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#ifndef _RRSHADINGCONTEXT_HPP
#define _RRSHADINGCONTEXT_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program Reference Renderer
* -----------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Shading context
*//*--------------------------------------------------------------------*/
#include "rrDefs.hpp"
#include "rrGenericVector.hpp"
#include "rrFragmentPacket.hpp"
namespace rr
{
/*--------------------------------------------------------------------*//*!
* \brief Fragment shading context
*
* Contains per-primitive information used in fragment shading
*//*--------------------------------------------------------------------*/
struct FragmentShadingContext
{
FragmentShadingContext(const GenericVec4 *varying0, const GenericVec4 *varying1, const GenericVec4 *varying2,
GenericVec4 *outputArray, GenericVec4 *outputArraySrc1, float *fragmentDepths,
int primitiveID, int numFragmentOutputs, int numSamples, FaceType visibleFace_);
const GenericVec4 *varyings[3]; //!< Vertex shader outputs. Pointer will be NULL if there is no such vertex.
GenericVec4 *const outputArray; //!< Fragment output array
GenericVec4 *const outputArraySrc1; //!< Fragment output array for source 1.
const int primitiveID; //!< Geometry shader output
const int numFragmentOutputs; //!< Fragment output count
const int numSamples; //!< Number of samples
float *
fragmentDepths; //!< Fragment packet depths. Pointer will be NULL if there is no depth buffer. Each sample has per-sample depth values
FaceType visibleFace; //!< Which face (front or back) is visible
};
// Write output
template <typename T>
void writeFragmentOutput(const FragmentShadingContext &context, int packetNdx, int fragNdx, int outputNdx,
const T &value)
{
DE_ASSERT(packetNdx >= 0);
DE_ASSERT(fragNdx >= 0 && fragNdx < 4);
DE_ASSERT(outputNdx >= 0 && outputNdx < context.numFragmentOutputs);
context.outputArray[outputNdx + context.numFragmentOutputs * (fragNdx + packetNdx * 4)] = value;
}
template <typename T>
void writeFragmentOutputDualSource(const FragmentShadingContext &context, int packetNdx, int fragNdx, int outputNdx,
const T &value, const T &value1)
{
DE_ASSERT(packetNdx >= 0);
DE_ASSERT(fragNdx >= 0 && fragNdx < 4);
DE_ASSERT(outputNdx >= 0 && outputNdx < context.numFragmentOutputs);
context.outputArray[outputNdx + context.numFragmentOutputs * (fragNdx + packetNdx * 4)] = value;
context.outputArraySrc1[outputNdx + context.numFragmentOutputs * (fragNdx + packetNdx * 4)] = value1;
}
// Read Varying
template <typename T>
tcu::Vector<T, 4> readPointVarying(const FragmentPacket &packet, const FragmentShadingContext &context, int varyingLoc,
int fragNdx)
{
DE_UNREF(fragNdx);
DE_UNREF(packet);
return context.varyings[0][varyingLoc].get<T>();
}
template <typename T>
tcu::Vector<T, 4> readLineVarying(const FragmentPacket &packet, const FragmentShadingContext &context, int varyingLoc,
int fragNdx)
{
return packet.barycentric[0][fragNdx] * context.varyings[0][varyingLoc].get<T>() +
packet.barycentric[1][fragNdx] * context.varyings[1][varyingLoc].get<T>();
}
template <typename T>
tcu::Vector<T, 4> readTriangleVarying(const FragmentPacket &packet, const FragmentShadingContext &context,
int varyingLoc, int fragNdx)
{
return packet.barycentric[0][fragNdx] * context.varyings[0][varyingLoc].get<T>() +
packet.barycentric[1][fragNdx] * context.varyings[1][varyingLoc].get<T>() +
packet.barycentric[2][fragNdx] * context.varyings[2][varyingLoc].get<T>();
}
template <typename T>
tcu::Vector<T, 4> readVarying(const FragmentPacket &packet, const FragmentShadingContext &context, int varyingLoc,
int fragNdx)
{
if (context.varyings[1] == DE_NULL)
return readPointVarying<T>(packet, context, varyingLoc, fragNdx);
if (context.varyings[2] == DE_NULL)
return readLineVarying<T>(packet, context, varyingLoc, fragNdx);
return readTriangleVarying<T>(packet, context, varyingLoc, fragNdx);
}
// Derivative
template <typename T, int Size>
void dFdxLocal(tcu::Vector<T, Size> outFragmentdFdx[4], const tcu::Vector<T, Size> func[4])
{
const tcu::Vector<T, Size> dFdx[2] = {func[1] - func[0], func[3] - func[2]};
outFragmentdFdx[0] = dFdx[0];
outFragmentdFdx[1] = dFdx[0];
outFragmentdFdx[2] = dFdx[1];
outFragmentdFdx[3] = dFdx[1];
}
template <typename T, int Size>
void dFdyLocal(tcu::Vector<T, Size> outFragmentdFdy[4], const tcu::Vector<T, Size> func[4])
{
const tcu::Vector<T, Size> dFdy[2] = {func[2] - func[0], func[3] - func[1]};
outFragmentdFdy[0] = dFdy[0];
outFragmentdFdy[1] = dFdy[1];
outFragmentdFdy[2] = dFdy[0];
outFragmentdFdy[3] = dFdy[1];
}
template <typename T>
inline void dFdxVarying(tcu::Vector<T, 4> outFragmentdFdx[4], const FragmentPacket &packet,
const FragmentShadingContext &context, int varyingLoc)
{
const tcu::Vector<T, 4> func[4] = {
readVarying<T>(packet, context, varyingLoc, 0),
readVarying<T>(packet, context, varyingLoc, 1),
readVarying<T>(packet, context, varyingLoc, 2),
readVarying<T>(packet, context, varyingLoc, 3),
};
dFdxLocal(outFragmentdFdx, func);
}
template <typename T>
inline void dFdyVarying(tcu::Vector<T, 4> outFragmentdFdy[4], const FragmentPacket &packet,
const FragmentShadingContext &context, int varyingLoc)
{
const tcu::Vector<T, 4> func[4] = {
readVarying<T>(packet, context, varyingLoc, 0),
readVarying<T>(packet, context, varyingLoc, 1),
readVarying<T>(packet, context, varyingLoc, 2),
readVarying<T>(packet, context, varyingLoc, 3),
};
dFdyLocal(outFragmentdFdy, func);
}
// Fragent depth
inline float readFragmentDepth(const FragmentShadingContext &context, int packetNdx, int fragNdx, int sampleNdx)
{
// Reading or writing to fragment depth values while there is no depth buffer is legal but not supported by rr
DE_ASSERT(context.fragmentDepths);
return context.fragmentDepths[(packetNdx * 4 + fragNdx) * context.numSamples + sampleNdx];
}
inline void writeFragmentDepth(const FragmentShadingContext &context, int packetNdx, int fragNdx, int sampleNdx,
float depthValue)
{
// Reading or writing to fragment depth values while there is no depth buffer is legal but not supported by rr
DE_ASSERT(context.fragmentDepths);
context.fragmentDepths[(packetNdx * 4 + fragNdx) * context.numSamples + sampleNdx] = depthValue;
}
} // namespace rr
#endif // _RRSHADINGCONTEXT_HPP