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