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 ...@@ -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);
......
...@@ -27,15 +27,8 @@ namespace sw ...@@ -27,15 +27,8 @@ namespace sw
virtual ~QuadRasterizer(); virtual ~QuadRasterizer();
struct Registers
{
Registers();
virtual ~Registers() {};
Pointer<Byte> constants; Pointer<Byte> constants;
Pointer<Byte> primitive; Pointer<Byte> primitive;
Int cluster;
Pointer<Byte> data; Pointer<Byte> data;
Float4 Dz[4]; Float4 Dz[4];
...@@ -48,10 +41,8 @@ namespace sw ...@@ -48,10 +41,8 @@ namespace sw
#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;
}; };
} }
......
...@@ -20,21 +20,16 @@ namespace sw ...@@ -20,21 +20,16 @@ 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
{
Registers(const PixelShader *shader) : PixelRoutine::Registers(shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]) {}
Vector4s &current; Vector4s &current;
Vector4s &diffuse; Vector4s &diffuse;
Vector4s &specular; Vector4s &specular;
...@@ -55,24 +50,23 @@ namespace sw ...@@ -55,24 +50,23 @@ namespace sw
Float4 U; // FIXME Float4 U; // FIXME
Float4 V; // FIXME Float4 V; // FIXME
Float4 W; // FIXME Float4 W; // FIXME
};
void fixedFunction(Registers& r); void fixedFunction();
void blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage); void blendTexture(Vector4s &temp, Vector4s &texture, int stage);
void fogBlend(Registers &r, Vector4s &current, Float4 &fog); 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);
...@@ -85,29 +79,29 @@ namespace sw ...@@ -85,29 +79,29 @@ namespace sw
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;
......
...@@ -20,29 +20,14 @@ namespace sw ...@@ -20,29 +20,14 @@ namespace sw
{ {
public: public:
PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) : 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) for(int i = 0; i < 2048; ++i)
{ {
labelBlock[i] = 0; 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); enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
if(shader && shader->containsBreakInstruction()) if(shader && shader->containsBreakInstruction())
...@@ -56,6 +41,15 @@ namespace sw ...@@ -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 // Temporary registers
RegisterArray<4096> r; RegisterArray<4096> r;
...@@ -83,71 +77,70 @@ namespace sw ...@@ -83,71 +77,70 @@ namespace sw
Int4 enableBreak; Int4 enableBreak;
Int4 enableContinue; Int4 enableContinue;
Int4 enableLeave; 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(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, 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 // Raster operations
void clampColor(Vector4f oC[RENDERTARGETS]); 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 fetchRegisterF(const Src &src, unsigned int offset = 0);
Vector4f readConstant(Registers &r, const Src &src, unsigned int offset = 0); Vector4f readConstant(const Src &src, unsigned int offset = 0);
Int relativeAddress(Registers &r, const Shader::Parameter &var); Int relativeAddress(const Shader::Parameter &var);
Float4 linearToSRGB(const Float4 &x); Float4 linearToSRGB(const Float4 &x);
// Instructions // Instructions
typedef Shader::Control Control; typedef Shader::Control Control;
void M3X2(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); void M3X3(Vector4f &dst, Vector4f &src0, const Src &src1);
void M3X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); void M3X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X3(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); void M4X3(Vector4f &dst, Vector4f &src0, const Src &src1);
void M4X4(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1); void M4X4(Vector4f &dst, Vector4f &src0, const Src &src1);
void TEXLD(Registers &r, Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias); void TEXLD(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 TEXLDD(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 TEXLDL(Vector4f &dst, Vector4f &src0, const Src &src1, bool project, bool bias);
void TEXSIZE(Registers &r, Vector4f &dst, Float4 &lod, const Src &src1); void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
void TEXKILL(Int cMask[4], Vector4f &src, unsigned char mask); 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 TEXOFFSET(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 TEXLDL(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(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2);
void TEXELFETCH(Registers &r, Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3); void TEXELFETCH(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(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 TEXGRAD(Vector4f &dst, Vector4f &src, const Src&, Vector4f &src2, Vector4f &src3, Vector4f &src4);
void DISCARD(Registers &r, Int cMask[4], const Shader::Instruction *instruction); void DISCARD(Int cMask[4], const Shader::Instruction *instruction);
void DFDX(Vector4f &dst, Vector4f &src); void DFDX(Vector4f &dst, Vector4f &src);
void DFDY(Vector4f &dst, Vector4f &src); void DFDY(Vector4f &dst, Vector4f &src);
void FWIDTH(Vector4f &dst, Vector4f &src); void FWIDTH(Vector4f &dst, Vector4f &src);
void BREAK(Registers &r); void BREAK();
void BREAKC(Registers &r, Vector4f &src0, Vector4f &src1, Control); void BREAKC(Vector4f &src0, Vector4f &src1, Control);
void BREAKP(Registers &r, const Src &predicateRegister); void BREAKP(const Src &predicateRegister);
void BREAK(Registers &r, Int4 &condition); void BREAK(Int4 &condition);
void CONTINUE(Registers &r); void CONTINUE();
void TEST(); void TEST();
void CALL(Registers &r, int labelIndex, int callSiteIndex); void CALL(int labelIndex, int callSiteIndex);
void CALLNZ(Registers &r, int labelIndex, int callSiteIndex, const Src &src); void CALLNZ(int labelIndex, int callSiteIndex, const Src &src);
void CALLNZb(Registers &r, int labelIndex, int callSiteIndex, const Src &boolRegister); void CALLNZb(int labelIndex, int callSiteIndex, const Src &boolRegister);
void CALLNZp(Registers &r, int labelIndex, int callSiteIndex, const Src &predicateRegister); void CALLNZp(int labelIndex, int callSiteIndex, const Src &predicateRegister);
void ELSE(Registers &r); void ELSE();
void ENDIF(Registers &r); void ENDIF();
void ENDLOOP(Registers &r); void ENDLOOP();
void ENDREP(Registers &r); void ENDREP();
void ENDWHILE(Registers &r); void ENDWHILE();
void IF(Registers &r, const Src &src); void IF(const Src &src);
void IFb(Registers &r, const Src &boolRegister); void IFb(const Src &boolRegister);
void IFp(Registers &r, const Src &predicateRegister); void IFp(const Src &predicateRegister);
void IFC(Registers &r, Vector4f &src0, Vector4f &src1, Control); void IFC(Vector4f &src0, Vector4f &src1, Control);
void IF(Registers &r, Int4 &condition); void IF(Int4 &condition);
void LABEL(int labelIndex); void LABEL(int labelIndex);
void LOOP(Registers &r, const Src &integerRegister); void LOOP(const Src &integerRegister);
void REP(Registers &r, const Src &integerRegister); void REP(const Src &integerRegister);
void WHILE(Registers &r, const Src &temporaryRegister); void WHILE(const Src &temporaryRegister);
void RET(Registers &r); void RET();
void LEAVE(Registers &r); void LEAVE();
int ifDepth; int ifDepth;
int loopRepDepth; int loopRepDepth;
......
...@@ -29,10 +29,6 @@ namespace sw ...@@ -29,10 +29,6 @@ namespace sw
virtual ~PixelRoutine(); virtual ~PixelRoutine();
protected: protected:
struct Registers : public QuadRasterizer::Registers
{
Registers(const PixelShader *shader);
Float4 z[4]; // Multisampled z Float4 z[4]; // Multisampled z
Float4 w; // Used as is Float4 w; // Used as is
Float4 rhw; // Reciprocal w Float4 rhw; // Reciprocal w
...@@ -41,56 +37,54 @@ namespace sw ...@@ -41,56 +37,54 @@ namespace sw
// Depth output // Depth output
Float4 oDepth; 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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