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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/wr/swgl/src/program.h | |
parent | Initial commit. (diff) | |
download | firefox-upstream.tar.xz firefox-upstream.zip |
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/wr/swgl/src/program.h')
-rw-r--r-- | gfx/wr/swgl/src/program.h | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/gfx/wr/swgl/src/program.h b/gfx/wr/swgl/src/program.h new file mode 100644 index 0000000000..9ea7c6dd6e --- /dev/null +++ b/gfx/wr/swgl/src/program.h @@ -0,0 +1,186 @@ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +struct VertexAttrib; + +namespace glsl { + +// Type holding group of scalars interpolated across rasterized rows and spans, +// shuttling values between vertex shaders and fragment shaders. +// GCC requires power-of-two vector sizes, so must use glsl type as workaround +// to operate in Float-sized chunks. +typedef vec3 Interpolants; + +// Clip distances, if enabled, are always stored in the first SIMD chunk of the +// interpolants. +static ALWAYS_INLINE Float get_clip_distances(const Interpolants& interp) { + return interp.x; +} + +struct VertexShaderImpl; +struct FragmentShaderImpl; + +struct ProgramImpl { + virtual ~ProgramImpl() {} + virtual int get_uniform(const char* name) const = 0; + virtual void bind_attrib(const char* name, int index) = 0; + virtual int get_attrib(const char* name) const = 0; + virtual size_t interpolants_size() const = 0; + virtual VertexShaderImpl* get_vertex_shader() = 0; + virtual FragmentShaderImpl* get_fragment_shader() = 0; + virtual const char* get_name() const = 0; +}; + +typedef ProgramImpl* (*ProgramLoader)(); + +// The maximum size of the gl_ClipDistance array. +constexpr int32_t gl_MaxClipDistances = 4; + +struct VertexShaderImpl { + typedef void (*SetUniform1iFunc)(VertexShaderImpl*, int index, int value); + typedef void (*SetUniform4fvFunc)(VertexShaderImpl*, int index, + const float* value); + typedef void (*SetUniformMatrix4fvFunc)(VertexShaderImpl*, int index, + const float* value); + typedef void (*InitBatchFunc)(VertexShaderImpl*); + typedef void (*LoadAttribsFunc)(VertexShaderImpl*, VertexAttrib* attribs, + uint32_t start, int instance, int count); + typedef void (*RunPrimitiveFunc)(VertexShaderImpl*, char* interps, + size_t interp_stride); + + SetUniform1iFunc set_uniform_1i_func = nullptr; + SetUniform4fvFunc set_uniform_4fv_func = nullptr; + SetUniformMatrix4fvFunc set_uniform_matrix4fv_func = nullptr; + InitBatchFunc init_batch_func = nullptr; + LoadAttribsFunc load_attribs_func = nullptr; + RunPrimitiveFunc run_primitive_func = nullptr; + + enum FLAGS { + CLIP_DISTANCE = 1 << 0, + }; + int flags = 0; + void enable_clip_distance() { flags |= CLIP_DISTANCE; } + ALWAYS_INLINE bool use_clip_distance() const { + return (flags & CLIP_DISTANCE) != 0; + } + + vec4 gl_Position; + Float gl_ClipDistance[gl_MaxClipDistances]; + + void set_uniform_1i(int index, int value) { + (*set_uniform_1i_func)(this, index, value); + } + + void set_uniform_4fv(int index, const float* value) { + (*set_uniform_4fv_func)(this, index, value); + } + + void set_uniform_matrix4fv(int index, const float* value) { + (*set_uniform_matrix4fv_func)(this, index, value); + } + + void init_batch() { (*init_batch_func)(this); } + + ALWAYS_INLINE void load_attribs(VertexAttrib* attribs, uint32_t start, + int instance, int count) { + (*load_attribs_func)(this, attribs, start, instance, count); + } + + ALWAYS_INLINE void run_primitive(char* interps, size_t interp_stride) { + (*run_primitive_func)(this, interps, interp_stride); + } +}; + +// The number of pixels in a step. +constexpr int32_t swgl_StepSize = 4; + +struct FragmentShaderImpl { + typedef void (*InitSpanFunc)(FragmentShaderImpl*, const void* interps, + const void* step); + typedef void (*RunFunc)(FragmentShaderImpl*); + typedef void (*SkipFunc)(FragmentShaderImpl*, int steps); + typedef void (*InitSpanWFunc)(FragmentShaderImpl*, const void* interps, + const void* step); + typedef void (*RunWFunc)(FragmentShaderImpl*); + typedef void (*SkipWFunc)(FragmentShaderImpl*, int steps); + typedef int (*DrawSpanRGBA8Func)(FragmentShaderImpl*); + typedef int (*DrawSpanR8Func)(FragmentShaderImpl*); + + InitSpanFunc init_span_func = nullptr; + RunFunc run_func = nullptr; + SkipFunc skip_func = nullptr; + InitSpanWFunc init_span_w_func = nullptr; + RunWFunc run_w_func = nullptr; + SkipWFunc skip_w_func = nullptr; + DrawSpanRGBA8Func draw_span_RGBA8_func = nullptr; + DrawSpanR8Func draw_span_R8_func = nullptr; + + enum FLAGS { + DISCARD = 1 << 0, + PERSPECTIVE = 1 << 1, + }; + int flags = 0; + void enable_discard() { flags |= DISCARD; } + void enable_perspective() { flags |= PERSPECTIVE; } + ALWAYS_INLINE bool use_discard() const { return (flags & DISCARD) != 0; } + ALWAYS_INLINE bool use_perspective() const { + return (flags & PERSPECTIVE) != 0; + } + + vec4 gl_FragCoord; + vec4 gl_FragColor; + vec4 gl_SecondaryFragColor; + + vec2_scalar swgl_StepZW; + Bool swgl_IsPixelDiscarded = false; + // The current buffer position for committing span output. + uint32_t* swgl_OutRGBA8 = nullptr; + uint8_t* swgl_OutR8 = nullptr; + // The remaining number of pixels in the span. + int32_t swgl_SpanLength = 0; + + ALWAYS_INLINE void step_fragcoord(int steps = 4) { gl_FragCoord.x += steps; } + + ALWAYS_INLINE void step_perspective(int steps = 4) { + gl_FragCoord.z += swgl_StepZW.x * steps; + gl_FragCoord.w += swgl_StepZW.y * steps; + } + + template <bool W = false> + ALWAYS_INLINE void init_span(const void* interps, const void* step) { + (*(W ? init_span_w_func : init_span_func))(this, interps, step); + } + + template <bool W = false> + ALWAYS_INLINE void run() { + (*(W ? run_w_func : run_func))(this); + } + + template <bool W = false> + ALWAYS_INLINE void skip(int steps = 4) { + (*(W ? skip_w_func : skip_func))(this, steps); + } + + ALWAYS_INLINE int draw_span(uint32_t* buf, int len) { + swgl_OutRGBA8 = buf; + swgl_SpanLength = len; + return (*draw_span_RGBA8_func)(this); + } + + ALWAYS_INLINE bool has_draw_span(uint32_t*) { + return draw_span_RGBA8_func != nullptr; + } + + ALWAYS_INLINE int draw_span(uint8_t* buf, int len) { + swgl_OutR8 = buf; + swgl_SpanLength = len; + return (*draw_span_R8_func)(this); + } + + ALWAYS_INLINE bool has_draw_span(uint8_t*) { + return draw_span_R8_func != nullptr; + } +}; + +} // namespace glsl |