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@@ -31,12 +31,24 @@ using IntVector3 = Gfx::Vector3<int>;
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using AK::SIMD::exp;
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using AK::SIMD::expand4;
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using AK::SIMD::f32x4;
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+using AK::SIMD::i32x4;
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+using AK::SIMD::load4_masked;
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+using AK::SIMD::maskbits;
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+using AK::SIMD::maskcount;
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+using AK::SIMD::none;
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+using AK::SIMD::store4_masked;
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+using AK::SIMD::to_f32x4;
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constexpr static int edge_function(const IntVector2& a, const IntVector2& b, const IntVector2& c)
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{
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return ((c.x() - a.x()) * (b.y() - a.y()) - (c.y() - a.y()) * (b.x() - a.x()));
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}
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+constexpr static i32x4 edge_function4(const IntVector2& a, const IntVector2& b, const Vector2<i32x4>& c)
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+{
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+ return ((c.x() - a.x()) * (b.y() - a.y()) - (c.y() - a.y()) * (b.x() - a.x()));
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+}
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+
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template<typename T, typename U>
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constexpr static auto interpolate(const T& v0, const T& v1, const T& v2, const Vector3<U>& barycentric_coords)
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{
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@@ -126,8 +138,8 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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// Since the algorithm is based on blocks of uniform size, we need
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// to ensure that our render_target size is actually a multiple of the block size
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- VERIFY((render_target.width() % RASTERIZER_BLOCK_SIZE) == 0);
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- VERIFY((render_target.height() % RASTERIZER_BLOCK_SIZE) == 0);
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+ VERIFY((render_target.width() % 2) == 0);
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+ VERIFY((render_target.height() % 2) == 0);
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// Return if alpha testing is a no-op
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if (options.enable_alpha_test && options.alpha_test_func == AlphaTestFunction::Never)
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@@ -181,6 +193,11 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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dst_factor_dst_color);
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}
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+ auto render_bounds = render_target.rect();
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+ auto window_scissor_rect = scissor_box_to_window_coordinates(options.scissor_box, render_target.rect());
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+ if (options.scissor_enabled)
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+ render_bounds.intersect(window_scissor_rect);
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+
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// Obey top-left rule:
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// This sets up "zero" for later pixel coverage tests.
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// Depending on where on the triangle the edge is located
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@@ -195,39 +212,36 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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zero.set_y(0);
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// This function calculates the 3 edge values for the pixel relative to the triangle.
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- auto calculate_edge_values = [v0, v1, v2](const IntVector2& p) -> IntVector3 {
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+ auto calculate_edge_values4 = [v0, v1, v2](const Vector2<i32x4>& p) -> Vector3<i32x4> {
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return {
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- edge_function(v1, v2, p),
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- edge_function(v2, v0, p),
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- edge_function(v0, v1, p),
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+ edge_function4(v1, v2, p),
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+ edge_function4(v2, v0, p),
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+ edge_function4(v0, v1, p),
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};
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};
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// This function tests whether a point as identified by its 3 edge values lies within the triangle
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- auto test_point = [zero](const IntVector3& edges) -> bool {
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+ auto test_point4 = [zero](const Vector3<i32x4>& edges) -> i32x4 {
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return edges.x() >= zero.x()
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&& edges.y() >= zero.y()
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&& edges.z() >= zero.z();
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};
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- // Calculate block-based bounds
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- auto render_bounds = render_target.rect();
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- if (options.scissor_enabled)
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- render_bounds.intersect(scissor_box_to_window_coordinates(options.scissor_box, render_target.rect()));
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+ auto test_scissor4 = [window_scissor_rect](const Vector2<i32x4>& screen_coordinates) -> i32x4 {
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+ return screen_coordinates.x() >= window_scissor_rect.x()
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+ && screen_coordinates.x() < window_scissor_rect.x() + window_scissor_rect.width()
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+ && screen_coordinates.y() >= window_scissor_rect.y()
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+ && screen_coordinates.y() < window_scissor_rect.y() + window_scissor_rect.height();
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+ };
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+ // Calculate block-based bounds
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// clang-format off
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- int const bx0 = max(render_bounds.left(), min(min(v0.x(), v1.x()), v2.x()) / subpixel_factor) / RASTERIZER_BLOCK_SIZE;
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- int const bx1 = (min(render_bounds.right(), max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor)) / RASTERIZER_BLOCK_SIZE + 1;
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- int const by0 = max(render_bounds.top(), min(min(v0.y(), v1.y()), v2.y()) / subpixel_factor) / RASTERIZER_BLOCK_SIZE;
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- int const by1 = (min(render_bounds.bottom(), max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor)) / RASTERIZER_BLOCK_SIZE + 1;
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+ int const bx0 = max(render_bounds.left(), min(min(v0.x(), v1.x()), v2.x()) / subpixel_factor) & ~1;
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+ int const bx1 = (min(render_bounds.right(), max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor) & ~1) + 2;
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+ int const by0 = max(render_bounds.top(), min(min(v0.y(), v1.y()), v2.y()) / subpixel_factor) & ~1;
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+ int const by1 = (min(render_bounds.bottom(), max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor) & ~1) + 2;
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// clang-format on
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- u8 pixel_mask[RASTERIZER_BLOCK_SIZE];
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- static_assert(RASTERIZER_BLOCK_SIZE <= sizeof(decltype(*pixel_mask)) * 8, "RASTERIZER_BLOCK_SIZE must be smaller than the pixel_mask's width in bits");
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-
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- FloatVector4 pixel_staging[RASTERIZER_BLOCK_SIZE][RASTERIZER_BLOCK_SIZE];
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- float depth_staging[RASTERIZER_BLOCK_SIZE][RASTERIZER_BLOCK_SIZE];
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-
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// Fog depths
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float const vertex0_eye_absz = fabs(vertex0.eye_coordinates.z());
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float const vertex1_eye_absz = fabs(vertex1.eye_coordinates.z());
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@@ -236,302 +250,224 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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// FIXME: implement stencil testing
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// Iterate over all blocks within the bounds of the triangle
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- for (int by = by0; by < by1; by++) {
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- for (int bx = bx0; bx < bx1; bx++) {
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-
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- // Edge values of the 4 block corners
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- // clang-format off
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- auto b0 = calculate_edge_values(IntVector2{ bx, by } * RASTERIZER_BLOCK_SIZE * subpixel_factor);
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- auto b1 = calculate_edge_values(IntVector2{ bx + 1, by } * RASTERIZER_BLOCK_SIZE * subpixel_factor);
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- auto b2 = calculate_edge_values(IntVector2{ bx, by + 1 } * RASTERIZER_BLOCK_SIZE * subpixel_factor);
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- auto b3 = calculate_edge_values(IntVector2{ bx + 1, by + 1 } * RASTERIZER_BLOCK_SIZE * subpixel_factor);
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- // clang-format on
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-
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- // If the whole block is outside any of the triangle edges we can discard it completely
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- // We test this by and'ing the relevant edge function values together for all block corners
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- // and checking if the negative sign bit is set for all of them
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- if ((b0.x() & b1.x() & b2.x() & b3.x()) & 0x80000000)
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- continue;
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+ for (int by = by0; by < by1; by += 2) {
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+ for (int bx = bx0; bx < bx1; bx += 2) {
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- if ((b0.y() & b1.y() & b2.y() & b3.y()) & 0x80000000)
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- continue;
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+ PixelQuad quad;
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- if ((b0.z() & b1.z() & b2.z() & b3.z()) & 0x80000000)
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- continue;
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+ quad.screen_coordinates = {
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+ i32x4 { bx, bx + 1, bx, bx + 1 },
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+ i32x4 { by, by, by + 1, by + 1 },
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+ };
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- // edge value derivatives
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- auto dbdx = (b1 - b0) / RASTERIZER_BLOCK_SIZE;
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- auto dbdy = (b2 - b0) / RASTERIZER_BLOCK_SIZE;
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- // step edge value after each horizontal span: 1 down, BLOCK_SIZE left
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- auto step_y = dbdy - dbdx * RASTERIZER_BLOCK_SIZE;
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-
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- int x0 = bx * RASTERIZER_BLOCK_SIZE;
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- int y0 = by * RASTERIZER_BLOCK_SIZE;
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-
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- // Generate the coverage mask
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- if (!options.scissor_enabled && test_point(b0) && test_point(b1) && test_point(b2) && test_point(b3)) {
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- INCREASE_STATISTICS_COUNTER(g_num_pixels, RASTERIZER_BLOCK_SIZE * RASTERIZER_BLOCK_SIZE);
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- // The block is fully contained within the triangle. Fill the mask with all 1s
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- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++)
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- pixel_mask[y] = -1;
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- } else {
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- // The block overlaps at least one triangle edge.
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- // We need to test coverage of every pixel within the block.
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- auto coords = b0;
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- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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- pixel_mask[y] = 0;
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-
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- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx) {
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- if (test_point(coords) && (!options.scissor_enabled || render_bounds.contains(x0 + x, y0 + y))) {
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- INCREASE_STATISTICS_COUNTER(g_num_pixels, 1);
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- pixel_mask[y] |= 1 << x;
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- }
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- }
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- }
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+ auto edge_values = calculate_edge_values4(quad.screen_coordinates * subpixel_factor);
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+
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+ // Generate triangle coverage mask
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+ quad.mask = test_point4(edge_values);
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+ if (options.scissor_enabled) {
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+ quad.mask &= test_scissor4(quad.screen_coordinates);
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}
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+ if (none(quad.mask))
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+ continue;
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+
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+ INCREASE_STATISTICS_COUNTER(g_num_pixels, maskcount(quad.mask));
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+
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+ // Calculate barycentric coordinates from previously calculated edge values
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+ quad.barycentrics = Vector3<f32x4> {
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+ to_f32x4(edge_values.x()),
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+ to_f32x4(edge_values.y()),
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+ to_f32x4(edge_values.z()),
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+ } * one_over_area;
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+
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+ float* depth_ptrs[4] = {
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+ &depth_buffer.scanline(by)[bx],
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+ &depth_buffer.scanline(by)[bx + 1],
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+ &depth_buffer.scanline(by + 1)[bx],
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+ &depth_buffer.scanline(by + 1)[bx + 1],
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+ };
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+
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// AND the depth mask onto the coverage mask
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if (options.enable_depth_test) {
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- int z_pass_count = 0;
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- auto coords = b0;
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-
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- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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- if (pixel_mask[y] == 0) {
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- coords += dbdx * RASTERIZER_BLOCK_SIZE;
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- continue;
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- }
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-
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- auto* depth = &depth_buffer.scanline(y0 + y)[x0];
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- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, depth++) {
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- if (~pixel_mask[y] & (1 << x))
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- continue;
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-
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- auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
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- float z = interpolate(vertex0.window_coordinates.z(), vertex1.window_coordinates.z(), vertex2.window_coordinates.z(), barycentric);
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-
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- // FIXME: Also apply depth_offset_factor which depends on the depth gradient
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- z += options.depth_offset_constant * NumericLimits<float>::epsilon();
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-
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- bool pass = false;
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- switch (options.depth_func) {
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- case DepthTestFunction::Always:
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- pass = true;
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- break;
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- case DepthTestFunction::Never:
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- pass = false;
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- break;
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- case DepthTestFunction::Greater:
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- pass = z > *depth;
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- break;
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- case DepthTestFunction::GreaterOrEqual:
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- pass = z >= *depth;
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- break;
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- case DepthTestFunction::NotEqual:
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+ auto depth = load4_masked(depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
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+
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+ quad.depth = interpolate(vertex0.window_coordinates.z(), vertex1.window_coordinates.z(), vertex2.window_coordinates.z(), quad.barycentrics);
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+ // FIXME: Also apply depth_offset_factor which depends on the depth gradient
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+ quad.depth += options.depth_offset_constant * NumericLimits<float>::epsilon();
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+
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+ switch (options.depth_func) {
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+ case DepthTestFunction::Always:
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+ break;
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+ case DepthTestFunction::Never:
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+ quad.mask ^= quad.mask;
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+ break;
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+ case DepthTestFunction::Greater:
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+ quad.mask &= quad.depth > depth;
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+ break;
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+ case DepthTestFunction::GreaterOrEqual:
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+ quad.mask &= quad.depth >= depth;
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+ break;
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+ case DepthTestFunction::NotEqual:
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#ifdef __SSE__
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- pass = z != *depth;
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+ quad.mask &= quad.depth != depth;
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#else
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- pass = bit_cast<u32>(z) != bit_cast<u32>(*depth);
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+ quad.mask[0] = bit_cast<u32>(quad.depth[0]) != bit_cast<u32>(depth[0]) ? -1 : 0;
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+ quad.mask[1] = bit_cast<u32>(quad.depth[1]) != bit_cast<u32>(depth[1]) ? -1 : 0;
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+ quad.mask[2] = bit_cast<u32>(quad.depth[2]) != bit_cast<u32>(depth[2]) ? -1 : 0;
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+ quad.mask[3] = bit_cast<u32>(quad.depth[3]) != bit_cast<u32>(depth[3]) ? -1 : 0;
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#endif
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- break;
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- case DepthTestFunction::Equal:
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+ break;
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+ case DepthTestFunction::Equal:
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#ifdef __SSE__
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- pass = z == *depth;
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+ quad.mask &= quad.depth == depth;
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#else
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- //
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- // This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
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- // compiled for the i386 target. When we calculate our depth value to be stored in the buffer,
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- // it is an 80-bit x87 floating point number, however, when stored into the DepthBuffer, this is
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- // truncated to 32 bits. This 38 bit loss of precision means that when x87 `FCOMP` is eventually
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- // used here the comparison fails.
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- // This could be solved by using a `long double` for the depth buffer, however this would take
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- // up significantly more space and is completely overkill for a depth buffer. As such, comparing
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- // the first 32-bits of this depth value is "good enough" that if we get a hit on it being
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- // equal, we can pretty much guarantee that it's actually equal.
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- //
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- pass = bit_cast<u32>(z) == bit_cast<u32>(*depth);
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+ //
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+ // This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
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+ // compiled for the i386 target. When we calculate our depth value to be stored in the buffer,
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+ // it is an 80-bit x87 floating point number, however, when stored into the DepthBuffer, this is
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+ // truncated to 32 bits. This 38 bit loss of precision means that when x87 `FCOMP` is eventually
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+ // used here the comparison fails.
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+ // This could be solved by using a `long double` for the depth buffer, however this would take
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+ // up significantly more space and is completely overkill for a depth buffer. As such, comparing
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+ // the first 32-bits of this depth value is "good enough" that if we get a hit on it being
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+ // equal, we can pretty much guarantee that it's actually equal.
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+ //
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+ quad.mask[0] = bit_cast<u32>(quad.depth[0]) == bit_cast<u32>(depth[0]) ? -1 : 0;
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+ quad.mask[1] = bit_cast<u32>(quad.depth[1]) == bit_cast<u32>(depth[1]) ? -1 : 0;
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+ quad.mask[2] = bit_cast<u32>(quad.depth[2]) == bit_cast<u32>(depth[2]) ? -1 : 0;
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+ quad.mask[3] = bit_cast<u32>(quad.depth[3]) == bit_cast<u32>(depth[3]) ? -1 : 0;
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#endif
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- break;
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- case DepthTestFunction::LessOrEqual:
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- pass = z <= *depth;
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- break;
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- case DepthTestFunction::Less:
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- pass = z < *depth;
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- break;
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- }
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-
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- if (!pass) {
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- pixel_mask[y] ^= 1 << x;
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- continue;
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- }
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-
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- depth_staging[y][x] = z;
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-
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- z_pass_count++;
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- }
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+ break;
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+ case DepthTestFunction::LessOrEqual:
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+ quad.mask &= quad.depth <= depth;
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+ break;
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+ case DepthTestFunction::Less:
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+ quad.mask &= quad.depth < depth;
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+ break;
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}
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// Nice, no pixels passed the depth test -> block rejected by early z
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- if (z_pass_count == 0)
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+ if (none(quad.mask))
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continue;
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}
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|
- // Draw the pixels according to the previously generated mask
|
|
|
- auto coords = b0;
|
|
|
- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y += 2, coords += step_y + dbdy) {
|
|
|
- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x += 2, coords += dbdx + dbdx) {
|
|
|
-
|
|
|
- PixelQuad quad;
|
|
|
-
|
|
|
- auto a = coords;
|
|
|
- auto b = coords + dbdx;
|
|
|
- auto c = coords + dbdy;
|
|
|
- auto d = coords + dbdx + dbdy;
|
|
|
-
|
|
|
- // Perspective correct barycentric coordinates
|
|
|
- auto barycentric = Vector3<f32x4> {
|
|
|
- f32x4 { float(a.x()), float(b.x()), float(c.x()), float(d.x()) },
|
|
|
- f32x4 { float(a.y()), float(b.y()), float(c.y()), float(d.y()) },
|
|
|
- f32x4 { float(a.z()), float(b.z()), float(c.z()), float(d.z()) },
|
|
|
- } * one_over_area;
|
|
|
-
|
|
|
- auto const w_coordinates = Vector3<f32x4> {
|
|
|
- expand4(vertex0.window_coordinates.w()),
|
|
|
- expand4(vertex1.window_coordinates.w()),
|
|
|
- expand4(vertex2.window_coordinates.w()),
|
|
|
- };
|
|
|
-
|
|
|
- auto const interpolated_reciprocal_w = interpolate(w_coordinates.x(), w_coordinates.y(), w_coordinates.z(), barycentric);
|
|
|
- auto const interpolated_w = 1.0f / interpolated_reciprocal_w;
|
|
|
- barycentric = barycentric * w_coordinates * interpolated_w;
|
|
|
-
|
|
|
- // FIXME: make this more generic. We want to interpolate more than just color and uv
|
|
|
- if (options.shade_smooth) {
|
|
|
- quad.vertex_color = interpolate(expand4(vertex0.color), expand4(vertex1.color), expand4(vertex2.color), barycentric);
|
|
|
- } else {
|
|
|
- quad.vertex_color = expand4(vertex0.color);
|
|
|
- }
|
|
|
-
|
|
|
- quad.uv = interpolate(expand4(vertex0.tex_coord), expand4(vertex1.tex_coord), expand4(vertex2.tex_coord), barycentric);
|
|
|
-
|
|
|
- // Calculate depth of fragment for fog
|
|
|
- //
|
|
|
- // OpenGL 1.5 spec chapter 3.10: "An implementation may choose to approximate the
|
|
|
- // eye-coordinate distance from the eye to each fragment center by |Ze|."
|
|
|
+ INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, maskcount(quad.mask));
|
|
|
|
|
|
- quad.fog_depth = interpolate(expand4(vertex0_eye_absz), expand4(vertex1_eye_absz), expand4(vertex2_eye_absz), barycentric);
|
|
|
+ // Draw the pixels according to the previously generated mask
|
|
|
+ auto const w_coordinates = Vector3<f32x4> {
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|
|
+ expand4(vertex0.window_coordinates.w()),
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|
|
+ expand4(vertex1.window_coordinates.w()),
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|
|
+ expand4(vertex2.window_coordinates.w()),
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|
|
+ };
|
|
|
|
|
|
- pixel_shader(quad);
|
|
|
+ auto const interpolated_reciprocal_w = interpolate(w_coordinates.x(), w_coordinates.y(), w_coordinates.z(), quad.barycentrics);
|
|
|
+ auto const interpolated_w = 1.0f / interpolated_reciprocal_w;
|
|
|
+ quad.barycentrics = quad.barycentrics * w_coordinates * interpolated_w;
|
|
|
|
|
|
- INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, 1);
|
|
|
- pixel_staging[y][x] = { quad.out_color.x()[0], quad.out_color.y()[0], quad.out_color.z()[0], quad.out_color.w()[0] };
|
|
|
- pixel_staging[y][x + 1] = { quad.out_color.x()[1], quad.out_color.y()[1], quad.out_color.z()[1], quad.out_color.w()[1] };
|
|
|
- pixel_staging[y + 1][x] = { quad.out_color.x()[2], quad.out_color.y()[2], quad.out_color.z()[2], quad.out_color.w()[2] };
|
|
|
- pixel_staging[y + 1][x + 1] = { quad.out_color.x()[3], quad.out_color.y()[3], quad.out_color.z()[3], quad.out_color.w()[3] };
|
|
|
- }
|
|
|
+ // FIXME: make this more generic. We want to interpolate more than just color and uv
|
|
|
+ if (options.shade_smooth) {
|
|
|
+ quad.vertex_color = interpolate(expand4(vertex0.color), expand4(vertex1.color), expand4(vertex2.color), quad.barycentrics);
|
|
|
+ } else {
|
|
|
+ quad.vertex_color = expand4(vertex0.color);
|
|
|
}
|
|
|
|
|
|
+ quad.uv = interpolate(expand4(vertex0.tex_coord), expand4(vertex1.tex_coord), expand4(vertex2.tex_coord), quad.barycentrics);
|
|
|
+
|
|
|
+ // Calculate depth of fragment for fog
|
|
|
+ //
|
|
|
+ // OpenGL 1.5 spec chapter 3.10: "An implementation may choose to approximate the
|
|
|
+ // eye-coordinate distance from the eye to each fragment center by |Ze|."
|
|
|
+
|
|
|
+ quad.fog_depth = interpolate(expand4(vertex0_eye_absz), expand4(vertex1_eye_absz), expand4(vertex2_eye_absz), quad.barycentrics);
|
|
|
+
|
|
|
+ pixel_shader(quad);
|
|
|
+
|
|
|
if (options.enable_alpha_test && options.alpha_test_func != AlphaTestFunction::Always) {
|
|
|
- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
|
|
|
- if (pixel_mask[y] == 0)
|
|
|
- continue;
|
|
|
-
|
|
|
- auto src = pixel_staging[y];
|
|
|
- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++) {
|
|
|
- if (~pixel_mask[y] & (1 << x))
|
|
|
- continue;
|
|
|
-
|
|
|
- bool passed = true;
|
|
|
-
|
|
|
- switch (options.alpha_test_func) {
|
|
|
- case AlphaTestFunction::Less:
|
|
|
- passed = src->w() < options.alpha_test_ref_value;
|
|
|
- break;
|
|
|
- case AlphaTestFunction::Equal:
|
|
|
- passed = src->w() == options.alpha_test_ref_value;
|
|
|
- break;
|
|
|
- case AlphaTestFunction::LessOrEqual:
|
|
|
- passed = src->w() <= options.alpha_test_ref_value;
|
|
|
- break;
|
|
|
- case AlphaTestFunction::Greater:
|
|
|
- passed = src->w() > options.alpha_test_ref_value;
|
|
|
- break;
|
|
|
- case AlphaTestFunction::NotEqual:
|
|
|
- passed = src->w() != options.alpha_test_ref_value;
|
|
|
- break;
|
|
|
- case AlphaTestFunction::GreaterOrEqual:
|
|
|
- passed = src->w() >= options.alpha_test_ref_value;
|
|
|
- break;
|
|
|
- case AlphaTestFunction::Never:
|
|
|
- case AlphaTestFunction::Always:
|
|
|
- VERIFY_NOT_REACHED();
|
|
|
- }
|
|
|
-
|
|
|
- if (!passed)
|
|
|
- pixel_mask[y] ^= (1 << x);
|
|
|
- }
|
|
|
+ switch (options.alpha_test_func) {
|
|
|
+ case AlphaTestFunction::Less:
|
|
|
+ quad.mask &= quad.out_color.w() < options.alpha_test_ref_value;
|
|
|
+ break;
|
|
|
+ case AlphaTestFunction::Equal:
|
|
|
+ quad.mask &= quad.out_color.w() == options.alpha_test_ref_value;
|
|
|
+ break;
|
|
|
+ case AlphaTestFunction::LessOrEqual:
|
|
|
+ quad.mask &= quad.out_color.w() <= options.alpha_test_ref_value;
|
|
|
+ break;
|
|
|
+ case AlphaTestFunction::Greater:
|
|
|
+ quad.mask &= quad.out_color.w() > options.alpha_test_ref_value;
|
|
|
+ break;
|
|
|
+ case AlphaTestFunction::NotEqual:
|
|
|
+ quad.mask &= quad.out_color.w() != options.alpha_test_ref_value;
|
|
|
+ break;
|
|
|
+ case AlphaTestFunction::GreaterOrEqual:
|
|
|
+ quad.mask &= quad.out_color.w() >= options.alpha_test_ref_value;
|
|
|
+ break;
|
|
|
+ case AlphaTestFunction::Never:
|
|
|
+ case AlphaTestFunction::Always:
|
|
|
+ VERIFY_NOT_REACHED();
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// Write to depth buffer
|
|
|
if (options.enable_depth_test && options.enable_depth_write) {
|
|
|
- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
|
|
|
- if (pixel_mask[y] == 0)
|
|
|
- continue;
|
|
|
-
|
|
|
- auto* depth = &depth_buffer.scanline(y0 + y)[x0];
|
|
|
- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, depth++) {
|
|
|
- if (~pixel_mask[y] & (1 << x))
|
|
|
- continue;
|
|
|
-
|
|
|
- *depth = depth_staging[y][x];
|
|
|
- }
|
|
|
- }
|
|
|
+ store4_masked(quad.depth, depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
|
|
|
}
|
|
|
|
|
|
// We will not update the color buffer at all
|
|
|
if (!options.color_mask || !options.enable_color_write)
|
|
|
continue;
|
|
|
|
|
|
+ Gfx::RGBA32* color_ptrs[4] = {
|
|
|
+ &render_target.scanline(by)[bx],
|
|
|
+ &render_target.scanline(by)[bx + 1],
|
|
|
+ &render_target.scanline(by + 1)[bx],
|
|
|
+ &render_target.scanline(by + 1)[bx + 1],
|
|
|
+ };
|
|
|
+
|
|
|
+ int bits = maskbits(quad.mask);
|
|
|
+
|
|
|
if (options.enable_blending) {
|
|
|
+ INCREASE_STATISTICS_COUNTER(g_num_pixels_blended, maskcount(quad.mask));
|
|
|
+
|
|
|
// Blend color values from pixel_staging into render_target
|
|
|
- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
|
|
|
- auto src = pixel_staging[y];
|
|
|
- auto dst = &render_target.scanline(y0 + y)[x0];
|
|
|
- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) {
|
|
|
- if (~pixel_mask[y] & (1 << x))
|
|
|
- continue;
|
|
|
-
|
|
|
- auto float_dst = to_vec4(*dst);
|
|
|
-
|
|
|
- auto src_factor = src_constant
|
|
|
- + *src * src_factor_src_color
|
|
|
- + FloatVector4(src->w(), src->w(), src->w(), src->w()) * src_factor_src_alpha
|
|
|
- + float_dst * src_factor_dst_color
|
|
|
- + FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * src_factor_dst_alpha;
|
|
|
-
|
|
|
- auto dst_factor = dst_constant
|
|
|
- + *src * dst_factor_src_color
|
|
|
- + FloatVector4(src->w(), src->w(), src->w(), src->w()) * dst_factor_src_alpha
|
|
|
- + float_dst * dst_factor_dst_color
|
|
|
- + FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * dst_factor_dst_alpha;
|
|
|
-
|
|
|
- *dst = (*dst & ~options.color_mask) | (to_rgba32(*src * src_factor + float_dst * dst_factor) & options.color_mask);
|
|
|
- INCREASE_STATISTICS_COUNTER(g_num_pixels_blended, 1);
|
|
|
- }
|
|
|
- }
|
|
|
- } else {
|
|
|
- // Copy color values from pixel_staging into render_target
|
|
|
- for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
|
|
|
- auto src = pixel_staging[y];
|
|
|
- auto dst = &render_target.scanline(y + y0)[x0];
|
|
|
- for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) {
|
|
|
- if (~pixel_mask[y] & (1 << x))
|
|
|
- continue;
|
|
|
-
|
|
|
- *dst = (*dst & ~options.color_mask) | (to_rgba32(*src) & options.color_mask);
|
|
|
- }
|
|
|
- }
|
|
|
+ FloatVector4 dst_aos[4] {
|
|
|
+ bits & 1 ? to_vec4(*color_ptrs[0]) : FloatVector4 { 0, 0, 0, 0 },
|
|
|
+ bits & 2 ? to_vec4(*color_ptrs[1]) : FloatVector4 { 0, 0, 0, 0 },
|
|
|
+ bits & 4 ? to_vec4(*color_ptrs[2]) : FloatVector4 { 0, 0, 0, 0 },
|
|
|
+ bits & 8 ? to_vec4(*color_ptrs[3]) : FloatVector4 { 0, 0, 0, 0 },
|
|
|
+ };
|
|
|
+
|
|
|
+ auto dst = Vector4<f32x4> {
|
|
|
+ f32x4 { dst_aos[0].x(), dst_aos[1].x(), dst_aos[2].x(), dst_aos[3].x() },
|
|
|
+ f32x4 { dst_aos[0].y(), dst_aos[1].y(), dst_aos[2].y(), dst_aos[3].y() },
|
|
|
+ f32x4 { dst_aos[0].z(), dst_aos[1].z(), dst_aos[2].z(), dst_aos[3].z() },
|
|
|
+ f32x4 { dst_aos[0].w(), dst_aos[1].w(), dst_aos[2].w(), dst_aos[3].w() },
|
|
|
+ };
|
|
|
+ Vector4<f32x4> const& src = quad.out_color;
|
|
|
+
|
|
|
+ auto src_factor = expand4(src_constant)
|
|
|
+ + src * src_factor_src_color
|
|
|
+ + Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * src_factor_src_alpha
|
|
|
+ + dst * src_factor_dst_color
|
|
|
+ + Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * src_factor_dst_alpha;
|
|
|
+
|
|
|
+ auto dst_factor = expand4(dst_constant)
|
|
|
+ + src * dst_factor_src_color
|
|
|
+ + Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * dst_factor_src_alpha
|
|
|
+ + dst * dst_factor_dst_color
|
|
|
+ + Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * dst_factor_dst_alpha;
|
|
|
+
|
|
|
+ quad.out_color = src * src_factor + dst * dst_factor;
|
|
|
}
|
|
|
+
|
|
|
+ if (bits & 1)
|
|
|
+ *color_ptrs[0] = to_rgba32(FloatVector4 { quad.out_color.x()[0], quad.out_color.y()[0], quad.out_color.z()[0], quad.out_color.w()[0] });
|
|
|
+ if (bits & 2)
|
|
|
+ *color_ptrs[1] = to_rgba32(FloatVector4 { quad.out_color.x()[1], quad.out_color.y()[1], quad.out_color.z()[1], quad.out_color.w()[1] });
|
|
|
+ if (bits & 4)
|
|
|
+ *color_ptrs[2] = to_rgba32(FloatVector4 { quad.out_color.x()[2], quad.out_color.y()[2], quad.out_color.z()[2], quad.out_color.w()[2] });
|
|
|
+ if (bits & 8)
|
|
|
+ *color_ptrs[3] = to_rgba32(FloatVector4 { quad.out_color.x()[3], quad.out_color.y()[3], quad.out_color.z()[3], quad.out_color.w()[3] });
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -544,8 +480,8 @@ static Gfx::IntSize closest_multiple(const Gfx::IntSize& min_size, size_t step)
|
|
|
}
|
|
|
|
|
|
Device::Device(const Gfx::IntSize& min_size)
|
|
|
- : m_render_target { Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)).release_value_but_fixme_should_propagate_errors() }
|
|
|
- , m_depth_buffer { adopt_own(*new DepthBuffer(closest_multiple(min_size, RASTERIZER_BLOCK_SIZE))) }
|
|
|
+ : m_render_target { Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, 2)).release_value_but_fixme_should_propagate_errors() }
|
|
|
+ , m_depth_buffer { adopt_own(*new DepthBuffer(closest_multiple(min_size, 2))) }
|
|
|
{
|
|
|
m_options.scissor_box = m_render_target->rect();
|
|
|
}
|
|
@@ -880,7 +816,7 @@ void Device::resize(const Gfx::IntSize& min_size)
|
|
|
{
|
|
|
wait_for_all_threads();
|
|
|
|
|
|
- m_render_target = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)).release_value_but_fixme_should_propagate_errors();
|
|
|
+ m_render_target = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, 2)).release_value_but_fixme_should_propagate_errors();
|
|
|
m_depth_buffer = adopt_own(*new DepthBuffer(m_render_target->size()));
|
|
|
}
|
|
|
|