count = 1;\r
\r
D3DRECT rect;\r
-\r
rect.x1 = viewport.X;\r
rect.x2 = viewport.X + viewport.Width;\r
rect.y1 = viewport.Y;\r
\r
for(unsigned int i = 0; i < count; i++)\r
{\r
- D3DRECT rect = rects[i];\r
-\r
- // Clamp against viewport\r
- if(rect.x1 < (int)viewport.X) rect.x1 = viewport.X;\r
- if(rect.x2 < (int)viewport.X) rect.x2 = viewport.X;\r
- if(rect.x1 > (int)viewport.X + (int)viewport.Width) rect.x1 = viewport.X + viewport.Width;\r
- if(rect.x2 > (int)viewport.X + (int)viewport.Width) rect.x2 = viewport.X + viewport.Width;\r
+ sw::SliceRect clearRect(rects[i].x1, rects[i].y1, rects[i].x2, rects[i].y2, 0);\r
\r
- if(rect.y1 < (int)viewport.Y) rect.y1 = viewport.Y;\r
- if(rect.y2 < (int)viewport.Y) rect.y2 = viewport.Y;\r
- if(rect.y1 > (int)viewport.Y + (int)viewport.Height) rect.y1 = viewport.Y + viewport.Height;\r
- if(rect.y2 > (int)viewport.Y + (int)viewport.Height) rect.y2 = viewport.Y + viewport.Height;\r
+ clearRect.clip(viewport.X, viewport.Y, viewport.X + viewport.Width, viewport.Y + viewport.Height);\r
\r
- // Clamp against scissor rectangle\r
if(scissorEnable)\r
{\r
- if(rect.x1 < (int)scissorRect.left) rect.x1 = scissorRect.left;\r
- if(rect.x2 < (int)scissorRect.left) rect.x2 = scissorRect.left;\r
- if(rect.x1 > (int)scissorRect.right) rect.x1 = scissorRect.right;\r
- if(rect.x2 > (int)scissorRect.right) rect.x2 = scissorRect.right;\r
-\r
- if(rect.y1 < (int)scissorRect.top) rect.y1 = scissorRect.top;\r
- if(rect.y2 < (int)scissorRect.top) rect.y2 = scissorRect.top;\r
- if(rect.y1 > (int)scissorRect.bottom) rect.y1 = scissorRect.bottom;\r
- if(rect.y2 > (int)scissorRect.bottom) rect.y2 = scissorRect.bottom;\r
- }\r
-\r
- if(flags & D3DCLEAR_STENCIL)\r
- {\r
- depthStencil->clearStencilBuffer(stencil, 0xFF, rect.x1, rect.y1, rect.x2 - rect.x1, rect.y2 - rect.y1);\r
+ clearRect.clip(scissorRect.left, scissorRect.top, scissorRect.right, scissorRect.bottom);\r
}\r
\r
if(flags & D3DCLEAR_TARGET)\r
rgba[2] = sw::linearToSRGB(rgba[2]);\r
}\r
\r
- sw::SliceRect sliceRect;\r
- if(renderTarget[index]->getClearRect(rect.x1, rect.y1, rect.x2 - rect.x1, rect.y2 - rect.y1, sliceRect))\r
- {\r
- renderer->clear(rgba, sw::FORMAT_A32B32G32R32F, renderTarget[index], sliceRect, 0xF);\r
- }\r
+ renderer->clear(rgba, sw::FORMAT_A32B32G32R32F, renderTarget[index], clearRect, 0xF);\r
}\r
}\r
}\r
\r
if(flags & D3DCLEAR_ZBUFFER)\r
{\r
- if(z > 1) z = 1;\r
- if(z < 0) z = 0;\r
+ z = sw::clamp01(z);\r
+ depthStencil->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
+ }\r
\r
- depthStencil->clearDepthBuffer(z, rect.x1, rect.y1, rect.x2 - rect.x1, rect.y2 - rect.y1);\r
+ if(flags & D3DCLEAR_STENCIL)\r
+ {\r
+ depthStencil->clearStencil(stencil, 0xFF, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
}\r
\r
}\r
\r
Device::~Device()\r
- { \r
+ {\r
if(depthStencil)\r
{\r
depthStencil->release();\r
depthStencil = 0;\r
}\r
- \r
+\r
if(renderTarget)\r
{\r
renderTarget->release();\r
return;\r
}\r
\r
- int x0 = 0;\r
- int y0 = 0;\r
- int width = renderTarget->getWidth();\r
- int height = renderTarget->getHeight();\r
+ sw::SliceRect clearRect = renderTarget->getRect();\r
\r
- if(scissorEnable) // Clamp against scissor rectangle\r
+ if(scissorEnable)\r
{\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
}\r
\r
float rgba[4];\r
rgba[2] = blue;\r
rgba[3] = alpha;\r
\r
- sw::SliceRect sliceRect;\r
- if(renderTarget->getClearRect(x0, y0, width, height, sliceRect))\r
- {\r
- clear(rgba, FORMAT_A32B32G32R32F, renderTarget, sliceRect, rgbaMask);\r
- }\r
+ clear(rgba, FORMAT_A32B32G32R32F, renderTarget, clearRect, rgbaMask);\r
}\r
\r
void Device::clearDepth(float z)\r
return;\r
}\r
\r
- if(z > 1) z = 1;\r
- if(z < 0) z = 0;\r
+ z = clamp01(z);\r
+ sw::SliceRect clearRect = depthStencil->getRect();\r
\r
- int x0 = 0;\r
- int y0 = 0;\r
- int width = depthStencil->getWidth();\r
- int height = depthStencil->getHeight();\r
-\r
- if(scissorEnable) // Clamp against scissor rectangle\r
+ if(scissorEnable)\r
{\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
}\r
- \r
- depthStencil->clearDepthBuffer(z, x0, y0, width, height);\r
+\r
+ depthStencil->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
\r
void Device::clearStencil(unsigned int stencil, unsigned int mask)\r
return;\r
}\r
\r
- int x0 = 0;\r
- int y0 = 0;\r
- int width = depthStencil->getWidth();\r
- int height = depthStencil->getHeight();\r
+ sw::SliceRect clearRect = depthStencil->getRect();\r
\r
- if(scissorEnable) // Clamp against scissor rectangle\r
+ if(scissorEnable)\r
{\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
}\r
\r
- depthStencil->clearStencilBuffer(stencil, mask, x0, y0, width, height);\r
+ depthStencil->clearStencil(stencil, mask, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
\r
Image *Device::createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard)\r
ERR("Invalid parameters: %dx%d", width, height);\r
return 0;\r
}\r
- \r
+\r
bool lockable = true;\r
\r
switch(format)\r
ERR("Out of memory");\r
return 0;\r
}\r
- \r
+\r
return surface;\r
}\r
\r
}\r
\r
setIndexBuffer(0);\r
- \r
+\r
DrawType drawType;\r
\r
switch(primitiveType)\r
vertexShaderConstantF[startRegister + i][2] = constantData[i * 4 + 2];\r
vertexShaderConstantF[startRegister + i][3] = constantData[i * 4 + 3];\r
}\r
- \r
+\r
vertexShaderConstantsFDirty = max(startRegister + count, vertexShaderConstantsFDirty);\r
vertexShaderDirty = true; // Reload DEF constants\r
}\r
ERR("Invalid parameters");\r
return false;\r
}\r
- \r
+\r
int sWidth = source->getWidth();\r
int sHeight = source->getHeight();\r
int dWidth = dest->getWidth();\r
destBytes[4 * x + 3] = 0xFF;\r
}\r
}\r
- \r
+\r
sourceBytes += sourcePitch;\r
destBytes += destPitch;\r
}\r
{\r
Renderer::setVertexShaderConstantF(0, vertexShaderConstantF[0], vertexShaderConstantsFDirty);\r
}\r
- \r
+\r
Renderer::setVertexShader(vertexShader); // Loads shader constants set with DEF\r
vertexShaderConstantsFDirty = vertexShader->dirtyConstantsF; // Shader DEF'ed constants are dirty\r
}\r
vertexShaderDirty = false;\r
}\r
}\r
- \r
+\r
bool Device::bindViewport()\r
{\r
if(viewport.width <= 0 || viewport.height <= 0)\r
scissor.x1 = scissorRect.x1;\r
scissor.y0 = scissorRect.y0;\r
scissor.y1 = scissorRect.y1;\r
- \r
+\r
setScissor(scissor);\r
}\r
else\r
scissor.x1 = viewport.x0 + viewport.width;\r
scissor.y0 = viewport.y0;\r
scissor.y1 = viewport.y0 + viewport.height;\r
- \r
+\r
if(renderTarget)\r
{\r
scissor.x0 = max(scissor.x0, 0);\r
view.height = (float)viewport.height;\r
view.minZ = viewport.minZ;\r
view.maxZ = viewport.maxZ;\r
- \r
+\r
Renderer::setViewport(view);\r
\r
return true;\r
return;\r
}\r
\r
- int x0 = 0;\r
- int y0 = 0;\r
- int width = renderTarget->getWidth();\r
- int height = renderTarget->getHeight();\r
-\r
- if(scissorEnable) // Clamp against scissor rectangle\r
- {\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
- }\r
-\r
float rgba[4];\r
rgba[0] = red;\r
rgba[1] = green;\r
rgba[2] = blue;\r
rgba[3] = alpha;\r
\r
- sw::SliceRect sliceRect;\r
- if(renderTarget->getClearRect(x0, y0, width, height, sliceRect))\r
+ sw::SliceRect clearRect = renderTarget->getRect();\r
+\r
+ if(scissorEnable)\r
{\r
- clear(rgba, FORMAT_A32B32G32R32F, renderTarget, sliceRect, rgbaMask);\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
}\r
+\r
+ clear(rgba, FORMAT_A32B32G32R32F, renderTarget, clearRect, rgbaMask);\r
}\r
\r
void Device::clearDepth(float z)\r
return;\r
}\r
\r
- if(z > 1) z = 1;\r
- if(z < 0) z = 0;\r
-\r
- int x0 = 0;\r
- int y0 = 0;\r
- int width = depthBuffer->getWidth();\r
- int height = depthBuffer->getHeight();\r
+ z = clamp01(z);\r
+ sw::SliceRect clearRect = depthBuffer->getRect();\r
\r
- if(scissorEnable) // Clamp against scissor rectangle\r
+ if(scissorEnable)\r
{\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
}\r
\r
- depthBuffer->clearDepthBuffer(z, x0, y0, width, height);\r
+ depthBuffer->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
\r
void Device::clearStencil(unsigned int stencil, unsigned int mask)\r
return;\r
}\r
\r
- int x0 = 0;\r
- int y0 = 0;\r
- int width = stencilBuffer->getWidth();\r
- int height = stencilBuffer->getHeight();\r
+ sw::SliceRect clearRect = stencilBuffer->getRect();\r
\r
- if(scissorEnable) // Clamp against scissor rectangle\r
+ if(scissorEnable)\r
{\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
}\r
\r
- stencilBuffer->clearStencilBuffer(stencil, mask, x0, y0, width, height);\r
+ stencilBuffer->clearStencil(stencil, mask, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
\r
egl::Image *Device::createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard)\r
}\r
}\r
\r
-egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil)\r
-{\r
- Framebuffer* framebuffer = getDrawFramebuffer();\r
- egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer);\r
-\r
- applyScissor(image->getWidth(), image->getHeight());\r
-\r
- device->getScissoredRegion(image, x0, y0, width, height);\r
-\r
- return image;\r
-}\r
-\r
// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle\r
bool Context::applyRenderTarget()\r
{\r
void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)\r
{\r
unsigned int rgbaMask = getColorMask();\r
- if(device && rgbaMask && !mState.rasterizerDiscardEnabled)\r
+ if(rgbaMask && !mState.rasterizerDiscardEnabled)\r
{\r
- int x0(0), y0(0), width(0), height(0);\r
- egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false);\r
+ Framebuffer *framebuffer = getDrawFramebuffer();\r
+ egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);\r
\r
- sw::SliceRect sliceRect;\r
- if(image->getClearRect(x0, y0, width, height, sliceRect))\r
+ if(colorbuffer)\r
{\r
- device->clear(value, format, image, sliceRect, rgbaMask);\r
- }\r
+ sw::SliceRect clearRect = colorbuffer->getRect();\r
\r
- image->release();\r
+ if(mState.scissorTestEnabled)\r
+ {\r
+ clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);\r
+ }\r
+\r
+ device->clear(value, format, colorbuffer, clearRect, rgbaMask);\r
+\r
+ colorbuffer->release();\r
+ }\r
}\r
}\r
\r
clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);\r
}\r
\r
-void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value)\r
+void Context::clearDepthBuffer(const GLfloat value)\r
{\r
- if(device && mState.depthMask && !mState.rasterizerDiscardEnabled)\r
+ if(mState.depthMask && !mState.rasterizerDiscardEnabled)\r
{\r
- int x0(0), y0(0), width(0), height(0);\r
- egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true);\r
-\r
- float depth = clamp01(value[0]);\r
- image->clearDepthBuffer(depth, x0, y0, width, height);\r
+ Framebuffer *framebuffer = getDrawFramebuffer();\r
+ egl::Image *depthbuffer = framebuffer->getDepthStencil();\r
\r
- image->release();\r
- }\r
-}\r
+ if(depthbuffer)\r
+ {\r
+ float depth = clamp01(value);\r
+ sw::SliceRect clearRect = depthbuffer->getRect();\r
\r
-void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value)\r
-{\r
- if(device && mState.stencilWritemask && !mState.rasterizerDiscardEnabled)\r
- {\r
- int x0(0), y0(0), width(0), height(0);\r
- egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true);\r
+ if(mState.scissorTestEnabled)\r
+ {\r
+ clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);\r
+ }\r
\r
- unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF);\r
- image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height);\r
+ depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
\r
- image->release();\r
+ depthbuffer->release();\r
+ }\r
}\r
}\r
\r
-void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil)\r
+void Context::clearStencilBuffer(const GLint value)\r
{\r
- if(device && (mState.depthMask || mState.stencilWritemask) && !mState.rasterizerDiscardEnabled)\r
+ if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)\r
{\r
- int x0(0), y0(0), width(0), height(0);\r
- egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true);\r
+ Framebuffer *framebuffer = getDrawFramebuffer();\r
+ egl::Image *stencilbuffer = framebuffer->getDepthStencil();\r
\r
- if(mState.stencilWritemask)\r
+ if(stencilbuffer)\r
{\r
- image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height);\r
- }\r
+ unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);\r
+ sw::SliceRect clearRect = stencilbuffer->getRect();\r
\r
- if(mState.depthMask)\r
- {\r
- image->clearDepthBuffer(clamp01(depth), x0, y0, width, height);\r
- }\r
+ if(mState.scissorTestEnabled)\r
+ {\r
+ clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);\r
+ }\r
+\r
+ stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
\r
- image->release();\r
+ stencilbuffer->release();\r
+ }\r
}\r
}\r
\r
void clearColorBuffer(GLint drawbuffer, const GLint *value);\r
void clearColorBuffer(GLint drawbuffer, const GLuint *value);\r
void clearColorBuffer(GLint drawbuffer, const GLfloat *value);\r
- void clearDepthBuffer(GLint drawbuffer, const GLfloat *value);\r
- void clearStencilBuffer(GLint drawbuffer, const GLint *value);\r
- void clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil);\r
+ void clearDepthBuffer(const GLfloat value);\r
+ void clearStencilBuffer(const GLint value);\r
void drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount = 1);\r
void drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount = 1);\r
void finish();\r
private:\r
virtual ~Context();\r
\r
- egl::Image *getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil);\r
void applyScissor(int width, int height);\r
bool applyRenderTarget();\r
void applyState(GLenum drawMode);\r
delete context;\r
}\r
\r
- void Device::getScissoredRegion(egl::Image *sourceSurface, int &x0, int &y0, int& width, int& height) const\r
- {\r
- x0 = 0;\r
- y0 = 0;\r
- width = sourceSurface->getWidth();\r
- height = sourceSurface->getHeight();\r
-\r
- if(scissorEnable) // Clamp against scissor rectangle\r
- {\r
- if(x0 < scissorRect.x0) x0 = scissorRect.x0;\r
- if(y0 < scissorRect.y0) y0 = scissorRect.y0;\r
- if(width > scissorRect.x1 - scissorRect.x0) width = scissorRect.x1 - scissorRect.x0;\r
- if(height > scissorRect.y1 - scissorRect.y0) height = scissorRect.y1 - scissorRect.y0;\r
- }\r
- }\r
-\r
void Device::clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask)\r
{\r
if(!rgbaMask)\r
{\r
if(renderTarget[i])\r
{\r
- int x0(0), y0(0), width(0), height(0);\r
- getScissoredRegion(renderTarget[i], x0, y0, width, height);\r
+ sw::SliceRect clearRect = renderTarget[i]->getRect();\r
\r
- sw::SliceRect sliceRect;\r
- if(renderTarget[i]->getClearRect(x0, y0, width, height, sliceRect))\r
+ if(scissorEnable)\r
{\r
- int depth = sw::max(renderTarget[i]->getDepth(), 1);\r
- for(sliceRect.slice = 0; sliceRect.slice < depth; ++sliceRect.slice)\r
- {\r
- clear(rgba, FORMAT_A32B32G32R32F, renderTarget[i], sliceRect, rgbaMask);\r
- }\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
+ }\r
+\r
+ int depth = sw::max(renderTarget[i]->getDepth(), 1);\r
+ for(clearRect.slice = 0; clearRect.slice < depth; clearRect.slice++)\r
+ {\r
+ clear(rgba, FORMAT_A32B32G32R32F, renderTarget[i], clearRect, rgbaMask);\r
}\r
}\r
}\r
return;\r
}\r
\r
- if(z > 1) z = 1;\r
- if(z < 0) z = 0;\r
+ z = clamp01(z);\r
+ sw::SliceRect clearRect = depthBuffer->getRect();\r
\r
- int x0(0), y0(0), width(0), height(0);\r
- getScissoredRegion(depthBuffer, x0, y0, width, height);\r
+ if(scissorEnable)\r
+ {\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
+ }\r
\r
- depthBuffer->clearDepthBuffer(z, x0, y0, width, height);\r
+ depthBuffer->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
\r
void Device::clearStencil(unsigned int stencil, unsigned int mask)\r
return;\r
}\r
\r
- int x0(0), y0(0), width(0), height(0);\r
- getScissoredRegion(stencilBuffer, x0, y0, width, height);\r
+ sw::SliceRect clearRect = stencilBuffer->getRect();\r
+\r
+ if(scissorEnable)\r
+ {\r
+ clearRect.clip(scissorRect.x0, scissorRect.y0, scissorRect.x1, scissorRect.y1);\r
+ }\r
\r
- stencilBuffer->clearStencilBuffer(stencil, mask, x0, y0, width, height);\r
+ stencilBuffer->clearStencil(stencil, mask, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());\r
}\r
\r
egl::Image *Device::createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard)\r
virtual bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);\r
virtual void finish();\r
\r
- void getScissoredRegion(egl::Image *sourceSurface, int &x0, int &y0, int& width, int& height) const;\r
-\r
private:\r
sw::Context *const context;\r
\r
}\r
else\r
{\r
- context->clearStencilBuffer(drawbuffer, value);\r
+ context->clearStencilBuffer(value[0]);\r
}\r
break;\r
default:\r
}\r
else\r
{\r
- context->clearDepthBuffer(drawbuffer, value);\r
+ context->clearDepthBuffer(value[0]);\r
}\r
break;\r
default:\r
}\r
else\r
{\r
- context->clearDepthStencilBuffer(drawbuffer, depth, stencil);\r
+ context->clearDepthBuffer(depth);\r
+ context->clearStencilBuffer(stencil);\r
}\r
break;\r
default:\r
ASSERT(palette);
unsigned int abgr = palette[*(unsigned char*)element];
-
+
r = (abgr & 0x000000FF) * (1.0f / 0x000000FF);
g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00);
b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000);
ASSERT(palette);
unsigned int bgr = palette[((unsigned char*)element)[0]];
-
+
r = (bgr & 0x000000FF) * (1.0f / 0x000000FF);
g = (bgr & 0x0000FF00) * (1.0f / 0x0000FF00);
b = (bgr & 0x00FF0000) * (1.0f / 0x00FF0000);
case FORMAT_R3G3B2:
{
unsigned char rgb = *(unsigned char*)element;
-
+
r = (rgb & 0xE0) * (1.0f / 0xE0);
g = (rgb & 0x1C) * (1.0f / 0x1C);
b = (rgb & 0x03) * (1.0f / 0x03);
case FORMAT_A8R3G3B2:
{
unsigned short argb = *(unsigned short*)element;
-
+
a = (argb & 0xFF00) * (1.0f / 0xFF00);
r = (argb & 0x00E0) * (1.0f / 0x00E0);
g = (argb & 0x001C) * (1.0f / 0x001C);
case FORMAT_X4R4G4B4:
{
unsigned short rgb = *(unsigned short*)element;
-
+
r = (rgb & 0x0F00) * (1.0f / 0x0F00);
g = (rgb & 0x00F0) * (1.0f / 0x00F0);
b = (rgb & 0x000F) * (1.0f / 0x000F);
case FORMAT_A4R4G4B4:
{
unsigned short argb = *(unsigned short*)element;
-
+
a = (argb & 0xF000) * (1.0f / 0xF000);
r = (argb & 0x0F00) * (1.0f / 0x0F00);
g = (argb & 0x00F0) * (1.0f / 0x00F0);
case FORMAT_R4G4B4A4:
{
unsigned short rgba = *(unsigned short*)element;
-
+
r = (rgba & 0xF000) * (1.0f / 0xF000);
g = (rgba & 0x0F00) * (1.0f / 0x0F00);
b = (rgba & 0x00F0) * (1.0f / 0x00F0);
case FORMAT_R5G6B5:
{
unsigned short rgb = *(unsigned short*)element;
-
+
r = (rgb & 0xF800) * (1.0f / 0xF800);
g = (rgb & 0x07E0) * (1.0f / 0x07E0);
b = (rgb & 0x001F) * (1.0f / 0x001F);
case FORMAT_A1R5G5B5:
{
unsigned short argb = *(unsigned short*)element;
-
+
a = (argb & 0x8000) * (1.0f / 0x8000);
r = (argb & 0x7C00) * (1.0f / 0x7C00);
g = (argb & 0x03E0) * (1.0f / 0x03E0);
case FORMAT_R5G5B5A1:
{
unsigned short rgba = *(unsigned short*)element;
-
+
r = (rgba & 0xF800) * (1.0f / 0xF800);
g = (rgba & 0x07C0) * (1.0f / 0x07C0);
b = (rgba & 0x003E) * (1.0f / 0x003E);
case FORMAT_X1R5G5B5:
{
unsigned short xrgb = *(unsigned short*)element;
-
+
r = (xrgb & 0x7C00) * (1.0f / 0x7C00);
g = (xrgb & 0x03E0) * (1.0f / 0x03E0);
b = (xrgb & 0x001F) * (1.0f / 0x001F);
case FORMAT_A8R8G8B8:
{
unsigned int argb = *(unsigned int*)element;
-
+
a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
case FORMAT_X8R8G8B8:
{
unsigned int xrgb = *(unsigned int*)element;
-
+
r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
case FORMAT_A8B8G8R8I_SNORM:
{
signed char* abgr = (signed char*)element;
-
+
r = max(abgr[0] * (1.0f / 0x7F), -1.0f);
g = max(abgr[1] * (1.0f / 0x7F), -1.0f);
b = max(abgr[2] * (1.0f / 0x7F), -1.0f);
case FORMAT_A8B8G8R8:
{
unsigned int abgr = *(unsigned int*)element;
-
+
a = (abgr & 0xFF000000) * (1.0f / 0xFF000000);
b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000);
g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00);
case FORMAT_A8B8G8R8I:
{
signed char* abgr = (signed char*)element;
-
+
r = abgr[0];
g = abgr[1];
b = abgr[2];
case FORMAT_X8B8G8R8I_SNORM:
{
signed char* bgr = (signed char*)element;
-
+
r = max(bgr[0] * (1.0f / 0x7F), -1.0f);
g = max(bgr[1] * (1.0f / 0x7F), -1.0f);
b = max(bgr[2] * (1.0f / 0x7F), -1.0f);
case FORMAT_X8B8G8R8:
{
unsigned int xbgr = *(unsigned int*)element;
-
+
b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000);
g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00);
r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF);
case FORMAT_X8B8G8R8I:
{
signed char* bgr = (signed char*)element;
-
+
r = bgr[0];
g = bgr[1];
b = bgr[2];
case FORMAT_G8R8I_SNORM:
{
signed char* gr = (signed char*)element;
-
+
r = (gr[0] & 0xFF00) * (1.0f / 0xFF00);
g = (gr[1] & 0x00FF) * (1.0f / 0x00FF);
}
case FORMAT_G8R8:
{
unsigned short gr = *(unsigned short*)element;
-
+
g = (gr & 0xFF00) * (1.0f / 0xFF00);
r = (gr & 0x00FF) * (1.0f / 0x00FF);
}
case FORMAT_G8R8I:
{
signed char* gr = (signed char*)element;
-
+
r = gr[0];
g = gr[1];
}
case FORMAT_G8R8UI:
{
unsigned char* gr = (unsigned char*)element;
-
+
r = gr[0];
g = gr[1];
}
case FORMAT_G16R16I:
{
short* gr = (short*)element;
-
+
r = gr[0];
g = gr[1];
}
case FORMAT_G16R16:
{
unsigned int gr = *(unsigned int*)element;
-
+
g = (gr & 0xFFFF0000) * (1.0f / 0xFFFF0000);
r = (gr & 0x0000FFFF) * (1.0f / 0x0000FFFF);
}
case FORMAT_G16R16UI:
{
unsigned short* gr = (unsigned short*)element;
-
+
r = gr[0];
g = gr[1];
}
case FORMAT_A2R10G10B10:
{
unsigned int argb = *(unsigned int*)element;
-
+
a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
case FORMAT_A2B10G10R10:
{
unsigned int abgr = *(unsigned int*)element;
-
+
a = (abgr & 0xC0000000) * (1.0f / 0xC0000000);
b = (abgr & 0x3FF00000) * (1.0f / 0x3FF00000);
g = (abgr & 0x000FFC00) * (1.0f / 0x000FFC00);
case FORMAT_A16B16G16R16I:
{
short* abgr = (short*)element;
-
+
r = abgr[0];
g = abgr[1];
b = abgr[2];
case FORMAT_A16B16G16R16UI:
{
unsigned short* abgr = (unsigned short*)element;
-
+
r = abgr[0];
g = abgr[1];
b = abgr[2];
case FORMAT_X16B16G16R16I:
{
short* bgr = (short*)element;
-
+
r = bgr[0];
g = bgr[1];
b = bgr[2];
case FORMAT_X16B16G16R16UI:
{
unsigned short* bgr = (unsigned short*)element;
-
+
r = bgr[0];
g = bgr[1];
b = bgr[2];
case FORMAT_A32B32G32R32I:
{
int* abgr = (int*)element;
-
+
r = static_cast<float>(abgr[0]);
g = static_cast<float>(abgr[1]);
b = static_cast<float>(abgr[2]);
case FORMAT_A32B32G32R32UI:
{
unsigned int* abgr = (unsigned int*)element;
-
+
r = static_cast<float>(abgr[0]);
g = static_cast<float>(abgr[1]);
b = static_cast<float>(abgr[2]);
case FORMAT_X32B32G32R32I:
{
int* bgr = (int*)element;
-
+
r = static_cast<float>(bgr[0]);
g = static_cast<float>(bgr[1]);
b = static_cast<float>(bgr[2]);
case FORMAT_X32B32G32R32UI:
{
unsigned int* bgr = (unsigned int*)element;
-
+
r = static_cast<float>(bgr[0]);
g = static_cast<float>(bgr[1]);
b = static_cast<float>(bgr[2]);
case FORMAT_G32R32I:
{
int* gr = (int*)element;
-
+
r = static_cast<float>(gr[0]);
g = static_cast<float>(gr[1]);
}
case FORMAT_G32R32UI:
{
unsigned int* gr = (unsigned int*)element;
-
+
r = static_cast<float>(gr[0]);
g = static_cast<float>(gr[1]);
}
case FORMAT_L6V5U5:
{
unsigned short lvu = *(unsigned short*)element;
-
+
r = ((int)(lvu & 0x001F) << 27) * (1.0f / 0x78000000);
g = ((int)(lvu & 0x03E0) << 22) * (1.0f / 0x78000000);
b = (lvu & 0xFC00) * (1.0f / 0xFC00);
case FORMAT_Q8W8V8U8:
{
unsigned int qwvu = *(unsigned int*)element;
-
+
r = ((int)(qwvu & 0x000000FF) << 24) * (1.0f / 0x7F000000);
g = ((int)(qwvu & 0x0000FF00) << 16) * (1.0f / 0x7F000000);
b = ((int)(qwvu & 0x00FF0000) << 8) * (1.0f / 0x7F000000);
case FORMAT_X8L8V8U8:
{
unsigned int xlvu = *(unsigned int*)element;
-
+
r = ((int)(xlvu & 0x000000FF) << 24) * (1.0f / 0x7F000000);
g = ((int)(xlvu & 0x0000FF00) << 16) * (1.0f / 0x7F000000);
b = (xlvu & 0x00FF0000) * (1.0f / 0x00FF0000);
case FORMAT_V16U16:
{
unsigned int vu = *(unsigned int*)element;
-
+
r = ((int)(vu & 0x0000FFFF) << 16) * (1.0f / 0x7FFF0000);
g = ((int)(vu & 0xFFFF0000) << 0) * (1.0f / 0x7FFF0000);
}
case FORMAT_A2W10V10U10:
{
unsigned int awvu = *(unsigned int*)element;
-
+
r = ((int)(awvu & 0x000003FF) << 22) * (1.0f / 0x7FC00000);
g = ((int)(awvu & 0x000FFC00) << 12) * (1.0f / 0x7FC00000);
b = ((int)(awvu & 0x3FF00000) << 2) * (1.0f / 0x7FC00000);
case FORMAT_A4L4:
{
unsigned char al = *(unsigned char*)element;
-
+
r =
g =
b = (al & 0x0F) * (1.0f / 0x0F);
{
// ASSERT(source.lock != LOCK_UNLOCKED);
// ASSERT(destination.lock != LOCK_UNLOCKED);
-
+
if(destination.buffer != source.buffer)
{
ASSERT(source.dirty && !destination.dirty);
for(int x = 0; x < destination.width && x < source.width; x++)
{
unsigned int xrgb = *(unsigned short*)sourceElement;
-
+
unsigned int r = (((xrgb & 0x7C00) * 134771 + 0x800000) >> 8) & 0x00FF0000;
unsigned int g = (((xrgb & 0x03E0) * 16846 + 0x8000) >> 8) & 0x0000FF00;
unsigned int b = (((xrgb & 0x001F) * 2106 + 0x80) >> 8);
for(int x = 0; x < destination.width && x < source.width; x++)
{
unsigned int argb = *(unsigned short*)sourceElement;
-
+
unsigned int a = (argb & 0x8000) * 130560;
unsigned int r = (((argb & 0x7C00) * 134771 + 0x800000) >> 8) & 0x00FF0000;
unsigned int g = (((argb & 0x03E0) * 16846 + 0x8000) >> 8) & 0x0000FF00;
for(int x = 0; x < destination.width && x < source.width; x++)
{
unsigned int xrgb = *(unsigned short*)sourceElement;
-
+
unsigned int r = ((xrgb & 0x0F00) * 0x00001100) & 0x00FF0000;
unsigned int g = ((xrgb & 0x00F0) * 0x00000110) & 0x0000FF00;
unsigned int b = (xrgb & 0x000F) * 0x00000011;
for(int x = 0; x < destination.width && x < source.width; x++)
{
unsigned int argb = *(unsigned short*)sourceElement;
-
+
unsigned int a = ((argb & 0xF000) * 0x00011000) & 0xFF000000;
unsigned int r = ((argb & 0x0F00) * 0x00001100) & 0x00FF0000;
unsigned int g = ((argb & 0x00F0) * 0x00000110) & 0x0000FF00;
a[0] = source->a0;
a[1] = source->a1;
-
+
if(a[0] > a[1])
{
a[2] = (byte)((6 * (word)a[0] + 1 * (word)a[1] + 3) / 7);
{
unsigned int alpha = (unsigned int)a[(unsigned int)(source->alut >> (16 + 3 * (i + j * 4))) % 8] << 24;
unsigned int color = (c[(source->clut >> 2 * (i + j * 4)) % 4] & 0x00FFFFFF) | alpha;
-
+
dest[(x + i) + (y + j) * internal.width] = color;
}
}
r[0] = source->r0;
r[1] = source->r1;
-
+
if(r[0] > r[1])
{
r[2] = (byte)((6 * (word)r[0] + 1 * (word)r[1] + 3) / 7);
X[0] = source->x0;
X[1] = source->x1;
-
+
if(X[0] > X[1])
{
X[2] = (byte)((6 * (word)X[0] + 1 * (word)X[1] + 3) / 7);
Y[0] = source->y0;
Y[1] = source->y1;
-
+
if(Y[0] > Y[1])
{
Y[2] = (byte)((6 * (word)Y[0] + 1 * (word)Y[1] + 3) / 7);
default:
ASSERT(false);
}
-
+
return false;
}
default:
ASSERT(false);
}
-
+
return false;
}
}
__m128 quad = _mm_set_ps1((float&)pattern);
-
+
float *pointer = (float*)buffer;
int qxwords = bytes / 64;
bytes -= qxwords * 64;
return (rect.x0 == 0 && rect.y0 == 0 && rect.x1 == internal.width && rect.y1 == internal.height && internal.depth == 1);
}
- bool Surface::getClearRect(int x0, int y0, int width, int height, SliceRect& rect) const
+ SliceRect Surface::getRect() const
{
- // Not overlapping
- if(x0 > internal.width) return false;
- if(y0 > internal.height) return false;
- if(x0 + width < 0) return false;
- if(y0 + height < 0) return false;
-
- // Clip against dimensions
- if(x0 < 0) { width += x0; x0 = 0; }
- if(x0 + width > internal.width) width = internal.width - x0;
- if(y0 < 0) { height += y0; y0 = 0; }
- if(y0 + height > internal.height) height = internal.height - y0;
-
- rect.x0 = x0;
- rect.x1 = x0 + width;
- rect.y0 = y0;
- rect.y1 = y0 + height;
-
- return true;
+ return SliceRect(0, 0, internal.width, internal.height, 0);
}
- void Surface::clearDepthBuffer(float depth, int x0, int y0, int width, int height)
+ void Surface::clearDepth(float depth, int x0, int y0, int width, int height)
{
if(width == 0 || height == 0) return;
for(int y = y0; y < y1; y++)
{
float *target = buffer + (y & ~1) * width2 + (y & 1) * 2;
-
+
if((y & 1) == 0 && y + 1 < y1) // Fill quad line at once
{
if((x0 & 1) != 0)
}
}
- void Surface::clearStencilBuffer(unsigned char s, unsigned char mask, int x0, int y0, int width, int height)
+ void Surface::clearStencil(unsigned char s, unsigned char mask, int x0, int y0, int width, int height)
{
if(mask == 0 || width == 0 || height == 0) return;
{
unsigned char *row;
Buffer *buffer;
-
+
if(internal.dirty)
{
row = (unsigned char*)lockInternal(x0, y0, 0, LOCK_WRITEONLY, PUBLIC);
{
return isStencil(external.format);
}
-
+
bool Surface::hasDepth() const
{
return isDepth(external.format);
{
__m128i c0 = _mm_load_si128((__m128i*)(source0 + 4 * x));
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 4 * x));
-
+
c0 = _mm_avg_epu8(c0, c1);
_mm_store_si128((__m128i*)(source0 + 4 * x), c0);
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 4 * x));
__m128i c2 = _mm_load_si128((__m128i*)(source2 + 4 * x));
__m128i c3 = _mm_load_si128((__m128i*)(source3 + 4 * x));
-
+
c0 = _mm_avg_epu8(c0, c1);
c2 = _mm_avg_epu8(c2, c3);
c0 = _mm_avg_epu8(c0, c2);
__m128i c5 = _mm_load_si128((__m128i*)(source5 + 4 * x));
__m128i c6 = _mm_load_si128((__m128i*)(source6 + 4 * x));
__m128i c7 = _mm_load_si128((__m128i*)(source7 + 4 * x));
-
+
c0 = _mm_avg_epu8(c0, c1);
c2 = _mm_avg_epu8(c2, c3);
c4 = _mm_avg_epu8(c4, c5);
{
__m128i c0 = _mm_load_si128((__m128i*)(source0 + 4 * x));
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 4 * x));
-
+
c0 = _mm_avg_epu16(c0, c1);
_mm_store_si128((__m128i*)(source0 + 4 * x), c0);
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 4 * x));
__m128i c2 = _mm_load_si128((__m128i*)(source2 + 4 * x));
__m128i c3 = _mm_load_si128((__m128i*)(source3 + 4 * x));
-
+
c0 = _mm_avg_epu16(c0, c1);
c2 = _mm_avg_epu16(c2, c3);
c0 = _mm_avg_epu16(c0, c2);
__m128i c5 = _mm_load_si128((__m128i*)(source5 + 4 * x));
__m128i c6 = _mm_load_si128((__m128i*)(source6 + 4 * x));
__m128i c7 = _mm_load_si128((__m128i*)(source7 + 4 * x));
-
+
c0 = _mm_avg_epu16(c0, c1);
c2 = _mm_avg_epu16(c2, c3);
c4 = _mm_avg_epu16(c4, c5);
{
__m128i c0 = _mm_load_si128((__m128i*)(source0 + 8 * x));
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 8 * x));
-
+
c0 = _mm_avg_epu16(c0, c1);
_mm_store_si128((__m128i*)(source0 + 8 * x), c0);
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 8 * x));
__m128i c2 = _mm_load_si128((__m128i*)(source2 + 8 * x));
__m128i c3 = _mm_load_si128((__m128i*)(source3 + 8 * x));
-
+
c0 = _mm_avg_epu16(c0, c1);
c2 = _mm_avg_epu16(c2, c3);
c0 = _mm_avg_epu16(c0, c2);
__m128i c5 = _mm_load_si128((__m128i*)(source5 + 8 * x));
__m128i c6 = _mm_load_si128((__m128i*)(source6 + 8 * x));
__m128i c7 = _mm_load_si128((__m128i*)(source7 + 8 * x));
-
+
c0 = _mm_avg_epu16(c0, c1);
c2 = _mm_avg_epu16(c2, c3);
c4 = _mm_avg_epu16(c4, c5);
{
__m128 c0 = _mm_load_ps((float*)(source0 + 4 * x));
__m128 c1 = _mm_load_ps((float*)(source1 + 4 * x));
-
+
c0 = _mm_add_ps(c0, c1);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 2.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 2.0f));
_mm_store_ps((float*)(source0 + 4 * x), c0);
}
__m128 c1 = _mm_load_ps((float*)(source1 + 4 * x));
__m128 c2 = _mm_load_ps((float*)(source2 + 4 * x));
__m128 c3 = _mm_load_ps((float*)(source3 + 4 * x));
-
+
c0 = _mm_add_ps(c0, c1);
c2 = _mm_add_ps(c2, c3);
c0 = _mm_add_ps(c0, c2);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 4.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 4.0f));
_mm_store_ps((float*)(source0 + 4 * x), c0);
}
__m128 c5 = _mm_load_ps((float*)(source5 + 4 * x));
__m128 c6 = _mm_load_ps((float*)(source6 + 4 * x));
__m128 c7 = _mm_load_ps((float*)(source7 + 4 * x));
-
+
c0 = _mm_add_ps(c0, c1);
c2 = _mm_add_ps(c2, c3);
c4 = _mm_add_ps(c4, c5);
c0 = _mm_add_ps(c0, c2);
c4 = _mm_add_ps(c4, c6);
c0 = _mm_add_ps(c0, c4);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 8.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 8.0f));
_mm_store_ps((float*)(source0 + 4 * x), c0);
}
c0 = _mm_add_ps(c0, c4);
c8 = _mm_add_ps(c8, cC);
c0 = _mm_add_ps(c0, c8);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 16.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 16.0f));
_mm_store_ps((float*)(source0 + 4 * x), c0);
}
{
__m128 c0 = _mm_load_ps((float*)(source0 + 8 * x));
__m128 c1 = _mm_load_ps((float*)(source1 + 8 * x));
-
+
c0 = _mm_add_ps(c0, c1);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 2.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 2.0f));
_mm_store_ps((float*)(source0 + 8 * x), c0);
}
__m128 c1 = _mm_load_ps((float*)(source1 + 8 * x));
__m128 c2 = _mm_load_ps((float*)(source2 + 8 * x));
__m128 c3 = _mm_load_ps((float*)(source3 + 8 * x));
-
+
c0 = _mm_add_ps(c0, c1);
c2 = _mm_add_ps(c2, c3);
c0 = _mm_add_ps(c0, c2);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 4.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 4.0f));
_mm_store_ps((float*)(source0 + 8 * x), c0);
}
__m128 c5 = _mm_load_ps((float*)(source5 + 8 * x));
__m128 c6 = _mm_load_ps((float*)(source6 + 8 * x));
__m128 c7 = _mm_load_ps((float*)(source7 + 8 * x));
-
+
c0 = _mm_add_ps(c0, c1);
c2 = _mm_add_ps(c2, c3);
c4 = _mm_add_ps(c4, c5);
c0 = _mm_add_ps(c0, c2);
c4 = _mm_add_ps(c4, c6);
c0 = _mm_add_ps(c0, c4);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 8.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 8.0f));
_mm_store_ps((float*)(source0 + 8 * x), c0);
}
c0 = _mm_add_ps(c0, c4);
c8 = _mm_add_ps(c8, cC);
c0 = _mm_add_ps(c0, c8);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 16.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 16.0f));
_mm_store_ps((float*)(source0 + 8 * x), c0);
}
{
__m128 c0 = _mm_load_ps((float*)(source0 + 16 * x));
__m128 c1 = _mm_load_ps((float*)(source1 + 16 * x));
-
+
c0 = _mm_add_ps(c0, c1);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 2.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 2.0f));
_mm_store_ps((float*)(source0 + 16 * x), c0);
}
__m128 c1 = _mm_load_ps((float*)(source1 + 16 * x));
__m128 c2 = _mm_load_ps((float*)(source2 + 16 * x));
__m128 c3 = _mm_load_ps((float*)(source3 + 16 * x));
-
+
c0 = _mm_add_ps(c0, c1);
c2 = _mm_add_ps(c2, c3);
c0 = _mm_add_ps(c0, c2);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 4.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 4.0f));
_mm_store_ps((float*)(source0 + 16 * x), c0);
}
__m128 c5 = _mm_load_ps((float*)(source5 + 16 * x));
__m128 c6 = _mm_load_ps((float*)(source6 + 16 * x));
__m128 c7 = _mm_load_ps((float*)(source7 + 16 * x));
-
+
c0 = _mm_add_ps(c0, c1);
c2 = _mm_add_ps(c2, c3);
c4 = _mm_add_ps(c4, c5);
c0 = _mm_add_ps(c0, c2);
c4 = _mm_add_ps(c4, c6);
c0 = _mm_add_ps(c0, c4);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 8.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 8.0f));
_mm_store_ps((float*)(source0 + 16 * x), c0);
}
c0 = _mm_add_ps(c0, c4);
c8 = _mm_add_ps(c8, cC);
c0 = _mm_add_ps(c0, c8);
- c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 16.0f));
+ c0 = _mm_mul_ps(c0, _mm_set1_ps(1.0f / 16.0f));
_mm_store_ps((float*)(source0 + 16 * x), c0);
}
{
__m128i c0 = _mm_load_si128((__m128i*)(source0 + 2 * x));
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 2 * x));
-
+
static const ushort8 r_b = {0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F};
static const ushort8 _g_ = {0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0};
__m128i c0_r_b = _mm_and_si128(c0, reinterpret_cast<const __m128i&>(r_b));
__m128i c1 = _mm_load_si128((__m128i*)(source1 + 2 * x));
__m128i c2 = _mm_load_si128((__m128i*)(source2 + 2 * x));
__m128i c3 = _mm_load_si128((__m128i*)(source3 + 2 * x));
-
+
static const ushort8 r_b = {0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F};
static const ushort8 _g_ = {0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0};
__m128i c0_r_b = _mm_and_si128(c0, reinterpret_cast<const __m128i&>(r_b));
__m128i c5 = _mm_load_si128((__m128i*)(source5 + 2 * x));
__m128i c6 = _mm_load_si128((__m128i*)(source6 + 2 * x));
__m128i c7 = _mm_load_si128((__m128i*)(source7 + 2 * x));
-
+
static const ushort8 r_b = {0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F, 0xF81F};
static const ushort8 _g_ = {0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0};
__m128i c0_r_b = _mm_and_si128(c0, reinterpret_cast<const __m128i&>(r_b));
\r
void clip(int minX, int minY, int maxX, int maxY);\r
\r
+ int width() const { return x1 - x0; }\r
+ int height() const { return y1 - y0; }\r
+\r
int x0; // Inclusive\r
int y0; // Inclusive\r
int x1; // Exclusive\r
FORMAT_R32F,\r
FORMAT_G32R32F,\r
FORMAT_B32G32R32F,\r
- FORMAT_A32B32G32R32F, \r
+ FORMAT_A32B32G32R32F,\r
// Bump map formats\r
FORMAT_V8U8,\r
FORMAT_L6V5U5,\r
inline int getSuperSampleCount() const;\r
\r
bool isEntire(const SliceRect& rect) const;\r
- bool getClearRect(int x0, int y0, int width, int height, SliceRect& rect) const;\r
- void clearDepthBuffer(float depth, int x0, int y0, int width, int height);\r
- void clearStencilBuffer(unsigned char stencil, unsigned char mask, int x0, int y0, int width, int height);\r
+ SliceRect getRect() const;\r
+ void clearDepth(float depth, int x0, int y0, int width, int height);\r
+ void clearStencil(unsigned char stencil, unsigned char mask, int x0, int y0, int width, int height);\r
void fill(const Color<float> &color, int x0, int y0, int width, int height);\r
\r
Color<float> readExternal(int x, int y, int z) const;\r
Color<float> sampleExternal(float x, float y) const;\r
void writeExternal(int x, int y, int z, const Color<float> &color);\r
void writeExternal(int x, int y, const Color<float> &color);\r
- \r
+\r
void copyInternal(const Surface* src, int x, int y, float srcX, float srcY, bool filter);\r
void copyInternal(const Surface* src, int x, int y, int z, float srcX, float srcY, float srcZ, bool filter);\r
\r