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- /*
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
- * Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <AK/AnyOf.h>
- #include <AK/Error.h>
- #include <AK/Math.h>
- #include <AK/NumericLimits.h>
- #include <AK/SIMDExtras.h>
- #include <AK/SIMDMath.h>
- #include <AK/String.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/Image.h>
- #include <LibSoftGPU/PixelConverter.h>
- #include <LibSoftGPU/PixelQuad.h>
- #include <LibSoftGPU/SIMD.h>
- #include <LibSoftGPU/Shader.h>
- #include <LibSoftGPU/ShaderCompiler.h>
- #include <math.h>
- namespace SoftGPU {
- static i64 g_num_rasterized_triangles;
- static i64 g_num_pixels;
- static i64 g_num_pixels_shaded;
- static i64 g_num_pixels_blended;
- static i64 g_num_sampler_calls;
- static i64 g_num_stencil_writes;
- static i64 g_num_quads;
- using AK::abs;
- using AK::SIMD::any;
- using AK::SIMD::exp_approximate;
- 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::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_argb32(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_argb32(Vector4<f32x4> const& color)
- {
- auto clamped = color.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,
- };
- }
- ALWAYS_INLINE static void test_alpha(PixelQuad& quad, GPU::AlphaTestFunction alpha_test_function, f32x4 const& reference_value)
- {
- auto const alpha = quad.get_output_float(SHADER_OUTPUT_FIRST_COLOR + 3);
- switch (alpha_test_function) {
- case GPU::AlphaTestFunction::Always:
- quad.mask &= expand4(~0);
- break;
- case GPU::AlphaTestFunction::Equal:
- quad.mask &= alpha == reference_value;
- break;
- case GPU::AlphaTestFunction::Greater:
- quad.mask &= alpha > reference_value;
- break;
- case GPU::AlphaTestFunction::GreaterOrEqual:
- quad.mask &= alpha >= reference_value;
- break;
- case GPU::AlphaTestFunction::Less:
- quad.mask &= alpha < reference_value;
- break;
- case GPU::AlphaTestFunction::LessOrEqual:
- quad.mask &= alpha <= reference_value;
- break;
- case GPU::AlphaTestFunction::NotEqual:
- quad.mask &= alpha != reference_value;
- break;
- case GPU::AlphaTestFunction::Never:
- default:
- VERIFY_NOT_REACHED();
- }
- }
- ALWAYS_INLINE static bool is_blend_factor_constant(GPU::BlendFactor blend_factor)
- {
- return (blend_factor == GPU::BlendFactor::One || blend_factor == GPU::BlendFactor::Zero);
- }
- // OpenGL 1.5 § 4.1.8, table 4.1
- ALWAYS_INLINE static Vector4<f32x4> get_blend_factor(GPU::BlendFactor blend_factor, Vector4<f32x4> const& source_color, Vector4<f32x4> const& destination_color)
- {
- switch (blend_factor) {
- case GPU::BlendFactor::DstAlpha:
- return to_vec4(destination_color.w());
- case GPU::BlendFactor::DstColor:
- return destination_color;
- case GPU::BlendFactor::One:
- return to_vec4(expand4(1.f));
- case GPU::BlendFactor::OneMinusDstAlpha:
- return to_vec4(1.f - destination_color.w());
- case GPU::BlendFactor::OneMinusDstColor:
- return to_vec4(expand4(1.f)) - destination_color;
- case GPU::BlendFactor::OneMinusSrcAlpha:
- return to_vec4(1.f - source_color.w());
- case GPU::BlendFactor::OneMinusSrcColor:
- return to_vec4(expand4(1.f)) - source_color;
- case GPU::BlendFactor::SrcAlpha:
- return to_vec4(source_color.w());
- case GPU::BlendFactor::SrcAlphaSaturate: {
- auto saturated = min(source_color.w(), 1.f - destination_color.w());
- return { saturated, saturated, saturated, expand4(1.f) };
- }
- case GPU::BlendFactor::SrcColor:
- return source_color;
- case GPU::BlendFactor::Zero:
- return to_vec4(expand4(0.f));
- default:
- VERIFY_NOT_REACHED();
- }
- }
- template<typename CB1, typename CB2, typename CB3>
- ALWAYS_INLINE void Device::rasterize(Gfx::IntRect& render_bounds, CB1 set_coverage_mask, CB2 set_quad_depth, CB3 set_quad_attributes)
- {
- // 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 alpha_test_ref_value = expand4(m_options.alpha_test_ref_value);
- // Buffers
- auto color_buffer = m_frame_buffer->color_buffer();
- auto depth_buffer = m_frame_buffer->depth_buffer();
- auto stencil_buffer = m_frame_buffer->stencil_buffer();
- // 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);
- };
- // Limit rendering to framebuffer and scissor rects
- render_bounds.intersect(m_frame_buffer->rect());
- if (m_options.scissor_enabled)
- render_bounds.intersect(m_options.scissor_box);
- // Quad bounds
- auto const render_bounds_left = render_bounds.left();
- auto const render_bounds_right = render_bounds.right() - 1;
- auto const render_bounds_top = render_bounds.top();
- auto const render_bounds_bottom = render_bounds.bottom() - 1;
- auto const qx0 = render_bounds_left & ~1;
- auto const qx1 = render_bounds_right & ~1;
- auto const qy0 = render_bounds_top & ~1;
- auto const qy1 = render_bounds_bottom & ~1;
- // Blend factors
- Vector4<f32x4> src_factor;
- Vector4<f32x4> dst_factor;
- auto const src_factor_is_constant = is_blend_factor_constant(m_options.blend_source_factor);
- auto const dst_factor_is_constant = is_blend_factor_constant(m_options.blend_destination_factor);
- if (m_options.enable_blending) {
- if (src_factor_is_constant)
- src_factor = get_blend_factor(m_options.blend_source_factor, {}, {});
- if (dst_factor_is_constant)
- dst_factor = get_blend_factor(m_options.blend_destination_factor, {}, {});
- }
- // Rasterize all quads
- // FIXME: this could be embarrassingly parallel
- for (int qy = qy0; qy <= qy1; qy += 2) {
- for (int qx = qx0; qx <= qx1; qx += 2) {
- PixelQuad quad;
- quad.screen_coordinates = {
- i32x4 { qx, qx + 1, qx, qx + 1 },
- i32x4 { qy, qy, qy + 1, qy + 1 },
- };
- // Set coverage mask and test against render bounds
- set_coverage_mask(quad);
- 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;
- auto coverage_bits = maskbits(quad.mask);
- if (coverage_bits == 0)
- continue;
- INCREASE_STATISTICS_COUNTER(g_num_quads, 1);
- INCREASE_STATISTICS_COUNTER(g_num_pixels, maskcount(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(qy)[qx] : nullptr;
- stencil_ptrs[1] = coverage_bits & 2 ? &stencil_buffer->scanline(qy)[qx + 1] : nullptr;
- stencil_ptrs[2] = coverage_bits & 4 ? &stencil_buffer->scanline(qy + 1)[qx] : nullptr;
- stencil_ptrs[3] = coverage_bits & 8 ? &stencil_buffer->scanline(qy + 1)[qx + 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;
- coverage_bits = maskbits(quad.mask);
- if (coverage_bits == 0)
- continue;
- }
- // Depth testing
- GPU::DepthType* depth_ptrs[4] = {
- coverage_bits & 1 ? &depth_buffer->scanline(qy)[qx] : nullptr,
- coverage_bits & 2 ? &depth_buffer->scanline(qy)[qx + 1] : nullptr,
- coverage_bits & 4 ? &depth_buffer->scanline(qy + 1)[qx] : nullptr,
- coverage_bits & 8 ? &depth_buffer->scanline(qy + 1)[qx + 1] : nullptr,
- };
- if (m_options.enable_depth_test) {
- set_quad_depth(quad);
- auto depth = load4_masked(depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
- 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:
- depth_test_passed = quad.depth != depth;
- break;
- case GPU::DepthTestFunction::Equal:
- depth_test_passed = quad.depth == depth;
- 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;
- coverage_bits = maskbits(quad.mask);
- if (coverage_bits == 0)
- 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));
- set_quad_attributes(quad);
- shade_fragments(quad);
- // Alpha testing
- if (m_options.enable_alpha_test) {
- test_alpha(quad, m_options.alpha_test_func, alpha_test_ref_value);
- coverage_bits = maskbits(quad.mask);
- if (coverage_bits == 0)
- 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(qy)[qx] : nullptr,
- coverage_bits & 2 ? &color_buffer->scanline(qy)[qx + 1] : nullptr,
- coverage_bits & 4 ? &color_buffer->scanline(qy + 1)[qx] : nullptr,
- coverage_bits & 8 ? &color_buffer->scanline(qy + 1)[qx + 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);
- auto out_color = quad.get_output_vector4(SHADER_OUTPUT_FIRST_COLOR);
- if (m_options.enable_blending) {
- INCREASE_STATISTICS_COUNTER(g_num_pixels_blended, maskcount(quad.mask));
- // Blend color values from pixel_staging into color_buffer
- auto const& src = out_color;
- auto const dst = to_vec4(dst_u32);
- if (!src_factor_is_constant)
- src_factor = get_blend_factor(m_options.blend_source_factor, src, dst);
- if (!dst_factor_is_constant)
- dst_factor = get_blend_factor(m_options.blend_destination_factor, src, dst);
- out_color = src * src_factor + dst * dst_factor;
- }
- auto const argb32_color = to_argb32(out_color);
- if (m_options.color_mask == 0xffffffff)
- store4_masked(argb32_color, color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
- else
- store4_masked((argb32_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);
- }
- }
- }
- void Device::rasterize_line_aliased(GPU::Vertex& from, GPU::Vertex& to)
- {
- // FIXME: implement aliased lines; for now we fall back to anti-aliased logic
- rasterize_line_antialiased(from, to);
- }
- void Device::rasterize_line_antialiased(GPU::Vertex& from, GPU::Vertex& to)
- {
- auto const from_coords = from.window_coordinates.xy();
- auto const to_coords = to.window_coordinates.xy();
- auto const line_width = ceilf(m_options.line_width);
- auto const line_radius = line_width / 2;
- auto render_bounds = Gfx::IntRect {
- min(from_coords.x(), to_coords.x()),
- min(from_coords.y(), to_coords.y()),
- abs(from_coords.x() - to_coords.x()) + 1,
- abs(from_coords.y() - to_coords.y()) + 1,
- };
- render_bounds.inflate(line_width, line_width);
- auto const from_coords4 = expand4(from_coords);
- auto const line_vector = to_coords - from_coords;
- auto const line_vector4 = expand4(line_vector);
- auto const line_dot4 = expand4(line_vector.dot(line_vector));
- auto const from_depth4 = expand4(from.window_coordinates.z());
- auto const to_depth4 = expand4(to.window_coordinates.z());
- auto const from_color4 = expand4(from.color);
- auto const from_fog_depth4 = expand4(abs(from.eye_coordinates.z()));
- // Rasterize using a 2D signed distance field for a line segment
- // FIXME: performance-wise, this might be the absolute worst way to draw an anti-aliased line
- f32x4 distance_along_line;
- rasterize(
- render_bounds,
- [&from_coords4, &distance_along_line, &line_vector4, &line_dot4, &line_radius](auto& quad) {
- auto const screen_coordinates4 = to_vec2_f32x4(quad.screen_coordinates);
- auto const pixel_vector = screen_coordinates4 - from_coords4;
- distance_along_line = AK::SIMD::clamp(pixel_vector.dot(line_vector4) / line_dot4, 0.f, 1.f);
- auto distance_to_line = length(pixel_vector - line_vector4 * distance_along_line) - line_radius;
- // Add .5f to the distance so coverage transitions half a pixel before the actual border
- quad.coverage = 1.f - AK::SIMD::clamp(distance_to_line + 0.5f, 0.f, 1.f);
- quad.mask = quad.coverage > 0.f;
- },
- [&from_depth4, &to_depth4, &distance_along_line](auto& quad) {
- quad.depth = mix(from_depth4, to_depth4, distance_along_line);
- },
- [&from_color4, &from, &from_fog_depth4](auto& quad) {
- // FIXME: interpolate color, tex coords and fog depth along the distance of the line
- // in clip space (i.e. NOT distance_from_line)
- quad.set_input(SHADER_INPUT_VERTEX_COLOR, from_color4);
- for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
- quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, expand4(from.tex_coords[i]));
- quad.fog_depth = from_fog_depth4;
- });
- }
- void Device::rasterize_line(GPU::Vertex& from, GPU::Vertex& to)
- {
- if (m_options.line_smooth)
- rasterize_line_antialiased(from, to);
- else
- rasterize_line_aliased(from, to);
- }
- void Device::rasterize_point_aliased(GPU::Vertex& point)
- {
- // Determine aliased point width
- constexpr size_t maximum_aliased_point_size = 64;
- auto point_width = clamp(round_to<int>(m_options.point_size), 1, maximum_aliased_point_size);
- // Determine aliased center coordinates
- IntVector2 point_center;
- if (point_width % 2 == 1)
- point_center = point.window_coordinates.xy().to_type<int>();
- else
- point_center = (point.window_coordinates.xy() + FloatVector2 { .5f, .5f }).to_type<int>();
- // Aliased points are rects; calculate boundaries around center
- auto point_rect = Gfx::IntRect {
- point_center.x() - point_width / 2,
- point_center.y() - point_width / 2,
- point_width,
- point_width,
- };
- // Rasterize the point as a rect
- rasterize(
- point_rect,
- [](auto& quad) {
- // We already passed in point_rect, so this doesn't matter
- quad.mask = expand4(~0);
- },
- [&point](auto& quad) {
- quad.depth = expand4(point.window_coordinates.z());
- },
- [&point](auto& quad) {
- quad.set_input(SHADER_INPUT_VERTEX_COLOR, expand4(point.color));
- for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
- quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, expand4(point.tex_coords[i]));
- quad.fog_depth = expand4(abs(point.eye_coordinates.z()));
- });
- }
- void Device::rasterize_point_antialiased(GPU::Vertex& point)
- {
- auto const center = point.window_coordinates.xy();
- auto const center4 = expand4(center);
- auto const radius = m_options.point_size / 2;
- auto render_bounds = Gfx::IntRect {
- center.x() - radius,
- center.y() - radius,
- radius * 2 + 1,
- radius * 2 + 1,
- };
- // Rasterize using a 2D signed distance field for a circle
- rasterize(
- render_bounds,
- [¢er4, &radius](auto& quad) {
- auto screen_coords = to_vec2_f32x4(quad.screen_coordinates);
- auto distance_to_point = length(center4 - screen_coords) - radius;
- // Add .5f to the distance so coverage transitions half a pixel before the actual border
- quad.coverage = 1.f - AK::SIMD::clamp(distance_to_point + .5f, 0.f, 1.f);
- quad.mask = quad.coverage > 0.f;
- },
- [&point](auto& quad) {
- quad.depth = expand4(point.window_coordinates.z());
- },
- [&point](auto& quad) {
- quad.set_input(SHADER_INPUT_VERTEX_COLOR, expand4(point.color));
- for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
- quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, expand4(point.tex_coords[i]));
- quad.fog_depth = expand4(abs(point.eye_coordinates.z()));
- });
- }
- void Device::rasterize_point(GPU::Vertex& point)
- {
- if (m_options.point_smooth)
- rasterize_point_antialiased(point);
- else
- rasterize_point_aliased(point);
- }
- void Device::rasterize_triangle(Triangle& triangle)
- {
- INCREASE_STATISTICS_COUNTER(g_num_rasterized_triangles, 1);
- auto v0 = (triangle.vertices[0].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
- auto v1 = (triangle.vertices[1].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
- auto v2 = (triangle.vertices[2].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
- auto triangle_area = edge_function(v0, v1, v2);
- if (triangle_area == 0)
- return;
- // Perform face culling
- 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)
- return;
- if (is_front && m_options.cull_front)
- return;
- }
- // Force counter-clockwise ordering of vertices
- if (triangle_area < 0) {
- swap(triangle.vertices[0], triangle.vertices[1]);
- swap(v0, v1);
- triangle_area *= -1;
- }
- auto const& vertex0 = triangle.vertices[0];
- auto const& vertex1 = triangle.vertices[1];
- auto const& vertex2 = triangle.vertices[2];
- auto const one_over_area = 1.0f / triangle_area;
- // 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 render bounds based on the triangle's vertices
- Gfx::IntRect render_bounds;
- render_bounds.set_left(min(min(v0.x(), v1.x()), v2.x()) / subpixel_factor);
- render_bounds.set_right(max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor + 1);
- render_bounds.set_top(min(min(v0.y(), v1.y()), v2.y()) / subpixel_factor);
- render_bounds.set_bottom(max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor + 1);
- // Calculate depth of fragment for fog;
- // OpenGL 1.5 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 half_pixel_offset = Vector2<i32x4> { expand4(subpixel_factor / 2), expand4(subpixel_factor / 2) };
- auto const window_w_coordinates = Vector3<f32x4> {
- expand4(vertex0.window_coordinates.w()),
- expand4(vertex1.window_coordinates.w()),
- expand4(vertex2.window_coordinates.w()),
- };
- // Calculate depth offset to apply
- float depth_offset = 0.f;
- if (m_options.depth_offset_enabled) {
- // OpenGL 2.0 § 3.5.5 allows us to approximate the maximum slope
- auto delta_z = max(
- max(
- abs(vertex0.window_coordinates.z() - vertex1.window_coordinates.z()),
- abs(vertex1.window_coordinates.z() - vertex2.window_coordinates.z())),
- abs(vertex2.window_coordinates.z() - vertex0.window_coordinates.z()));
- auto depth_max_slope = max(delta_z / render_bounds.width(), delta_z / render_bounds.height());
- // Calculate total depth offset
- depth_offset = depth_max_slope * m_options.depth_offset_factor + NumericLimits<float>::epsilon() * m_options.depth_offset_constant;
- }
- auto const window_z_coordinates = Vector3<f32x4> {
- expand4(vertex0.window_coordinates.z() + depth_offset),
- expand4(vertex1.window_coordinates.z() + depth_offset),
- expand4(vertex2.window_coordinates.z() + depth_offset),
- };
- rasterize(
- render_bounds,
- [&](auto& quad) {
- auto edge_values = calculate_edge_values4(quad.screen_coordinates * subpixel_factor + half_pixel_offset);
- quad.mask = test_point4(edge_values);
- quad.barycentrics = {
- to_f32x4(edge_values.x()),
- to_f32x4(edge_values.y()),
- to_f32x4(edge_values.z()),
- };
- },
- [&](auto& quad) {
- // Determine each edge's ratio to the total area
- quad.barycentrics = quad.barycentrics * one_over_area;
- // Because the Z coordinates were divided by W, we can interpolate between them
- quad.depth = AK::SIMD::clamp(window_z_coordinates.dot(quad.barycentrics), 0.f, 1.f);
- },
- [&](auto& quad) {
- 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.set_input(SHADER_INPUT_VERTEX_COLOR, interpolate(expand4(vertex0.color), expand4(vertex1.color), expand4(vertex2.color), quad.barycentrics));
- else
- quad.set_input(SHADER_INPUT_VERTEX_COLOR, expand4(vertex0.color));
- for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
- quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, 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);
- });
- }
- Device::Device(Gfx::IntSize size)
- : m_frame_buffer(FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size).release_value_but_fixme_should_propagate_errors())
- , m_shader_processor(m_samplers)
- {
- 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_TEXTURE_UNITS,
- .num_lights = NUM_LIGHTS,
- .max_clip_planes = MAX_CLIP_PLANES,
- .max_texture_size = MAX_TEXTURE_SIZE,
- .max_texture_lod_bias = MAX_TEXTURE_LOD_BIAS,
- .stencil_bits = sizeof(GPU::StencilType) * 8,
- .supports_npot_textures = true,
- .supports_texture_clamp_to_edge = true,
- .supports_texture_env_add = true,
- };
- }
- static void generate_texture_coordinates(GPU::Vertex const& vertex, FloatVector4& tex_coord, GPU::TextureUnitConfiguration const& texture_unit_configuration)
- {
- auto generate_coordinate = [&](size_t config_index) -> float {
- auto const& tex_coord_generation = texture_unit_configuration.tex_coord_generation[config_index];
- switch (tex_coord_generation.mode) {
- case GPU::TexCoordGenerationMode::ObjectLinear: {
- auto coefficients = tex_coord_generation.coefficients;
- return coefficients.dot(vertex.position);
- }
- case GPU::TexCoordGenerationMode::EyeLinear: {
- auto coefficients = tex_coord_generation.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];
- }
- }
- VERIFY_NOT_REACHED();
- };
- auto const enabled_coords = texture_unit_configuration.tex_coord_generation_enabled;
- if (enabled_coords == GPU::TexCoordGenerationCoordinate::None)
- return;
- tex_coord = {
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::S) > 0) ? generate_coordinate(0) : tex_coord.x(),
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::T) > 0) ? generate_coordinate(1) : tex_coord.y(),
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::R) > 0) ? generate_coordinate(2) : tex_coord.z(),
- ((enabled_coords & GPU::TexCoordGenerationCoordinate::Q) > 0) ? generate_coordinate(3) : tex_coord.w(),
- };
- }
- void Device::calculate_vertex_lighting(GPU::Vertex& vertex) const
- {
- if (!m_options.lighting_enabled)
- return;
- auto const& material = m_materials.at(0);
- 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);
- }
- void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices)
- {
- // 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 triangle's vertices are sorted in a counter-clockwise orientation
- // 6. The triangles are then sent off to the rasterizer and drawn to the screen
- if (vertices.is_empty())
- return;
- // 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 const normal_transform = model_view_transform.submatrix_from_topleft<3>().transpose().inverse();
- // First, transform all vertices
- for (auto& vertex : vertices) {
- vertex.eye_coordinates = model_view_transform * vertex.position;
- vertex.normal = normal_transform * vertex.normal;
- if (m_options.normalization_enabled)
- vertex.normal.normalize();
- calculate_vertex_lighting(vertex);
- vertex.clip_coordinates = projection_transform * vertex.eye_coordinates;
- for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i) {
- auto const& texture_unit_configuration = m_texture_unit_configuration[i];
- if (!texture_unit_configuration.enabled)
- continue;
- generate_texture_coordinates(vertex, vertex.tex_coords[i], texture_unit_configuration);
- vertex.tex_coords[i] = texture_unit_configuration.transformation_matrix * vertex.tex_coords[i];
- }
- }
- // Window coordinate calculation
- auto const viewport = m_options.viewport;
- auto const viewport_half_width = viewport.width() / 2.f;
- auto const viewport_half_height = viewport.height() / 2.f;
- 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;
- auto calculate_vertex_window_coordinates = [&](GPU::Vertex& vertex) {
- auto const one_over_w = 1 / vertex.clip_coordinates.w();
- auto const ndc_coordinates = vertex.clip_coordinates.xyz() * one_over_w;
- vertex.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,
- one_over_w,
- };
- };
- // Process points
- if (primitive_type == GPU::PrimitiveType::Points) {
- m_clipper.clip_points_against_frustum(vertices);
- for (auto& vertex : vertices) {
- calculate_vertex_window_coordinates(vertex);
- rasterize_point(vertex);
- }
- return;
- }
- // Process lines, line loop and line strips
- auto rasterize_line_segment = [&](GPU::Vertex& from, GPU::Vertex& to) {
- if (!m_clipper.clip_line_against_frustum(from, to))
- return;
- calculate_vertex_window_coordinates(from);
- calculate_vertex_window_coordinates(to);
- rasterize_line(from, to);
- };
- if (primitive_type == GPU::PrimitiveType::Lines) {
- if (vertices.size() < 2)
- return;
- for (size_t i = 0; i < vertices.size() - 1; i += 2)
- rasterize_line_segment(vertices[i], vertices[i + 1]);
- return;
- } else if (primitive_type == GPU::PrimitiveType::LineLoop) {
- if (vertices.size() < 2)
- return;
- for (size_t i = 0; i < vertices.size(); ++i)
- rasterize_line_segment(vertices[i], vertices[(i + 1) % vertices.size()]);
- return;
- } else if (primitive_type == GPU::PrimitiveType::LineStrip) {
- if (vertices.size() < 2)
- return;
- for (size_t i = 0; i < vertices.size() - 1; ++i)
- rasterize_line_segment(vertices[i], vertices[i + 1]);
- return;
- }
- // Let's construct some triangles
- m_triangle_list.clear_with_capacity();
- m_processed_triangles.clear_with_capacity();
- 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);
- }
- }
- // Clip triangles
- for (auto& triangle : m_triangle_list) {
- 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_clip_planes.size() > 0)
- m_clipper.clip_triangle_against_user_defined(m_clipped_vertices, m_clip_planes);
- if (m_clipped_vertices.size() < 3)
- continue;
- for (auto& vertex : m_clipped_vertices)
- calculate_vertex_window_coordinates(vertex);
- 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);
- }
- }
- for (auto& triangle : m_processed_triangles)
- rasterize_triangle(triangle);
- }
- ALWAYS_INLINE void Device::shade_fragments(PixelQuad& quad)
- {
- if (m_current_fragment_shader) {
- m_shader_processor.execute(quad, *m_current_fragment_shader);
- return;
- }
- Array<Vector4<f32x4>, GPU::NUM_TEXTURE_UNITS> texture_stage_texel;
- auto current_color = quad.get_input_vector4(SHADER_INPUT_VERTEX_COLOR);
- for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i) {
- if (!m_texture_unit_configuration[i].enabled)
- continue;
- auto const& sampler = m_samplers[i];
- // OpenGL 2.0 ¶ 3.5.1 states (in a roundabout way) that texture coordinates must be divided by Q
- auto homogeneous_texture_coordinate = quad.get_input_vector4(SHADER_INPUT_FIRST_TEXCOORD + i * 4);
- auto texel = sampler.sample_2d(homogeneous_texture_coordinate.xy() / homogeneous_texture_coordinate.w());
- INCREASE_STATISTICS_COUNTER(g_num_sampler_calls, 1);
- if (m_samplers_need_texture_staging)
- texture_stage_texel[i] = texel;
- // FIXME: implement support for GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_INTENSITY and GL_RGB internal formats
- auto& fixed_function_env = sampler.config().fixed_function_texture_environment;
- switch (fixed_function_env.env_mode) {
- case GPU::TextureEnvMode::Add:
- current_color.set_x(current_color.x() + texel.x());
- current_color.set_y(current_color.y() + texel.y());
- current_color.set_z(current_color.z() + texel.z());
- current_color.set_w(current_color.w() * texel.w());
- break;
- case GPU::TextureEnvMode::Blend: {
- auto blend_color = expand4(fixed_function_env.color);
- current_color.set_x(mix(current_color.x(), blend_color.x(), texel.x()));
- current_color.set_y(mix(current_color.y(), blend_color.y(), texel.y()));
- current_color.set_z(mix(current_color.z(), blend_color.z(), texel.z()));
- current_color.set_w(current_color.w() * texel.w());
- break;
- }
- case GPU::TextureEnvMode::Combine: {
- auto get_source_color = [&](GPU::TextureSource source, u8 texture_stage) {
- switch (source) {
- case GPU::TextureSource::Constant:
- return expand4(fixed_function_env.color);
- case GPU::TextureSource::Previous:
- return current_color;
- case GPU::TextureSource::PrimaryColor:
- return quad.get_input_vector4(SHADER_INPUT_VERTEX_COLOR);
- case GPU::TextureSource::Texture:
- return texel;
- case GPU::TextureSource::TextureStage:
- return texture_stage_texel[texture_stage];
- }
- VERIFY_NOT_REACHED();
- };
- auto get_argument_value = [](GPU::TextureOperand operand, auto value) {
- switch (operand) {
- case GPU::TextureOperand::OneMinusSourceAlpha:
- case GPU::TextureOperand::OneMinusSourceColor:
- return expand4(FloatVector4 { 1.f, 1.f, 1.f, 1.f }) - value;
- case GPU::TextureOperand::SourceAlpha:
- case GPU::TextureOperand::SourceColor:
- return value;
- }
- VERIFY_NOT_REACHED();
- };
- auto calculate_combinator = [](GPU::TextureCombinator combinator, auto arg0, auto arg1, auto arg2) {
- switch (combinator) {
- case GPU::TextureCombinator::Add:
- return arg0 + arg1;
- case GPU::TextureCombinator::AddSigned:
- return arg0 + arg1 - expand4(FloatVector4 { .5f, .5f, .5f, .5f });
- case GPU::TextureCombinator::Dot3RGB:
- case GPU::TextureCombinator::Dot3RGBA: {
- auto scalar = 4.f * ((arg0.x() - .5f) * (arg1.x() - .5f) + (arg0.y() - 0.5f) * (arg1.y() - 0.5f) + (arg0.z() - 0.5f) * (arg1.z() - 0.5f));
- return Vector4<f32x4> { scalar, scalar, scalar, scalar };
- }
- case GPU::TextureCombinator::Interpolate:
- return mix(arg0, arg1, arg2);
- case GPU::TextureCombinator::Modulate:
- return arg0 * arg1;
- case GPU::TextureCombinator::Replace:
- return arg0;
- case GPU::TextureCombinator::Subtract:
- return arg0 - arg1;
- }
- VERIFY_NOT_REACHED();
- };
- auto calculate_color = [&](GPU::TextureCombinator combinator, auto& operands, auto& sources, u8 texture_stage) {
- auto arg0 = get_argument_value(operands[0], get_source_color(sources[0], texture_stage));
- auto arg1 = get_argument_value(operands[1], get_source_color(sources[1], texture_stage));
- auto arg2 = get_argument_value(operands[2], get_source_color(sources[2], texture_stage));
- return calculate_combinator(combinator, arg0, arg1, arg2);
- };
- auto rgb_color = calculate_color(
- fixed_function_env.rgb_combinator,
- fixed_function_env.rgb_operand,
- fixed_function_env.rgb_source,
- fixed_function_env.rgb_source_texture_stage);
- auto alpha_color = calculate_color(
- fixed_function_env.alpha_combinator,
- fixed_function_env.alpha_operand,
- fixed_function_env.alpha_source,
- fixed_function_env.alpha_source_texture_stage);
- current_color.set_x(rgb_color.x() * fixed_function_env.rgb_scale);
- current_color.set_y(rgb_color.y() * fixed_function_env.rgb_scale);
- current_color.set_z(rgb_color.z() * fixed_function_env.rgb_scale);
- current_color.set_w(alpha_color.w() * fixed_function_env.alpha_scale);
- current_color.clamp(expand4(0.f), expand4(1.f));
- break;
- }
- case GPU::TextureEnvMode::Decal: {
- auto dst_alpha = texel.w();
- current_color.set_x(mix(current_color.x(), texel.x(), dst_alpha));
- current_color.set_y(mix(current_color.y(), texel.y(), dst_alpha));
- current_color.set_z(mix(current_color.z(), texel.z(), dst_alpha));
- break;
- }
- case GPU::TextureEnvMode::Modulate:
- current_color = current_color * texel;
- break;
- case GPU::TextureEnvMode::Replace:
- current_color = texel;
- break;
- }
- }
- // Calculate fog
- // Math from here: https://opengl-notes.readthedocs.io/en/latest/topics/texturing/aliasing.html
- 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_one_over_fog_depth;
- break;
- case GPU::FogMode::Exp: {
- auto argument = -m_options.fog_density * quad.fog_depth;
- factor = exp_approximate(argument);
- } break;
- case GPU::FogMode::Exp2: {
- auto argument = m_options.fog_density * quad.fog_depth;
- argument *= -argument;
- factor = exp_approximate(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);
- current_color.set_x(mix(fog_color.x(), current_color.x(), factor));
- current_color.set_y(mix(fog_color.y(), current_color.y(), factor));
- current_color.set_z(mix(fog_color.z(), current_color.z(), factor));
- }
- quad.set_output(SHADER_OUTPUT_FIRST_COLOR, current_color.x());
- quad.set_output(SHADER_OUTPUT_FIRST_COLOR + 1, current_color.y());
- quad.set_output(SHADER_OUTPUT_FIRST_COLOR + 2, current_color.z());
- // Multiply coverage with the fragment's alpha to obtain the final alpha value
- quad.set_output(SHADER_OUTPUT_FIRST_COLOR + 3, current_color.w() * quad.coverage);
- }
- void Device::resize(Gfx::IntSize 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_argb32(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);
- }
- GPU::ImageDataLayout Device::color_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset)
- {
- return {
- .pixel_type = {
- .format = GPU::PixelFormat::BGRA,
- .bits = GPU::PixelComponentBits::B8_8_8_8,
- .data_type = GPU::PixelDataType::UnsignedInt,
- .components_order = GPU::ComponentsOrder::Reversed,
- },
- .dimensions = {
- .width = static_cast<u32>(m_frame_buffer->rect().width()),
- .height = static_cast<u32>(m_frame_buffer->rect().height()),
- .depth = 1,
- },
- .selection = {
- .offset_x = offset.x(),
- .offset_y = offset.y(),
- .offset_z = 0,
- .width = size.x(),
- .height = size.y(),
- .depth = 1,
- },
- };
- }
- GPU::ImageDataLayout Device::depth_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset)
- {
- return {
- .pixel_type = {
- .format = GPU::PixelFormat::DepthComponent,
- .bits = GPU::PixelComponentBits::AllBits,
- .data_type = GPU::PixelDataType::Float,
- },
- .dimensions = {
- .width = static_cast<u32>(m_frame_buffer->rect().width()),
- .height = static_cast<u32>(m_frame_buffer->rect().height()),
- .depth = 1,
- },
- .selection = {
- .offset_x = offset.x(),
- .offset_y = offset.y(),
- .offset_z = 0,
- .width = size.x(),
- .height = size.y(),
- .depth = 1,
- },
- };
- }
- void Device::blit_from_color_buffer(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::blit_from_color_buffer(NonnullRefPtr<GPU::Image> image, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset)
- {
- auto input_layout = color_buffer_data_layout(input_size, input_offset);
- auto const* input_data = m_frame_buffer->color_buffer()->scanline(0);
- auto const& softgpu_image = reinterpret_cast<Image*>(image.ptr());
- auto output_layout = softgpu_image->image_data_layout(level, output_offset);
- auto* output_data = softgpu_image->texel_pointer(level, 0, 0, 0);
- PixelConverter converter { input_layout, output_layout };
- auto conversion_result = converter.convert(input_data, output_data, {});
- if (conversion_result.is_error())
- dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
- }
- void Device::blit_from_color_buffer(void* output_data, Vector2<i32> input_offset, GPU::ImageDataLayout const& output_layout)
- {
- auto const& output_selection = output_layout.selection;
- auto input_layout = color_buffer_data_layout({ output_selection.width, output_selection.height }, input_offset);
- PixelConverter converter { input_layout, output_layout };
- auto const* input_data = m_frame_buffer->color_buffer()->scanline(0);
- auto conversion_result = converter.convert(input_data, output_data, {});
- if (conversion_result.is_error())
- dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
- }
- void Device::blit_from_depth_buffer(void* output_data, Vector2<i32> input_offset, GPU::ImageDataLayout const& output_layout)
- {
- auto const& output_selection = output_layout.selection;
- auto input_layout = depth_buffer_data_layout({ output_selection.width, output_selection.height }, input_offset);
- PixelConverter converter { input_layout, output_layout };
- auto const* input_data = m_frame_buffer->depth_buffer()->scanline(0);
- auto conversion_result = converter.convert(input_data, output_data, {});
- if (conversion_result.is_error())
- dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
- }
- void Device::blit_from_depth_buffer(NonnullRefPtr<GPU::Image> image, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset)
- {
- auto input_layout = depth_buffer_data_layout(input_size, input_offset);
- auto const* input_data = m_frame_buffer->depth_buffer()->scanline(0);
- auto const& softgpu_image = reinterpret_cast<Image*>(image.ptr());
- auto output_layout = softgpu_image->image_data_layout(level, output_offset);
- auto* output_data = softgpu_image->texel_pointer(level, 0, 0, 0);
- PixelConverter converter { input_layout, output_layout };
- auto conversion_result = converter.convert(input_data, output_data, {});
- if (conversion_result.is_error())
- dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
- }
- void Device::blit_to_color_buffer_at_raster_position(void const* input_data, GPU::ImageDataLayout const& input_layout)
- {
- if (!m_raster_position.valid)
- return;
- auto input_selection = input_layout.selection;
- INCREASE_STATISTICS_COUNTER(g_num_pixels, input_selection.width * input_selection.height);
- INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, input_selection.width * input_selection.height);
- auto const rasterization_rect = get_rasterization_rect_of_size({ input_selection.width, input_selection.height });
- auto output_layout = color_buffer_data_layout(
- { static_cast<u32>(rasterization_rect.width()), static_cast<u32>(rasterization_rect.height()) },
- { rasterization_rect.x(), rasterization_rect.y() });
- PixelConverter converter { input_layout, output_layout };
- auto* output_data = m_frame_buffer->color_buffer()->scanline(0);
- auto conversion_result = converter.convert(input_data, output_data, {});
- if (conversion_result.is_error())
- dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
- }
- void Device::blit_to_depth_buffer_at_raster_position(void const* input_data, GPU::ImageDataLayout const& input_layout)
- {
- if (!m_raster_position.valid)
- return;
- auto input_selection = input_layout.selection;
- auto const rasterization_rect = get_rasterization_rect_of_size({ input_selection.width, input_selection.height });
- auto output_layout = depth_buffer_data_layout(
- { static_cast<u32>(rasterization_rect.width()), static_cast<u32>(rasterization_rect.height()) },
- { rasterization_rect.x(), rasterization_rect.y() });
- PixelConverter converter { input_layout, output_layout };
- auto* output_data = m_frame_buffer->depth_buffer()->scanline(0);
- auto conversion_result = converter.convert(input_data, output_data, {});
- if (conversion_result.is_error())
- dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
- }
- void Device::draw_statistics_overlay(Gfx::Bitmap& target)
- {
- static Core::ElapsedTimer timer;
- static String debug_string;
- static int frame_counter;
- frame_counter++;
- i64 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.appendff("Timings : {:.1}ms {:.1}FPS\n",
- static_cast<double>(milliseconds) / frame_counter,
- (milliseconds > 0) ? 1000.0 * frame_counter / milliseconds : 9999.0);
- builder.appendff("Triangles : {}\n", g_num_rasterized_triangles);
- builder.appendff("SIMD usage : {}%\n", g_num_quads > 0 ? g_num_pixels_shaded * 25 / g_num_quads : 0);
- builder.appendff("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.appendff("Sampler calls: {}\n", g_num_sampler_calls);
- debug_string = builder.to_string().release_value_but_fixme_should_propagate_errors();
- 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.fog_enabled)
- m_one_over_fog_depth = 1.f / (m_options.fog_end - m_options.fog_start);
- }
- void Device::set_light_model_params(GPU::LightModelParameters const& lighting_model)
- {
- m_lighting_model = lighting_model;
- }
- NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 max_levels)
- {
- VERIFY(width > 0);
- VERIFY(height > 0);
- VERIFY(depth > 0);
- VERIFY(max_levels > 0);
- return adopt_ref(*new Image(this, pixel_format, width, height, depth, max_levels));
- }
- ErrorOr<NonnullRefPtr<GPU::Shader>> Device::create_shader(GPU::IR::Shader const& intermediate_representation)
- {
- ShaderCompiler compiler;
- auto shader = TRY(compiler.compile(this, intermediate_representation));
- return shader;
- }
- 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);
- m_samplers_need_texture_staging = any_of(m_samplers, [](auto const& sampler) {
- auto const& fixed_function_env = sampler.config().fixed_function_texture_environment;
- if (fixed_function_env.env_mode != GPU::TextureEnvMode::Combine)
- return false;
- return any_of(fixed_function_env.alpha_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; })
- || any_of(fixed_function_env.rgb_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; });
- });
- }
- 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_texture_unit_configuration(GPU::TextureUnitIndex index, GPU::TextureUnitConfiguration const& configuration)
- {
- m_texture_unit_configuration[index] = configuration;
- }
- void Device::set_raster_position(GPU::RasterPosition const& raster_position)
- {
- m_raster_position = raster_position;
- }
- void Device::set_clip_planes(Vector<FloatVector4> const& clip_planes)
- {
- m_clip_planes = clip_planes;
- }
- 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();
- }
- void Device::bind_fragment_shader(RefPtr<GPU::Shader> shader)
- {
- VERIFY(shader.is_null() || shader->ownership_token() == this);
- if (shader.is_null()) {
- m_current_fragment_shader = nullptr;
- return;
- }
- auto softgpu_shader = static_ptr_cast<Shader>(shader);
- m_current_fragment_shader = softgpu_shader;
- }
- Gfx::IntRect Device::get_rasterization_rect_of_size(Gfx::IntSize size) const
- {
- // 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 {
- round_to<int>(m_raster_position.window_coordinates.x()),
- round_to<int>(m_raster_position.window_coordinates.y()),
- size.width(),
- size.height(),
- };
- }
- }
- extern "C" {
- GPU::Device* serenity_gpu_create_device(Gfx::IntSize size)
- {
- return make<SoftGPU::Device>(size).leak_ptr();
- }
- }
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