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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
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+/*-------------------------------------------------------------------------
+ * 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);
+ }
+};
+
+});