Commit 102fd19c by Antonio Maiorano

PixelRoutine: const-qualify reference parameters

Bug: b/143351714 Change-Id: I8adab60da392ebf143260f244024979ecc5c32eb Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/37609 Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Tested-by: 's avatarAntonio Maiorano <amaiorano@google.com>
parent 168bb0dc
......@@ -222,7 +222,7 @@ namespace sw
}
}
Float4 PixelRoutine::interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
Float4 PixelRoutine::interpolateCentroid(const Float4 &x, const Float4 &y, const Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
{
Float4 interpolant = *Pointer<Float4>(planeEquation + OFFSET(PlaneEquation,C), 16);
......@@ -240,7 +240,7 @@ namespace sw
return interpolant;
}
void PixelRoutine::stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask)
void PixelRoutine::stencilTest(const Pointer<Byte> &sBuffer, int q, const Int &x, Int &sMask, const Int &cMask)
{
if(!state.stencilActive)
{
......@@ -326,7 +326,7 @@ namespace sw
}
}
Bool PixelRoutine::depthTest32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
Bool PixelRoutine::depthTest32F(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask)
{
Float4 Z = z;
......@@ -422,7 +422,7 @@ namespace sw
return zMask != 0;
}
Bool PixelRoutine::depthTest16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
Bool PixelRoutine::depthTest16(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask)
{
Short4 Z = convertFixed16(z, true);
......@@ -522,7 +522,7 @@ namespace sw
return zMask != 0;
}
Bool PixelRoutine::depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask)
Bool PixelRoutine::depthTest(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask)
{
if(!state.depthTestActive)
{
......@@ -535,7 +535,7 @@ namespace sw
return depthTest32F(zBuffer, q, x, z, sMask, zMask, cMask);
}
void PixelRoutine::alphaToCoverage(Int cMask[4], Float4 &alpha)
void PixelRoutine::alphaToCoverage(Int cMask[4], const Float4 &alpha)
{
Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0)));
Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1)));
......@@ -553,7 +553,7 @@ namespace sw
cMask[3] &= aMask3;
}
void PixelRoutine::writeDepth32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
void PixelRoutine::writeDepth32F(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask)
{
Float4 Z = z;
......@@ -612,7 +612,7 @@ namespace sw
}
}
void PixelRoutine::writeDepth16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
void PixelRoutine::writeDepth16(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask)
{
Short4 Z = As<Short4>(convertFixed16(z, true));
......@@ -673,7 +673,7 @@ namespace sw
}
}
void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask)
void PixelRoutine::writeDepth(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask)
{
if(!state.depthWriteEnable)
{
......@@ -686,7 +686,7 @@ namespace sw
writeDepth32F(zBuffer, q, x, z, zMask);
}
void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask)
void PixelRoutine::writeStencil(Pointer<Byte> &sBuffer, int q, const Int &x, const Int &sMask, const Int &zMask, const Int &cMask)
{
if(!state.stencilActive)
{
......@@ -749,7 +749,7 @@ namespace sw
*Pointer<Byte4>(buffer) = Byte4(newValue);
}
void PixelRoutine::stencilOperation(Byte8 &newValue, Byte8 &bufferValue, PixelProcessor::States::StencilOpState const &ops, bool isBack, Int &zMask, Int &sMask)
void PixelRoutine::stencilOperation(Byte8 &newValue, const Byte8 &bufferValue, const PixelProcessor::States::StencilOpState &ops, bool isBack, const Int &zMask, const Int &sMask)
{
Byte8 &pass = newValue;
Byte8 fail;
......@@ -782,7 +782,7 @@ namespace sw
}
}
void PixelRoutine::stencilOperation(Byte8 &output, Byte8 &bufferValue, VkStencilOp operation, bool isBack)
void PixelRoutine::stencilOperation(Byte8 &output, const Byte8 &bufferValue, VkStencilOp operation, bool isBack)
{
switch(operation)
{
......@@ -951,7 +951,7 @@ namespace sw
return vk::Format(state.targetFormat[index]).isSRGBformat();
}
void PixelRoutine::readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel)
void PixelRoutine::readPixel(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4s &pixel)
{
Short4 c01;
Short4 c23;
......@@ -1104,7 +1104,7 @@ namespace sw
}
}
void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x)
void PixelRoutine::alphaBlend(int index, const Pointer<Byte> &cBuffer, Vector4s &current, const Int &x)
{
if(!state.blendState[index].alphaBlendEnable)
{
......@@ -1223,7 +1223,7 @@ namespace sw
}
}
void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &current, Int &sMask, Int &zMask, Int &cMask)
void PixelRoutine::writeColor(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4s &current, const Int &sMask, const Int &zMask, const Int &cMask)
{
if(isSRGB(index))
{
......@@ -1830,7 +1830,7 @@ namespace sw
}
}
void PixelRoutine::alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x)
void PixelRoutine::alphaBlend(int index, const Pointer<Byte> &cBuffer, Vector4f &oC, const Int &x)
{
if(!state.blendState[index].alphaBlendEnable)
{
......@@ -2042,7 +2042,7 @@ namespace sw
}
}
void PixelRoutine::writeColor(int index, Pointer<Byte> &cBuffer, Int &x, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask)
void PixelRoutine::writeColor(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4f &oC, const Int &sMask, const Int &zMask, const Int &cMask)
{
switch(state.targetFormat[index])
{
......@@ -2607,7 +2607,7 @@ namespace sw
}
}
UShort4 PixelRoutine::convertFixed16(Float4 &cf, bool saturate)
UShort4 PixelRoutine::convertFixed16(const Float4 &cf, bool saturate)
{
return UShort4(cf * Float4(0xFFFF), saturate);
}
......
......@@ -50,45 +50,45 @@ namespace sw
void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) override;
void alphaTest(Int &aMask, Short4 &alpha);
void alphaToCoverage(Int cMask[4], Float4 &alpha);
void alphaTest(Int &aMask, const Short4 &alpha);
void alphaToCoverage(Int cMask[4], const Float4 &alpha);
// Raster operations
void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, Int &sMask, Int &zMask, Int &cMask);
void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x);
void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
void alphaBlend(int index, const Pointer<Byte> &cBuffer, Vector4s &current, const Int &x);
void writeColor(int index, const Pointer<Byte> &cBuffer, const Int& x, Vector4f& oC, const Int& sMask, const Int& zMask, const Int& cMask);
void alphaBlend(int index, const Pointer<Byte> &cBuffer, Vector4f &oC, const Int &x);
void writeColor(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4s &current, const Int &sMask, const Int &zMask, const Int &cMask);
bool isSRGB(int index) const;
UShort4 convertFixed16(Float4 &cf, bool saturate = true);
UShort4 convertFixed16(const Float4 &cf, bool saturate = true);
void linearToSRGB12_16(Vector4s &c);
private:
Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
Float4 interpolateCentroid(const Float4 &x, const Float4 &y, const Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
void stencilTest(const Pointer<Byte> &sBuffer, int q, const Int &x, Int &sMask, const Int &cMask);
void stencilTest(Byte8 &value, VkCompareOp stencilCompareMode, bool isBack);
void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, PixelProcessor::States::StencilOpState const &ops, bool isBack, Int &zMask, Int &sMask);
void stencilOperation(Byte8 &output, Byte8 &bufferValue, VkStencilOp operation, bool isBack);
Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
void stencilOperation(Byte8 &newValue, const Byte8 &bufferValue, const PixelProcessor::States::StencilOpState &ops, bool isBack, const Int &zMask, const Int &sMask);
void stencilOperation(Byte8 &output, const Byte8 &bufferValue, VkStencilOp operation, bool isBack);
Bool depthTest(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask);
// Raster operations
void blendFactor(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, VkBlendFactor blendFactorActive);
void blendFactorAlpha(Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, VkBlendFactor blendFactorAlphaActive);
void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel);
void readPixel(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4s &pixel);
void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor blendFactorActive);
void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor blendFactorAlphaActive);
void writeStencil(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
void writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void writeStencil(Pointer<Byte> &sBuffer, int q, const Int &x, const Int &sMask, const Int &zMask, const Int &cMask);
void writeDepth(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask);
void sRGBtoLinear16_12_16(Vector4s &c);
void linearToSRGB16_12_16(Vector4s &c);
Float4 sRGBtoLinear(const Float4 &x);
Bool depthTest32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
Bool depthTest16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
Bool depthTest32F(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask);
Bool depthTest16(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMask, Int &zMask, const Int &cMask);
void writeDepth32F(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void writeDepth16(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void writeDepth32F(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask);
void writeDepth16(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask);
};
}
......
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