-// SwiftShader Software Renderer\r
-//\r
-// Copyright(c) 2015 Google Inc.\r
-//\r
-// All rights reserved. No part of this software may be copied, distributed, transmitted,\r
-// transcribed, stored in a retrieval system, translated into any human or computer\r
-// language by any means, or disclosed to third parties without the explicit written\r
-// agreement of Google Inc. Without such an agreement, no rights or licenses, express\r
-// or implied, including but not limited to any patent rights, are granted to you.\r
-//\r
-\r
-#include "PixelPipeline.hpp"\r
-#include "Renderer.hpp"\r
-#include "SamplerCore.hpp"\r
-\r
-namespace sw\r
-{\r
- extern bool postBlendSRGB;\r
-\r
- void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)\r
- {\r
- Registers& r = *static_cast<Registers*>(&rBase);\r
-\r
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2015 Google Inc.
+//
+// All rights reserved. No part of this software may be copied, distributed, transmitted,
+// transcribed, stored in a retrieval system, translated into any human or computer
+// language by any means, or disclosed to third parties without the explicit written
+// agreement of Google Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#include "PixelPipeline.hpp"
+#include "Renderer.hpp"
+#include "SamplerCore.hpp"
+
+namespace sw
+{
+ extern bool postBlendSRGB;
+
+ void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.vf[0].x); else r.diffuse.x = Short4(0x1000);
if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.vf[0].y); else r.diffuse.y = Short4(0x1000);
if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.vf[0].z); else r.diffuse.z = Short4(0x1000);
if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.vf[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.vf[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.vf[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
- if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);\r
- }\r
-\r
+ if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.vf[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
+ }
+
void PixelPipeline::fixedFunction(Registers& r)
- {\r
+ {
r.current = r.diffuse;
Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
blendTexture(r, temp, texture, stage);
}
- specularPixel(r.current, r.specular);\r
- }\r
-\r
+ specularPixel(r.current, r.specular);
+ }
+
void PixelPipeline::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
}
}
}
- }\r
-\r
- Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])\r
- {\r
- Registers& r = *static_cast<Registers*>(&rBase);\r
-\r
+ }
+
+ Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
pass = pass | cMask[q];
}
- return pass != 0x0;\r
- }\r
-\r
- void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])\r
- {\r
- Registers& r = *static_cast<Registers*>(&rBase);\r
-\r
+ return pass != 0x0;
+ }
+
+ void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
+ {
+ Registers& r = *static_cast<Registers*>(&rBase);
+
if(!state.colorWriteActive(0))
{
return;
break;
default:
ASSERT(false);
- }\r
- }\r
-\r
+ }
+ }
+
void PixelPipeline::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
{
Vector4s *arg1;
default:
ASSERT(false);
}
- }\r
-\r
+ }
+
void PixelPipeline::fogBlend(Registers &r, Vector4s ¤t, Float4 &f, Float4 &z, Float4 &rhw)
{
if(!state.fogActive)
current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[0]))));
current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[1]))));
current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[2]))));
- }\r
-\r
+ }
+
void PixelPipeline::specularPixel(Vector4s ¤t, Vector4s &specular)
{
if(!state.specularAdd)
current.x = AddSat(current.x, specular.x);
current.y = AddSat(current.y, specular.y);
current.z = AddSat(current.z, specular.z);
- }\r
-\r
+ }
+
void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
{
Float4 u = r.vf[2 + coordinates].x;
r.cycles[PERF_TEX] += Ticks() - texTime;
#endif
}
-\r
+
Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
{
return RoundShort4(cf * Float4(0x1000));
cf.z = convertSigned12(cs.z);
cf.w = convertSigned12(cs.w);
}
-\r
+
void PixelPipeline::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
{
switch(dst.type)
ASSERT(false);
}
}
-\r
+
Vector4s PixelPipeline::fetchRegisterS(Registers &r, const Src &src)
{
Vector4s *reg;
return mod;
}
-\r
+
void PixelPipeline::MOV(Vector4s &dst, Vector4s &src0)
{
dst.x = src0.x;
t0 = AddSat(t0, src0.y);
dst.y = t0;
}
-}\r
-\r
+}
+
switch(state.targetFormat[index])
{
case FORMAT_R5G6B5:
- // UNIMPLEMENTED(); // FIXME
+ current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400));
+ current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200));
+ current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400));
break;
case FORMAT_X8G8R8B8Q:
case FORMAT_A8G8R8B8Q:
case FORMAT_X8B8G8R8:
case FORMAT_A8R8G8B8:
case FORMAT_A8B8G8R8:
- {
- current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
- }
+ current.x = current.x - As<Short4>(As<UShort4>(current.x) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.y = current.y - As<Short4>(As<UShort4>(current.y) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.z = current.z - As<Short4>(As<UShort4>(current.z) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
+ current.w = current.w - As<Short4>(As<UShort4>(current.w) >> 8) + Short4(0x0080, 0x0080, 0x0080, 0x0080);
break;
}
}