Commit 4f172c78 by Nicolas Capens

Derive Rasterizer from Function<>.

Bug 22652760 Change-Id: I1a8ff978fdc7ad795e469218a931523d624e7cde Reviewed-on: https://swiftshader-review.googlesource.com/4546Tested-by: 's avatarNicolas Capens <capn@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent 520acc67
......@@ -1096,6 +1096,7 @@ namespace sw
{
const bool integerPipeline = (context->pixelShaderVersion() <= 0x0104);
Rasterizer *generator = nullptr;
if(integerPipeline)
{
generator = new PixelPipeline(state, context->pixelShader);
......@@ -1104,8 +1105,9 @@ namespace sw
{
generator = new PixelProgram(state, context->pixelShader);
}
generator->generate();
routine = generator->getRoutine();
routine = (*generator)(L"PixelRoutine_%0.8X", state.shaderID);
delete generator;
routineCache->add(state, routine);
......
......@@ -27,15 +27,8 @@ namespace sw
virtual ~QuadRasterizer();
struct Registers
{
Registers();
virtual ~Registers() {};
Pointer<Byte> constants;
Pointer<Byte> primitive;
Int cluster;
Pointer<Byte> data;
Float4 Dz[4];
......@@ -48,10 +41,8 @@ namespace sw
#if PERF_PROFILE
Long cycles[PERF_TIMERS];
#endif
};
virtual void quad(Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) = 0;
virtual Registers* createRegisters(const PixelShader *shader) = 0;
virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y) = 0;
bool interpolateZ() const;
bool interpolateW() const;
......@@ -62,7 +53,7 @@ namespace sw
private:
void generate();
void rasterize(Registers &r, Int &yMin, Int &yMax);
void rasterize(Int &yMin, Int &yMax);
};
}
......
......@@ -20,9 +20,4 @@ namespace sw
Rasterizer::~Rasterizer()
{
}
Routine *Rasterizer::getRoutine()
{
return routine;
}
}
......@@ -19,7 +19,7 @@
namespace sw
{
class Rasterizer
class Rasterizer : public Function<Void(Pointer<Byte>, Int, Int, Pointer<Byte>)>
{
public:
Rasterizer(const PixelProcessor::State &state);
......@@ -27,11 +27,8 @@ namespace sw
virtual ~Rasterizer();
virtual void generate() = 0;
Routine *getRoutine();
protected:
Routine *routine;
const PixelProcessor::State &state;
};
}
......
......@@ -20,21 +20,16 @@ namespace sw
{
public:
PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) :
PixelRoutine(state, shader), perturbate(false), luminance(false), previousScaling(false) {}
PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {}
virtual ~PixelPipeline() {}
protected:
virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);
virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);
virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelPipeline::Registers(shader); };
virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(Int cMask[4]);
virtual Bool alphaTest(Int cMask[4]);
virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
private:
struct Registers : public PixelRoutine::Registers
{
Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]) {}
Vector4s &current;
Vector4s &diffuse;
Vector4s &specular;
......@@ -55,24 +50,23 @@ namespace sw
Float4 U; // FIXME
Float4 V; // FIXME
Float4 W; // FIXME
};
void fixedFunction(Registers& r);
void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage);
void fogBlend(Registers &r, Vector4s &current, Float4 &fog);
void fixedFunction();
void blendTexture(Vector4s &temp, Vector4s &texture, int stage);
void fogBlend(Vector4s &current, Float4 &fog);
void specularPixel(Vector4s &current, Vector4s &specular);
void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
void sampleTexture(Registers &r, Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Vector4s &c, int coordinates, int sampler, bool project = false);
void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool project = false, bool bias = false);
void sampleTexture(Vector4s &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
Float4 convertSigned12(Short4 &cs);
void convertSigned12(Vector4f &cf, Vector4s &cs);
void writeDestination(Registers &r, Vector4s &d, const Dst &dst);
Vector4s fetchRegisterS(Registers &r, const Src &src);
void writeDestination(Vector4s &d, const Dst &dst);
Vector4s fetchRegisterS(const Src &src);
// Instructions
void MOV(Vector4s &dst, Vector4s &src0);
......@@ -85,29 +79,29 @@ namespace sw
void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate);
void TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool project);
void TEXDP3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
void TEXDP3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src);
void TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s);
void TEXKILL(Int cMask[4], Vector4s &dst);
void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
void TEXLD(Registers &r, Vector4s &dst, Vector4s &src, int stage, bool project);
void TEXBEM(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXBEML(Registers &r, Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage);
void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
void TEXM3X2PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X2TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
void TEXM3X3(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
void TEXM3X3PAD(Registers &r, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X3SPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
void TEXM3X3TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
void TEXM3X3VSPEC(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXDEPTH(Registers &r);
void TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project);
void TEXLD(Vector4s &dst, Vector4s &src, int stage, bool project);
void TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage);
void TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling);
void TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool signedScaling);
void TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool signedScaling);
void TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, bool signedScaling);
void TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, Vector4s &src1);
void TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0, bool singedScaling);
void TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXDEPTH();
void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void CMP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void BEM(Registers &r, Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);
void BEM(Vector4s &dst, Vector4s &src0, Vector4s &src1, int stage);
bool perturbate;
bool luminance;
......
......@@ -20,29 +20,14 @@ namespace sw
{
public:
PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) :
PixelRoutine(state, shader), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)
PixelRoutine(state, shader), r(shader && shader->dynamicallyIndexedTemporaries),
loopDepth(-1), ifDepth(0), loopRepDepth(0), breakDepth(0), currentLabel(-1), whileTest(false)
{
for(int i = 0; i < 2048; ++i)
{
labelBlock[i] = 0;
}
}
virtual ~PixelProgram() {}
protected:
virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]);
virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]);
virtual void rasterOperation(PixelRoutine::Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
virtual QuadRasterizer::Registers* createRegisters(const PixelShader *shader) { return new PixelProgram::Registers(shader); };
private:
struct Registers : public PixelRoutine::Registers
{
Registers(const PixelShader *shader) :
PixelRoutine::Registers(shader),
r(shader && shader->dynamicallyIndexedTemporaries),
loopDepth(-1)
{
enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
if(shader && shader->containsBreakInstruction())
......@@ -56,6 +41,15 @@ namespace sw
}
}
virtual ~PixelProgram() {}
protected:
virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(Int cMask[4]);
virtual Bool alphaTest(Int cMask[4]);
virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
private:
// Temporary registers
RegisterArray<4096> r;
......@@ -83,71 +77,70 @@ namespace sw
Int4 enableBreak;
Int4 enableContinue;
Int4 enableLeave;
};
void sampleTexture(Registers &r, Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Registers &r, Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, bool project = false, bool bias = false, bool gradients = false, bool lodProvided = false);
// Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]);
Int4 enableMask(Registers &r, const Shader::Instruction *instruction);
Int4 enableMask(const Shader::Instruction *instruction);
Vector4f fetchRegisterF(Registers &r, const Src &src, unsigned int offset = 0);
Vector4f readConstant(Registers &r, const Src &src, unsigned int offset = 0);
Int relativeAddress(Registers &r, const Shader::Parameter &var);
Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
Int relativeAddress(const Shader::Parameter &var);
Float4 linearToSRGB(const Float4 &x);
// Instructions
typedef Shader::Control Control;
void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXLDD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1);
void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X3(Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXLDD(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask);
void TEXOFFSET(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction);
void TEXOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, bool project, bool bias);
void TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &src2, bool project, bool bias);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3);
void TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void DISCARD(Int cMask[4], const Shader::Instruction *instruction);
void DFDX(Vector4f &dst, Vector4f &src);
void DFDY(Vector4f &dst, Vector4f &src);
void FWIDTH(Vector4f &dst, Vector4f &src);
void BREAK(Registers &r);
void BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control);
void BREAKP(Registers &r, const Src &predicateRegister);
void BREAK(Registers &r, Int4 &condition);
void CONTINUE(Registers &r);
void BREAK();
void BREAKC(Vector4f &src0, Vector4f &src1, Control);
void BREAKP(const Src &predicateRegister);
void BREAK(Int4 &condition);
void CONTINUE();
void TEST();
void CALL(Registers &r, int labelIndex, int callSiteIndex);
void CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src);
void CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister);
void CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister);
void ELSE(Registers &r);
void ENDIF(Registers &r);
void ENDLOOP(Registers &r);
void ENDREP(Registers &r);
void ENDWHILE(Registers &r);
void IF(Registers &r, const Src &src);
void IFb(Registers &r, const Src &boolRegister);
void IFp(Registers &r, const Src &predicateRegister);
void IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control);
void IF(Registers &r, Int4 &condition);
void CALL(int labelIndex, int callSiteIndex);
void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);
void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);
void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);
void ELSE();
void ENDIF();
void ENDLOOP();
void ENDREP();
void ENDWHILE();
void IF(const Src &src);
void IFb(const Src &boolRegister);
void IFp(const Src &predicateRegister);
void IFC(Vector4f &src0, Vector4f &src1, Control);
void IF(Int4 &condition);
void LABEL(int labelIndex);
void LOOP(Registers &r, const Src &integerRegister);
void REP(Registers &r, const Src &integerRegister);
void WHILE(Registers &r, const Src &temporaryRegister);
void RET(Registers &r);
void LEAVE(Registers &r);
void LOOP(const Src &integerRegister);
void REP(const Src &integerRegister);
void WHILE(const Src &temporaryRegister);
void RET();
void LEAVE();
int ifDepth;
int loopRepDepth;
......
......@@ -29,10 +29,6 @@ namespace sw
virtual ~PixelRoutine();
protected:
struct Registers : public QuadRasterizer::Registers
{
Registers(const PixelShader *shader);
Float4 z[4]; // Multisampled z
Float4 w; // Used as is
Float4 rhw; // Reciprocal w
......@@ -41,56 +37,54 @@ namespace sw
// Depth output
Float4 oDepth;
};
typedef Shader::SourceParameter Src;
typedef Shader::DestinationParameter Dst;
virtual void setBuiltins(Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
virtual void applyShader(Registers &r, Int cMask[4]) = 0;
virtual Bool alphaTest(Registers &r, Int cMask[4]) = 0;
virtual void rasterOperation(Registers &r, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
virtual void applyShader(Int cMask[4]) = 0;
virtual Bool alphaTest(Int cMask[4]) = 0;
virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
virtual void quad(QuadRasterizer::Registers &r, Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
virtual void quad(Pointer<Byte> cBuffer[4], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x, Int &y);
void alphaTest(Registers &r, Int &aMask, Short4 &alpha);
void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha);
void fogBlend(Registers &r, Vector4f &c0, Float4 &fog);
void pixelFog(Registers &r, Float4 &visibility);
void alphaTest(Int &aMask, Short4 &alpha);
void alphaToCoverage(Int cMask[4], Float4 &alpha);
void fogBlend(Vector4f &c0, Float4 &fog);
void pixelFog(Float4 &visibility);
// Raster operations
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
void logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4s &current, Int &sMask, Int &zMask, Int &cMask);
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x);
void writeColor(Registers &r, int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
void logicOperation(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);
UShort4 convertFixed16(Float4 &cf, bool saturate = true);
void linearToSRGB12_16(Registers &r, Vector4s &c);
void linearToSRGB12_16(Vector4s &c);
SamplerCore *sampler[TEXTURE_IMAGE_UNITS];
private:
Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
void stencilTest(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
void stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW);
void stencilOperation(Registers &r, Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
void stencilOperation(Registers &r, Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW);
Bool depthTest(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
void stencilTest(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
void stencilTest(Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW);
void stencilOperation(Byte8 &newValue, Byte8 &bufferValue, StencilOperation stencilPassOperation, StencilOperation stencilZFailOperation, StencilOperation stencilFailOperation, bool CCW, Int &zMask, Int &sMask);
void stencilOperation(Byte8 &output, Byte8 &bufferValue, StencilOperation operation, bool CCW);
Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
// Raster operations
void blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
void readPixel(Registers &r, int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel);
void blendFactor(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(Registers &r, const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorAlphaActive);
void writeStencil(Registers &r, Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &zMask, Int &cMask);
void writeDepth(Registers &r, Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void sRGBtoLinear16_12_16(Registers &r, Vector4s &c);
void sRGBtoLinear12_16(Registers &r, Vector4s &c);
void linearToSRGB16_12_16(Registers &r, Vector4s &c);
void blendFactor(const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorAlphaActive);
void readPixel(int index, Pointer<Byte> &cBuffer, Int &x, Vector4s &pixel);
void blendFactor(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor blendFactorActive);
void blendFactorAlpha(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor 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 sRGBtoLinear16_12_16(Vector4s &c);
void sRGBtoLinear12_16(Vector4s &c);
void linearToSRGB16_12_16(Vector4s &c);
Float4 sRGBtoLinear(const Float4 &x);
bool colorUsed();
......
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