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
...@@ -644,7 +644,7 @@ namespace sw ...@@ -644,7 +644,7 @@ namespace sw
factor.blendConstant4W[3][1] = blendConstantA; factor.blendConstant4W[3][1] = blendConstantA;
factor.blendConstant4W[3][2] = blendConstantA; factor.blendConstant4W[3][2] = blendConstantA;
factor.blendConstant4W[3][3] = blendConstantA; factor.blendConstant4W[3][3] = blendConstantA;
// FIXME: Compact into generic function // FIXME: Clamp // FIXME: Compact into generic function // FIXME: Clamp
short invBlendConstantR = iround(65535 * (1 - blendConstant.r)); short invBlendConstantR = iround(65535 * (1 - blendConstant.r));
short invBlendConstantG = iround(65535 * (1 - blendConstant.g)); short invBlendConstantG = iround(65535 * (1 - blendConstant.g));
...@@ -680,12 +680,12 @@ namespace sw ...@@ -680,12 +680,12 @@ namespace sw
factor.blendConstant4F[1][1] = blendConstant.g; factor.blendConstant4F[1][1] = blendConstant.g;
factor.blendConstant4F[1][2] = blendConstant.g; factor.blendConstant4F[1][2] = blendConstant.g;
factor.blendConstant4F[1][3] = blendConstant.g; factor.blendConstant4F[1][3] = blendConstant.g;
factor.blendConstant4F[2][0] = blendConstant.b; factor.blendConstant4F[2][0] = blendConstant.b;
factor.blendConstant4F[2][1] = blendConstant.b; factor.blendConstant4F[2][1] = blendConstant.b;
factor.blendConstant4F[2][2] = blendConstant.b; factor.blendConstant4F[2][2] = blendConstant.b;
factor.blendConstant4F[2][3] = blendConstant.b; factor.blendConstant4F[2][3] = blendConstant.b;
factor.blendConstant4F[3][0] = blendConstant.a; factor.blendConstant4F[3][0] = blendConstant.a;
factor.blendConstant4F[3][1] = blendConstant.a; factor.blendConstant4F[3][1] = blendConstant.a;
factor.blendConstant4F[3][2] = blendConstant.a; factor.blendConstant4F[3][2] = blendConstant.a;
...@@ -700,12 +700,12 @@ namespace sw ...@@ -700,12 +700,12 @@ namespace sw
factor.invBlendConstant4F[1][1] = 1 - blendConstant.g; factor.invBlendConstant4F[1][1] = 1 - blendConstant.g;
factor.invBlendConstant4F[1][2] = 1 - blendConstant.g; factor.invBlendConstant4F[1][2] = 1 - blendConstant.g;
factor.invBlendConstant4F[1][3] = 1 - blendConstant.g; factor.invBlendConstant4F[1][3] = 1 - blendConstant.g;
factor.invBlendConstant4F[2][0] = 1 - blendConstant.b; factor.invBlendConstant4F[2][0] = 1 - blendConstant.b;
factor.invBlendConstant4F[2][1] = 1 - blendConstant.b; factor.invBlendConstant4F[2][1] = 1 - blendConstant.b;
factor.invBlendConstant4F[2][2] = 1 - blendConstant.b; factor.invBlendConstant4F[2][2] = 1 - blendConstant.b;
factor.invBlendConstant4F[2][3] = 1 - blendConstant.b; factor.invBlendConstant4F[2][3] = 1 - blendConstant.b;
factor.invBlendConstant4F[3][0] = 1 - blendConstant.a; factor.invBlendConstant4F[3][0] = 1 - blendConstant.a;
factor.invBlendConstant4F[3][1] = 1 - blendConstant.a; factor.invBlendConstant4F[3][1] = 1 - blendConstant.a;
factor.invBlendConstant4F[3][2] = 1 - blendConstant.a; factor.invBlendConstant4F[3][2] = 1 - blendConstant.a;
...@@ -873,7 +873,7 @@ namespace sw ...@@ -873,7 +873,7 @@ namespace sw
state.depthOverride = context->pixelShader && context->pixelShader->depthOverride(); state.depthOverride = context->pixelShader && context->pixelShader->depthOverride();
state.shaderContainsKill = context->pixelShader ? context->pixelShader->containsKill() : false; state.shaderContainsKill = context->pixelShader ? context->pixelShader->containsKill() : false;
if(context->alphaTestActive()) if(context->alphaTestActive())
{ {
state.alphaCompareMode = context->alphaCompareMode; state.alphaCompareMode = context->alphaCompareMode;
...@@ -1026,7 +1026,7 @@ namespace sw ...@@ -1026,7 +1026,7 @@ namespace sw
if(context->colorActive(color, component)) if(context->colorActive(color, component))
{ {
state.color[color].component |= 1 << component; state.color[color].component |= 1 << component;
if(point || flatShading) if(point || flatShading)
{ {
state.color[color].flat |= 1 << component; state.color[color].flat |= 1 << component;
...@@ -1038,7 +1038,7 @@ namespace sw ...@@ -1038,7 +1038,7 @@ namespace sw
if(context->fogActive()) if(context->fogActive())
{ {
state.fog.component = true; state.fog.component = true;
if(point) if(point)
{ {
state.fog.flat = true; state.fog.flat = true;
...@@ -1096,6 +1096,7 @@ namespace sw ...@@ -1096,6 +1096,7 @@ namespace sw
{ {
const bool integerPipeline = (context->pixelShaderVersion() <= 0x0104); const bool integerPipeline = (context->pixelShaderVersion() <= 0x0104);
Rasterizer *generator = nullptr; Rasterizer *generator = nullptr;
if(integerPipeline) if(integerPipeline)
{ {
generator = new PixelPipeline(state, context->pixelShader); generator = new PixelPipeline(state, context->pixelShader);
...@@ -1104,8 +1105,9 @@ namespace sw ...@@ -1104,8 +1105,9 @@ namespace sw
{ {
generator = new PixelProgram(state, context->pixelShader); generator = new PixelProgram(state, context->pixelShader);
} }
generator->generate(); generator->generate();
routine = generator->getRoutine(); routine = (*generator)(L"PixelRoutine_%0.8X", state.shaderID);
delete generator; delete generator;
routineCache->add(state, routine); routineCache->add(state, routine);
......
...@@ -27,31 +27,22 @@ namespace sw ...@@ -27,31 +27,22 @@ namespace sw
virtual ~QuadRasterizer(); virtual ~QuadRasterizer();
struct Registers Pointer<Byte> constants;
{ Pointer<Byte> primitive;
Registers(); Pointer<Byte> data;
virtual ~Registers() {};
Pointer<Byte> constants; Float4 Dz[4];
Float4 Dw;
Float4 Dv[10][4];
Float4 Df;
Pointer<Byte> primitive; UInt occlusion;
Int cluster;
Pointer<Byte> data;
Float4 Dz[4];
Float4 Dw;
Float4 Dv[10][4];
Float4 Df;
UInt occlusion;
#if PERF_PROFILE #if PERF_PROFILE
Long cycles[PERF_TIMERS]; Long cycles[PERF_TIMERS];
#endif #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 void quad(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;
bool interpolateZ() const; bool interpolateZ() const;
bool interpolateW() const; bool interpolateW() const;
...@@ -62,7 +53,7 @@ namespace sw ...@@ -62,7 +53,7 @@ namespace sw
private: private:
void generate(); void generate();
void rasterize(Registers &r, Int &yMin, Int &yMax); void rasterize(Int &yMin, Int &yMax);
}; };
} }
......
...@@ -20,9 +20,4 @@ namespace sw ...@@ -20,9 +20,4 @@ namespace sw
Rasterizer::~Rasterizer() Rasterizer::~Rasterizer()
{ {
} }
Routine *Rasterizer::getRoutine()
{
return routine;
}
} }
...@@ -19,7 +19,7 @@ ...@@ -19,7 +19,7 @@
namespace sw namespace sw
{ {
class Rasterizer class Rasterizer : public Function<Void(Pointer<Byte>, Int, Int, Pointer<Byte>)>
{ {
public: public:
Rasterizer(const PixelProcessor::State &state); Rasterizer(const PixelProcessor::State &state);
...@@ -27,11 +27,8 @@ namespace sw ...@@ -27,11 +27,8 @@ namespace sw
virtual ~Rasterizer(); virtual ~Rasterizer();
virtual void generate() = 0; virtual void generate() = 0;
Routine *getRoutine();
protected: protected:
Routine *routine;
const PixelProcessor::State &state; const PixelProcessor::State &state;
}; };
} }
......
...@@ -20,98 +20,92 @@ namespace sw ...@@ -20,98 +20,92 @@ namespace sw
{ {
public: public:
PixelPipeline(const PixelProcessor::State &state, const PixelShader *shader) : 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() {} virtual ~PixelPipeline() {}
protected: protected:
virtual void setBuiltins(PixelRoutine::Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w); virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);
virtual void applyShader(PixelRoutine::Registers &r, Int cMask[4]); virtual void applyShader(Int cMask[4]);
virtual Bool alphaTest(PixelRoutine::Registers &r, Int cMask[4]); virtual Bool alphaTest(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 void rasterOperation(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); };
private: private:
struct Registers : public PixelRoutine::Registers Vector4s &current;
{ Vector4s &diffuse;
Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]) {} Vector4s &specular;
Vector4s &current;
Vector4s &diffuse;
Vector4s &specular;
Vector4s rs[6];
Vector4s vs[2];
Vector4s ts[6];
// bem(l) offsets and luminance
Float4 du;
Float4 dv;
Short4 L;
// texm3x3 temporaries
Float4 u_; // FIXME
Float4 v_; // FIXME
Float4 w_; // FIXME
Float4 U; // FIXME
Float4 V; // FIXME
Float4 W; // FIXME
};
void fixedFunction(Registers& r); Vector4s rs[6];
void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage); Vector4s vs[2];
void fogBlend(Registers &r, Vector4s &current, Float4 &fog); Vector4s ts[6];
// bem(l) offsets and luminance
Float4 du;
Float4 dv;
Short4 L;
// texm3x3 temporaries
Float4 u_; // FIXME
Float4 v_; // FIXME
Float4 w_; // FIXME
Float4 U; // FIXME
Float4 V; // FIXME
Float4 W; // FIXME
void fixedFunction();
void blendTexture(Vector4s &temp, Vector4s &texture, int stage);
void fogBlend(Vector4s &current, Float4 &fog);
void specularPixel(Vector4s &current, Vector4s &specular); void specularPixel(Vector4s &current, Vector4s &specular);
void sampleTexture(Registers &r, Vector4s &c, int coordinates, int sampler, bool project = false); void sampleTexture(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(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 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); Short4 convertFixed12(RValue<Float4> cf);
void convertFixed12(Vector4s &cs, Vector4f &cf); void convertFixed12(Vector4s &cs, Vector4f &cf);
Float4 convertSigned12(Short4 &cs); Float4 convertSigned12(Short4 &cs);
void convertSigned12(Vector4f &cf, Vector4s &cs); void convertSigned12(Vector4f &cf, Vector4s &cs);
void writeDestination(Registers &r, Vector4s &d, const Dst &dst); void writeDestination(Vector4s &d, const Dst &dst);
Vector4s fetchRegisterS(Registers &r, const Src &src); Vector4s fetchRegisterS(const Src &src);
// Instructions // Instructions
void MOV(Vector4s &dst, Vector4s &src0); void MOV(Vector4s &dst, Vector4s &src0);
void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1); void ADD(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1); void SUB(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void MAD(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1); void MUL(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1); void DP3(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1); void DP4(Vector4s &dst, Vector4s &src0, Vector4s &src1);
void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void LRP(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate); 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 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 TEXDP3(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 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], Float4 &u, Float4 &v, Float4 &s);
void TEXKILL(Int cMask[4], Vector4s &dst); void TEXKILL(Int cMask[4], Vector4s &dst);
void TEX(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, bool project); void TEX(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 TEXLD(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 TEXBEM(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 TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stage);
void TEXREG2AR(Registers &r, Vector4s &dst, Vector4s &src0, int stage); void TEXREG2AR(Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2GB(Registers &r, Vector4s &dst, Vector4s &src0, int stage); void TEXREG2GB(Vector4s &dst, Vector4s &src0, int stage);
void TEXREG2RGB(Registers &r, Vector4s &dst, Vector4s &src0, int stage); void TEXREG2RGB(Vector4s &dst, Vector4s &src0, int stage);
void TEXM3X2DEPTH(Registers &r, Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bool signedScaling); void TEXM3X2DEPTH(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 TEXM3X2PAD(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 TEXM3X2TEX(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 TEXM3X3(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 TEXM3X3PAD(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 TEXM3X3SPEC(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 TEXM3X3TEX(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 TEXM3X3VSPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s &src0);
void TEXDEPTH(Registers &r); void TEXDEPTH();
void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2); void CND(Vector4s &dst, Vector4s &src0, Vector4s &src1, Vector4s &src2);
void CMP(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 perturbate;
bool luminance; bool luminance;
bool previousScaling; bool previousScaling;
}; };
} }
......
...@@ -29,68 +29,62 @@ namespace sw ...@@ -29,68 +29,62 @@ namespace sw
virtual ~PixelRoutine(); virtual ~PixelRoutine();
protected: protected:
struct Registers : public QuadRasterizer::Registers Float4 z[4]; // Multisampled z
{ Float4 w; // Used as is
Registers(const PixelShader *shader); Float4 rhw; // Reciprocal w
Float4 z[4]; // Multisampled z RegisterArray<10> v; // Varying registers
Float4 w; // Used as is
Float4 rhw; // Reciprocal w
RegisterArray<10> v; // Varying registers
// Depth output
Float4 oDepth;
};
// Depth output
Float4 oDepth;
typedef Shader::SourceParameter Src; typedef Shader::SourceParameter Src;
typedef Shader::DestinationParameter Dst; typedef Shader::DestinationParameter Dst;
virtual void setBuiltins(Registers &r, Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
virtual void applyShader(Registers &r, Int cMask[4]) = 0; virtual void applyShader(Int cMask[4]) = 0;
virtual Bool alphaTest(Registers &r, Int cMask[4]) = 0; virtual Bool alphaTest(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 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 alphaTest(Int &aMask, Short4 &alpha);
void alphaToCoverage(Registers &r, Int cMask[4], Float4 &alpha); void alphaToCoverage(Int cMask[4], Float4 &alpha);
void fogBlend(Registers &r, Vector4f &c0, Float4 &fog); void fogBlend(Vector4f &c0, Float4 &fog);
void pixelFog(Registers &r, Float4 &visibility); void pixelFog(Float4 &visibility);
// Raster operations // Raster operations
void alphaBlend(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x); void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x);
void logicOperation(Registers &r, int index, Pointer<Byte> &cBuffer, Vector4s &current, Int &x); void logicOperation(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 writeColor(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 alphaBlend(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 writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, Int &cMask);
UShort4 convertFixed16(Float4 &cf, bool saturate = true); UShort4 convertFixed16(Float4 &cf, bool saturate = true);
void linearToSRGB12_16(Registers &r, Vector4s &c); void linearToSRGB12_16(Vector4s &c);
SamplerCore *sampler[TEXTURE_IMAGE_UNITS]; SamplerCore *sampler[TEXTURE_IMAGE_UNITS];
private: private:
Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective); 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(Pointer<Byte> &sBuffer, int q, Int &x, Int &sMask, Int &cMask);
void stencilTest(Registers &r, Byte8 &value, StencilCompareMode stencilCompareMode, bool CCW); void stencilTest(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(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); void stencilOperation(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); Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMask);
// Raster operations // Raster operations
void blendFactor(Registers &r, const Vector4s &blendFactor, const Vector4s &current, const Vector4s &pixel, BlendFactor blendFactorActive); void blendFactor(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 blendFactorAlpha(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 readPixel(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 blendFactor(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 blendFactorAlpha(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 writeStencil(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 writeDepth(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &zMask);
void sRGBtoLinear16_12_16(Registers &r, Vector4s &c); void sRGBtoLinear16_12_16(Vector4s &c);
void sRGBtoLinear12_16(Registers &r, Vector4s &c); void sRGBtoLinear12_16(Vector4s &c);
void linearToSRGB16_12_16(Registers &r, Vector4s &c); void linearToSRGB16_12_16(Vector4s &c);
Float4 sRGBtoLinear(const Float4 &x); Float4 sRGBtoLinear(const Float4 &x);
bool colorUsed(); bool colorUsed();
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