointer<Byte> v0 = tri + V0;
62 			Pointer<Byte> v1 = tri + V1;
63 			Pointer<Byte> v2 = tri + V2;
64 
65 			Array<Int> X(16);
66 			Array<Int> Y(16);
67 
68 			X[0] = *Pointer<Int>(v0 + OFFSET(Vertex,X));
69 			X[1] = *Pointer<Int>(v1 + OFFSET(Vertex,X));
70 			X[2] = *Pointer<Int>(v2 + OFFSET(Vertex,X));
71 
72 			Y[0] = *Pointer<Int>(v0 + OFFSET(Vertex,Y));
73 			Y[1] = *Pointer<Int>(v1 + OFFSET(Vertex,Y));
74 			Y[2] = *Pointer<Int>(v2 + OFFSET(Vertex,Y));
75 
76 			Int d = 1;     // Winding direction
77 
78 			// Culling
79 			if(solidTriangle)
80 			{
81 				Float x0 = Float(X[0]);
82 				Float x1 = Float(X[1]);
83 				Float x2 = Float(X[2]);
84 
85 				Float y0 = Float(Y[0]);
86 				Float y1 = Float(Y[1]);
87 				Float y2 = Float(Y[2]);
88 
89 				Float A = (y2 - y0) * x1 + (y1 - y2) * x0 + (y0 - y1) * x2;   // Area
90 
91 				If(A == 0.0f)
92 				{
93 					Return(false);
94 				}
95 
96 				Int w0w1w2 = *Pointer<Int>(v0 + pos * 16 + 12) ^
97 							 *Pointer<Int>(v1 + pos * 16 + 12) ^
98 							 *Pointer<Int>(v2 + pos * 16 + 12);
99 
100 				A = IfThenElse(w0w1w2 < 0, -A, A);
101 
102 				if(state.cullMode == CULL_CLOCKWISE)
103 				{
104 					If(A >= 0.0f) Return(false);
105 				}
106 				else if(state.cullMode == CULL_COUNTERCLOCKWISE)
107 				{
108 					If(A <= 0.0f) Return(false);
109 				}
110 
111 				d = IfThenElse(A < 0.0f, d, Int(0));
112 
113 				if(state.twoSidedStencil)
114 				{
115 					If(A > 0.0f)
116 					{
117 						*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
118 						*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
119 					}
120 					Else
121 					{
122 						*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
123 						*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
124 					}
125 				}
126 
127 				if(state.vFace)
128 				{
129 					*Pointer<Float>(primitive + OFFSET(Primitive,area)) = 0.5f * A;
130 				}
131 			}
132 			else
133 			{
134 				if(state.twoSidedStencil)
135 				{
136 					*Pointer<Byte8>(primitive + OFFSET(Primitive,clockwiseMask)) = Byte8(0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF);
137 					*Pointer<Byte8>(primitive + OFFSET(Primitive,invClockwiseMask)) = Byte8(0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00);
138 				}
139 			}
140 
141 			Int n = *Pointer<Int>(polygon + OFFSET(Polygon,n));
142 			Int m = *Pointer<Int>(polygon + OFFSET(Polygon,i));
143 
144 			If(m != 0 || Bool(!solidTriangle))   // Clipped triangle; reproject
145 			{
146 				Pointer<Byte> V = polygon + OFFSET(Polygon,P) + m * sizeof(void*) * 16;
147 
148 				Int i = 0;
149 
150 				Do
151 				{
152 					Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*));
153 					Float4 v = *Pointer<Float4>(p, 16);
154 
155 					Float w = v.w;
156 					Float rhw = IfThenElse(w != 0.0f, 1.0f / w, Float(1.0f));
157 
158 					X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData,Wx16)));
159 					Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData,Hx16)));
160 
161 					i++;
162 				}
163 				Until(i >= n)
164 			}
165 
166 			// Vertical range
167 			Int yMin = Y[0];
168 			Int yMax = Y[0];
169 
170 			Int i = 1;
171 
172 			Do
173 			{
174 				yMin = Min(Y[i], yMin);
175 				yMax = Max(Y[i], yMax);
176 
177 				i++;
178 			}
179 			Until(i >= n)
180 
181 			if(state.multiSample > 1)
182 			{
183 				yMin = (yMin + 0x0A) >> 4;
184 				yMax = (yMax + 0x14) >> 4;
185 			}
186 			else
187 			{
188 				yMin = (yMin + 0x0F) >> 4;
189 				yMax = (yMax + 0x0F) >> 4;
190 			}
191 
192 			If(yMin == yMax)
193 			{
194 				Return(false);
195 			}
196 
197 			yMin = Max(yMin, *Pointer<Int>(data + OFFSET(DrawData,scissorY0)));
198 			yMax = Min(yMax, *Pointer<Int>(data + OFFSET(DrawData,scissorY1)));
199 
200 			For(Int q = 0, q < state.multiSample, q++)
201 			{
202 				Array<Int> Xq(16);
203 				Array<Int> Yq(16);
204 
205 				Int i = 0;
206 
207 				Do
208 				{
209 					Xq[i] = X[i];
210 					Yq[i] = Y[i];
211 
212 					if(state.multiSample > 1)
213 					{
214 						Xq[i] = Xq[i] + *Pointer<Int>(constants + OFFSET(Constants,Xf) + q * sizeof(int));
215 						Yq[i] = Yq[i] + *Pointer<Int>(constants + OFFSET(Constants,Yf) + q * sizeof(int));
216 					}
217 
218 					i++;
219 				}
220 				Until(i >= n)
221 
222 				Pointer<Byte> leftEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->left)) + q * sizeof(Primitive);
223 				Pointer<Byte> rightEdge = Pointer<Byte>(primitive + OFFSET(Primitive,outline->right)) + q * sizeof(Primitive);
224 
225 				if(state.multiSample > 1)
226 				{
227 					Int xMin = *Pointer<Int>(data + OFFSET(DrawData, scissorX0));
228 					Int xMax = *Pointer<Int>(data + OFFSET(DrawData, scissorX1));
229 					Short x = Short(Clamp((X[0] + 0xF) >> 4, xMin, xMax));
230 
231 					For(Int y = yMin - 1, y < yMax + 1, y++)
232 					{
233 						*Pointer<Short>(leftEdge + y * sizeof(Primitive::Span)) = x;
234 						*Pointer<Short>(rightEdge + y * sizeof(Primitive::Span)) = x;
235 					}
236 				}
237 
238 				Xq[n] = Xq[0];
239 				Yq[n] = Yq[0];
240 
241 				// Rasterize
242 				{
243 					Int i = 0;
244 
245 					Do
246 					{
247 						edge(primitive, data, Xq[i + 1 - d], Yq[i + 1 - d], Xq[i + d], Yq[i + d], q);
248 
249 						i++;
250 					}
251 					Until(i >= n)
252 				}
253 
254 				if(state.multiSample == 1)
255 				{
256 					For(, yMin < yMax && *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + yMin * sizeof(Primitive::Span)), yMin++)
257 					{
258 						// Increments yMin
259 					}
260 
261 					For(, yMax > yMin && *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span)) == *Pointer<Short>(rightEdge + (yMax - 1) * sizeof(Primitive::Span)), yMax--)
262 					{
263 						// Decrements yMax
264 					}
265 
266 					If(yMin == yMax)
267 					{
268 						Return(false);
269 					}
270 
271 					*Pointer<Short>(leftEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
272 					*Pointer<Short>(rightEdge + (yMin - 1) * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + yMin * sizeof(Primitive::Span));
273 					*Pointer<Short>(leftEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
274 					*Pointer<Short>(rightEdge + yMax * sizeof(Primitive::Span)) = *Pointer<Short>(leftEdge + (yMax - 1) * sizeof(Primitive::Span));
275 				}
276 			}
277 
278 			*Pointer<Int>(primitive + OFFSET(Primitive,yMin)) = yMin;
279 			*Pointer<Int>(primitive + OFFSET(Primitive,yMax)) = yMax;
280 
281 			// Sort by minimum y
282 			if(solidTriangle && logPrecision >= WHQL)
283 			{
284 				Float y0 = *Pointer<Float>(v0 + pos * 16 + 4);
285 				Float y1 = *Pointer<Float>(v1 + pos * 16 + 4);
286 				Float y2 = *Pointer<Float>(v2 + pos * 16 + 4);
287 
288 				Float yMin = Min(Min(y0, y1), y2);
289 
290 				conditionalRotate1(yMin == y1, v0, v1, v2);
291 				conditionalRotate2(yMin == y2, v0, v1, v2);
292 			}
293 
294 			// Sort by maximum w
295 			if(solidTriangle)
296 			{
297 				Float w0 = *Pointer<Float>(v0 + pos * 16 + 12);
298 				Float w1 = *Pointer<Float>(v1 + pos * 16 + 12);
299 				Float w2 = *Pointer<Float>(v2 + pos * 16 + 12);
300 
301 				Float wMax = Max(Max(w0, w1), w2);
302 
303 				conditionalRotate1(wMax == w1, v0, v1, v2);
304 				conditionalRotate2(wMax == w2, v0, v1, v2);
305 			}
306 
307 			Float w0 = *Pointer<Float>(v0 + pos * 16 + 12);
308 			Float w1 = *Pointer<Float>(v1 + pos * 16 + 12);
309 			Float w2 = *Pointer<Float>(v2 + pos * 16 + 12);
310 
311 			Float4 w012;
312 
313 			w012.x = w0;
314 			w012.y = w1;
315 			w012.z = w2;
316 			w012.w = 1;
317 
318 			Float rhw0 = *Pointer<Float>(v0 + OFFSET(Vertex,W));
319 
320 			Int X0 = *Pointer<Int>(v0 + OFFSET(Vertex,X));
321 			Int X1 = *Pointer<Int>(v1 + OFFSET(Vertex,X));
322 			Int X2 = *Pointer<Int>(v2 + OFFSET(Vertex,X));
323 
324 			Int Y0 = *Pointer<Int>(v0 + OFFSET(Vertex,Y));
325 			Int Y1 = *Pointer<Int>(v1 + OFFSET(Vertex,Y));
326 			Int Y2 = *Pointer<Int>(v2 + OFFSET(Vertex,Y));
327 
328 			if(line)
329 			{
330 				X2 = X1 + Y1 - Y0;
331 				Y2 = Y1 + X0 - X1;
332 			}
333 
334 			Float dx = Float(X0) * (1.0f / 16.0f);
335 			Float dy = Float(Y0) * (1.0f / 16.0f);
336 
337 			X1 -= X0;
338 			Y1 -= Y0;
339 
340 			X2 -= X0;
341 			Y2 -= Y0;
342 
343 			Float x1 = w1 * (1.0f / 16.0f) * Float(X1);
344 			Float y1 = w1 * (1.0f / 16.0f) * Float(Y1);
345 
346 			Float x2 = w2 * (1.0f / 16.0f) * Float(X2);
347 			Float y2 = w2 * (1.0f / 16.0f) * Float(Y2);
348 
349 			Float a = x1 * y2 - x2 * y1;
350 
351 			Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx);
352 			Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy);
353 
354 			*Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad;
355 			*Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad;
356 
357 			Float4 M[3];
358 
359 			M[0] = Float4(0, 0, 0, 0);
360 			M[1] = Float4(0, 0, 0, 0);
361 			M[2] = Float4(0, 0, 0, 0);
362 
363 			M[0].z = rhw0;
364 
365 			If(a != 0.0f)
366 			{
367 				Float A = 1.0f / a;
368 				Float D = A * rhw0;
369 
370 				M[0].x = (y1 * w2 - y2 * w1) * D;
371 				M[0].y = (x2 * w1 - x1 * w2) * D;
372 			//	M[0].z = rhw0;
373 			//	M[0].w = 0;
374 
375 				M[1].x = y2 * A;
376 				M[1].y = -x2 * A;
377 			//	M[1].z = 0;
378 			//	M[1].w = 0;
379 
380 				M[2].x = -y1 * A;
381 				M[2].y = x1 * A;
382 			//	M[2].z = 0;
383 			//	M[2].w = 0;
384 			}
385 
386 			if(state.interpolateW)
387 			{
388 				Float4 ABC = M[0] + M[1] + M[2];
389 
390 				Float4 A = ABC.x;
391 				Float4 B = ABC.y;
392 				Float4 C = ABC.z;
393 
394 				*Pointer<Float4>(primitive + OFFSET(Primitive,w.A), 16) = A;
395 				*Pointer<Float4>(primitive + OFFSET(Primitive,w.B), 16) = B;
396 				*Pointer<Float4>(primitive + OFFSET(Primitive,w.C), 16) = C;
397 			}
398 
399 			if(state.interpolateZ)
400 			{
401 				Float z0 = *Pointer<Float>(v0 + OFFSET(Vertex,Z));
402 				Float z1 = *Pointer<Float>(v1 + OFFSET(Vertex,Z));
403 				Float z2 = *Pointer<Float>(v2 + OFFSET(Vertex,Z));
404 
405 				z1 -= z0;
406 				z2 -= z0;
407 
408 				Float4 A;
409 				Float4 B;
410 				Float4 C;
411 
412 				if(!point)
413 				{
414 					Float x1 = Float(X1) * (1.0f / 16.0f);
415 					Float y1 = Float(Y1) * (1.0f / 16.0f);
416 					Float x2 = Float(X2) * (1.0f / 16.0f);
417 					Float y2 = Float(Y2) * (1.0f / 16.0f);
418 
419 					Float D = *Pointer<Float>(data + OFFSET(DrawData,depthRange)) / (x1 * y2 - x2 * y1);
420 
421 					Float a = (y2 * z1 - y1 * z2) * D;
422 					Float b = (x1 * z2 - x2 * z1) * D;
423 
424 					A = Float4(a);
425 					B = Float4(b);
426 				}
427 				else
428 				{
429 					A = Float4(0, 0, 0, 0);
430 					B = Float4(0, 0, 0, 0);
431 				}
432 
433 				*Pointer<Float4>(primitive + OFFSET(Primitive,z.A), 16) = A;
434 				*Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16) = B;
435 
436 				Float c = z0;
437 
438 				if(state.isDrawTriangle && state.slopeDepthBias)
439 				{
440 					Float bias = Max(Abs(Float(A.x)), Abs(Float(B.x)));
441 					bias *= *Pointer<Float>(data + OFFSET(DrawData,slopeDepthBias));
442 
443 					if(complementaryDepthBuffer)
444 					{
445 						bias = -bias;
446 					}
447 
448 					c += bias;
449 				}
450 
451 				C = Float4(c * *Pointer<Float>(data + OFFSET(DrawData,depthRange)) + *Pointer<Float>(data + OFFSET(DrawData,depthNear)));
452 
453 				*Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) = C;
454 			}
455 
456 			for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
457 			{
458 				for(int component = 0; component < 4; component++)
459 				{
460 					int attribute = state.gradient[interpolant][component].attribute;
461 					bool flat = state.gradient[interpolant][component].flat;
462 					bool wrap = state.gradient[interpolant][component].wrap;
463 
464 					if(attribute != Unused)
465 					{
466 						setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,v[attribute][component]), OFFSET(Primitive,V[interpolant][component]), flat, sprite, state.perspective, wrap, component);
467 					}
468 				}
469 			}
470 
471 			if(state.fog.attribute == Fog)
472 			{
473 				setupGradient(primitive, tri, w012, M, v0, v1, v2, OFFSET(Vertex,f), OFFSET(Primitive,f), state.fog.flat, false, state.perspective, false, 0);
474 			}
475 
476 			Return(true);
477 		}
478 
479 		routine = function("SetupRoutine");
480 	}
481 
setupGradient(Pointer<Byte> & primitive,Pointer<Byte> & triangle,Float4 & w012,Float4 (& m)[3],Pointer<Byte> & v0,Pointer<Byte> & v1,Pointer<Byte> & v2,int attribute,int planeEquation,bool flat,bool sprite,bool perspective,bool wrap,int component)482 	void SetupRoutine::setupGradient(Pointer<Byte> &primitive, Pointer<Byte> &triangle, Float4 &w012, Float4 (&m)[3], Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2, int attribute, int planeEquation, bool flat, bool sprite, bool perspective, bool wrap, int component)
483 	{
484 		Float4 i;
485 
486 		if(!flat)
487 		{
488 			if(!sprite)
489 			{
490 				i.x = *Pointer<Float>(v0 + attribute);
491 				i.y = *Pointer<Float>(v1 + attribute);
492 				i.z = *Pointer<Float>(v2 + attribute);
493 				i.w = 0;
494 			}
495 			else
496 			{
497 				if(component == 0) i.x = 0.5f;
498 				if(component == 1) i.x = 0.5f;
499 				if(component == 2) i.x = 0.0f;
500 				if(component == 3) i.x = 1.0f;
501 
502 				if(component == 0) i.y = 1.0f;
503 				if(component == 1) i.y = 0.5f;
504 				if(component == 2) i.y = 0.0f;
505 				if(component == 3) i.y = 1.0f;
506 
507 				if(component == 0) i.z = 0.5f;
508 				if(component == 1) i.z = 1.0f;
509 				if(component == 2) i.z = 0.0f;
510 				if(component == 3) i.z = 1.0f;
511 
512 				i.w = 0;
513 			}
514 
515 			if(wrap)
516 			{
517 				Float m;
518 
519 				m = *Pointer<Float>(v0 + attribute);
520 				m = Max(m, *Pointer<Float>(v1 + attribute));
521 				m = Max(m, *Pointer<Float>(v2 + attribute));
522 				m -= 0.5f;
523 
524 				// FIXME: Vectorize
525 				If(Float(i.x) < m) i.x = i.x + 1.0f;
526 				If(Float(i.y) < m) i.y = i.y + 1.0f;
527 				If(Float(i.z) < m) i.z = i.z + 1.0f;
528 			}
529 
530 			if(!perspective)
531 			{
532 				i *= w012;
533 			}
534 
535 			Float4 A = i.xxxx * m[0];
536 			Float4 B = i.yyyy * m[1];
537 			Float4 C = i.zzzz * m[2];
538 
539 			C = A + B + C;
540 
541 			A = C.xxxx;
542 			B = C.yyyy;
543 			C = C.zzzz;
544 
545 			*Pointer<Float4>(primitive + planeEquation + 0, 16) = A;
546 			*Pointer<Float4>(primitive + planeEquation + 16, 16) = B;
547 			*Pointer<Float4>(primitive + planeEquation + 32, 16) = C;
548 		}
549 		else
550 		{
551 			int leadingVertex = leadingVertexFirst ? OFFSET(Triangle,v0) : OFFSET(Triangle,v2);
552 			Float C = *Pointer<Float>(triangle + leadingVertex + attribute);
553 
554 			*Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0);
555 			*Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0);
556 			*Pointer<Float4>(primitive + planeEquation + 32, 16) = Float4(C);
557 		}
558 	}
559 
edge(Pointer<Byte> & primitive,Pointer<Byte> & data,const Int & Xa,const Int & Ya,const Int & Xb,const Int & Yb,Int & q)560 	void SetupRoutine::edge(Pointer<Byte> &primitive, Pointer<Byte> &data, const Int &Xa, const Int &Ya, const Int &Xb, const Int &Yb, Int &q)
561 	{
562 		If(Ya != Yb)
563 		{
564 			Bool swap = Yb < Ya;
565 
566 			Int X1 = IfThenElse(swap, Xb, Xa);
567 			Int X2 = IfThenElse(swap, Xa, Xb);
568 			Int Y1 = IfThenElse(swap, Yb, Ya);
569 			Int Y2 = IfThenElse(swap, Ya, Yb);
570 
571 			Int y1 = Max((Y1 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY0)));
572 			Int y2 = Min((Y2 + 0x0000000F) >> 4, *Pointer<Int>(data + OFFSET(DrawData,scissorY1)));
573 
574 			If(y1 < y2)
575 			{
576 				Int xMin = *Pointer<Int>(data + OFFSET(DrawData,scissorX0));
577 				Int xMax = *Pointer<Int>(data + OFFSET(DrawData,scissorX1));
578 
579 				Pointer<Byte> leftEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->left);
580 				Pointer<Byte> rightEdge = primitive + q * sizeof(Primitive) + OFFSET(Primitive,outline->right);
581 				Pointer<Byte> edge = IfThenElse(swap, rightEdge, leftEdge);
582 
583 				// Deltas
584 				Int DX12 = X2 - X1;
585 				Int DY12 = Y2 - Y1;
586 
587 				Int FDX12 = DX12 << 4;
588 				Int FDY12 = DY12 << 4;
589 
590 				Int X = DX12 * ((y1 << 4) - Y1) + (X1 & 0x0000000F) * DY12;
591 				Int x = (X1 >> 4) + X / FDY12;   // Edge
592 				Int d = X % FDY12;               // Error-term
593 				Int ceil = -d >> 31;             // Ceiling division: remainder <= 0
594 				x -= ceil;
595 				d -= ceil & FDY12;
596 
597 				Int Q = FDX12 / FDY12;   // Edge-step
598 				Int R = FDX12 % FDY12;   // Error-step
599 				Int floor = R >> 31;     // Flooring division: remainder >= 0
600 				Q += floor;
601 				R += floor & FDY12;
602 
603 				Int D = FDY12;   // Error-overflow
604 				Int y = y1;
605 
606 				Do
607 				{
608 					*Pointer<Short>(edge + y * sizeof(Primitive::Span)) = Short(Clamp(x, xMin, xMax));
609 
610 					x += Q;
611 					d += R;
612 
613 					Int overflow = -d >> 31;
614 
615 					d -= D & overflow;
616 					x -= overflow;
617 
618 					y++;
619 				}
620 				Until(y >= y2)
621 			}
622 		}
623 	}
624 
conditionalRotate1(Bool condition,Pointer<Byte> & v0,Pointer<Byte> & v1,Pointer<Byte> & v2)625 	void SetupRoutine::conditionalRotate1(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
626 	{
627 		#if 0   // Rely on LLVM optimization
628 			If(condition)
629 			{
630 				Pointer<Byte> vX;
631 
632 				vX = v0;
633 				v0 = v1;
634 				v1 = v2;
635 				v2 = vX;
636 			}
637 		#else
638 			Pointer<Byte> vX = v0;
639 			v0 = IfThenElse(condition, v1, v0);
640 			v1 = IfThenElse(condition, v2, v1);
641 			v2 = IfThenElse(condition, vX, v2);
642 		#endif
643 	}
644 
conditionalRotate2(Bool condition,Pointer<Byte> & v0,Pointer<Byte> & v1,Pointer<Byte> & v2)645 	void SetupRoutine::conditionalRotate2(Bool condition, Pointer<Byte> &v0, Pointer<Byte> &v1, Pointer<Byte> &v2)
646 	{
647 		#if 0   // Rely on LLVM optimization
648 			If(condition)
649 			{
650 				Pointer<Byte> vX;
651 
652 				vX = v2;
653 				v2 = v1;
654 				v1 = v0;
655 				v0 = vX;
656 			}
657 		#else
658 			Pointer<Byte> vX = v2;
659 			v2 = IfThenElse(condition, v1, v2);
660 			v1 = IfThenElse(condition, v0, v1);
661 			v0 = IfThenElse(condition, vX, v0);
662 		#endif
663 	}
664 
getRoutine()665 	Routine *SetupRoutine::getRoutine()
666 	{
667 		return routine;
668 	}
669 }
670