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- /*
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
- * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <AK/Error.h>
- #include <AK/Math.h>
- #include <AK/NumericLimits.h>
- #include <AK/SIMDExtras.h>
- #include <AK/SIMDMath.h>
- #include <LibCore/ElapsedTimer.h>
- #include <LibGfx/Painter.h>
- #include <LibGfx/Vector2.h>
- #include <LibGfx/Vector3.h>
- #include <LibSoftGPU/Config.h>
- #include <LibSoftGPU/Device.h>
- #include <LibSoftGPU/PixelQuad.h>
- #include <LibSoftGPU/SIMD.h>
- #include <math.h>
- namespace SoftGPU {
- static u64 g_num_rasterized_triangles;
- static u64 g_num_pixels;
- static u64 g_num_pixels_shaded;
- static u64 g_num_pixels_blended;
- static u64 g_num_sampler_calls;
- static u64 g_num_stencil_writes;
- static u64 g_num_quads;
- using AK::abs;
- using AK::SIMD::any;
- using AK::SIMD::exp;
- using AK::SIMD::expand4;
- using AK::SIMD::f32x4;
- using AK::SIMD::i32x4;
- using AK::SIMD::load4_masked;
- using AK::SIMD::maskbits;
- using AK::SIMD::maskcount;
- using AK::SIMD::none;
- using AK::SIMD::store4_masked;
- using AK::SIMD::to_f32x4;
- using AK::SIMD::to_u32x4;
- using AK::SIMD::u32x4;
- static constexpr int subpixel_factor = 1 << SUBPIXEL_BITS;
- // Returns positive values for counter-clockwise rotation of vertices. Note that it returns the
- // area of a parallelogram with sides {a, b} and {b, c}, so _double_ the area of the triangle {a, b, c}.
- constexpr static i32 edge_function(IntVector2 const& a, IntVector2 const& b, IntVector2 const& c)
- {
- return (c.y() - a.y()) * (b.x() - a.x()) - (c.x() - a.x()) * (b.y() - a.y());
- }
- constexpr static i32x4 edge_function4(IntVector2 const& a, IntVector2 const& b, Vector2<i32x4> const& c)
- {
- return (c.y() - a.y()) * (b.x() - a.x()) - (c.x() - a.x()) * (b.y() - a.y());
- }
- template<typename T, typename U>
- constexpr static auto interpolate(T const& v0, T const& v1, T const& v2, Vector3<U> const& barycentric_coords)
- {
- return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z();
- }
- static GPU::ColorType to_bgra32(FloatVector4 const& color)
- {
- auto clamped = color.clamped(0.0f, 1.0f);
- auto r = static_cast<u8>(clamped.x() * 255);
- auto g = static_cast<u8>(clamped.y() * 255);
- auto b = static_cast<u8>(clamped.z() * 255);
- auto a = static_cast<u8>(clamped.w() * 255);
- return a << 24 | r << 16 | g << 8 | b;
- }
- ALWAYS_INLINE static u32x4 to_bgra32(Vector4<f32x4> const& v)
- {
- auto clamped = v.clamped(expand4(0.0f), expand4(1.0f));
- auto r = to_u32x4(clamped.x() * 255);
- auto g = to_u32x4(clamped.y() * 255);
- auto b = to_u32x4(clamped.z() * 255);
- auto a = to_u32x4(clamped.w() * 255);
- return a << 24 | r << 16 | g << 8 | b;
- }
- static Vector4<f32x4> to_vec4(u32x4 bgra)
- {
- auto constexpr one_over_255 = expand4(1.0f / 255);
- return {
- to_f32x4((bgra >> 16) & 0xff) * one_over_255,
- to_f32x4((bgra >> 8) & 0xff) * one_over_255,
- to_f32x4(bgra & 0xff) * one_over_255,
- to_f32x4((bgra >> 24) & 0xff) * one_over_255,
- };
- }
- void Device::setup_blend_factors()
- {
- m_alpha_blend_factors = {};
- switch (m_options.blend_source_factor) {
- case GPU::BlendFactor::Zero:
- break;
- case GPU::BlendFactor::One:
- m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- break;
- case GPU::BlendFactor::SrcColor:
- m_alpha_blend_factors.src_factor_src_color = 1;
- break;
- case GPU::BlendFactor::OneMinusSrcColor:
- m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.src_factor_src_color = -1;
- break;
- case GPU::BlendFactor::SrcAlpha:
- m_alpha_blend_factors.src_factor_src_alpha = 1;
- break;
- case GPU::BlendFactor::OneMinusSrcAlpha:
- m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.src_factor_src_alpha = -1;
- break;
- case GPU::BlendFactor::DstAlpha:
- m_alpha_blend_factors.src_factor_dst_alpha = 1;
- break;
- case GPU::BlendFactor::OneMinusDstAlpha:
- m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.src_factor_dst_alpha = -1;
- break;
- case GPU::BlendFactor::DstColor:
- m_alpha_blend_factors.src_factor_dst_color = 1;
- break;
- case GPU::BlendFactor::OneMinusDstColor:
- m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.src_factor_dst_color = -1;
- break;
- case GPU::BlendFactor::SrcAlphaSaturate:
- default:
- VERIFY_NOT_REACHED();
- }
- switch (m_options.blend_destination_factor) {
- case GPU::BlendFactor::Zero:
- break;
- case GPU::BlendFactor::One:
- m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- break;
- case GPU::BlendFactor::SrcColor:
- m_alpha_blend_factors.dst_factor_src_color = 1;
- break;
- case GPU::BlendFactor::OneMinusSrcColor:
- m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.dst_factor_src_color = -1;
- break;
- case GPU::BlendFactor::SrcAlpha:
- m_alpha_blend_factors.dst_factor_src_alpha = 1;
- break;
- case GPU::BlendFactor::OneMinusSrcAlpha:
- m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.dst_factor_src_alpha = -1;
- break;
- case GPU::BlendFactor::DstAlpha:
- m_alpha_blend_factors.dst_factor_dst_alpha = 1;
- break;
- case GPU::BlendFactor::OneMinusDstAlpha:
- m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.dst_factor_dst_alpha = -1;
- break;
- case GPU::BlendFactor::DstColor:
- m_alpha_blend_factors.dst_factor_dst_color = 1;
- break;
- case GPU::BlendFactor::OneMinusDstColor:
- m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
- m_alpha_blend_factors.dst_factor_dst_color = -1;
- break;
- case GPU::BlendFactor::SrcAlphaSaturate:
- default:
- VERIFY_NOT_REACHED();
- }
- }
- void Device::rasterize_triangle(Triangle const& triangle)
- {
- INCREASE_STATISTICS_COUNTER(g_num_rasterized_triangles, 1);
- // Return if alpha testing is a no-op
- if (m_options.enable_alpha_test && m_options.alpha_test_func == GPU::AlphaTestFunction::Never)
- return;
- auto const& vertex0 = triangle.vertices[0];
- auto const& vertex1 = triangle.vertices[1];
- auto const& vertex2 = triangle.vertices[2];
- auto const& v0 = triangle.subpixel_coordinates[0];
- auto const& v1 = triangle.subpixel_coordinates[1];
- auto const& v2 = triangle.subpixel_coordinates[2];
- auto const one_over_area = 1.0f / triangle.area;
- auto render_bounds = m_frame_buffer->rect();
- if (m_options.scissor_enabled)
- render_bounds.intersect(m_options.scissor_box);
- // This function calculates the 3 edge values for the pixel relative to the triangle.
- auto calculate_edge_values4 = [v0, v1, v2](Vector2<i32x4> const& p) -> Vector3<i32x4> {
- return {
- edge_function4(v1, v2, p),
- edge_function4(v2, v0, p),
- edge_function4(v0, v1, p),
- };
- };
- // Zero is used in testing against edge values below, applying the "top-left rule". If a pixel
- // lies exactly on an edge shared by two triangles, we only render that pixel if the edge in
- // question is a "top" or "left" edge. By setting either a 1 or 0, we effectively change the
- // comparisons against the edge values below from "> 0" into ">= 0".
- IntVector3 const zero {
- (v2.y() < v1.y() || (v2.y() == v1.y() && v2.x() < v1.x())) ? 0 : 1,
- (v0.y() < v2.y() || (v0.y() == v2.y() && v0.x() < v2.x())) ? 0 : 1,
- (v1.y() < v0.y() || (v1.y() == v0.y() && v1.x() < v0.x())) ? 0 : 1,
- };
- // This function tests whether a point as identified by its 3 edge values lies within the triangle
- auto test_point4 = [zero](Vector3<i32x4> const& edges) -> i32x4 {
- return edges.x() >= zero.x()
- && edges.y() >= zero.y()
- && edges.z() >= zero.z();
- };
- // Calculate block-based bounds
- // clang-format off
- int const bx0 = max(render_bounds.left(), min(min(v0.x(), v1.x()), v2.x()) / subpixel_factor) & ~1;
- int const bx1 = (min(render_bounds.right(), max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor) & ~1) + 2;
- int const by0 = max(render_bounds.top(), min(min(v0.y(), v1.y()), v2.y()) / subpixel_factor) & ~1;
- int const by1 = (min(render_bounds.bottom(), max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor) & ~1) + 2;
- // clang-format on
- // 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|."
- Vector3<f32x4> fog_depth;
- if (m_options.fog_enabled) {
- fog_depth = {
- expand4(abs(vertex0.eye_coordinates.z())),
- expand4(abs(vertex1.eye_coordinates.z())),
- expand4(abs(vertex2.eye_coordinates.z())),
- };
- }
- auto const render_bounds_left = render_bounds.left();
- auto const render_bounds_right = render_bounds.right();
- auto const render_bounds_top = render_bounds.top();
- auto const render_bounds_bottom = render_bounds.bottom();
- auto const half_pixel_offset = Vector2<i32x4> { expand4(subpixel_factor / 2), expand4(subpixel_factor / 2) };
- auto color_buffer = m_frame_buffer->color_buffer();
- auto depth_buffer = m_frame_buffer->depth_buffer();
- auto stencil_buffer = m_frame_buffer->stencil_buffer();
- auto const window_z_coordinates = Vector3<f32x4> {
- expand4(vertex0.window_coordinates.z()),
- expand4(vertex1.window_coordinates.z()),
- expand4(vertex2.window_coordinates.z()),
- };
- auto const window_w_coordinates = Vector3<f32x4> {
- expand4(vertex0.window_coordinates.w()),
- expand4(vertex1.window_coordinates.w()),
- expand4(vertex2.window_coordinates.w()),
- };
- // Stencil configuration and writing
- auto const& stencil_configuration = m_stencil_configuration[GPU::Face::Front];
- auto const stencil_reference_value = stencil_configuration.reference_value & stencil_configuration.test_mask;
- auto write_to_stencil = [](GPU::StencilType* stencil_ptrs[4], i32x4 stencil_value, GPU::StencilOperation op, GPU::StencilType reference_value, GPU::StencilType write_mask, i32x4 pixel_mask) {
- if (write_mask == 0 || op == GPU::StencilOperation::Keep)
- return;
- switch (op) {
- case GPU::StencilOperation::Decrement:
- stencil_value = (stencil_value & ~write_mask) | (max(stencil_value - 1, expand4(0)) & write_mask);
- break;
- case GPU::StencilOperation::DecrementWrap:
- stencil_value = (stencil_value & ~write_mask) | (((stencil_value - 1) & 0xFF) & write_mask);
- break;
- case GPU::StencilOperation::Increment:
- stencil_value = (stencil_value & ~write_mask) | (min(stencil_value + 1, expand4(0xFF)) & write_mask);
- break;
- case GPU::StencilOperation::IncrementWrap:
- stencil_value = (stencil_value & ~write_mask) | (((stencil_value + 1) & 0xFF) & write_mask);
- break;
- case GPU::StencilOperation::Invert:
- stencil_value ^= write_mask;
- break;
- case GPU::StencilOperation::Replace:
- stencil_value = (stencil_value & ~write_mask) | (reference_value & write_mask);
- break;
- case GPU::StencilOperation::Zero:
- stencil_value &= ~write_mask;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- INCREASE_STATISTICS_COUNTER(g_num_stencil_writes, maskcount(pixel_mask));
- store4_masked(stencil_value, stencil_ptrs[0], stencil_ptrs[1], stencil_ptrs[2], stencil_ptrs[3], pixel_mask);
- };
- // Iterate over all blocks within the bounds of the triangle
- for (int by = by0; by < by1; by += 2) {
- for (int bx = bx0; bx < bx1; bx += 2) {
- PixelQuad quad;
- quad.screen_coordinates = {
- i32x4 { bx, bx + 1, bx, bx + 1 },
- i32x4 { by, by, by + 1, by + 1 },
- };
- auto edge_values = calculate_edge_values4(quad.screen_coordinates * subpixel_factor + half_pixel_offset);
- // Generate triangle coverage mask
- quad.mask = test_point4(edge_values);
- // Test quad against intersection of render target size and scissor rect
- quad.mask &= quad.screen_coordinates.x() >= render_bounds_left
- && quad.screen_coordinates.x() <= render_bounds_right
- && quad.screen_coordinates.y() >= render_bounds_top
- && quad.screen_coordinates.y() <= render_bounds_bottom;
- if (none(quad.mask))
- continue;
- INCREASE_STATISTICS_COUNTER(g_num_quads, 1);
- INCREASE_STATISTICS_COUNTER(g_num_pixels, maskcount(quad.mask));
- int coverage_bits = maskbits(quad.mask);
- // Stencil testing
- GPU::StencilType* stencil_ptrs[4];
- i32x4 stencil_value;
- if (m_options.enable_stencil_test) {
- stencil_ptrs[0] = coverage_bits & 1 ? &stencil_buffer->scanline(by)[bx] : nullptr;
- stencil_ptrs[1] = coverage_bits & 2 ? &stencil_buffer->scanline(by)[bx + 1] : nullptr;
- stencil_ptrs[2] = coverage_bits & 4 ? &stencil_buffer->scanline(by + 1)[bx] : nullptr;
- stencil_ptrs[3] = coverage_bits & 8 ? &stencil_buffer->scanline(by + 1)[bx + 1] : nullptr;
- stencil_value = load4_masked(stencil_ptrs[0], stencil_ptrs[1], stencil_ptrs[2], stencil_ptrs[3], quad.mask);
- stencil_value &= stencil_configuration.test_mask;
- i32x4 stencil_test_passed;
- switch (stencil_configuration.test_function) {
- case GPU::StencilTestFunction::Always:
- stencil_test_passed = expand4(~0);
- break;
- case GPU::StencilTestFunction::Equal:
- stencil_test_passed = stencil_value == stencil_reference_value;
- break;
- case GPU::StencilTestFunction::Greater:
- stencil_test_passed = stencil_value > stencil_reference_value;
- break;
- case GPU::StencilTestFunction::GreaterOrEqual:
- stencil_test_passed = stencil_value >= stencil_reference_value;
- break;
- case GPU::StencilTestFunction::Less:
- stencil_test_passed = stencil_value < stencil_reference_value;
- break;
- case GPU::StencilTestFunction::LessOrEqual:
- stencil_test_passed = stencil_value <= stencil_reference_value;
- break;
- case GPU::StencilTestFunction::Never:
- stencil_test_passed = expand4(0);
- break;
- case GPU::StencilTestFunction::NotEqual:
- stencil_test_passed = stencil_value != stencil_reference_value;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- // Update stencil buffer for pixels that failed the stencil test
- write_to_stencil(
- stencil_ptrs,
- stencil_value,
- stencil_configuration.on_stencil_test_fail,
- stencil_reference_value,
- stencil_configuration.write_mask,
- quad.mask & ~stencil_test_passed);
- // Update coverage mask + early quad rejection
- quad.mask &= stencil_test_passed;
- if (none(quad.mask))
- continue;
- }
- // Calculate barycentric coordinates from previously calculated edge values
- quad.barycentrics = Vector3<f32x4> {
- to_f32x4(edge_values.x()),
- to_f32x4(edge_values.y()),
- to_f32x4(edge_values.z()),
- } * one_over_area;
- // Depth testing
- GPU::DepthType* depth_ptrs[4] = {
- coverage_bits & 1 ? &depth_buffer->scanline(by)[bx] : nullptr,
- coverage_bits & 2 ? &depth_buffer->scanline(by)[bx + 1] : nullptr,
- coverage_bits & 4 ? &depth_buffer->scanline(by + 1)[bx] : nullptr,
- coverage_bits & 8 ? &depth_buffer->scanline(by + 1)[bx + 1] : nullptr,
- };
- if (m_options.enable_depth_test) {
- auto depth = load4_masked(depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
- quad.depth = window_z_coordinates.dot(quad.barycentrics);
- // FIXME: Also apply depth_offset_factor which depends on the depth gradient
- if (m_options.depth_offset_enabled)
- quad.depth += m_options.depth_offset_constant * NumericLimits<float>::epsilon();
- i32x4 depth_test_passed;
- switch (m_options.depth_func) {
- case GPU::DepthTestFunction::Always:
- depth_test_passed = expand4(~0);
- break;
- case GPU::DepthTestFunction::Never:
- depth_test_passed = expand4(0);
- break;
- case GPU::DepthTestFunction::Greater:
- depth_test_passed = quad.depth > depth;
- break;
- case GPU::DepthTestFunction::GreaterOrEqual:
- depth_test_passed = quad.depth >= depth;
- break;
- case GPU::DepthTestFunction::NotEqual:
- #ifdef __SSE__
- depth_test_passed = quad.depth != depth;
- #else
- depth_test_passed = i32x4 {
- bit_cast<u32>(quad.depth[0]) != bit_cast<u32>(depth[0]) ? -1 : 0,
- bit_cast<u32>(quad.depth[1]) != bit_cast<u32>(depth[1]) ? -1 : 0,
- bit_cast<u32>(quad.depth[2]) != bit_cast<u32>(depth[2]) ? -1 : 0,
- bit_cast<u32>(quad.depth[3]) != bit_cast<u32>(depth[3]) ? -1 : 0,
- };
- #endif
- break;
- case GPU::DepthTestFunction::Equal:
- #ifdef __SSE__
- depth_test_passed = quad.depth == depth;
- #else
- //
- // This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
- // compiled for the i386 target. When we calculate our depth value to be stored in the buffer,
- // it is an 80-bit x87 floating point number, however, when stored into the depth buffer, this is
- // truncated to 32 bits. This 38 bit loss of precision means that when x87 `FCOMP` is eventually
- // used here the comparison fails.
- // This could be solved by using a `long double` for the depth buffer, however this would take
- // up significantly more space and is completely overkill for a depth buffer. As such, comparing
- // the first 32-bits of this depth value is "good enough" that if we get a hit on it being
- // equal, we can pretty much guarantee that it's actually equal.
- //
- depth_test_passed = i32x4 {
- bit_cast<u32>(quad.depth[0]) == bit_cast<u32>(depth[0]) ? -1 : 0,
- bit_cast<u32>(quad.depth[1]) == bit_cast<u32>(depth[1]) ? -1 : 0,
- bit_cast<u32>(quad.depth[2]) == bit_cast<u32>(depth[2]) ? -1 : 0,
- bit_cast<u32>(quad.depth[3]) == bit_cast<u32>(depth[3]) ? -1 : 0,
- };
- #endif
- break;
- case GPU::DepthTestFunction::LessOrEqual:
- depth_test_passed = quad.depth <= depth;
- break;
- case GPU::DepthTestFunction::Less:
- depth_test_passed = quad.depth < depth;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- // Update stencil buffer for pixels that failed the depth test
- if (m_options.enable_stencil_test) {
- write_to_stencil(
- stencil_ptrs,
- stencil_value,
- stencil_configuration.on_depth_test_fail,
- stencil_reference_value,
- stencil_configuration.write_mask,
- quad.mask & ~depth_test_passed);
- }
- // Update coverage mask + early quad rejection
- quad.mask &= depth_test_passed;
- if (none(quad.mask))
- continue;
- }
- // Update stencil buffer for passed pixels
- if (m_options.enable_stencil_test) {
- write_to_stencil(
- stencil_ptrs,
- stencil_value,
- stencil_configuration.on_pass,
- stencil_reference_value,
- stencil_configuration.write_mask,
- quad.mask);
- }
- INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, maskcount(quad.mask));
- // Draw the pixels according to the previously generated mask
- auto const interpolated_reciprocal_w = window_w_coordinates.dot(quad.barycentrics);
- quad.barycentrics = quad.barycentrics * window_w_coordinates / interpolated_reciprocal_w;
- // FIXME: make this more generic. We want to interpolate more than just color and uv
- if (m_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);
- for (size_t i = 0; i < GPU::NUM_SAMPLERS; ++i)
- quad.texture_coordinates[i] = interpolate(expand4(vertex0.tex_coords[i]), expand4(vertex1.tex_coords[i]), expand4(vertex2.tex_coords[i]), quad.barycentrics);
- if (m_options.fog_enabled)
- quad.fog_depth = fog_depth.dot(quad.barycentrics);
- shade_fragments(quad);
- if (m_options.enable_alpha_test && m_options.alpha_test_func != GPU::AlphaTestFunction::Always && !test_alpha(quad))
- continue;
- // Write to depth buffer
- if (m_options.enable_depth_test && m_options.enable_depth_write)
- 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 ((m_options.color_mask == 0) || !m_options.enable_color_write)
- continue;
- GPU::ColorType* color_ptrs[4] = {
- coverage_bits & 1 ? &color_buffer->scanline(by)[bx] : nullptr,
- coverage_bits & 2 ? &color_buffer->scanline(by)[bx + 1] : nullptr,
- coverage_bits & 4 ? &color_buffer->scanline(by + 1)[bx] : nullptr,
- coverage_bits & 8 ? &color_buffer->scanline(by + 1)[bx + 1] : nullptr,
- };
- u32x4 dst_u32;
- if (m_options.enable_blending || m_options.color_mask != 0xffffffff)
- dst_u32 = load4_masked(color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
- if (m_options.enable_blending) {
- INCREASE_STATISTICS_COUNTER(g_num_pixels_blended, maskcount(quad.mask));
- // Blend color values from pixel_staging into color_buffer
- Vector4<f32x4> const& src = quad.out_color;
- auto dst = to_vec4(dst_u32);
- auto src_factor = expand4(m_alpha_blend_factors.src_constant)
- + src * m_alpha_blend_factors.src_factor_src_color
- + Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * m_alpha_blend_factors.src_factor_src_alpha
- + dst * m_alpha_blend_factors.src_factor_dst_color
- + Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * m_alpha_blend_factors.src_factor_dst_alpha;
- auto dst_factor = expand4(m_alpha_blend_factors.dst_constant)
- + src * m_alpha_blend_factors.dst_factor_src_color
- + Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * m_alpha_blend_factors.dst_factor_src_alpha
- + dst * m_alpha_blend_factors.dst_factor_dst_color
- + Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * m_alpha_blend_factors.dst_factor_dst_alpha;
- quad.out_color = src * src_factor + dst * dst_factor;
- }
- if (m_options.color_mask == 0xffffffff)
- store4_masked(to_bgra32(quad.out_color), color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
- else
- store4_masked((to_bgra32(quad.out_color) & m_options.color_mask) | (dst_u32 & ~m_options.color_mask), color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
- }
- }
- }
- Device::Device(Gfx::IntSize const& size)
- : m_frame_buffer(FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size).release_value_but_fixme_should_propagate_errors())
- {
- m_options.scissor_box = m_frame_buffer->rect();
- m_options.viewport = m_frame_buffer->rect();
- }
- GPU::DeviceInfo Device::info() const
- {
- return {
- .vendor_name = "SerenityOS",
- .device_name = "SoftGPU",
- .num_texture_units = GPU::NUM_SAMPLERS,
- .num_lights = NUM_LIGHTS,
- .stencil_bits = sizeof(GPU::StencilType) * 8,
- .supports_npot_textures = true,
- };
- }
- static void generate_texture_coordinates(GPU::Vertex& vertex, GPU::RasterizerOptions const& options)
- {
- auto generate_coordinate = [&](size_t texcoord_index, size_t config_index) -> float {
- auto mode = options.texcoord_generation_config[texcoord_index][config_index].mode;
- switch (mode) {
- case GPU::TexCoordGenerationMode::ObjectLinear: {
- auto coefficients = options.texcoord_generation_config[texcoord_index][config_index].coefficients;
- return coefficients.dot(vertex.position);
- }
- case GPU::TexCoordGenerationMode::EyeLinear: {
- auto coefficients = options.texcoord_generation_config[texcoord_index][config_index].coefficients;
- return coefficients.dot(vertex.eye_coordinates);
- }
- case GPU::TexCoordGenerationMode::SphereMap: {
- auto const eye_unit = vertex.eye_coordinates.normalized();
- FloatVector3 const eye_unit_xyz = eye_unit.xyz();
- auto const normal = vertex.normal;
- auto reflection = eye_unit_xyz - normal * 2 * normal.dot(eye_unit_xyz);
- reflection.set_z(reflection.z() + 1);
- auto const reflection_value = reflection[config_index];
- return reflection_value / (2 * reflection.length()) + 0.5f;
- }
- case GPU::TexCoordGenerationMode::ReflectionMap: {
- auto const eye_unit = vertex.eye_coordinates.normalized();
- FloatVector3 const eye_unit_xyz = eye_unit.xyz();
- auto const normal = vertex.normal;
- auto reflection = eye_unit_xyz - normal * 2 * normal.dot(eye_unit_xyz);
- return reflection[config_index];
- }
- case GPU::TexCoordGenerationMode::NormalMap: {
- return vertex.normal[config_index];
- }
- default:
- VERIFY_NOT_REACHED();
- }
- };
- for (size_t i = 0; i < vertex.tex_coords.size(); ++i) {
- auto& tex_coord = vertex.tex_coords[i];
- auto const enabled_coords = options.texcoord_generation_enabled_coordinates[i];
- tex_coord = {
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::S) > 0) ? generate_coordinate(i, 0) : tex_coord.x(),
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::T) > 0) ? generate_coordinate(i, 1) : tex_coord.y(),
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::R) > 0) ? generate_coordinate(i, 2) : tex_coord.z(),
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::Q) > 0) ? generate_coordinate(i, 3) : tex_coord.w(),
- };
- }
- }
- void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform,
- FloatMatrix4x4 const& texture_transform, Vector<GPU::Vertex> const& vertices, Vector<size_t> const& enabled_texture_units)
- {
- // At this point, the user has effectively specified that they are done with defining the geometry
- // of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
- //
- // 1. Transform all of the vertices in the current vertex list into eye space by multiplying the model-view matrix
- // 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
- // 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
- // 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
- // 5. The vertices are sorted (for the rasterizer, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
- // 6. The vertices are then sent off to the rasterizer and drawn to the screen
- m_enabled_texture_units = enabled_texture_units;
- m_triangle_list.clear_with_capacity();
- m_processed_triangles.clear_with_capacity();
- // Let's construct some triangles
- if (primitive_type == GPU::PrimitiveType::Triangles) {
- Triangle triangle;
- if (vertices.size() < 3)
- return;
- for (size_t i = 0; i < vertices.size() - 2; i += 3) {
- triangle.vertices[0] = vertices.at(i);
- triangle.vertices[1] = vertices.at(i + 1);
- triangle.vertices[2] = vertices.at(i + 2);
- m_triangle_list.append(triangle);
- }
- } else if (primitive_type == GPU::PrimitiveType::Quads) {
- // We need to construct two triangles to form the quad
- Triangle triangle;
- if (vertices.size() < 4)
- return;
- for (size_t i = 0; i < vertices.size() - 3; i += 4) {
- // Triangle 1
- triangle.vertices[0] = vertices.at(i);
- triangle.vertices[1] = vertices.at(i + 1);
- triangle.vertices[2] = vertices.at(i + 2);
- m_triangle_list.append(triangle);
- // Triangle 2
- triangle.vertices[0] = vertices.at(i + 2);
- triangle.vertices[1] = vertices.at(i + 3);
- triangle.vertices[2] = vertices.at(i);
- m_triangle_list.append(triangle);
- }
- } else if (primitive_type == GPU::PrimitiveType::TriangleFan) {
- Triangle triangle;
- triangle.vertices[0] = vertices.at(0); // Root vertex is always the vertex defined first
- // This is technically `n-2` triangles. We start at index 1
- for (size_t i = 1; i < vertices.size() - 1; i++) {
- triangle.vertices[1] = vertices.at(i);
- triangle.vertices[2] = vertices.at(i + 1);
- m_triangle_list.append(triangle);
- }
- } else if (primitive_type == GPU::PrimitiveType::TriangleStrip) {
- Triangle triangle;
- if (vertices.size() < 3)
- return;
- for (size_t i = 0; i < vertices.size() - 2; i++) {
- if (i % 2 == 0) {
- triangle.vertices[0] = vertices.at(i);
- triangle.vertices[1] = vertices.at(i + 1);
- triangle.vertices[2] = vertices.at(i + 2);
- } else {
- triangle.vertices[0] = vertices.at(i + 1);
- triangle.vertices[1] = vertices.at(i);
- triangle.vertices[2] = vertices.at(i + 2);
- }
- m_triangle_list.append(triangle);
- }
- }
- // Set up normals transform by taking the upper left 3x3 elements from the model view matrix
- // See section 2.11.3 of the OpenGL 1.5 spec
- auto normal_transform = model_view_transform.submatrix_from_topleft<3>().transpose().inverse();
- // Now let's transform each triangle and send that to the GPU
- auto const viewport = m_options.viewport;
- auto const viewport_half_width = viewport.width() / 2.0f;
- auto const viewport_half_height = viewport.height() / 2.0f;
- auto const viewport_center_x = viewport.x() + viewport_half_width;
- auto const viewport_center_y = viewport.y() + viewport_half_height;
- auto const depth_half_range = (m_options.depth_max - m_options.depth_min) / 2;
- auto const depth_halfway = (m_options.depth_min + m_options.depth_max) / 2;
- for (auto& triangle : m_triangle_list) {
- // Transform vertices into eye coordinates using the model-view transform
- triangle.vertices[0].eye_coordinates = model_view_transform * triangle.vertices[0].position;
- triangle.vertices[1].eye_coordinates = model_view_transform * triangle.vertices[1].position;
- triangle.vertices[2].eye_coordinates = model_view_transform * triangle.vertices[2].position;
- // Transform normals before use in lighting
- triangle.vertices[0].normal = normal_transform * triangle.vertices[0].normal;
- triangle.vertices[1].normal = normal_transform * triangle.vertices[1].normal;
- triangle.vertices[2].normal = normal_transform * triangle.vertices[2].normal;
- if (m_options.normalization_enabled) {
- triangle.vertices[0].normal.normalize();
- triangle.vertices[1].normal.normalize();
- triangle.vertices[2].normal.normalize();
- }
- // Calculate per-vertex lighting
- if (m_options.lighting_enabled) {
- auto const& material = m_materials.at(0);
- for (auto& vertex : triangle.vertices) {
- auto ambient = material.ambient;
- auto diffuse = material.diffuse;
- auto emissive = material.emissive;
- auto specular = material.specular;
- if (m_options.color_material_enabled
- && (m_options.color_material_face == GPU::ColorMaterialFace::Front || m_options.color_material_face == GPU::ColorMaterialFace::FrontAndBack)) {
- switch (m_options.color_material_mode) {
- case GPU::ColorMaterialMode::Ambient:
- ambient = vertex.color;
- break;
- case GPU::ColorMaterialMode::AmbientAndDiffuse:
- ambient = vertex.color;
- diffuse = vertex.color;
- break;
- case GPU::ColorMaterialMode::Diffuse:
- diffuse = vertex.color;
- break;
- case GPU::ColorMaterialMode::Emissive:
- emissive = vertex.color;
- break;
- case GPU::ColorMaterialMode::Specular:
- specular = vertex.color;
- break;
- }
- }
- FloatVector4 result_color = emissive + (ambient * m_lighting_model.scene_ambient_color);
- for (auto const& light : m_lights) {
- if (!light.is_enabled)
- continue;
- // We need to save the length here because the attenuation factor requires a non-normalized vector!
- auto sgi_arrow_operator = [](FloatVector4 const& p1, FloatVector4 const& p2, float& output_length) {
- FloatVector3 light_vector;
- if ((p1.w() != 0.f) && (p2.w() == 0.f))
- light_vector = p2.xyz();
- else if ((p1.w() == 0.f) && (p2.w() != 0.f))
- light_vector = -p1.xyz();
- else
- light_vector = p2.xyz() - p1.xyz();
- output_length = light_vector.length();
- if (output_length == 0.f)
- return light_vector;
- return light_vector / output_length;
- };
- auto sgi_dot_operator = [](FloatVector3 const& d1, FloatVector3 const& d2) {
- return AK::max(d1.dot(d2), 0.0f);
- };
- float vertex_to_light_length = 0.f;
- FloatVector3 vertex_to_light = sgi_arrow_operator(vertex.eye_coordinates, light.position, vertex_to_light_length);
- // Light attenuation value.
- float light_attenuation_factor = 1.0f;
- if (light.position.w() != 0.0f)
- light_attenuation_factor = 1.0f / (light.constant_attenuation + (light.linear_attenuation * vertex_to_light_length) + (light.quadratic_attenuation * vertex_to_light_length * vertex_to_light_length));
- // Spotlight factor
- float spotlight_factor = 1.0f;
- if (light.spotlight_cutoff_angle != 180.0f) {
- auto const vertex_to_light_dot_spotlight_direction = sgi_dot_operator(vertex_to_light, light.spotlight_direction.normalized());
- auto const cos_spotlight_cutoff = AK::cos<float>(light.spotlight_cutoff_angle * AK::Pi<float> / 180.f);
- if (vertex_to_light_dot_spotlight_direction >= cos_spotlight_cutoff)
- spotlight_factor = AK::pow<float>(vertex_to_light_dot_spotlight_direction, light.spotlight_exponent);
- else
- spotlight_factor = 0.0f;
- }
- // FIXME: The spec allows for splitting the colors calculated here into multiple different colors (primary/secondary color). Investigate what this means.
- (void)m_lighting_model.color_control;
- // FIXME: Two sided lighting should be implemented eventually (I believe this is where the normals are -ve and then lighting is calculated with the BACK material)
- (void)m_lighting_model.two_sided_lighting;
- // Ambient
- auto const ambient_component = ambient * light.ambient_intensity;
- // Diffuse
- auto const normal_dot_vertex_to_light = sgi_dot_operator(vertex.normal, vertex_to_light);
- auto const diffuse_component = diffuse * light.diffuse_intensity * normal_dot_vertex_to_light;
- // Specular
- FloatVector4 specular_component = { 0.0f, 0.0f, 0.0f, 0.0f };
- if (normal_dot_vertex_to_light > 0.0f) {
- FloatVector3 half_vector_normalized;
- if (!m_lighting_model.viewer_at_infinity) {
- half_vector_normalized = vertex_to_light + FloatVector3(0.0f, 0.0f, 1.0f);
- } else {
- auto const vertex_to_eye_point = sgi_arrow_operator(vertex.eye_coordinates, { 0.f, 0.f, 0.f, 1.f }, vertex_to_light_length);
- half_vector_normalized = vertex_to_light + vertex_to_eye_point;
- }
- half_vector_normalized.normalize();
- auto const normal_dot_half_vector = sgi_dot_operator(vertex.normal, half_vector_normalized);
- auto const specular_coefficient = AK::pow(normal_dot_half_vector, material.shininess);
- specular_component = specular * light.specular_intensity * specular_coefficient;
- }
- auto color = ambient_component + diffuse_component + specular_component;
- color = color * light_attenuation_factor * spotlight_factor;
- result_color += color;
- }
- vertex.color = result_color;
- vertex.color.set_w(diffuse.w()); // OpenGL 1.5 spec, page 59: "The A produced by lighting is the alpha value associated with diffuse color material"
- vertex.color.clamp(0.0f, 1.0f);
- }
- }
- // Transform eye coordinates into clip coordinates using the projection transform
- triangle.vertices[0].clip_coordinates = projection_transform * triangle.vertices[0].eye_coordinates;
- triangle.vertices[1].clip_coordinates = projection_transform * triangle.vertices[1].eye_coordinates;
- triangle.vertices[2].clip_coordinates = projection_transform * triangle.vertices[2].eye_coordinates;
- // At this point, we're in clip space
- // Here's where we do the clipping. This is a really crude implementation of the
- // https://learnopengl.com/Getting-started/Coordinate-Systems
- // "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
- // will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
- m_clipped_vertices.clear_with_capacity();
- m_clipped_vertices.append(triangle.vertices[0]);
- m_clipped_vertices.append(triangle.vertices[1]);
- m_clipped_vertices.append(triangle.vertices[2]);
- m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
- if (m_clipped_vertices.size() < 3)
- continue;
- for (auto& vec : m_clipped_vertices) {
- // To normalized device coordinates (NDC)
- auto const one_over_w = 1 / vec.clip_coordinates.w();
- auto const ndc_coordinates = FloatVector4 {
- vec.clip_coordinates.x() * one_over_w,
- vec.clip_coordinates.y() * one_over_w,
- vec.clip_coordinates.z() * one_over_w,
- one_over_w,
- };
- // To window coordinates
- vec.window_coordinates = {
- viewport_center_x + ndc_coordinates.x() * viewport_half_width,
- viewport_center_y + ndc_coordinates.y() * viewport_half_height,
- depth_halfway + ndc_coordinates.z() * depth_half_range,
- ndc_coordinates.w(),
- };
- }
- Triangle tri;
- tri.vertices[0] = m_clipped_vertices[0];
- for (size_t i = 1; i < m_clipped_vertices.size() - 1; i++) {
- tri.vertices[1] = m_clipped_vertices[i];
- tri.vertices[2] = m_clipped_vertices[i + 1];
- m_processed_triangles.append(tri);
- }
- }
- // Generate texture coordinates if at least one coordinate is enabled
- bool texture_coordinate_generation_enabled = false;
- for (auto const coordinates_enabled : m_options.texcoord_generation_enabled_coordinates) {
- if (coordinates_enabled != GPU::TexCoordGenerationCoordinate::None) {
- texture_coordinate_generation_enabled = true;
- break;
- }
- }
- for (auto& triangle : m_processed_triangles) {
- triangle.subpixel_coordinates[0] = (triangle.vertices[0].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
- triangle.subpixel_coordinates[1] = (triangle.vertices[1].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
- triangle.subpixel_coordinates[2] = (triangle.vertices[2].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
- auto triangle_area = edge_function(triangle.subpixel_coordinates[0], triangle.subpixel_coordinates[1], triangle.subpixel_coordinates[2]);
- if (triangle_area == 0)
- continue;
- if (m_options.enable_culling) {
- bool is_front = (m_options.front_face == GPU::WindingOrder::CounterClockwise ? triangle_area > 0 : triangle_area < 0);
- if (!is_front && m_options.cull_back)
- continue;
- if (is_front && m_options.cull_front)
- continue;
- }
- // Force counter-clockwise ordering of vertices
- if (triangle_area < 0) {
- swap(triangle.vertices[0], triangle.vertices[1]);
- swap(triangle.subpixel_coordinates[0], triangle.subpixel_coordinates[1]);
- triangle_area *= -1;
- }
- triangle.area = triangle_area;
- if (texture_coordinate_generation_enabled) {
- generate_texture_coordinates(triangle.vertices[0], m_options);
- generate_texture_coordinates(triangle.vertices[1], m_options);
- generate_texture_coordinates(triangle.vertices[2], m_options);
- }
- // Apply texture transformation
- for (size_t i = 0; i < GPU::NUM_SAMPLERS; ++i) {
- triangle.vertices[0].tex_coords[i] = texture_transform * triangle.vertices[0].tex_coords[i];
- triangle.vertices[1].tex_coords[i] = texture_transform * triangle.vertices[1].tex_coords[i];
- triangle.vertices[2].tex_coords[i] = texture_transform * triangle.vertices[2].tex_coords[i];
- }
- rasterize_triangle(triangle);
- }
- }
- ALWAYS_INLINE void Device::shade_fragments(PixelQuad& quad)
- {
- quad.out_color = quad.vertex_color;
- for (size_t i : m_enabled_texture_units) {
- // FIXME: implement GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_CUBE_MAP
- auto const& sampler = m_samplers[i];
- auto texel = sampler.sample_2d(quad.texture_coordinates[i].xy());
- INCREASE_STATISTICS_COUNTER(g_num_sampler_calls, 1);
- // FIXME: Implement more blend modes
- switch (sampler.config().fixed_function_texture_env_mode) {
- case GPU::TextureEnvMode::Modulate:
- quad.out_color = quad.out_color * texel;
- break;
- case GPU::TextureEnvMode::Replace:
- quad.out_color = texel;
- break;
- case GPU::TextureEnvMode::Decal: {
- auto dst_alpha = texel.w();
- quad.out_color.set_x(mix(quad.out_color.x(), texel.x(), dst_alpha));
- quad.out_color.set_y(mix(quad.out_color.y(), texel.y(), dst_alpha));
- quad.out_color.set_z(mix(quad.out_color.z(), texel.z(), dst_alpha));
- break;
- }
- case GPU::TextureEnvMode::Add:
- quad.out_color.set_x(quad.out_color.x() + texel.x());
- quad.out_color.set_y(quad.out_color.y() + texel.y());
- quad.out_color.set_z(quad.out_color.z() + texel.z());
- quad.out_color.set_w(quad.out_color.w() * texel.w()); // FIXME: If texture format is `GL_INTENSITY` alpha components must be added (https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTexEnv.xml)
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- }
- // Calculate fog
- // Math from here: https://opengl-notes.readthedocs.io/en/latest/topics/texturing/aliasing.html
- // FIXME: exponential fog is not vectorized, we should add a SIMD exp function that calculates an approximation.
- if (m_options.fog_enabled) {
- f32x4 factor;
- switch (m_options.fog_mode) {
- case GPU::FogMode::Linear:
- factor = (m_options.fog_end - quad.fog_depth) / (m_options.fog_end - m_options.fog_start);
- break;
- case GPU::FogMode::Exp: {
- auto argument = -m_options.fog_density * quad.fog_depth;
- factor = exp(argument);
- } break;
- case GPU::FogMode::Exp2: {
- auto argument = m_options.fog_density * quad.fog_depth;
- argument *= -argument;
- factor = exp(argument);
- } break;
- default:
- VERIFY_NOT_REACHED();
- }
- // Mix texel's RGB with fog's RBG - leave alpha alone
- auto fog_color = expand4(m_options.fog_color);
- quad.out_color.set_x(mix(fog_color.x(), quad.out_color.x(), factor));
- quad.out_color.set_y(mix(fog_color.y(), quad.out_color.y(), factor));
- quad.out_color.set_z(mix(fog_color.z(), quad.out_color.z(), factor));
- }
- }
- ALWAYS_INLINE bool Device::test_alpha(PixelQuad& quad)
- {
- auto const alpha = quad.out_color.w();
- auto const ref_value = expand4(m_options.alpha_test_ref_value);
- switch (m_options.alpha_test_func) {
- case GPU::AlphaTestFunction::Less:
- quad.mask &= alpha < ref_value;
- break;
- case GPU::AlphaTestFunction::Equal:
- quad.mask &= alpha == ref_value;
- break;
- case GPU::AlphaTestFunction::LessOrEqual:
- quad.mask &= alpha <= ref_value;
- break;
- case GPU::AlphaTestFunction::Greater:
- quad.mask &= alpha > ref_value;
- break;
- case GPU::AlphaTestFunction::NotEqual:
- quad.mask &= alpha != ref_value;
- break;
- case GPU::AlphaTestFunction::GreaterOrEqual:
- quad.mask &= alpha >= ref_value;
- break;
- case GPU::AlphaTestFunction::Never:
- case GPU::AlphaTestFunction::Always:
- default:
- VERIFY_NOT_REACHED();
- }
- return any(quad.mask);
- }
- void Device::resize(Gfx::IntSize const& size)
- {
- auto frame_buffer_or_error = FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size);
- m_frame_buffer = MUST(frame_buffer_or_error);
- }
- void Device::clear_color(FloatVector4 const& color)
- {
- auto const fill_color = to_bgra32(color);
- auto clear_rect = m_frame_buffer->rect();
- if (m_options.scissor_enabled)
- clear_rect.intersect(m_options.scissor_box);
- m_frame_buffer->color_buffer()->fill(fill_color, clear_rect);
- }
- void Device::clear_depth(GPU::DepthType depth)
- {
- auto clear_rect = m_frame_buffer->rect();
- if (m_options.scissor_enabled)
- clear_rect.intersect(m_options.scissor_box);
- m_frame_buffer->depth_buffer()->fill(depth, clear_rect);
- }
- void Device::clear_stencil(GPU::StencilType value)
- {
- auto clear_rect = m_frame_buffer->rect();
- if (m_options.scissor_enabled)
- clear_rect.intersect(m_options.scissor_box);
- m_frame_buffer->stencil_buffer()->fill(value, clear_rect);
- }
- void Device::blit_to_color_buffer_at_raster_position(Gfx::Bitmap const& source)
- {
- if (!m_raster_position.valid)
- return;
- INCREASE_STATISTICS_COUNTER(g_num_pixels, source.width() * source.height());
- INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, source.width() * source.height());
- auto const blit_rect = get_rasterization_rect_of_size({ source.width(), source.height() });
- m_frame_buffer->color_buffer()->blit_from_bitmap(source, blit_rect);
- }
- void Device::blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const& depth_values, int width, int height)
- {
- if (!m_raster_position.valid)
- return;
- auto const raster_rect = get_rasterization_rect_of_size({ width, height });
- auto const y1 = raster_rect.y();
- auto const y2 = y1 + height;
- auto const x1 = raster_rect.x();
- auto const x2 = x1 + width;
- auto index = 0;
- for (auto y = y1; y < y2; ++y) {
- auto depth_line = m_frame_buffer->depth_buffer()->scanline(y);
- for (auto x = x1; x < x2; ++x)
- depth_line[x] = depth_values[index++];
- }
- }
- void Device::blit_color_buffer_to(Gfx::Bitmap& target)
- {
- m_frame_buffer->color_buffer()->blit_flipped_to_bitmap(target, m_frame_buffer->rect());
- if constexpr (ENABLE_STATISTICS_OVERLAY)
- draw_statistics_overlay(target);
- }
- void Device::draw_statistics_overlay(Gfx::Bitmap& target)
- {
- static Core::ElapsedTimer timer;
- static String debug_string;
- static int frame_counter;
- frame_counter++;
- int milliseconds = 0;
- if (timer.is_valid())
- milliseconds = timer.elapsed();
- else
- timer.start();
- Gfx::Painter painter { target };
- if (milliseconds > MILLISECONDS_PER_STATISTICS_PERIOD) {
- int num_rendertarget_pixels = m_frame_buffer->rect().size().area();
- StringBuilder builder;
- builder.append(String::formatted("Timings : {:.1}ms {:.1}FPS\n",
- static_cast<double>(milliseconds) / frame_counter,
- (milliseconds > 0) ? 1000.0 * frame_counter / milliseconds : 9999.0));
- builder.append(String::formatted("Triangles : {}\n", g_num_rasterized_triangles));
- builder.append(String::formatted("SIMD usage : {}%\n", g_num_quads > 0 ? g_num_pixels_shaded * 25 / g_num_quads : 0));
- builder.append(String::formatted("Pixels : {}, Stencil: {}%, Shaded: {}%, Blended: {}%, Overdraw: {}%\n",
- g_num_pixels,
- g_num_pixels > 0 ? g_num_stencil_writes * 100 / g_num_pixels : 0,
- g_num_pixels > 0 ? g_num_pixels_shaded * 100 / g_num_pixels : 0,
- g_num_pixels_shaded > 0 ? g_num_pixels_blended * 100 / g_num_pixels_shaded : 0,
- num_rendertarget_pixels > 0 ? g_num_pixels_shaded * 100 / num_rendertarget_pixels - 100 : 0));
- builder.append(String::formatted("Sampler calls: {}\n", g_num_sampler_calls));
- debug_string = builder.to_string();
- frame_counter = 0;
- timer.start();
- }
- g_num_rasterized_triangles = 0;
- g_num_pixels = 0;
- g_num_pixels_shaded = 0;
- g_num_pixels_blended = 0;
- g_num_sampler_calls = 0;
- g_num_stencil_writes = 0;
- g_num_quads = 0;
- auto& font = Gfx::FontDatabase::default_fixed_width_font();
- for (int y = -1; y < 2; y++)
- for (int x = -1; x < 2; x++)
- if (x != 0 && y != 0)
- painter.draw_text(target.rect().translated(x + 2, y + 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::Black);
- painter.draw_text(target.rect().translated(2, 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::White);
- }
- void Device::set_options(GPU::RasterizerOptions const& options)
- {
- m_options = options;
- if (m_options.enable_blending)
- setup_blend_factors();
- }
- void Device::set_light_model_params(GPU::LightModelParameters const& lighting_model)
- {
- m_lighting_model = lighting_model;
- }
- GPU::ColorType Device::get_color_buffer_pixel(int x, int y)
- {
- // FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
- if (!m_frame_buffer->rect().contains(x, y))
- return 0;
- return m_frame_buffer->color_buffer()->scanline(y)[x];
- }
- GPU::DepthType Device::get_depthbuffer_value(int x, int y)
- {
- // FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
- if (!m_frame_buffer->rect().contains(x, y))
- return 1.0f;
- return m_frame_buffer->depth_buffer()->scanline(y)[x];
- }
- NonnullRefPtr<GPU::Image> Device::create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers)
- {
- VERIFY(format == GPU::ImageFormat::BGRA8888);
- VERIFY(width > 0);
- VERIFY(height > 0);
- VERIFY(depth > 0);
- VERIFY(levels > 0);
- VERIFY(layers > 0);
- return adopt_ref(*new Image(this, width, height, depth, levels, layers));
- }
- void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& config)
- {
- VERIFY(config.bound_image.is_null() || config.bound_image->ownership_token() == this);
- m_samplers[sampler].set_config(config);
- }
- void Device::set_light_state(unsigned int light_id, GPU::Light const& light)
- {
- m_lights.at(light_id) = light;
- }
- void Device::set_material_state(GPU::Face face, GPU::Material const& material)
- {
- m_materials[face] = material;
- }
- void Device::set_stencil_configuration(GPU::Face face, GPU::StencilConfiguration const& stencil_configuration)
- {
- m_stencil_configuration[face] = stencil_configuration;
- }
- void Device::set_raster_position(GPU::RasterPosition const& raster_position)
- {
- m_raster_position = raster_position;
- }
- void Device::set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform)
- {
- auto const eye_coordinates = model_view_transform * position;
- auto const clip_coordinates = projection_transform * eye_coordinates;
- // FIXME: implement clipping
- m_raster_position.valid = true;
- auto ndc_coordinates = clip_coordinates / clip_coordinates.w();
- ndc_coordinates.set_w(clip_coordinates.w());
- auto const viewport = m_options.viewport;
- auto const viewport_half_width = viewport.width() / 2.0f;
- auto const viewport_half_height = viewport.height() / 2.0f;
- auto const viewport_center_x = viewport.x() + viewport_half_width;
- auto const viewport_center_y = viewport.y() + viewport_half_height;
- auto const depth_half_range = (m_options.depth_max - m_options.depth_min) / 2;
- auto const depth_halfway = (m_options.depth_min + m_options.depth_max) / 2;
- // FIXME: implement other raster position properties such as color and texcoords
- m_raster_position.window_coordinates = {
- viewport_center_x + ndc_coordinates.x() * viewport_half_width,
- viewport_center_y + ndc_coordinates.y() * viewport_half_height,
- depth_halfway + ndc_coordinates.z() * depth_half_range,
- ndc_coordinates.w(),
- };
- m_raster_position.eye_coordinate_distance = eye_coordinates.length();
- }
- Gfx::IntRect Device::get_rasterization_rect_of_size(Gfx::IntSize size)
- {
- // Round the X and Y floating point coordinates to the nearest integer; OpenGL 1.5 spec:
- // "Any fragments whose centers lie inside of this rectangle (or on its bottom or left
- // boundaries) are produced in correspondence with this particular group of elements."
- return {
- static_cast<int>(lroundf(m_raster_position.window_coordinates.x())),
- static_cast<int>(lroundf(m_raster_position.window_coordinates.y())),
- size.width(),
- size.height(),
- };
- }
- }
- extern "C" {
- GPU::Device* serenity_gpu_create_device(Gfx::IntSize const& size)
- {
- return make<SoftGPU::Device>(size).leak_ptr();
- }
- }
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