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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/deqp/framework/referencerenderer/rrRenderer.js | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/deqp/framework/referencerenderer/rrRenderer.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/framework/referencerenderer/rrRenderer.js | 1274 |
1 files changed, 1274 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/framework/referencerenderer/rrRenderer.js b/dom/canvas/test/webgl-conf/checkout/deqp/framework/referencerenderer/rrRenderer.js new file mode 100644 index 0000000000..4d5752b2c4 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/framework/referencerenderer/rrRenderer.js @@ -0,0 +1,1274 @@ +/*------------------------------------------------------------------------- + * drawElements Quality Program OpenGL ES Utilities + * ------------------------------------------------ + * + * 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. + * + */ + +'use strict'; +goog.provide('framework.referencerenderer.rrRenderer'); +goog.require('framework.common.tcuTexture'); +goog.require('framework.common.tcuTextureUtil'); +goog.require('framework.delibs.debase.deMath'); +goog.require('framework.delibs.debase.deString'); +goog.require('framework.delibs.debase.deUtil'); +goog.require('framework.opengl.simplereference.sglrShaderProgram'); +goog.require('framework.referencerenderer.rrDefs'); +goog.require('framework.referencerenderer.rrFragmentOperations'); +goog.require('framework.referencerenderer.rrGenericVector'); +goog.require('framework.referencerenderer.rrMultisamplePixelBufferAccess'); +goog.require('framework.referencerenderer.rrRenderState'); +goog.require('framework.referencerenderer.rrShadingContext'); +goog.require('framework.referencerenderer.rrVertexAttrib'); +goog.require('framework.referencerenderer.rrVertexPacket'); + +goog.scope(function() { + +var rrRenderer = framework.referencerenderer.rrRenderer; +var rrVertexPacket = framework.referencerenderer.rrVertexPacket; +var rrDefs = framework.referencerenderer.rrDefs; +var rrFragmentOperations = framework.referencerenderer.rrFragmentOperations; +var deMath = framework.delibs.debase.deMath; +var tcuTextureUtil = framework.common.tcuTextureUtil; +var tcuTexture = framework.common.tcuTexture; +var rrRenderState = framework.referencerenderer.rrRenderState; +var rrMultisamplePixelBufferAccess = framework.referencerenderer.rrMultisamplePixelBufferAccess; +var rrShadingContext = framework.referencerenderer.rrShadingContext; +var rrGenericVector = framework.referencerenderer.rrGenericVector; +var sglrShaderProgram = framework.opengl.simplereference.sglrShaderProgram; +var rrVertexAttrib = framework.referencerenderer.rrVertexAttrib; +var deString = framework.delibs.debase.deString; +var deUtil = framework.delibs.debase.deUtil; + +/** + * @enum + */ +rrRenderer.PrimitiveType = { + TRIANGLES: 0, //!< Separate rrRenderer.triangles + TRIANGLE_STRIP: 1, //!< rrRenderer.Triangle strip + TRIANGLE_FAN: 2, //!< rrRenderer.Triangle fan + + LINES: 3, //!< Separate lines + LINE_STRIP: 4, //!< Line strip + LINE_LOOP: 5, //!< Line loop + + POINTS: 6 //!< Points +}; + +// /** +// * @constructor +// * @param {boolean} depthEnabled Is depth buffer enabled +// */ +// rrRenderer.RasterizationInternalBuffers = function(depthEnabled) { +// /*std::vector<rrFragmentOperations.Fragment>*/ this.fragmentPackets = []; +// /*std::vector<GenericVec4>*/ this.shaderOutputs = []; +// /*std::vector<Fragment>*/ this.shadedFragments = []; +// /*float**/ this.fragmentDepthBuffer = depthEnabled ? [] : null; +// }; + +/** + * @constructor + * @param {number=} id + */ +rrRenderer.DrawContext = function(id) { + this.primitiveID = id || 0; + +}; + +/** + * Transform [x, y] to window (pixel) coordinates. + * z and w are unchanged + * @param {rrRenderState.RenderState} state + * @param {rrVertexPacket.VertexPacket} packet + * Wreturn {Array<number>} + */ +rrRenderer.transformGLToWindowCoords = function(state, packet) { + var transformed = [packet.position[0] / packet.position[3], + packet.position[1] / packet.position[3], + packet.position[2], + packet.position[3]]; + var viewport = state.viewport.rect; + var halfW = viewport.width / 2; + var halfH = viewport.height / 2; + var oX = viewport.left + halfW; + var oY = viewport.bottom + halfH; + + return [ + transformed[0] * halfW + oX, + transformed[1] * halfH + oY, + transformed[2], + transformed[3] + ]; +}; + +/** + * @constructor + * @param {rrMultisamplePixelBufferAccess.MultisamplePixelBufferAccess} colorMultisampleBuffer + * @param {rrMultisamplePixelBufferAccess.MultisamplePixelBufferAccess=} depthMultisampleBuffer + * @param {rrMultisamplePixelBufferAccess.MultisamplePixelBufferAccess=} stencilMultisampleBuffer + */ +rrRenderer.RenderTarget = function(colorMultisampleBuffer, depthMultisampleBuffer, stencilMultisampleBuffer) { + this.MAX_COLOR_BUFFERS = 4; + this.colorBuffers = []; + this.colorBuffers[0] = colorMultisampleBuffer; + this.depthBuffer = depthMultisampleBuffer || new rrMultisamplePixelBufferAccess.MultisamplePixelBufferAccess(); + this.stencilBuffer = stencilMultisampleBuffer || new rrMultisamplePixelBufferAccess.MultisamplePixelBufferAccess(); + this.numColorBuffers = 1; +}; + +// NOTE: Program object is useless. Let's just use the sglrShaderProgram +// /** +// * @constructor +// * @param {rrShaders.VertexShader} vertexShader_ +// * @param {rrShaders.FragmentShader} fragmentShader_ +// */ +// var Program = function(vertexShader_, fragmentShader_) { +// this.vertexShader = vertexShader_; +// this.fragmentShader = fragmentShader_; +// }; + +/** + * @constructor + * @param {ArrayBuffer} data + * @param {rrDefs.IndexType} type + * @param {number} offset + * @param {number=} baseVertex_ + */ +rrRenderer.DrawIndices = function(data, type, offset, baseVertex_) { + /** @type {ArrayBuffer} */ this.data = data; + /** @type {number} */ this.baseVertex = baseVertex_ || 0; + /** @type {rrDefs.IndexType} */ this.indexType = type; + /** @type {goog.NumberArray} */ this.access = null; + switch (type) { + case rrDefs.IndexType.INDEXTYPE_UINT8: this.access = new Uint8Array(data).subarray(offset); break; + case rrDefs.IndexType.INDEXTYPE_UINT16: this.access = new Uint16Array(data).subarray(offset / 2); break; + case rrDefs.IndexType.INDEXTYPE_UINT32: this.access = new Uint32Array(data).subarray(offset / 4); break; + default: throw new Error('Invalid type: ' + type); + } +}; + +/** + * @return {number} + */ +rrRenderer.DrawIndices.prototype.readIndexArray = function(index) { return this.access[index]; }; + +/** + * @constructor + * @param {rrRenderer.PrimitiveType} primitiveType + * @param {number} numElements + * @param {(number|rrRenderer.DrawIndices)} indices + */ +rrRenderer.PrimitiveList = function(primitiveType, numElements, indices) { + /** @type {rrRenderer.PrimitiveType} */ this.m_primitiveType = primitiveType; + /** @type {number} */ this.m_numElements = numElements; + if (typeof indices == 'number') { + // !< primitive list for drawArrays-like call + this.m_indices = null; + this.m_indexType = null; + this.m_baseVertex = indices; + } else { + // !< primitive list for drawElements-like call + this.m_indices = indices; + this.m_indexType = indices.indexType; + this.m_baseVertex = indices.baseVertex; + } + this.m_iterator = 0; +}; + +/** + * @param {number} elementNdx + * @return {number} + */ +rrRenderer.PrimitiveList.prototype.getIndex = function(elementNdx) { + if (this.m_indices) { + var index = this.m_baseVertex + this.m_indices.readIndexArray(elementNdx); + if (index < 0) + throw new Error('Index must not be negative'); + + return index; + } else + return this.m_baseVertex + elementNdx; +}; + +/** + * @param {number} elementNdx + * @param {number} restartIndex + * @return {boolean} + */ +rrRenderer.PrimitiveList.prototype.isRestartIndex = function(elementNdx, restartIndex) { + // implicit index or explicit index (without base vertex) equals restart + if (this.m_indices) + return this.m_indices.readIndexArray(elementNdx) == restartIndex; + else + return elementNdx == restartIndex; +}; + +/** + * @return {number} + */ +rrRenderer.PrimitiveList.prototype.getNumElements = function() {return this.m_numElements;}; + +/** + * @return {rrRenderer.PrimitiveType} + */ +rrRenderer.PrimitiveList.prototype.getPrimitiveType = function() {return this.m_primitiveType;}; + +/** + * @return {?rrDefs.IndexType} + */ +rrRenderer.PrimitiveList.prototype.getIndexType = function() {return this.m_indexType;}; + +/** + * Generate a primitive from indices + * @param {boolean=} reset Restart generating primitives. Default false + * @return {Array<number>} + */ +rrRenderer.PrimitiveList.prototype.getNextPrimitive = function(reset) { + if (reset) + this.m_iterator = 0; + var result = []; + var i = this.m_iterator; + switch (this.m_primitiveType) { + case rrRenderer.PrimitiveType.TRIANGLES: + if (this.m_iterator + 3 <= this.m_numElements) { + result = [i, i + 1, i + 2]; + this.m_iterator += 3; + } + break; + case rrRenderer.PrimitiveType.TRIANGLE_STRIP: + if (this.m_iterator + 3 <= this.m_numElements) { + result = [i, i + 1, i + 2]; + this.m_iterator += 1; + } + break; + case rrRenderer.PrimitiveType.TRIANGLE_FAN: + if (this.m_iterator + 3 <= this.m_numElements) { + result = [0, i + 1, i + 2]; + this.m_iterator += 1; + } + break; + case rrRenderer.PrimitiveType.LINES: + if (this.m_iterator + 2 <= this.m_numElements) { + result = [i, i + 1]; + this.m_iterator += 2; + } + break; + case rrRenderer.PrimitiveType.LINE_STRIP: + if (this.m_iterator + 2 <= this.m_numElements) { + result = [i, i + 1]; + this.m_iterator += 1; + } + break; + case rrRenderer.PrimitiveType.LINE_LOOP: + if (this.m_iterator == this.m_numElements) + break; + if (this.m_iterator + 2 <= this.m_numElements) + result = [i, i + 1]; + else + result = [i, 0]; + this.m_iterator += 1; + break; + case rrRenderer.PrimitiveType.POINTS: + if (this.m_iterator == this.m_numElements) + break; + else + result = [i]; + this.m_iterator += 1; + break; + default: + throw new Error('Unsupported primitive type: ' + deString.enumToString(rrRenderer.PrimitiveType, this.m_primitiveType)); + } + + return result; +}; + +/** + * @param {rrRenderState.RenderState} state + * @param {rrRenderer.RenderTarget} renderTarget + * @param {Array<rrFragmentOperations.Fragment>} fragments Fragments to write +*/ +rrRenderer.writeFragments = function(state, renderTarget, fragments) { + /* TODO: Add blending, depth, stencil ... */ + var colorbuffer = renderTarget.colorBuffers[0].raw(); + for (var i = 0; i < fragments.length; i++) { + var fragment = fragments[i]; + colorbuffer.setPixel(fragment.value, 0, fragment.pixelCoord[0], fragment.pixelCoord[1]); + } + +}; + +/** + * @param {rrRenderState.RenderState} renderState + * @param {rrRenderer.RenderTarget} renderTarget + * @param {Array<rrFragmentOperations.Fragment>} fragments Fragments to write +*/ +rrRenderer.writeFragments2 = function(renderState, renderTarget, fragments) { + /* +void FragmentProcessor::render (const rr::MultisamplePixelBufferAccess& msColorBuffer, + const rr::MultisamplePixelBufferAccess& msDepthBuffer, + const rr::MultisamplePixelBufferAccess& msStencilBuffer, + const Fragment* fragments, + int numFragments, + FaceType fragmentFacing, + const FragmentOperationState& state) +*/ + + /** @const */ var fragmentFacing = rrDefs.FaceType.FACETYPE_FRONT; + var colorBuffer = renderTarget.colorBuffers[0].raw(); + var depthBuffer = renderTarget.depthBuffer.raw(); + var stencilBuffer = renderTarget.stencilBuffer.raw(); + var state = renderState.fragOps; + + var hasDepth = depthBuffer.getWidth() > 0 && depthBuffer.getHeight() > 0 && depthBuffer.getDepth() > 0; + var hasStencil = stencilBuffer.getWidth() > 0 && stencilBuffer.getHeight() > 0 && stencilBuffer.getDepth() > 0; + var doDepthTest = hasDepth && state.depthTestEnabled; + var doStencilTest = hasStencil && state.stencilTestEnabled; + + var colorbufferClass = tcuTexture.getTextureChannelClass(colorBuffer.getFormat().type); + var fragmentDataType = rrGenericVector.GenericVecType.FLOAT; + switch (colorbufferClass) { + case tcuTexture.TextureChannelClass.SIGNED_INTEGER: + fragmentDataType = rrGenericVector.GenericVecType.INT32; + break; + case tcuTexture.TextureChannelClass.UNSIGNED_INTEGER: + fragmentDataType = rrGenericVector.GenericVecType.UINT32; + break; + } + + if (!((!hasDepth || colorBuffer.getWidth() == depthBuffer.getWidth()) && (!hasStencil || colorBuffer.getWidth() == stencilBuffer.getWidth()))) + throw new Error('Attachment must have the same width'); + if (!((!hasDepth || colorBuffer.getHeight() == depthBuffer.getHeight()) && (!hasStencil || colorBuffer.getHeight() == stencilBuffer.getHeight()))) + throw new Error('Attachment must have the same height'); + if (!((!hasDepth || colorBuffer.getDepth() == depthBuffer.getDepth()) && (!hasStencil || colorBuffer.getDepth() == stencilBuffer.getDepth()))) + throw new Error('Attachment must have the same depth'); + + var stencilState = state.stencilStates[fragmentFacing]; + var colorMaskFactor = [state.colorMask[0] ? 1 : 0, state.colorMask[1] ? 1 : 0, state.colorMask[2] ? 1 : 0, state.colorMask[3] ? 1 : 0]; + var colorMaskNegationFactor = [state.colorMask[0] ? false : true, state.colorMask[1] ? false : true, state.colorMask[2] ? false : true, state.colorMask[3] ? false : true]; + var sRGBTarget = state.sRGBEnabled && colorBuffer.getFormat().isSRGB(); + + // Scissor test. + + if (state.scissorTestEnabled) + rrFragmentOperations.executeScissorTest(fragments, state.scissorRectangle); + + // Stencil test. + + if (doStencilTest) { + rrFragmentOperations.executeStencilCompare(fragments, stencilState, state.numStencilBits, stencilBuffer); + rrFragmentOperations.executeStencilSFail(fragments, stencilState, state.numStencilBits, stencilBuffer); + } + + // Depth test. + // \note Current value of isAlive is needed for dpPass and dpFail, so it's only updated after them and not right after depth test. + + if (doDepthTest) { + rrFragmentOperations.executeDepthCompare(fragments, state.depthFunc, depthBuffer); + + if (state.depthMask) + rrFragmentOperations.executeDepthWrite(fragments, depthBuffer); + } + + // Do dpFail and dpPass stencil writes. + + if (doStencilTest) + rrFragmentOperations.executeStencilDpFailAndPass(fragments, stencilState, state.numStencilBits, stencilBuffer); + + // Kill the samples that failed depth test. + + if (doDepthTest) { + for (var i = 0; i < fragments.length; i++) + fragments[i].isAlive = fragments[i].isAlive && fragments[i].depthPassed; + } + + // Paint fragments to target + + switch (fragmentDataType) { + case rrGenericVector.GenericVecType.FLOAT: + // Blend calculation - only if using blend. + if (state.blendMode == rrRenderState.BlendMode.STANDARD) { + // Put dst color to register, doing srgb-to-linear conversion if needed. + for (var i = 0; i < fragments.length; i++) { + var frag = fragments[i]; + if (frag.isAlive) { + var dstColor = colorBuffer.getPixel(0, frag.pixelCoord[0], frag.pixelCoord[1]); + + /* TODO: Check frag.value and frag.value1 types */ + frag.clampedBlendSrcColor = deMath.clampVector(frag.value, 0, 1); + frag.clampedBlendSrc1Color = deMath.clampVector(frag.value1, 0, 1); + frag.clampedBlendDstColor = deMath.clampVector(sRGBTarget ? tcuTexture.sRGBToLinear(dstColor) : dstColor, 0, 1); + } + } + + // Calculate blend factors to register. + rrFragmentOperations.executeBlendFactorComputeRGB(fragments, state.blendColor, state.blendRGBState); + rrFragmentOperations.executeBlendFactorComputeA(fragments, state.blendColor, state.blendAState); + + // Compute blended color. + rrFragmentOperations.executeBlend(fragments, state.blendRGBState, state.blendAState); + } else { + // Not using blend - just put values to register as-is. + + for (var i = 0; i < fragments.length; i++) { + var frag = fragments[i]; + if (frag.isAlive) { + frag.blendedRGB = deMath.swizzle(frag.value, [0, 1, 2]); + frag.blendedA = frag.value[3]; + } + } + } + + // Finally, write the colors to the color buffer. + + if (state.colorMask[0] && state.colorMask[1] && state.colorMask[2] && state.colorMask[3]) { + /* TODO: Add quick path */ + // if (colorBuffer.getFormat().isEqual(new tcuTexture.TextureFormat(tcuTexture.ChannelOrder.RGBA, tcuTexture.ChannelType.UNORM_INT8))) + // executeRGBA8ColorWrite(fragments, colorBuffer); + // else + rrFragmentOperations.executeColorWrite(fragments, sRGBTarget, colorBuffer); + } else if (state.colorMask[0] || state.colorMask[1] || state.colorMask[2] || state.colorMask[3]) + rrFragmentOperations.executeMaskedColorWrite(fragments, colorMaskFactor, colorMaskNegationFactor, sRGBTarget, colorBuffer); + break; + + case rrGenericVector.GenericVecType.INT32: + // Write fragments + for (var i = 0; i < fragments.length; i++) { + var frag = fragments[i]; + if (frag.isAlive) { + frag.signedValue = frag.value; + } + } + + if (state.colorMask[0] || state.colorMask[1] || state.colorMask[2] || state.colorMask[3]) + rrFragmentOperations.executeSignedValueWrite(fragments, state.colorMask, colorBuffer); + break; + + case rrGenericVector.GenericVecType.UINT32: + // Write fragments + for (var i = 0; i < fragments.length; i++) { + var frag = fragments[i]; + if (frag.isAlive) { + frag.unsignedValue = frag.value; + } + } + + if (state.colorMask[0] || state.colorMask[1] || state.colorMask[2] || state.colorMask[3]) + rrFragmentOperations.executeUnsignedValueWrite(fragments, state.colorMask, colorBuffer); + break; + + default: + throw new Error('Unrecognized fragment data type:' + fragmentDataType); + } +}; + +/** + * Determines the index of the corresponding vertex according to top/right conditions. + * @param {boolean} isTop + * @param {boolean} isRight + * @return {number} + */ +rrRenderer.getIndexOfCorner = function(isTop, isRight, vertexPackets) { + var x = null; + var y = null; + + var xcriteria = isRight ? Math.max : Math.min; + var ycriteria = isTop ? Math.max : Math.min; + + // Determine corner values + for (var i = 0; i < vertexPackets.length; i++) { + x = x != null ? xcriteria(vertexPackets[i].position[0], x) : vertexPackets[i].position[0]; + y = y != null ? ycriteria(vertexPackets[i].position[1], y) : vertexPackets[i].position[1]; + } + + // Search for matching vertex + for (var v = 0; v < vertexPackets.length; v++) + if (vertexPackets[v].position[0] == x && + vertexPackets[v].position[1] == y) + return v; + + throw new Error('Corner not found'); +}; + +/** + * Check that point is in the clipping volume + * @param {number} x + * @param {number} y + * @param {number} z + * @param {rrRenderState.WindowRectangle} rect + * @return {boolean} + */ +rrRenderer.clipTest = function(x, y, z, rect) { + x = Math.round(x); + y = Math.round(y); + if (!deMath.deInBounds32(x, rect.left, rect.left + rect.width)) + return false; + if (!deMath.deInBounds32(y, rect.bottom, rect.bottom + rect.height)) + return false; + if (z < 0 || z > 1) + return false; + return true; +}; + +// Rasterizer configuration +rrRenderer.RASTERIZER_SUBPIXEL_BITS = 8; +rrRenderer.RASTERIZER_MAX_SAMPLES_PER_FRAGMENT = 16; + +// Referenced from rrRasterizer.hpp + +/** + * Get coverage bit value + * @param {number} numSamples + * @param {number} x + * @param {number} y + * @param {number} sampleNdx + * @return {number} + */ +rrRenderer.getCoverageBit = function(numSamples, x, y, sampleNdx) { + var maxSamples = 16; + assertMsgOptions(maxSamples >= rrRenderer.RASTERIZER_MAX_SAMPLES_PER_FRAGMENT, 'maxSamples should not greater than ' + rrRenderer.RASTERIZER_MAX_SAMPLES_PER_FRAGMENT, false, true); + assertMsgOptions(deMath.deInRange32(numSamples, 1, maxSamples) && deMath.deInBounds32(x, 0, 2) && deMath.deInBounds32(y, 0, 2), 'numSamples, x or y not in bound', false, true); + return 1 << ((x * 2 + y) * numSamples + sampleNdx); +}; + +/** + * Get all sample bits for fragment + * @param {number} numSamples + * @param {number} x + * @param {number} y + * @return {number} + */ +rrRenderer.getCoverageFragmentSampleBits = function(numSamples, x, y) { + assertMsgOptions(deMath.deInBounds32(x, 0, 2) && deMath.deInBounds32(y, 0, 2), 'x or y is not in bound 0 to 2', false, true); + var fragMask = (1 << numSamples) - 1; + return fragMask << (x * 2 + y) * numSamples; +}; + +/** + * Set coverage bit in coverage mask + * @param {number} mask + * @param {number} numSamples + * @param {number} x + * @param {number} y + * @param {number} sampleNdx + * @param {number} val + * @return {number} + */ +rrRenderer.setCoverageValue = function(mask, numSamples, x, y, sampleNdx, val) { + var bit = rrRenderer.getCoverageBit(numSamples, x, y, sampleNdx); + return val ? (mask | bit) : (mask & ~bit); +}; + +/** + * Test if any sample for fragment is live + * @param {number} mask + * @param {number} numSamples + * @param {number} x + * @param {number} y + * @return {number} + */ +rrRenderer.getCoverageAnyFragmentSampleLive = function(mask, numSamples, x, y) { + return (mask & rrRenderer.getCoverageFragmentSampleBits(numSamples, x, y)) != 0; +}; + +// Referenced from rrRasterizer.cpp + +/** + * Pixel coord to sub pixel coord + * @param {number} v + * @return {number} + */ +rrRenderer.toSubpixelCoord = function(v) { + return Math.trunc(v * (1 << rrRenderer.RASTERIZER_SUBPIXEL_BITS) + (v < 0 ? -0.5 : 0.5)); +}; + +/** + * Floor sub pixel coord to pixel coord + * @param {number} coord + * @param {boolean} fillEdge + * @return {number} + */ +rrRenderer.floorSubpixelToPixelCoord = function(coord, fillEdge) { + if (coord >= 0) + return Math.trunc((coord - (fillEdge ? 1 : 0)) >> rrRenderer.RASTERIZER_SUBPIXEL_BITS); + else + return Math.trunc((coord - ((1 << rrRenderer.RASTERIZER_SUBPIXEL_BITS) - (fillEdge ? 0 : 1))) >> rrRenderer.RASTERIZER_SUBPIXEL_BITS); +}; + +/** + * Ceil sub pixel coord to pixel coord + * @param {number} coord + * @param {boolean} fillEdge + * @return {number} + */ +rrRenderer.ceilSubpixelToPixelCoord = function(coord, fillEdge) { + if (coord >= 0) + return Math.trunc((coord + (1 << rrRenderer.RASTERIZER_SUBPIXEL_BITS) - (fillEdge ? 0 : 1)) >> rrRenderer.RASTERIZER_SUBPIXEL_BITS); + else + return Math.trunc((coord + (fillEdge ? 1 : 0)) >> rrRenderer.RASTERIZER_SUBPIXEL_BITS); +}; + +/** + * \brief Edge function - referenced from struct EdgeFunction in rrRasterizer.hpp + * + * Edge function can be evaluated for point P (in a fixed-point coordinates + * with RASTERIZER_SUBPIXEL_BITS fractional part) by computing + * D = a * Px + b * Py + c + * + * D will be fixed-point value where lower (RASTERIZER_SUBPIXEL_BITS * 2) bits + * will be fractional part. + * + * Member function evaluateEdge, reverseEdge and isInsideCCW are referenced from rrRasterizer.cpp. + * + * @param {number} a + * @param {number} b + * @param {number} c + * @param {boolean} inclusive + */ +rrRenderer.edgeFunction = function(a, b, c, inclusive) { + this.a = a; + this.b = b; + this.c = c; + this.inclusive = inclusive; // True if edge is inclusive according to fill rules +}; + +/** + * Evaluate point (x,y) + * @param {number} x + * @param {number} y + * @return {number} + */ +rrRenderer.edgeFunction.prototype.evaluateEdge = function(x, y) { + return this.a * x + this.b * y + this.c; +}; + +/** + * Reverse edge (e.g. from CCW to CW) + */ +rrRenderer.edgeFunction.prototype.reverseEdge = function () { + this.a = -this.a; + this.b = -this.b; + this.c = -this.c; + this.inclusive = !this.inclusive; +}; + +/** + * Determine if a point with value edgeVal is inside the CCW region of the edge + * @param {number} edgeVal + * @return {boolean} + */ +rrRenderer.edgeFunction.prototype.isInsideCCW = function(edgeVal) { + return this.inclusive ? edgeVal >= 0 : edgeVal > 0; +}; + +/** + * Init an edge function in counter-clockwise (CCW) orientation + * @param {number} horizontalFill + * @param {number} verticalFill + * @param {number} x0 + * @param {number} y0 + * @param {number} x1 + * @param {number} y1 + * @return {rrRenderer.edgeFunction} + */ +rrRenderer.initEdgeCCW = function(horizontalFill, verticalFill, x0, y0, x1, y1) { + var xd = x1 - x0; + var yd = y1 - y0; + var inclusive = false; + + if (yd == 0) + inclusive = verticalFill == rrRenderState.VerticalFill.BOTTOM ? xd >= 0 : xd <= 0; + else + inclusive = horizontalFill == rrRenderState.HorizontalFill.LEFT ? yd <= 0 : yd >=0; + + return new rrRenderer.edgeFunction(y0 - y1, x1 - x0, x0 * y1 - y0 * x1, inclusive); +}; + +/** + * \brief Triangle rasterizer - referenced from class TriangleRasterizer in rrRasterizer.hpp + * + * Triangle rasterizer implements following features: + * - Rasterization using fixed-point coordinates + * - 1-sample rasterization (the value of numSamples always equals 1 in sglrReferenceContext) + * - Depth interpolation + * - Perspective-correct barycentric computation for interpolation + * - Visible face determination + * - Clipping - native dEQP does clipping before rasterization; see function drawBasicPrimitives + * in rrRenderer.cpp for more details + * + * It does not (and will not) implement following: + * - Triangle setup + * - Degenerate elimination + * - Coordinate transformation (inputs are in screen-space) + * - Culling - logic can be implemented outside by querying visible face + * - Scissoring - (this can be done by controlling viewport rectangle) + * - Any per-fragment operations + * + * @param {rrRenderState.RenderState} state + */ +rrRenderer.triangleRasterizer = function(state) { + this.m_viewport = state.viewport; + this.m_winding = state.rasterization.winding; + this.m_horizontalFill = state.rasterization.horizontalFill; + this.m_verticalFill = state.rasterization.verticalFill; +}; + +/** + * Initialize triangle rasterization + * @param {vec} v0 Screen-space coordinates (x, y, z) and 1/w for vertex 0 + * @param {vec} v1 Screen-space coordinates (x, y, z) and 1/w for vertex 1 + * @param {vec} v2 Screen-space coordinates (x, y, z) and 1/w for vertex 2 + */ +rrRenderer.triangleRasterizer.prototype.init = function(v0, v1, v2) { + this.m_v0 = v0; + this.m_v1 = v1; + this.m_v2 = v2; + + // Positions in fixed-point coordinates + var x0 = rrRenderer.toSubpixelCoord(v0[0]); + var y0 = rrRenderer.toSubpixelCoord(v0[1]); + var x1 = rrRenderer.toSubpixelCoord(v1[0]); + var y1 = rrRenderer.toSubpixelCoord(v1[1]); + var x2 = rrRenderer.toSubpixelCoord(v2[0]); + var y2 = rrRenderer.toSubpixelCoord(v2[1]); + + // Initialize edge functions + if (this.m_winding == rrRenderState.Winding.CCW) { + this.m_edge01 = rrRenderer.initEdgeCCW(this.m_horizontalFill, this.m_verticalFill, x0, y0, x1, y1); + this.m_edge12 = rrRenderer.initEdgeCCW(this.m_horizontalFill, this.m_verticalFill, x1, y1, x2, y2); + this.m_edge20 = rrRenderer.initEdgeCCW(this.m_horizontalFill, this.m_verticalFill, x2, y2, x0, y0); + } else { + // Reverse edges + this.m_edge01 = rrRenderer.initEdgeCCW(this.m_horizontalFill, this.m_verticalFill, x1, y1, x0, y0); + this.m_edge12 = rrRenderer.initEdgeCCW(this.m_horizontalFill, this.m_verticalFill, x2, y2, x1, y1); + this.m_edge20 = rrRenderer.initEdgeCCW(this.m_horizontalFill, this.m_verticalFill, x0, y0, x2, y2); + } + + // Determine face + var s = this.m_edge01.evaluateEdge(x2, y2); + var positiveArea = (this.m_winding == rrRenderState.Winding.CCW ) ? s > 0 : s < 0; + this.m_face = positiveArea ? rrDefs.FaceType.FACETYPE_FRONT : rrDefs.FaceType.FACETYPE_BACK; + if (!positiveArea) { + // Reverse edges so that we can use CCW area tests & interpolation + this.m_edge01.reverseEdge(); + this.m_edge12.reverseEdge(); + this.m_edge20.reverseEdge(); + } + + // Bounding box + var minX = Math.min(x0, x1, x2); + var maxX = Math.max(x0, x1, x2); + var minY = Math.min(y0, y1, y2); + var maxY = Math.max(y0, y1, y2); + + this.m_bboxMin = []; + this.m_bboxMax = []; + this.m_bboxMin[0] = rrRenderer.floorSubpixelToPixelCoord(minX, this.m_horizontalFill == rrRenderState.HorizontalFill.LEFT); + this.m_bboxMin[1] = rrRenderer.floorSubpixelToPixelCoord(minY, this.m_verticalFill == rrRenderState.VerticalFill.BOTTOM); + this.m_bboxMax[0] = rrRenderer.ceilSubpixelToPixelCoord(maxX, this.m_horizontalFill == rrRenderState.HorizontalFill.RIGHT); + this.m_bboxMax[1] = rrRenderer.ceilSubpixelToPixelCoord(maxY, this.m_verticalFill == rrRenderState.VerticalFill.TOP); + + // Clamp to viewport + var wX0 = this.m_viewport.rect.left; + var wY0 = this.m_viewport.rect.bottom; + var wX1 = wX0 + this.m_viewport.rect.width - 1; + var wY1 = wY0 + this.m_viewport.rect.height - 1; + + this.m_bboxMin[0] = deMath.clamp(this.m_bboxMin[0], wX0, wX1); + this.m_bboxMin[1] = deMath.clamp(this.m_bboxMin[1], wY0, wY1); + this.m_bboxMax[0] = deMath.clamp(this.m_bboxMax[0], wX0, wX1); + this.m_bboxMax[1] = deMath.clamp(this.m_bboxMax[1], wY0, wY1); + + this.m_curPos = [this.m_bboxMin[0], this.m_bboxMin[1]]; +}; + +rrRenderer.triangleRasterizer.prototype.rasterize = function() { + var fragmentPackets = []; + var halfPixel = 1 << (rrRenderer.RASTERIZER_SUBPIXEL_BITS - 1); + + // For depth interpolation; given barycentrics A, B, C = (1 - A -B) + // We can reformulate the usual z = z0 * A + z1 * B + z2 * C into more + // stable equation z = A * (z0 - z2) + B * (z1 - z2) + z2 + var za = this.m_v0[2] - this.m_v2[2]; + var zb = this.m_v1[2] - this.m_v2[2]; + var zc = this.m_v2[2]; + + var zn = this.m_viewport.zn; + var zf = this.m_viewport.zf; + var depthScale = (zf - zn) / 2; + var depthBias = (zf + zn) / 2; + + while (this.m_curPos[1] <= this.m_bboxMax[1]) { + var x0 = this.m_curPos[0]; + var y0 = this.m_curPos[1]; + + // Subpixel coords of (x0, y0), (x0 + 1, y0), (x0, y0 + 1), (x0 + 1, y0 + 1) + var sx0 = rrRenderer.toSubpixelCoord(x0) + halfPixel; + var sx1 = rrRenderer.toSubpixelCoord(x0 + 1) + halfPixel; + var sy0 = rrRenderer.toSubpixelCoord(y0) + halfPixel; + var sy1 = rrRenderer.toSubpixelCoord(y0 + 1) + halfPixel; + + var sx = [sx0, sx1, sx0, sx1]; + var sy = [sy0, sy0, sy1, sy1]; + + // Viewport test + var outX1 = x0 + 1 == this.m_viewport.rect.left + this.m_viewport.rect.width; + var outY1 = y0 + 1 == this.m_viewport.rect.bottom + this.m_viewport.rect.height; + + // Coverage + var coverage = 0; + + // Evaluate edge values + var e01 = []; + var e12 = []; + var e20 = []; + for (var i = 0; i < 4; i++) { + e01.push(this.m_edge01.evaluateEdge(sx[i], sy[i])); + e12.push(this.m_edge12.evaluateEdge(sx[i], sy[i])); + e20.push(this.m_edge20.evaluateEdge(sx[i], sy[i])); + } + + // Compute coverage mask + coverage = rrRenderer.setCoverageValue(coverage, 1, 0, 0, 0, this.m_edge01.isInsideCCW(e01[0]) && this.m_edge12.isInsideCCW(e12[0]) && this.m_edge20.isInsideCCW(e20[0])); + coverage = rrRenderer.setCoverageValue(coverage, 1, 1, 0, 0, !outX1 && this.m_edge01.isInsideCCW(e01[1]) && this.m_edge12.isInsideCCW(e12[1]) && this.m_edge20.isInsideCCW(e20[1])); + coverage = rrRenderer.setCoverageValue(coverage, 1, 0, 1, 0, !outY1 && this.m_edge01.isInsideCCW(e01[2]) && this.m_edge12.isInsideCCW(e12[2]) && this.m_edge20.isInsideCCW(e20[2])); + coverage = rrRenderer.setCoverageValue(coverage, 1, 1, 1, 0, !outX1 && !outY1 && this.m_edge01.isInsideCCW(e01[3]) && this.m_edge12.isInsideCCW(e12[3]) && this.m_edge20.isInsideCCW(e20[3])); + + // Advance to next location + this.m_curPos[0] += 2; + if (this.m_curPos[0] > this.m_bboxMax[0]) { + this.m_curPos[0] = this.m_bboxMin[0]; + this.m_curPos[1] += 2; + } + + if (coverage == 0) + continue; // Discard + + // Compute depth and barycentric coordinates + var edgeSum = deMath.add(deMath.add(e01, e12), e20); + var z0 = deMath.divide(e12, edgeSum); + var z1 = deMath.divide(e20, edgeSum); + + var b0 = deMath.multiply(e12, [this.m_v0[3], this.m_v0[3], this.m_v0[3], this.m_v0[3]]); + var b1 = deMath.multiply(e20, [this.m_v1[3], this.m_v1[3], this.m_v1[3], this.m_v1[3]]); + var b2 = deMath.multiply(e01, [this.m_v2[3], this.m_v2[3], this.m_v2[3], this.m_v2[3]]); + var bSum = deMath.add(deMath.add(b0, b1), b2); + var barycentric0 = deMath.divide(b0, bSum); + var barycentric1 = deMath.divide(b1, bSum); + var barycentric2 = deMath.subtract(deMath.subtract([1, 1, 1, 1], barycentric0), barycentric1); + + // In native dEQP, after rasterization, the pixel (x0, y0) actually represents four pixels: + // (x0, y0), (x0 + 1, y0), (x0, y0 + 1) and (x0 + 1, y0 + 1). + // The barycentrics and depths of these four pixels are to be computed after rasterization: + // barycentrics are computed in function shadeFragments in es3fFboTestUtil.cpp; + // depths are computed in function writeFragmentPackets in rrRenderer.cpp. + + // In js, pixels are processed one after another, so their depths and barycentrics should be computed immediately. + + // Determine if (x0, y0), (x0 + 1, y0), (x0, y0 + 1), (x0 + 1, y0 + 1) can be rendered + for (var fragNdx = 0; fragNdx < 4; fragNdx++) { + var xo = fragNdx % 2; + var yo = Math.trunc(fragNdx / 2); + var x = x0 + xo; + var y = y0 + yo; + + // The value of numSamples always equals 1 in sglrReferenceContext. + if(rrRenderer.getCoverageAnyFragmentSampleLive(coverage, 1, xo, yo)) { + // Barycentric coordinates - referenced from function readTriangleVarying in rrShadingContext.hpp + var b = [barycentric0[fragNdx], barycentric1[fragNdx], barycentric2[fragNdx]]; + + // Depth - referenced from writeFragmentPackets in rrRenderer.cpp + var depth = z0[fragNdx] * za + z1[fragNdx] * zb + zc; + depth = depth * depthScale + depthBias; + + // Clip test + // Native dEQP does clipping test before rasterization. + if (!rrRenderer.clipTest(x, y, depth, this.m_viewport.rect)) + continue; + + fragmentPackets.push(new rrFragmentOperations.Fragment(b, [x, y], depth)); + } + } + } + return fragmentPackets; +}; + +/** + * @param {rrRenderState.RenderState} state + * @param {rrRenderer.RenderTarget} renderTarget + * @param {sglrShaderProgram.ShaderProgram} program + * @param {Array<rrVertexAttrib.VertexAttrib>} vertexAttribs + * @param {rrRenderer.PrimitiveType} primitive + * @param {(number|rrRenderer.DrawIndices)} first Index of first quad vertex + * @param {number} count Number of indices + * @param {number} instanceID + */ +rrRenderer.drawTriangles = function(state, renderTarget, program, vertexAttribs, primitive, first, count, instanceID) { + + /** + * @param {Array<rrVertexPacket.VertexPacket>} vertices + * @param {Array<number>} indices + * @return {Array<rrVertexPacket.VertexPacket>} + */ + var selectVertices = function(vertices, indices) { + var result = []; + for (var i = 0; i < indices.length; i++) + result.push(vertices[indices[i]]); + return result; + }; + + // Referenced from native dEQP Renderer::drawInstanced() in rrRenderer.cpp + + var primitives = new rrRenderer.PrimitiveList(primitive, count, first); + // Do not draw if nothing to draw + if (primitives.getNumElements() == 0) + return; + + // Prepare transformation + var numVaryings = program.vertexShader.getOutputs().length; + var vpalloc = new rrVertexPacket.VertexPacketAllocator(numVaryings); + var vertexPackets = vpalloc.allocArray(primitives.getNumElements()); + var drawContext = new rrRenderer.DrawContext(); + drawContext.primitiveID = 0; + + var numberOfVertices = primitives.getNumElements(); + var numVertexPackets = 0; + for (var elementNdx = 0; elementNdx < numberOfVertices; ++elementNdx) { + + // input + vertexPackets[numVertexPackets].instanceNdx = instanceID; + vertexPackets[numVertexPackets].vertexNdx = primitives.getIndex(elementNdx); + + // output + vertexPackets[numVertexPackets].pointSize = state.point.pointSize; // default value from the current state + vertexPackets[numVertexPackets].position = [0, 0, 0, 0]; // no undefined values + + ++numVertexPackets; + + } + program.shadeVertices(vertexAttribs, vertexPackets, numVertexPackets); + + // Referenced from native dEQP Renderer::rasterizePrimitive() for triangle rasterization in rrRenderer.cpp + + // In native dEQP, only maxFragmentPackets packets are processed per rasterize-shade-write loop; + // in js all packets are processed in one loop. + + var rasterizer = new rrRenderer.triangleRasterizer(state); + + for (var prim = primitives.getNextPrimitive(true); prim.length > 0; prim = primitives.getNextPrimitive()) { + var vertices = selectVertices(vertexPackets, prim); + + var v0 = rrRenderer.transformGLToWindowCoords(state, vertices[0]); + var v1 = rrRenderer.transformGLToWindowCoords(state, vertices[1]); + var v2 = rrRenderer.transformGLToWindowCoords(state, vertices[2]); + + rasterizer.init(v0, v1, v2); + + // Culling + if ((state.cullMode == rrRenderState.CullMode.FRONT && rasterizer.m_face == rrDefs.FaceType.FACETYPE_FRONT) || + (state.cullMode == rrRenderState.CullMode.BACK && rasterizer.m_face == rrDefs.FaceType.FACETYPE_BACK)) + return; + + /* TODO: Add Polygon Offset and Depth Clamp */ + + // Compute a conservative integer bounding box for the triangle + var minX = Math.floor(Math.min(v0[0], v1[0], v2[0])); + var maxX = Math.ceil(Math.max(v0[0], v1[0], v2[0])); + var minY = Math.floor(Math.min(v0[1], v1[1], v2[1])); + var maxY = Math.ceil(Math.max(v0[1], v1[1], v2[1])); + + // Shading context + var shadingContext = new rrShadingContext.FragmentShadingContext( + vertices[0].outputs, + vertices[1].outputs, + vertices[2].outputs + ); + shadingContext.setSize(maxX - minX, maxY - minY); + + // Rasterize + var fragmentPackets = rasterizer.rasterize(); + + // Shade + program.shadeFragments(fragmentPackets, shadingContext); + + // Handle fragment shader outputs + rrRenderer.writeFragments2(state, renderTarget, fragmentPackets); + } +}; + +/** + * @param {rrRenderState.RenderState} state + * @param {rrRenderer.RenderTarget} renderTarget + * @param {sglrShaderProgram.ShaderProgram} program + * @param {Array<rrVertexAttrib.VertexAttrib>} vertexAttribs + * @param {rrRenderer.PrimitiveType} primitive + * @param {(number|rrRenderer.DrawIndices)} first Index of first quad vertex + * @param {number} count Number of indices + * @param {number} instanceID + */ +rrRenderer.drawLines = function(state, renderTarget, program, vertexAttribs, primitive, first, count, instanceID) { + + /** + * @param {Array<rrVertexPacket.VertexPacket>} vertices + * @param {Array<number>} indices + * @return {Array<rrVertexPacket.VertexPacket>} + */ + var selectVertices = function(vertices, indices) { + var result = []; + for (var i = 0; i < indices.length; i++) + result.push(vertices[indices[i]]); + return result; + }; + + var lengthSquared = function(a) { + var sqSum = 0; + for (var i = 0; i < a.length; i++) + sqSum += a[i] * a[i]; + return sqSum; + }; + + var dot = function(a, b) { + var res = 0; + for (var i = 0; i < a.length; i++) + res += a[i] * b[i]; + return res; + }; + + var rasterizeLine = function(v0, v1) { + var d = [ + Math.abs(v1[0] - v0[0]), + Math.abs(v1[1] - v0[1])]; + var xstep = v0[0] < v1[0] ? 1 : -1; + var ystep = v0[1] < v1[1] ? 1 : -1; + var x = v0[0]; + var y = v0[1]; + var offset = d[0] - d[1]; + var lenV = [v1[0] - v0[0], v1[1] - v0[1]]; + var lenSq = lengthSquared(lenV); + + var packets = []; + + while (true) { + var t = dot([x - v0[0], y - v0[1]], lenV) / lenSq; + var depth = (1 - t) * v0[2] + t * v1[2]; + var b = [0, 0, 0]; + b[0] = 1 - t; + b[1] = t; + + if (x == v1[0] && y == v1[1]) + break; + + depth = depth * depthScale + depthBias; + packets.push(new rrFragmentOperations.Fragment(b, [x, y], depth)); + + var offset2 = 2 * offset; + if (offset2 > -1 * d[1]) { + x += xstep; + offset -= d[1]; + } + + if (offset2 < d[0]) { + y += ystep; + offset += d[0]; + } + } + return packets; + }; + + var primitives = new rrRenderer.PrimitiveList(primitive, count, first); + // Do not draw if nothing to draw + if (primitives.getNumElements() == 0) + return; + + // Prepare transformation + var numVaryings = program.vertexShader.getOutputs().length; + var vpalloc = new rrVertexPacket.VertexPacketAllocator(numVaryings); + var vertexPackets = vpalloc.allocArray(primitives.getNumElements()); + var drawContext = new rrRenderer.DrawContext(); + drawContext.primitiveID = 0; + + var numberOfVertices = primitives.getNumElements(); + var numVertexPackets = 0; + for (var elementNdx = 0; elementNdx < numberOfVertices; ++elementNdx) { + + // input + vertexPackets[numVertexPackets].instanceNdx = instanceID; + vertexPackets[numVertexPackets].vertexNdx = primitives.getIndex(elementNdx); + + // output + vertexPackets[numVertexPackets].pointSize = state.point.pointSize; // default value from the current state + vertexPackets[numVertexPackets].position = [0, 0, 0, 0]; // no undefined values + + ++numVertexPackets; + + } + program.shadeVertices(vertexAttribs, vertexPackets, numVertexPackets); + + var zn = state.viewport.zn; + var zf = state.viewport.zf; + var depthScale = (zf - zn) / 2; + var depthBias = (zf + zn) / 2; + + // For each quad, we get a group of six vertex packets + for (var prim = primitives.getNextPrimitive(true); prim.length > 0; prim = primitives.getNextPrimitive()) { + var linePackets = selectVertices(vertexPackets, prim); + + var v0 = rrRenderer.transformGLToWindowCoords(state, linePackets[0]); + var v1 = rrRenderer.transformGLToWindowCoords(state, linePackets[1]); + v0[2] = linePackets[0].position[2]; + v1[2] = linePackets[1].position[2]; + + v0[0] = Math.floor(v0[0]); + v0[1] = Math.floor(v0[1]); + v1[0] = Math.floor(v1[0]); + v1[1] = Math.floor(v1[1]); + + var lineWidth = state.line.lineWidth; + + var shadingContext = new rrShadingContext.FragmentShadingContext( + linePackets[0].outputs, + linePackets[1].outputs, + null + ); + var isXmajor = Math.abs(v1[0] - v0[0]) >= Math.abs(v1[1] - v0[1]); + var packets = []; + if (isXmajor) + packets = rasterizeLine([v0[0], v0[1] - (lineWidth - 1) / 2, v0[2]], + [v1[0], v1[1] - (lineWidth - 1) / 2, v1[2]]); + else + packets = rasterizeLine([v0[0] - (lineWidth - 1) / 2, v0[1], v0[2]], + [v1[0] - (lineWidth - 1) / 2, v1[1], v1[2]]); + var numPackets = packets.length; + if (lineWidth > 1) + for (var i = 0; i < numPackets; i++) { + var p = packets[i]; + for (var j = 1; j < lineWidth; j++) { + var p2 = deUtil.clone(p); + if (isXmajor) + p2.pixelCoord[1] += j; + else + p2.pixelCoord[0] += j; + packets.push(p2); + } + } + + var clipped = []; + for (var i = 0; i < packets.length; i++) { + var p = packets[i]; + if (rrRenderer.clipTest(p.pixelCoord[0], p.pixelCoord[1], p.sampleDepths[0], state.viewport.rect)) + clipped.push(p); + } + program.shadeFragments(clipped, shadingContext); + + rrRenderer.writeFragments2(state, renderTarget, clipped); + } +}; + +/** + * @param {rrRenderState.RenderState} state + * @param {rrRenderer.RenderTarget} renderTarget + * @param {sglrShaderProgram.ShaderProgram} program + * @param {Array<rrVertexAttrib.VertexAttrib>} vertexAttribs + * @param {rrRenderer.PrimitiveType} primitive + * @param {(number|rrRenderer.DrawIndices)} first Index of first quad vertex + * @param {number} count Number of indices + * @param {number} instanceID + */ +rrRenderer.drawPoints = function(state, renderTarget, program, vertexAttribs, primitive, first, count, instanceID) { + /** + * @param {Array<rrVertexPacket.VertexPacket>} vertices + * @param {Array<number>} indices + * @return {Array<rrVertexPacket.VertexPacket>} + */ + var selectVertices = function(vertices, indices) { + var result = []; + for (var i = 0; i < indices.length; i++) + result.push(vertices[indices[i]]); + return result; + }; + + var primitives = new rrRenderer.PrimitiveList(primitive, count, first); + // Do not draw if nothing to draw + if (primitives.getNumElements() == 0) + return; + + // Prepare transformation + var numVaryings = program.vertexShader.getOutputs().length; + var vpalloc = new rrVertexPacket.VertexPacketAllocator(numVaryings); + var vertexPackets = vpalloc.allocArray(primitives.getNumElements()); + var drawContext = new rrRenderer.DrawContext(); + drawContext.primitiveID = 0; + + var numberOfVertices = primitives.getNumElements(); + var numVertexPackets = 0; + for (var elementNdx = 0; elementNdx < numberOfVertices; ++elementNdx) { + + // input + vertexPackets[numVertexPackets].instanceNdx = instanceID; + vertexPackets[numVertexPackets].vertexNdx = primitives.getIndex(elementNdx); + + // output + vertexPackets[numVertexPackets].pointSize = state.point.pointSize; // default value from the current state + vertexPackets[numVertexPackets].position = [0, 0, 0, 0]; // no undefined values + + ++numVertexPackets; + + } + program.shadeVertices(vertexAttribs, vertexPackets, numVertexPackets); + + var zn = state.viewport.zn; + var zf = state.viewport.zf; + var depthScale = (zf - zn) / 2; + var depthBias = (zf + zn) / 2; + + // For each primitive, we draw a point. + for (var prim = primitives.getNextPrimitive(true); prim.length > 0; prim = primitives.getNextPrimitive()) { + var pointPackets = selectVertices(vertexPackets, prim); + + var v0 = rrRenderer.transformGLToWindowCoords(state, pointPackets[0]); + v0[2] = pointPackets[0].position[2]; + var pointSize = pointPackets[0].pointSize; + + var shadingContext = new rrShadingContext.FragmentShadingContext( + pointPackets[0].outputs, + null, + null + ); + var packets = []; + + var x = v0[0]; + var y = v0[1]; + var depth = v0[2]; + var b = [1, 0, 0]; + depth = depth * depthScale + depthBias; + + for (var i = Math.floor(x - pointSize / 2); i < x + pointSize / 2; i++) { + for (var j = Math.floor(y - pointSize / 2); j < y + pointSize / 2; j++) { + var centerX = i + 0.5; + var centerY = j + 0.5; + if (Math.abs(centerX - x) <= pointSize / 2 && + Math.abs(centerY - y) <= pointSize / 2 && + rrRenderer.clipTest(i, j, depth, state.viewport.rect)) + packets.push(new rrFragmentOperations.Fragment(b, [i, j], depth)); + } + } + + program.shadeFragments(packets, shadingContext); + + rrRenderer.writeFragments2(state, renderTarget, packets); + } +}; + +}); |