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-rw-r--r-- | gfx/wr/swgl/src/rasterize.h | 1680 |
1 files changed, 1680 insertions, 0 deletions
diff --git a/gfx/wr/swgl/src/rasterize.h b/gfx/wr/swgl/src/rasterize.h new file mode 100644 index 0000000000..bfbef64278 --- /dev/null +++ b/gfx/wr/swgl/src/rasterize.h @@ -0,0 +1,1680 @@ +/* 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/. */ + +// The SWGL depth buffer is roughly organized as a span buffer where each row +// of the depth buffer is a list of spans, and each span has a constant depth +// and a run length (represented by DepthRun). The span from start..start+count +// is placed directly at that start index in the row's array of runs, so that +// there is no need to explicitly record the start index at all. This also +// avoids the need to move items around in the run array to manage insertions +// since space is implicitly always available for a run between any two +// pre-existing runs. Linkage from one run to the next is implicitly defined by +// the count, so if a run exists from start..start+count, the next run will +// implicitly pick up right at index start+count where that preceding run left +// off. All of the DepthRun items that are after the head of the run can remain +// uninitialized until the run needs to be split and a new run needs to start +// somewhere in between. +// For uses like perspective-correct rasterization or with a discard mask, a +// run is not an efficient representation, and it is more beneficial to have +// a flattened array of individual depth samples that can be masked off easily. +// To support this case, the first run in a given row's run array may have a +// zero count, signaling that this entire row is flattened. Critically, the +// depth and count fields in DepthRun are ordered (endian-dependently) so that +// the DepthRun struct can be interpreted as a sign-extended int32_t depth. It +// is then possible to just treat the entire row as an array of int32_t depth +// samples that can be processed with SIMD comparisons, since the count field +// behaves as just the sign-extension of the depth field. The count field is +// limited to 8 bits so that we can support depth values up to 24 bits. +// When a depth buffer is cleared, each row is initialized to a maximal runs +// spanning the entire row. In the normal case, the depth buffer will continue +// to manage itself as a list of runs. If perspective or discard is used for +// a given row, the row will be converted to the flattened representation to +// support it, after which it will only ever revert back to runs if the depth +// buffer is cleared. + +// The largest 24-bit depth value supported. +constexpr uint32_t MAX_DEPTH_VALUE = 0xFFFFFF; +// The longest 8-bit depth run that is supported, aligned to SIMD chunk size. +constexpr uint32_t MAX_DEPTH_RUN = 255 & ~3; + +struct DepthRun { + // Ensure that depth always occupies the LSB and count the MSB so that we + // can sign-extend depth just by setting count to zero, marking it flat. + // When count is non-zero, then this is interpreted as an actual run and + // depth is read in isolation. +#if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__ + uint32_t depth : 24; + uint32_t count : 8; +#else + uint32_t count : 8; + uint32_t depth : 24; +#endif + + DepthRun() = default; + DepthRun(uint32_t depth, uint8_t count) : depth(depth), count(count) {} + + // If count is zero, this is actually a flat depth sample rather than a run. + bool is_flat() const { return !count; } + + // Compare a source depth from rasterization with a stored depth value. + template <int FUNC> + ALWAYS_INLINE bool compare(uint32_t src) const { + switch (FUNC) { + case GL_LEQUAL: + return src <= depth; + case GL_LESS: + return src < depth; + case GL_ALWAYS: + return true; + default: + assert(false); + return false; + } + } +}; + +// Fills runs at the given position with the given depth up to the span width. +static ALWAYS_INLINE void set_depth_runs(DepthRun* runs, uint32_t depth, + uint32_t width) { + // If the width exceeds the maximum run size, then we need to output clamped + // runs first. + for (; width >= MAX_DEPTH_RUN; + runs += MAX_DEPTH_RUN, width -= MAX_DEPTH_RUN) { + *runs = DepthRun(depth, MAX_DEPTH_RUN); + } + // If there are still any left over samples to fill under the maximum run + // size, then output one last run for them. + if (width > 0) { + *runs = DepthRun(depth, width); + } +} + +// A cursor for reading and modifying a row's depth run array. It locates +// and iterates through a desired span within all the runs, testing if +// the depth of this span passes or fails the depth test against existing +// runs. If desired, new runs may be inserted to represent depth occlusion +// from this span in the run array. +struct DepthCursor { + // Current position of run the cursor has advanced to. + DepthRun* cur = nullptr; + // The start of the remaining potential samples in the desired span. + DepthRun* start = nullptr; + // The end of the potential samples in the desired span. + DepthRun* end = nullptr; + + DepthCursor() = default; + + // Construct a cursor with runs for a given row's run array and the bounds + // of the span we wish to iterate within it. + DepthCursor(DepthRun* runs, int num_runs, int span_offset, int span_count) + : cur(runs), start(&runs[span_offset]), end(start + span_count) { + // This cursor should never iterate over flat runs + assert(!runs->is_flat()); + DepthRun* end_runs = &runs[num_runs]; + // Clamp end of span to end of row + if (end > end_runs) { + end = end_runs; + } + // If the span starts past the end of the row, just advance immediately + // to it to signal that we're done. + if (start >= end_runs) { + cur = end_runs; + start = end_runs; + return; + } + // Otherwise, find the first depth run that contains the start of the span. + // If the span starts after the given run, then we need to keep searching + // through the row to find an appropriate run. The check above already + // guaranteed that the span starts within the row's runs, and the search + // won't fall off the end. + for (;;) { + assert(cur < end); + DepthRun* next = cur + cur->count; + if (start < next) { + break; + } + cur = next; + } + } + + // The cursor is valid if the current position is at the end or if the run + // contains the start position. + bool valid() const { + return cur >= end || (cur <= start && start < cur + cur->count); + } + + // Skip past any initial runs that fail the depth test. If we find a run that + // would pass, then return the accumulated length between where we started + // and that position. Otherwise, if we fall off the end, return -1 to signal + // that there are no more passed runs at the end of this failed region and + // so it is safe for the caller to stop processing any more regions in this + // row. + template <int FUNC> + int skip_failed(uint32_t val) { + assert(valid()); + DepthRun* prev = start; + while (cur < end) { + if (cur->compare<FUNC>(val)) { + return start - prev; + } + cur += cur->count; + start = cur; + } + return -1; + } + + // Helper to convert function parameters into template parameters to hoist + // some checks out of inner loops. + ALWAYS_INLINE int skip_failed(uint32_t val, GLenum func) { + switch (func) { + case GL_LEQUAL: + return skip_failed<GL_LEQUAL>(val); + case GL_LESS: + return skip_failed<GL_LESS>(val); + default: + assert(false); + return -1; + } + } + + // Find a region of runs that passes the depth test. It is assumed the caller + // has called skip_failed first to skip past any runs that failed the depth + // test. This stops when it finds a run that fails the depth test or we fall + // off the end of the row. If the write mask is enabled, this will insert runs + // to represent this new region that passed the depth test. The length of the + // region is returned. + template <int FUNC, bool MASK> + int check_passed(uint32_t val) { + assert(valid()); + DepthRun* prev = cur; + while (cur < end) { + if (!cur->compare<FUNC>(val)) { + break; + } + DepthRun* next = cur + cur->count; + if (next > end) { + if (MASK) { + // Chop the current run where the end of the span falls, making a new + // run from the end of the span till the next run. The beginning of + // the current run will be folded into the run from the start of the + // passed region before returning below. + *end = DepthRun(cur->depth, next - end); + } + // If the next run starts past the end, then just advance the current + // run to the end to signal that we're now at the end of the row. + next = end; + } + cur = next; + } + // If we haven't advanced past the start of the span region, then we found + // nothing that passed. + if (cur <= start) { + return 0; + } + // If 'end' fell within the middle of a passing run, then 'cur' will end up + // pointing at the new partial run created at 'end' where the passing run + // was split to accommodate starting in the middle. The preceding runs will + // be fixed below to properly join with this new split. + int passed = cur - start; + if (MASK) { + // If the search started from a run before the start of the span, then + // edit that run to meet up with the start. + if (prev < start) { + prev->count = start - prev; + } + // Create a new run for the entirety of the passed samples. + set_depth_runs(start, val, passed); + } + start = cur; + return passed; + } + + // Helper to convert function parameters into template parameters to hoist + // some checks out of inner loops. + template <bool MASK> + ALWAYS_INLINE int check_passed(uint32_t val, GLenum func) { + switch (func) { + case GL_LEQUAL: + return check_passed<GL_LEQUAL, MASK>(val); + case GL_LESS: + return check_passed<GL_LESS, MASK>(val); + default: + assert(false); + return 0; + } + } + + ALWAYS_INLINE int check_passed(uint32_t val, GLenum func, bool mask) { + return mask ? check_passed<true>(val, func) + : check_passed<false>(val, func); + } + + // Fill a region of runs with a given depth value, bypassing any depth test. + ALWAYS_INLINE void fill(uint32_t depth) { + check_passed<GL_ALWAYS, true>(depth); + } +}; + +// Initialize a depth texture by setting the first run in each row to encompass +// the entire row. +void Texture::init_depth_runs(uint32_t depth) { + if (!buf) return; + DepthRun* runs = (DepthRun*)buf; + for (int y = 0; y < height; y++) { + set_depth_runs(runs, depth, width); + runs += stride() / sizeof(DepthRun); + } + set_cleared(true); +} + +// Fill a portion of the run array with flattened depth samples. +static ALWAYS_INLINE void fill_flat_depth(DepthRun* dst, size_t n, + uint32_t depth) { + fill_n((uint32_t*)dst, n, depth); +} + +// Fills a scissored region of a depth texture with a given depth. +void Texture::fill_depth_runs(uint32_t depth, const IntRect& scissor) { + if (!buf) return; + assert(cleared()); + IntRect bb = bounds().intersection(scissor - offset); + DepthRun* runs = (DepthRun*)sample_ptr(0, bb.y0); + for (int rows = bb.height(); rows > 0; rows--) { + if (bb.width() >= width) { + // If the scissor region encompasses the entire row, reset the row to a + // single run encompassing the entire row. + set_depth_runs(runs, depth, width); + } else if (runs->is_flat()) { + // If the row is flattened, just directly fill the portion of the row. + fill_flat_depth(&runs[bb.x0], bb.width(), depth); + } else { + // Otherwise, if we are still using runs, then set up a cursor to fill + // it with depth runs. + DepthCursor(runs, width, bb.x0, bb.width()).fill(depth); + } + runs += stride() / sizeof(DepthRun); + } +} + +using ZMask = I32; + +#if USE_SSE2 +# define ZMASK_NONE_PASSED 0xFFFF +# define ZMASK_ALL_PASSED 0 +static inline uint32_t zmask_code(ZMask mask) { + return _mm_movemask_epi8(mask); +} +#else +# define ZMASK_NONE_PASSED 0xFFFFFFFFU +# define ZMASK_ALL_PASSED 0 +static inline uint32_t zmask_code(ZMask mask) { + return bit_cast<uint32_t>(CONVERT(mask, U8)); +} +#endif + +// Interprets items in the depth buffer as sign-extended 32-bit depth values +// instead of as runs. Returns a mask that signals which samples in the given +// chunk passed or failed the depth test with given Z value. +template <bool DISCARD> +static ALWAYS_INLINE bool check_depth(I32 src, DepthRun* zbuf, ZMask& outmask, + int span = 4) { + // SSE2 does not support unsigned comparison. So ensure Z value is + // sign-extended to int32_t. + I32 dest = unaligned_load<I32>(zbuf); + // Invert the depth test to check which pixels failed and should be discarded. + ZMask mask = ctx->depthfunc == GL_LEQUAL + ? + // GL_LEQUAL: Not(LessEqual) = Greater + ZMask(src > dest) + : + // GL_LESS: Not(Less) = GreaterEqual + ZMask(src >= dest); + // Mask off any unused lanes in the span. + mask |= ZMask(span) < ZMask{1, 2, 3, 4}; + if (zmask_code(mask) == ZMASK_NONE_PASSED) { + return false; + } + if (!DISCARD && ctx->depthmask) { + unaligned_store(zbuf, (mask & dest) | (~mask & src)); + } + outmask = mask; + return true; +} + +static ALWAYS_INLINE I32 packDepth() { + return cast(fragment_shader->gl_FragCoord.z * MAX_DEPTH_VALUE); +} + +static ALWAYS_INLINE void discard_depth(I32 src, DepthRun* zbuf, I32 mask) { + if (ctx->depthmask) { + I32 dest = unaligned_load<I32>(zbuf); + mask |= fragment_shader->swgl_IsPixelDiscarded; + unaligned_store(zbuf, (mask & dest) | (~mask & src)); + } +} + +static ALWAYS_INLINE void mask_output(uint32_t* buf, ZMask zmask, + int span = 4) { + WideRGBA8 r = pack_pixels_RGBA8(); + PackedRGBA8 dst = load_span<PackedRGBA8>(buf, span); + if (blend_key) r = blend_pixels(buf, dst, r, span); + PackedRGBA8 mask = bit_cast<PackedRGBA8>(zmask); + store_span(buf, (mask & dst) | (~mask & pack(r)), span); +} + +template <bool DISCARD> +static ALWAYS_INLINE void discard_output(uint32_t* buf, int span = 4) { + mask_output(buf, fragment_shader->swgl_IsPixelDiscarded, span); +} + +template <> +ALWAYS_INLINE void discard_output<false>(uint32_t* buf, int span) { + WideRGBA8 r = pack_pixels_RGBA8(); + if (blend_key) + r = blend_pixels(buf, load_span<PackedRGBA8>(buf, span), r, span); + store_span(buf, pack(r), span); +} + +static ALWAYS_INLINE void mask_output(uint8_t* buf, ZMask zmask, int span = 4) { + WideR8 r = pack_pixels_R8(); + WideR8 dst = unpack(load_span<PackedR8>(buf, span)); + if (blend_key) r = blend_pixels(buf, dst, r, span); + WideR8 mask = packR8(zmask); + store_span(buf, pack((mask & dst) | (~mask & r)), span); +} + +template <bool DISCARD> +static ALWAYS_INLINE void discard_output(uint8_t* buf, int span = 4) { + mask_output(buf, fragment_shader->swgl_IsPixelDiscarded, span); +} + +template <> +ALWAYS_INLINE void discard_output<false>(uint8_t* buf, int span) { + WideR8 r = pack_pixels_R8(); + if (blend_key) + r = blend_pixels(buf, unpack(load_span<PackedR8>(buf, span)), r, span); + store_span(buf, pack(r), span); +} + +struct ClipRect { + float x0; + float y0; + float x1; + float y1; + + explicit ClipRect(const IntRect& i) + : x0(i.x0), y0(i.y0), x1(i.x1), y1(i.y1) {} + explicit ClipRect(const Texture& t) : ClipRect(ctx->apply_scissor(t)) { + // If blending is enabled, set blend_key to reflect the resolved blend + // state for the currently drawn primitive. + if (ctx->blend) { + blend_key = ctx->blend_key; + if (swgl_ClipFlags) { + // If there is a blend override set, replace the blend key with it. + if (swgl_ClipFlags & SWGL_CLIP_FLAG_BLEND_OVERRIDE) { + blend_key = swgl_BlendOverride; + } + // If a clip mask is available, set up blending state to use the clip + // mask. + if (swgl_ClipFlags & SWGL_CLIP_FLAG_MASK) { + assert(swgl_ClipMask->format == TextureFormat::R8); + // Constrain the clip mask bounds to always fall within the clip mask. + swgl_ClipMaskBounds.intersect(IntRect{0, 0, int(swgl_ClipMask->width), + int(swgl_ClipMask->height)}); + // The clip mask offset is relative to the viewport. + swgl_ClipMaskOffset += ctx->viewport.origin() - t.offset; + // The clip mask bounds are relative to the clip mask offset. + swgl_ClipMaskBounds.offset(swgl_ClipMaskOffset); + // Finally, constrain the clip rectangle by the clip mask bounds. + intersect(swgl_ClipMaskBounds); + // Modify the blend key so that it will use the clip mask while + // blending. + restore_clip_mask(); + } + if (swgl_ClipFlags & SWGL_CLIP_FLAG_AA) { + // Modify the blend key so that it will use AA while blending. + restore_aa(); + } + } + } else { + blend_key = BLEND_KEY_NONE; + swgl_ClipFlags = 0; + } + } + + FloatRange x_range() const { return {x0, x1}; } + + void intersect(const IntRect& c) { + x0 = max(x0, float(c.x0)); + y0 = max(y0, float(c.y0)); + x1 = min(x1, float(c.x1)); + y1 = min(y1, float(c.y1)); + } + + template <typename P> + void set_clip_mask(int x, int y, P* buf) const { + if (swgl_ClipFlags & SWGL_CLIP_FLAG_MASK) { + swgl_SpanBuf = buf; + swgl_ClipMaskBuf = (uint8_t*)swgl_ClipMask->buf + + (y - swgl_ClipMaskOffset.y) * swgl_ClipMask->stride + + (x - swgl_ClipMaskOffset.x); + } + } + + template <typename P> + bool overlaps(int nump, const P* p) const { + // Generate a mask of which side of the clip rect all of a polygon's points + // fall inside of. This is a cheap conservative estimate of whether the + // bounding box of the polygon might overlap the clip rect, rather than an + // exact test that would require multiple slower line intersections. + int sides = 0; + for (int i = 0; i < nump; i++) { + sides |= p[i].x < x1 ? (p[i].x > x0 ? 1 | 2 : 1) : 2; + sides |= p[i].y < y1 ? (p[i].y > y0 ? 4 | 8 : 4) : 8; + } + return sides == 0xF; + } +}; + +// Given a current X position at the center Y position of a row, return the X +// position of the left and right intercepts of the row top and bottom. +template <typename E> +static ALWAYS_INLINE FloatRange x_intercepts(const E& e) { + float rad = 0.5f * abs(e.x_slope()); + return {e.cur_x() - rad, e.cur_x() + rad}; +} + +// Return the AA sub-span corresponding to a given edge. If AA is requested, +// then this finds the X intercepts with the row clipped into range of the +// edge and finally conservatively rounds them out. If there is no AA, then +// it just returns the current rounded X position clipped within bounds. +template <typename E> +static ALWAYS_INLINE IntRange aa_edge(const E& e, const FloatRange& bounds) { + return e.edgeMask ? bounds.clip(x_intercepts(e)).round_out() + : bounds.clip({e.cur_x(), e.cur_x()}).round(); +} + +// Calculate the initial AA coverage as an approximation of the distance from +// the center of the pixel in the direction of the edge slope. Given an edge +// (x,y)..(x+dx,y+dy), then the normalized tangent vector along the edge is +// (dx,dy)/sqrt(dx^2+dy^2). We know that for dy=1 then dx=e.x_slope. We rotate +// the tangent vector either -90 or +90 degrees to get the edge normal vector, +// where 'dx=-dy and 'dy=dx. Once normalized by 1/sqrt(dx^2+dy^2), scale into +// the range of 0..256 so that we can cheaply convert to a fixed-point scale +// factor. It is assumed that at exactly the pixel center the opacity is half +// (128) and linearly decreases along the normal vector at 1:1 scale with the +// slope. While not entirely accurate, this gives a reasonably agreeable looking +// approximation of AA. For edges on which there is no AA, just force the +// opacity to maximum (256) with no slope, relying on the span clipping to trim +// pixels outside the span. +template <typename E> +static ALWAYS_INLINE FloatRange aa_dist(const E& e, float dir) { + if (e.edgeMask) { + float dx = (dir * 256.0f) * inversesqrt(1.0f + e.x_slope() * e.x_slope()); + return {128.0f + dx * (e.cur_x() - 0.5f), -dx}; + } else { + return {256.0f, 0.0f}; + } +} + +template <typename P, typename E> +static ALWAYS_INLINE IntRange aa_span(P* buf, const E& left, const E& right, + const FloatRange& bounds) { + // If there is no AA, just return the span from the rounded left edge X + // position to the rounded right edge X position. Clip the span to be within + // the valid bounds. + if (!(swgl_ClipFlags & SWGL_CLIP_FLAG_AA)) { + return bounds.clip({left.cur_x(), right.cur_x()}).round(); + } + + // Calculate the left and right AA spans along with the coverage distances + // and slopes necessary to do blending. + IntRange leftAA = aa_edge(left, bounds); + FloatRange leftDist = aa_dist(left, -1.0f); + IntRange rightAA = aa_edge(right, bounds); + FloatRange rightDist = aa_dist(right, 1.0f); + + // Use the pointer into the destination buffer as a status indicator of the + // coverage offset. The pointer is calculated so that subtracting it with + // the current destination pointer will yield a negative value if the span + // is outside the opaque area and otherwise will yield a positive value + // above the opaque size. This pointer is stored as a uint8 pointer so that + // there are no hidden multiplication instructions and will just return a + // 1:1 linear memory address. Thus the size of the opaque region must also + // be scaled by the pixel size in bytes. + swgl_OpaqueStart = (const uint8_t*)(buf + leftAA.end); + swgl_OpaqueSize = max(rightAA.start - leftAA.end - 3, 0) * sizeof(P); + + // Offset the coverage distances by the end of the left AA span, which + // corresponds to the opaque start pointer, so that pixels become opaque + // immediately after. The distances are also offset for each lane in the + // chunk. + Float offset = cast(leftAA.end + (I32){0, 1, 2, 3}); + swgl_LeftAADist = leftDist.start + offset * leftDist.end; + swgl_RightAADist = rightDist.start + offset * rightDist.end; + swgl_AASlope = + (Float){leftDist.end, rightDist.end, 0.0f, 0.0f} / float(sizeof(P)); + + // Return the full span width from the start of the left span to the end of + // the right span. + return {leftAA.start, rightAA.end}; +} + +// Calculate the span the user clip distances occupy from the left and right +// edges at the current row. +template <typename E> +static ALWAYS_INLINE IntRange clip_distance_range(const E& left, + const E& right) { + Float leftClip = get_clip_distances(left.interp); + Float rightClip = get_clip_distances(right.interp); + // Get the change in clip dist per X step. + Float clipStep = (rightClip - leftClip) / (right.cur_x() - left.cur_x()); + // Find the zero intercepts starting from the left edge. + Float clipDist = + clamp(left.cur_x() - leftClip * recip(clipStep), 0.0f, 1.0e6f); + // Find the distance to the start of the span for any clip distances that + // are increasing in value. If the clip distance is constant or decreasing + // in value, then check if it starts outside the clip volume. + Float start = if_then_else(clipStep > 0.0f, clipDist, + if_then_else(leftClip < 0.0f, 1.0e6f, 0.0f)); + // Find the distance to the end of the span for any clip distances that are + // decreasing in value. If the clip distance is constant or increasing in + // value, then check if it ends inside the clip volume. + Float end = if_then_else(clipStep < 0.0f, clipDist, + if_then_else(rightClip >= 0.0f, 1.0e6f, 0.0f)); + // Find the furthest start offset. + start = max(start, start.zwxy); + // Find the closest end offset. + end = min(end, end.zwxy); + // Finally, round the offsets to an integer span that can be used to bound + // the current span. + return FloatRange{max(start.x, start.y), min(end.x, end.y)}.round(); +} + +// Converts a run array into a flattened array of depth samples. This just +// walks through every run and fills the samples with the depth value from +// the run. +static void flatten_depth_runs(DepthRun* runs, size_t width) { + if (runs->is_flat()) { + return; + } + while (width > 0) { + size_t n = runs->count; + fill_flat_depth(runs, n, runs->depth); + runs += n; + width -= n; + } +} + +// Helper function for drawing passed depth runs within the depth buffer. +// Flattened depth (perspective or discard) is not supported. +template <typename P> +static ALWAYS_INLINE void draw_depth_span(uint32_t z, P* buf, + DepthCursor& cursor) { + for (;;) { + // Get the span that passes the depth test. Assume on entry that + // any failed runs have already been skipped. + int span = cursor.check_passed(z, ctx->depthfunc, ctx->depthmask); + // If nothing passed, since we already skipped passed failed runs + // previously, we must have hit the end of the row. Bail out. + if (span <= 0) { + break; + } + if (span >= 4) { + // If we have a draw specialization, try to process as many 4-pixel + // chunks as possible using it. + if (fragment_shader->has_draw_span(buf)) { + int drawn = fragment_shader->draw_span(buf, span & ~3); + buf += drawn; + span -= drawn; + } + // Otherwise, just process each chunk individually. + while (span >= 4) { + fragment_shader->run(); + discard_output<false>(buf); + buf += 4; + span -= 4; + } + } + // If we have a partial chunk left over, we still have to process it as if + // it were a full chunk. Mask off only the part of the chunk we want to + // use. + if (span > 0) { + fragment_shader->run(); + discard_output<false>(buf, span); + buf += span; + } + // Skip past any runs that fail the depth test. + int skip = cursor.skip_failed(z, ctx->depthfunc); + // If there aren't any, that means we won't encounter any more passing runs + // and so it's safe to bail out. + if (skip <= 0) { + break; + } + // Advance interpolants for the fragment shader past the skipped region. + // If we processed a partial chunk above, we actually advanced the + // interpolants a full chunk in the fragment shader's run function. Thus, + // we need to first subtract off that 4-pixel chunk and only partially + // advance them to that partial chunk before we can add on the rest of the + // skips. This is combined with the skip here for efficiency's sake. + fragment_shader->skip(skip - (span > 0 ? 4 - span : 0)); + buf += skip; + } +} + +// Draw a simple span in 4-pixel wide chunks, optionally using depth. +template <bool DISCARD, bool W, typename P, typename Z> +static ALWAYS_INLINE void draw_span(P* buf, DepthRun* depth, int span, Z z) { + if (depth) { + // Depth testing is enabled. If perspective is used, Z values will vary + // across the span, we use packDepth to generate packed Z values suitable + // for depth testing based on current values from gl_FragCoord.z. + // Otherwise, for the no-perspective case, we just use the provided Z. + // Process 4-pixel chunks first. + for (; span >= 4; span -= 4, buf += 4, depth += 4) { + I32 zsrc = z(); + ZMask zmask; + if (check_depth<DISCARD>(zsrc, depth, zmask)) { + fragment_shader->run<W>(); + mask_output(buf, zmask); + if (DISCARD) discard_depth(zsrc, depth, zmask); + } else { + fragment_shader->skip<W>(); + } + } + // If there are any remaining pixels, do a partial chunk. + if (span > 0) { + I32 zsrc = z(); + ZMask zmask; + if (check_depth<DISCARD>(zsrc, depth, zmask, span)) { + fragment_shader->run<W>(); + mask_output(buf, zmask, span); + if (DISCARD) discard_depth(zsrc, depth, zmask); + } + } + } else { + // Process 4-pixel chunks first. + for (; span >= 4; span -= 4, buf += 4) { + fragment_shader->run<W>(); + discard_output<DISCARD>(buf); + } + // If there are any remaining pixels, do a partial chunk. + if (span > 0) { + fragment_shader->run<W>(); + discard_output<DISCARD>(buf, span); + } + } +} + +// Called during rasterization to forcefully clear a row on which delayed clear +// has been enabled. If we know that we are going to completely overwrite a part +// of the row, then we only need to clear the row outside of that part. However, +// if blending or discard is enabled, the values of that underlying part of the +// row may be used regardless to produce the final rasterization result, so we +// have to then clear the entire underlying row to prepare it. +template <typename P> +static inline void prepare_row(Texture& colortex, int y, int startx, int endx, + bool use_discard, DepthRun* depth, + uint32_t z = 0, DepthCursor* cursor = nullptr) { + assert(colortex.delay_clear > 0); + // Delayed clear is enabled for the color buffer. Check if needs clear. + uint32_t& mask = colortex.cleared_rows[y / 32]; + if ((mask & (1 << (y & 31))) == 0) { + mask |= 1 << (y & 31); + colortex.delay_clear--; + if (blend_key || use_discard) { + // If depth test, blending, or discard is used, old color values + // might be sampled, so we need to clear the entire row to fill it. + force_clear_row<P>(colortex, y); + } else if (depth) { + if (depth->is_flat() || !cursor) { + // If flat depth is used, we can't cheaply predict if which samples will + // pass. + force_clear_row<P>(colortex, y); + } else { + // Otherwise if depth runs are used, see how many samples initially pass + // the depth test and only fill the row outside those. The fragment + // shader will fill the row within the passed samples. + int passed = + DepthCursor(*cursor).check_passed<false>(z, ctx->depthfunc); + if (startx > 0 || startx + passed < colortex.width) { + force_clear_row<P>(colortex, y, startx, startx + passed); + } + } + } else if (startx > 0 || endx < colortex.width) { + // Otherwise, we only need to clear the row outside of the span. + // The fragment shader will fill the row within the span itself. + force_clear_row<P>(colortex, y, startx, endx); + } + } +} + +// Perpendicular dot-product is the dot-product of a vector with the +// perpendicular vector of the other, i.e. dot(a, {-b.y, b.x}) +template <typename T> +static ALWAYS_INLINE auto perpDot(T a, T b) { + return a.x * b.y - a.y * b.x; +} + +// Check if the winding of the initial edges is flipped, requiring us to swap +// the edges to avoid spans having negative lengths. Assume that l0.y == r0.y +// due to the initial edge scan in draw_quad/perspective_spans. +template <typename T> +static ALWAYS_INLINE bool checkIfEdgesFlipped(T l0, T l1, T r0, T r1) { + // If the starting point of the left edge is to the right of the starting + // point of the right edge, then just assume the edges are flipped. If the + // left and right starting points are the same, then check the sign of the + // cross-product of the edges to see if the edges are flipped. Otherwise, + // if the left starting point is actually just to the left of the right + // starting point, then assume no edge flip. + return l0.x > r0.x || (l0.x == r0.x && perpDot(l1 - l0, r1 - r0) > 0.0f); +} + +// Draw spans for each row of a given quad (or triangle) with a constant Z +// value. The quad is assumed convex. It is clipped to fall within the given +// clip rect. In short, this function rasterizes a quad by first finding a +// top most starting point and then from there tracing down the left and right +// sides of this quad until it hits the bottom, outputting a span between the +// current left and right positions at each row along the way. Points are +// assumed to be ordered in either CW or CCW to support this, but currently +// both orders (CW and CCW) are supported and equivalent. +template <typename P> +static inline void draw_quad_spans(int nump, Point2D p[4], uint32_t z, + Interpolants interp_outs[4], + Texture& colortex, Texture& depthtex, + const ClipRect& clipRect) { + // Only triangles and convex quads supported. + assert(nump == 3 || nump == 4); + + Point2D l0, r0, l1, r1; + int l0i, r0i, l1i, r1i; + { + // Find the index of the top-most (smallest Y) point from which + // rasterization can start. + int top = nump > 3 && p[3].y < p[2].y + ? (p[0].y < p[1].y ? (p[0].y < p[3].y ? 0 : 3) + : (p[1].y < p[3].y ? 1 : 3)) + : (p[0].y < p[1].y ? (p[0].y < p[2].y ? 0 : 2) + : (p[1].y < p[2].y ? 1 : 2)); + // Helper to find next index in the points array, walking forward. +#define NEXT_POINT(idx) \ + ({ \ + int cur = (idx) + 1; \ + cur < nump ? cur : 0; \ + }) + // Helper to find the previous index in the points array, walking backward. +#define PREV_POINT(idx) \ + ({ \ + int cur = (idx)-1; \ + cur >= 0 ? cur : nump - 1; \ + }) + // Start looking for "left"-side and "right"-side descending edges starting + // from the determined top point. + int next = NEXT_POINT(top); + int prev = PREV_POINT(top); + if (p[top].y == p[next].y) { + // If the next point is on the same row as the top, then advance one more + // time to the next point and use that as the "left" descending edge. + l0i = next; + l1i = NEXT_POINT(next); + // Assume top and prev form a descending "right" edge, as otherwise this + // will be a collapsed polygon and harmlessly bail out down below. + r0i = top; + r1i = prev; + } else if (p[top].y == p[prev].y) { + // If the prev point is on the same row as the top, then advance to the + // prev again and use that as the "right" descending edge. + // Assume top and next form a non-empty descending "left" edge. + l0i = top; + l1i = next; + r0i = prev; + r1i = PREV_POINT(prev); + } else { + // Both next and prev are on distinct rows from top, so both "left" and + // "right" edges are non-empty/descending. + l0i = r0i = top; + l1i = next; + r1i = prev; + } + // Load the points from the indices. + l0 = p[l0i]; // Start of left edge + r0 = p[r0i]; // End of left edge + l1 = p[l1i]; // Start of right edge + r1 = p[r1i]; // End of right edge + // debugf("l0: %d(%f,%f), r0: %d(%f,%f) -> l1: %d(%f,%f), r1: + // %d(%f,%f)\n", l0i, l0.x, l0.y, r0i, r0.x, r0.y, l1i, l1.x, l1.y, r1i, + // r1.x, r1.y); + } + + struct Edge { + float yScale; + float xSlope; + float x; + Interpolants interpSlope; + Interpolants interp; + bool edgeMask; + + Edge(float y, const Point2D& p0, const Point2D& p1, const Interpolants& i0, + const Interpolants& i1, int edgeIndex) + : // Inverse Y scale for slope calculations. Avoid divide on 0-length + // edge. Later checks below ensure that Y <= p1.y, or otherwise we + // don't use this edge. We just need to guard against Y == p1.y == + // p0.y. In that case, Y - p0.y == 0 and will cancel out the slopes + // below, except if yScale is Inf for some reason (or worse, NaN), + // which 1/(p1.y-p0.y) might produce if we don't bound it. + yScale(1.0f / max(p1.y - p0.y, 1.0f / 256)), + // Calculate dX/dY slope + xSlope((p1.x - p0.x) * yScale), + // Initialize current X based on Y and slope + x(p0.x + (y - p0.y) * xSlope), + // Calculate change in interpolants per change in Y + interpSlope((i1 - i0) * yScale), + // Initialize current interpolants based on Y and slope + interp(i0 + (y - p0.y) * interpSlope), + // Extract the edge mask status for this edge + edgeMask((swgl_AAEdgeMask >> edgeIndex) & 1) {} + + void nextRow() { + // step current X and interpolants to next row from slope + x += xSlope; + interp += interpSlope; + } + + float cur_x() const { return x; } + float x_slope() const { return xSlope; } + }; + + // Vertex selection above should result in equal left and right start rows + assert(l0.y == r0.y); + // Find the start y, clip to within the clip rect, and round to row center. + // If AA is enabled, round out conservatively rather than round to nearest. + float aaRound = swgl_ClipFlags & SWGL_CLIP_FLAG_AA ? 0.0f : 0.5f; + float y = floor(max(l0.y, clipRect.y0) + aaRound) + 0.5f; + // Initialize left and right edges from end points and start Y + Edge left(y, l0, l1, interp_outs[l0i], interp_outs[l1i], l1i); + Edge right(y, r0, r1, interp_outs[r0i], interp_outs[r1i], r0i); + // WR does not use backface culling, so check if edges are flipped. + bool flipped = checkIfEdgesFlipped(l0, l1, r0, r1); + if (flipped) swap(left, right); + // Get pointer to color buffer and depth buffer at current Y + P* fbuf = (P*)colortex.sample_ptr(0, int(y)); + DepthRun* fdepth = depthtex.buf != nullptr + ? (DepthRun*)depthtex.sample_ptr(0, int(y)) + : nullptr; + // Loop along advancing Ys, rasterizing spans at each row + float checkY = min(min(l1.y, r1.y), clipRect.y1); + // Ensure we don't rasterize out edge bounds + FloatRange clipSpan = + clipRect.x_range().clip(x_range(l0, l1).merge(x_range(r0, r1))); + for (;;) { + // Check if we maybe passed edge ends or outside clip rect... + if (y > checkY) { + // If we're outside the clip rect, we're done. + if (y > clipRect.y1) break; + // Helper to find the next non-duplicate vertex that doesn't loop back. +#define STEP_EDGE(y, e0i, e0, e1i, e1, STEP_POINT, end) \ + do { \ + /* Set new start of edge to be end of old edge */ \ + e0i = e1i; \ + e0 = e1; \ + /* Set new end of edge to next point */ \ + e1i = STEP_POINT(e1i); \ + e1 = p[e1i]; \ + /* If the edge crossed the end, we're done. */ \ + if (e0i == end) return; \ + /* Otherwise, it doesn't advance, so keep searching. */ \ + } while (y > e1.y) + // Check if Y advanced past the end of the left edge + if (y > l1.y) { + // Step to next left edge past Y and reset edge interpolants. + STEP_EDGE(y, l0i, l0, l1i, l1, NEXT_POINT, r1i); + (flipped ? right : left) = + Edge(y, l0, l1, interp_outs[l0i], interp_outs[l1i], l1i); + } + // Check if Y advanced past the end of the right edge + if (y > r1.y) { + // Step to next right edge past Y and reset edge interpolants. + STEP_EDGE(y, r0i, r0, r1i, r1, PREV_POINT, l1i); + (flipped ? left : right) = + Edge(y, r0, r1, interp_outs[r0i], interp_outs[r1i], r0i); + } + // Reset the clip bounds for the new edges + clipSpan = + clipRect.x_range().clip(x_range(l0, l1).merge(x_range(r0, r1))); + // Reset check condition for next time around. + checkY = min(ceil(min(l1.y, r1.y) - aaRound), clipRect.y1); + } + + // Calculate a potentially AA'd span and check if it is non-empty. + IntRange span = aa_span(fbuf, left, right, clipSpan); + if (span.len() > 0) { + // If user clip planes are enabled, use them to bound the current span. + if (vertex_shader->use_clip_distance()) { + span = span.intersect(clip_distance_range(left, right)); + if (span.len() <= 0) goto next_span; + } + ctx->shaded_rows++; + ctx->shaded_pixels += span.len(); + // Advance color/depth buffer pointers to the start of the span. + P* buf = fbuf + span.start; + // Check if we will need to use depth-buffer or discard on this span. + DepthRun* depth = + depthtex.buf != nullptr && depthtex.cleared() ? fdepth : nullptr; + DepthCursor cursor; + bool use_discard = fragment_shader->use_discard(); + if (use_discard) { + if (depth) { + // If we're using discard, we may have to unpredictably drop out some + // samples. Flatten the depth run array here to allow this. + if (!depth->is_flat()) { + flatten_depth_runs(depth, depthtex.width); + } + // Advance to the depth sample at the start of the span. + depth += span.start; + } + } else if (depth) { + if (!depth->is_flat()) { + // We're not using discard and the depth row is still organized into + // runs. Skip past any runs that would fail the depth test so we + // don't have to do any extra work to process them with the rest of + // the span. + cursor = DepthCursor(depth, depthtex.width, span.start, span.len()); + int skipped = cursor.skip_failed(z, ctx->depthfunc); + // If we fell off the row, that means we couldn't find any passing + // runs. We can just skip the entire span. + if (skipped < 0) { + goto next_span; + } + buf += skipped; + span.start += skipped; + } else { + // The row is already flattened, so just advance to the span start. + depth += span.start; + } + } + + if (colortex.delay_clear) { + // Delayed clear is enabled for the color buffer. Check if needs clear. + prepare_row<P>(colortex, int(y), span.start, span.end, use_discard, + depth, z, &cursor); + } + + // Initialize fragment shader interpolants to current span position. + fragment_shader->gl_FragCoord.x = init_interp(span.start + 0.5f, 1); + fragment_shader->gl_FragCoord.y = y; + { + // Change in interpolants is difference between current right and left + // edges per the change in right and left X. If the left and right X + // positions are extremely close together, then avoid stepping the + // interpolants. + float stepScale = 1.0f / (right.x - left.x); + if (!isfinite(stepScale)) stepScale = 0.0f; + Interpolants step = (right.interp - left.interp) * stepScale; + // Advance current interpolants to X at start of span. + Interpolants o = left.interp + step * (span.start + 0.5f - left.x); + fragment_shader->init_span(&o, &step); + } + clipRect.set_clip_mask(span.start, y, buf); + if (!use_discard) { + // Fast paths for the case where fragment discard is not used. + if (depth) { + // If depth is used, we want to process entire depth runs if depth is + // not flattened. + if (!depth->is_flat()) { + draw_depth_span(z, buf, cursor); + goto next_span; + } + // Otherwise, flattened depth must fall back to the slightly slower + // per-chunk depth test path in draw_span below. + } else { + // Check if the fragment shader has an optimized draw specialization. + if (span.len() >= 4 && fragment_shader->has_draw_span(buf)) { + // Draw specialization expects 4-pixel chunks. + int drawn = fragment_shader->draw_span(buf, span.len() & ~3); + buf += drawn; + span.start += drawn; + } + } + draw_span<false, false>(buf, depth, span.len(), [=] { return z; }); + } else { + // If discard is used, then use slower fallbacks. This should be rare. + // Just needs to work, doesn't need to be too fast yet... + draw_span<true, false>(buf, depth, span.len(), [=] { return z; }); + } + } + next_span: + // Advance Y and edge interpolants to next row. + y++; + left.nextRow(); + right.nextRow(); + // Advance buffers to next row. + fbuf += colortex.stride() / sizeof(P); + fdepth += depthtex.stride() / sizeof(DepthRun); + } +} + +// Draw perspective-correct spans for a convex quad that has been clipped to +// the near and far Z planes, possibly producing a clipped convex polygon with +// more than 4 sides. This assumes the Z value will vary across the spans and +// requires interpolants to factor in W values. This tends to be slower than +// the simpler 2D draw_quad_spans above, especially since we can't optimize the +// depth test easily when Z values, and should be used only rarely if possible. +template <typename P> +static inline void draw_perspective_spans(int nump, Point3D* p, + Interpolants* interp_outs, + Texture& colortex, Texture& depthtex, + const ClipRect& clipRect) { + Point3D l0, r0, l1, r1; + int l0i, r0i, l1i, r1i; + { + // Find the index of the top-most point (smallest Y) from which + // rasterization can start. + int top = 0; + for (int i = 1; i < nump; i++) { + if (p[i].y < p[top].y) { + top = i; + } + } + // Find left-most top point, the start of the left descending edge. + // Advance forward in the points array, searching at most nump points + // in case the polygon is flat. + l0i = top; + for (int i = top + 1; i < nump && p[i].y == p[top].y; i++) { + l0i = i; + } + if (l0i == nump - 1) { + for (int i = 0; i <= top && p[i].y == p[top].y; i++) { + l0i = i; + } + } + // Find right-most top point, the start of the right descending edge. + // Advance backward in the points array, searching at most nump points. + r0i = top; + for (int i = top - 1; i >= 0 && p[i].y == p[top].y; i--) { + r0i = i; + } + if (r0i == 0) { + for (int i = nump - 1; i >= top && p[i].y == p[top].y; i--) { + r0i = i; + } + } + // End of left edge is next point after left edge start. + l1i = NEXT_POINT(l0i); + // End of right edge is prev point after right edge start. + r1i = PREV_POINT(r0i); + l0 = p[l0i]; // Start of left edge + r0 = p[r0i]; // End of left edge + l1 = p[l1i]; // Start of right edge + r1 = p[r1i]; // End of right edge + } + + struct Edge { + float yScale; + // Current coordinates for edge. Where in the 2D case of draw_quad_spans, + // it is enough to just track the X coordinate as we advance along the rows, + // for the perspective case we also need to keep track of Z and W. For + // simplicity, we just use the full 3D point to track all these coordinates. + Point3D pSlope; + Point3D p; + Interpolants interpSlope; + Interpolants interp; + bool edgeMask; + + Edge(float y, const Point3D& p0, const Point3D& p1, const Interpolants& i0, + const Interpolants& i1, int edgeIndex) + : // Inverse Y scale for slope calculations. Avoid divide on 0-length + // edge. + yScale(1.0f / max(p1.y - p0.y, 1.0f / 256)), + // Calculate dX/dY slope + pSlope((p1 - p0) * yScale), + // Initialize current coords based on Y and slope + p(p0 + (y - p0.y) * pSlope), + // Crucially, these interpolants must be scaled by the point's 1/w + // value, which allows linear interpolation in a perspective-correct + // manner. This will be canceled out inside the fragment shader later. + // Calculate change in interpolants per change in Y + interpSlope((i1 * p1.w - i0 * p0.w) * yScale), + // Initialize current interpolants based on Y and slope + interp(i0 * p0.w + (y - p0.y) * interpSlope), + // Extract the edge mask status for this edge + edgeMask((swgl_AAEdgeMask >> edgeIndex) & 1) {} + + float x() const { return p.x; } + vec2_scalar zw() const { return {p.z, p.w}; } + + void nextRow() { + // step current coords and interpolants to next row from slope + p += pSlope; + interp += interpSlope; + } + + float cur_x() const { return p.x; } + float x_slope() const { return pSlope.x; } + }; + + // Vertex selection above should result in equal left and right start rows + assert(l0.y == r0.y); + // Find the start y, clip to within the clip rect, and round to row center. + // If AA is enabled, round out conservatively rather than round to nearest. + float aaRound = swgl_ClipFlags & SWGL_CLIP_FLAG_AA ? 0.0f : 0.5f; + float y = floor(max(l0.y, clipRect.y0) + aaRound) + 0.5f; + // Initialize left and right edges from end points and start Y + Edge left(y, l0, l1, interp_outs[l0i], interp_outs[l1i], l1i); + Edge right(y, r0, r1, interp_outs[r0i], interp_outs[r1i], r0i); + // WR does not use backface culling, so check if edges are flipped. + bool flipped = checkIfEdgesFlipped(l0, l1, r0, r1); + if (flipped) swap(left, right); + // Get pointer to color buffer and depth buffer at current Y + P* fbuf = (P*)colortex.sample_ptr(0, int(y)); + DepthRun* fdepth = depthtex.buf != nullptr + ? (DepthRun*)depthtex.sample_ptr(0, int(y)) + : nullptr; + // Loop along advancing Ys, rasterizing spans at each row + float checkY = min(min(l1.y, r1.y), clipRect.y1); + // Ensure we don't rasterize out edge bounds + FloatRange clipSpan = + clipRect.x_range().clip(x_range(l0, l1).merge(x_range(r0, r1))); + for (;;) { + // Check if we maybe passed edge ends or outside clip rect... + if (y > checkY) { + // If we're outside the clip rect, we're done. + if (y > clipRect.y1) break; + // Check if Y advanced past the end of the left edge + if (y > l1.y) { + // Step to next left edge past Y and reset edge interpolants. + STEP_EDGE(y, l0i, l0, l1i, l1, NEXT_POINT, r1i); + (flipped ? right : left) = + Edge(y, l0, l1, interp_outs[l0i], interp_outs[l1i], l1i); + } + // Check if Y advanced past the end of the right edge + if (y > r1.y) { + // Step to next right edge past Y and reset edge interpolants. + STEP_EDGE(y, r0i, r0, r1i, r1, PREV_POINT, l1i); + (flipped ? left : right) = + Edge(y, r0, r1, interp_outs[r0i], interp_outs[r1i], r0i); + } + // Reset the clip bounds for the new edges + clipSpan = + clipRect.x_range().clip(x_range(l0, l1).merge(x_range(r0, r1))); + // Reset check condition for next time around. + checkY = min(ceil(min(l1.y, r1.y) - aaRound), clipRect.y1); + } + + // Calculate a potentially AA'd span and check if it is non-empty. + IntRange span = aa_span(fbuf, left, right, clipSpan); + if (span.len() > 0) { + // If user clip planes are enabled, use them to bound the current span. + if (vertex_shader->use_clip_distance()) { + span = span.intersect(clip_distance_range(left, right)); + if (span.len() <= 0) goto next_span; + } + ctx->shaded_rows++; + ctx->shaded_pixels += span.len(); + // Advance color/depth buffer pointers to the start of the span. + P* buf = fbuf + span.start; + // Check if the we will need to use depth-buffer or discard on this span. + DepthRun* depth = + depthtex.buf != nullptr && depthtex.cleared() ? fdepth : nullptr; + bool use_discard = fragment_shader->use_discard(); + if (depth) { + // Perspective may cause the depth value to vary on a per sample basis. + // Ensure the depth row is flattened to allow testing of individual + // samples + if (!depth->is_flat()) { + flatten_depth_runs(depth, depthtex.width); + } + // Advance to the depth sample at the start of the span. + depth += span.start; + } + if (colortex.delay_clear) { + // Delayed clear is enabled for the color buffer. Check if needs clear. + prepare_row<P>(colortex, int(y), span.start, span.end, use_discard, + depth); + } + // Initialize fragment shader interpolants to current span position. + fragment_shader->gl_FragCoord.x = init_interp(span.start + 0.5f, 1); + fragment_shader->gl_FragCoord.y = y; + { + // Calculate the fragment Z and W change per change in fragment X step. + // If the left and right X positions are extremely close together, then + // avoid stepping. + float stepScale = 1.0f / (right.x() - left.x()); + if (!isfinite(stepScale)) stepScale = 0.0f; + vec2_scalar stepZW = (right.zw() - left.zw()) * stepScale; + // Calculate initial Z and W values for span start. + vec2_scalar zw = left.zw() + stepZW * (span.start + 0.5f - left.x()); + // Set fragment shader's Z and W values so that it can use them to + // cancel out the 1/w baked into the interpolants. + fragment_shader->gl_FragCoord.z = init_interp(zw.x, stepZW.x); + fragment_shader->gl_FragCoord.w = init_interp(zw.y, stepZW.y); + fragment_shader->swgl_StepZW = stepZW; + // Change in interpolants is difference between current right and left + // edges per the change in right and left X. The left and right + // interpolant values were previously multipled by 1/w, so the step and + // initial span values take this into account. + Interpolants step = (right.interp - left.interp) * stepScale; + // Advance current interpolants to X at start of span. + Interpolants o = left.interp + step * (span.start + 0.5f - left.x()); + fragment_shader->init_span<true>(&o, &step); + } + clipRect.set_clip_mask(span.start, y, buf); + if (!use_discard) { + // No discard is used. Common case. + draw_span<false, true>(buf, depth, span.len(), packDepth); + } else { + // Discard is used. Rare. + draw_span<true, true>(buf, depth, span.len(), packDepth); + } + } + next_span: + // Advance Y and edge interpolants to next row. + y++; + left.nextRow(); + right.nextRow(); + // Advance buffers to next row. + fbuf += colortex.stride() / sizeof(P); + fdepth += depthtex.stride() / sizeof(DepthRun); + } +} + +// Clip a primitive against both sides of a view-frustum axis, producing +// intermediate vertexes with interpolated attributes that will no longer +// intersect the selected axis planes. This assumes the primitive is convex +// and should produce at most N+2 vertexes for each invocation (only in the +// worst case where one point falls outside on each of the opposite sides +// with the rest of the points inside). The supplied AA edge mask will be +// modified such that it corresponds to the clipped polygon edges. +template <XYZW AXIS> +static int clip_side(int nump, Point3D* p, Interpolants* interp, Point3D* outP, + Interpolants* outInterp, int& outEdgeMask) { + // Potential mask bits of which side of a plane a coordinate falls on. + enum SIDE { POSITIVE = 1, NEGATIVE = 2 }; + int numClip = 0; + int edgeMask = outEdgeMask; + Point3D prev = p[nump - 1]; + Interpolants prevInterp = interp[nump - 1]; + float prevCoord = prev.select(AXIS); + // Coordinate must satisfy -W <= C <= W. Determine if it is outside, and + // if so, remember which side it is outside of. In the special case that W is + // negative and |C| < |W|, both -W <= C and C <= W will be false, such that + // we must consider the coordinate as falling outside of both plane sides + // simultaneously. We test each condition separately and combine them to form + // a mask of which plane sides we exceeded. If we neglect to consider both + // sides simultaneously, points can erroneously oscillate from one plane side + // to the other and exceed the supported maximum number of clip outputs. + int prevMask = (prevCoord < -prev.w ? NEGATIVE : 0) | + (prevCoord > prev.w ? POSITIVE : 0); + // Loop through points, finding edges that cross the planes by evaluating + // the side at each point. + outEdgeMask = 0; + for (int i = 0; i < nump; i++, edgeMask >>= 1) { + Point3D cur = p[i]; + Interpolants curInterp = interp[i]; + float curCoord = cur.select(AXIS); + int curMask = + (curCoord < -cur.w ? NEGATIVE : 0) | (curCoord > cur.w ? POSITIVE : 0); + // Check if the previous and current end points are on different sides. If + // the masks of sides intersect, then we consider them to be on the same + // side. So in the case the masks do not intersect, we then consider them + // to fall on different sides. + if (!(curMask & prevMask)) { + // One of the edge's end points is outside the plane with the other + // inside the plane. Find the offset where it crosses the plane and + // adjust the point and interpolants to there. + if (prevMask) { + // Edge that was previously outside crosses inside. + // Evaluate plane equation for previous and current end-point + // based on previous side and calculate relative offset. + if (numClip >= nump + 2) { + // If for some reason we produced more vertexes than we support, just + // bail out. + assert(false); + return 0; + } + // The positive plane is assigned the sign 1, and the negative plane is + // assigned -1. If the point falls outside both planes, that means W is + // negative. To compensate for this, we must interpolate the coordinate + // till W=0, at which point we can choose a single plane side for the + // coordinate to fall on since W will no longer be negative. To compute + // the coordinate where W=0, we compute K = prev.w / (prev.w-cur.w) and + // interpolate C = prev.C + K*(cur.C - prev.C). The sign of C will be + // the side of the plane we need to consider. Substituting K into the + // comparison C < 0, we can then avoid the division in K with a + // cross-multiplication. + float prevSide = + (prevMask & NEGATIVE) && (!(prevMask & POSITIVE) || + prevCoord * (cur.w - prev.w) < + prev.w * (curCoord - prevCoord)) + ? -1 + : 1; + float prevDist = prevCoord - prevSide * prev.w; + float curDist = curCoord - prevSide * cur.w; + // It may happen that after we interpolate by the weight k that due to + // floating point rounding we've underestimated the value necessary to + // push it over the clipping boundary. Just in case, nudge the mantissa + // by a single increment so that we essentially round it up and move it + // further inside the clipping boundary. We use nextafter to do this in + // a portable fashion. + float k = prevDist / (prevDist - curDist); + Point3D clipped = prev + (cur - prev) * k; + if (prevSide * clipped.select(AXIS) > clipped.w) { + k = nextafterf(k, 1.0f); + clipped = prev + (cur - prev) * k; + } + outP[numClip] = clipped; + outInterp[numClip] = prevInterp + (curInterp - prevInterp) * k; + // Don't output the current edge mask since start point was outside. + numClip++; + } + if (curMask) { + // Edge that was previously inside crosses outside. + // Evaluate plane equation for previous and current end-point + // based on current side and calculate relative offset. + if (numClip >= nump + 2) { + assert(false); + return 0; + } + // In the case the coordinate falls on both plane sides, the computation + // here is much the same as for prevSide, but since we are going from a + // previous W that is positive to current W that is negative, then the + // sign of cur.w - prev.w will flip in the equation. The resulting sign + // is negated to compensate for this. + float curSide = + (curMask & POSITIVE) && (!(curMask & NEGATIVE) || + prevCoord * (cur.w - prev.w) < + prev.w * (curCoord - prevCoord)) + ? 1 + : -1; + float prevDist = prevCoord - curSide * prev.w; + float curDist = curCoord - curSide * cur.w; + // Calculate interpolation weight k and the nudge it inside clipping + // boundary with nextafter. Note that since we were previously inside + // and now crossing outside, we have to flip the nudge direction for + // the weight towards 0 instead of 1. + float k = prevDist / (prevDist - curDist); + Point3D clipped = prev + (cur - prev) * k; + if (curSide * clipped.select(AXIS) > clipped.w) { + k = nextafterf(k, 0.0f); + clipped = prev + (cur - prev) * k; + } + outP[numClip] = clipped; + outInterp[numClip] = prevInterp + (curInterp - prevInterp) * k; + // Output the current edge mask since the end point is inside. + outEdgeMask |= (edgeMask & 1) << numClip; + numClip++; + } + } + if (!curMask) { + // The current end point is inside the plane, so output point unmodified. + if (numClip >= nump + 2) { + assert(false); + return 0; + } + outP[numClip] = cur; + outInterp[numClip] = curInterp; + // Output the current edge mask since the end point is inside. + outEdgeMask |= (edgeMask & 1) << numClip; + numClip++; + } + prev = cur; + prevInterp = curInterp; + prevCoord = curCoord; + prevMask = curMask; + } + return numClip; +} + +// Helper function to dispatch to perspective span drawing with points that +// have already been transformed and clipped. +static inline void draw_perspective_clipped(int nump, Point3D* p_clip, + Interpolants* interp_clip, + Texture& colortex, + Texture& depthtex) { + // If polygon is ouside clip rect, nothing to draw. + ClipRect clipRect(colortex); + if (!clipRect.overlaps(nump, p_clip)) { + return; + } + + // Finally draw perspective-correct spans for the polygon. + if (colortex.internal_format == GL_RGBA8) { + draw_perspective_spans<uint32_t>(nump, p_clip, interp_clip, colortex, + depthtex, clipRect); + } else if (colortex.internal_format == GL_R8) { + draw_perspective_spans<uint8_t>(nump, p_clip, interp_clip, colortex, + depthtex, clipRect); + } else { + assert(false); + } +} + +// Draws a perspective-correct 3D primitive with varying Z value, as opposed +// to a simple 2D planar primitive with a constant Z value that could be +// trivially Z rejected. This requires clipping the primitive against the near +// and far planes to ensure it stays within the valid Z-buffer range. The Z +// and W of each fragment of the primitives are interpolated across the +// generated spans and then depth-tested as appropriate. +// Additionally, vertex attributes must be interpolated with perspective- +// correction by dividing by W before interpolation, and then later multiplied +// by W again to produce the final correct attribute value for each fragment. +// This process is expensive and should be avoided if possible for primitive +// batches that are known ahead of time to not need perspective-correction. +static void draw_perspective(int nump, Interpolants interp_outs[4], + Texture& colortex, Texture& depthtex) { + // Lines are not supported with perspective. + assert(nump >= 3); + // Convert output of vertex shader to screen space. + vec4 pos = vertex_shader->gl_Position; + vec3_scalar scale = + vec3_scalar(ctx->viewport.width(), ctx->viewport.height(), 1) * 0.5f; + vec3_scalar offset = + make_vec3(make_vec2(ctx->viewport.origin() - colortex.offset), 0.0f) + + scale; + // Verify if point is between near and far planes, rejecting NaN. + if (test_all(pos.z > -pos.w && pos.z < pos.w)) { + // No points cross the near or far planes, so no clipping required. + // Just divide coords by W and convert to viewport. We assume the W + // coordinate is non-zero and the reciprocal is finite since it would + // otherwise fail the test_none condition. + Float w = 1.0f / pos.w; + vec3 screen = pos.sel(X, Y, Z) * w * scale + offset; + Point3D p[4] = {{screen.x.x, screen.y.x, screen.z.x, w.x}, + {screen.x.y, screen.y.y, screen.z.y, w.y}, + {screen.x.z, screen.y.z, screen.z.z, w.z}, + {screen.x.w, screen.y.w, screen.z.w, w.w}}; + draw_perspective_clipped(nump, p, interp_outs, colortex, depthtex); + } else { + // Points cross the near or far planes, so we need to clip. + // Start with the original 3 or 4 points... + Point3D p[4] = {{pos.x.x, pos.y.x, pos.z.x, pos.w.x}, + {pos.x.y, pos.y.y, pos.z.y, pos.w.y}, + {pos.x.z, pos.y.z, pos.z.z, pos.w.z}, + {pos.x.w, pos.y.w, pos.z.w, pos.w.w}}; + // Clipping can expand the points by 1 for each of 6 view frustum planes. + Point3D p_clip[4 + 6]; + Interpolants interp_clip[4 + 6]; + // Clip against near and far Z planes. + nump = clip_side<Z>(nump, p, interp_outs, p_clip, interp_clip, + swgl_AAEdgeMask); + // If no points are left inside the view frustum, there's nothing to draw. + if (nump < 3) { + return; + } + // After clipping against only the near and far planes, we might still + // produce points where W = 0, exactly at the camera plane. OpenGL specifies + // that for clip coordinates, points must satisfy: + // -W <= X <= W + // -W <= Y <= W + // -W <= Z <= W + // When Z = W = 0, this is trivially satisfied, but when we transform and + // divide by W below it will produce a divide by 0. Usually we want to only + // clip Z to avoid the extra work of clipping X and Y. We can still project + // points that fall outside the view frustum X and Y so long as Z is valid. + // The span drawing code will then ensure X and Y are clamped to viewport + // boundaries. However, in the Z = W = 0 case, sometimes clipping X and Y, + // will push W further inside the view frustum so that it is no longer 0, + // allowing us to finally proceed to projecting the points to the screen. + for (int i = 0; i < nump; i++) { + // Found an invalid W, so need to clip against X and Y... + if (p_clip[i].w <= 0.0f) { + // Ping-pong p_clip -> p_tmp -> p_clip. + Point3D p_tmp[4 + 6]; + Interpolants interp_tmp[4 + 6]; + nump = clip_side<X>(nump, p_clip, interp_clip, p_tmp, interp_tmp, + swgl_AAEdgeMask); + if (nump < 3) return; + nump = clip_side<Y>(nump, p_tmp, interp_tmp, p_clip, interp_clip, + swgl_AAEdgeMask); + if (nump < 3) return; + // After clipping against X and Y planes, there's still points left + // to draw, so proceed to trying projection now... + break; + } + } + // Divide coords by W and convert to viewport. + for (int i = 0; i < nump; i++) { + float w = 1.0f / p_clip[i].w; + // If the W coord is essentially zero, small enough that division would + // result in Inf/NaN, then just set the reciprocal itself to zero so that + // the coordinates becomes zeroed out, as the only valid point that + // satisfies -W <= X/Y/Z <= W is all zeroes. + if (!isfinite(w)) w = 0.0f; + p_clip[i] = Point3D(p_clip[i].sel(X, Y, Z) * w * scale + offset, w); + } + draw_perspective_clipped(nump, p_clip, interp_clip, colortex, depthtex); + } +} + +static void draw_quad(int nump, Texture& colortex, Texture& depthtex) { + // Run vertex shader once for the primitive's vertices. + // Reserve space for 6 sets of interpolants, in case we need to clip against + // near and far planes in the perspective case. + Interpolants interp_outs[4]; + swgl_ClipFlags = 0; + vertex_shader->run_primitive((char*)interp_outs, sizeof(Interpolants)); + vec4 pos = vertex_shader->gl_Position; + // Check if any vertex W is different from another. If so, use perspective. + if (test_any(pos.w != pos.w.x)) { + draw_perspective(nump, interp_outs, colortex, depthtex); + return; + } + + // Convert output of vertex shader to screen space. + // Divide coords by W and convert to viewport. + float w = 1.0f / pos.w.x; + // If the W coord is essentially zero, small enough that division would + // result in Inf/NaN, then just set the reciprocal itself to zero so that + // the coordinates becomes zeroed out, as the only valid point that + // satisfies -W <= X/Y/Z <= W is all zeroes. + if (!isfinite(w)) w = 0.0f; + vec2 screen = (pos.sel(X, Y) * w + 1) * 0.5f * + vec2_scalar(ctx->viewport.width(), ctx->viewport.height()) + + make_vec2(ctx->viewport.origin() - colortex.offset); + Point2D p[4] = {{screen.x.x, screen.y.x}, + {screen.x.y, screen.y.y}, + {screen.x.z, screen.y.z}, + {screen.x.w, screen.y.w}}; + + // If quad is ouside clip rect, nothing to draw. + ClipRect clipRect(colortex); + if (!clipRect.overlaps(nump, p)) { + return; + } + + // Since the quad is assumed 2D, Z is constant across the quad. + float screenZ = (pos.z.x * w + 1) * 0.5f; + if (screenZ < 0 || screenZ > 1) { + // Z values would cross the near or far plane, so just bail. + return; + } + // Since Z doesn't need to be interpolated, just set the fragment shader's + // Z and W values here, once and for all fragment shader invocations. + uint32_t z = uint32_t(MAX_DEPTH_VALUE * screenZ); + fragment_shader->gl_FragCoord.z = screenZ; + fragment_shader->gl_FragCoord.w = w; + + // If supplied a line, adjust it so that it is a quad at least 1 pixel thick. + // Assume that for a line that all 4 SIMD lanes were actually filled with + // vertexes 0, 1, 1, 0. + if (nump == 2) { + // Nudge Y height to span at least 1 pixel by advancing to next pixel + // boundary so that we step at least 1 row when drawing spans. + if (int(p[0].y + 0.5f) == int(p[1].y + 0.5f)) { + p[2].y = 1 + int(p[1].y + 0.5f); + p[3].y = p[2].y; + // Nudge X width to span at least 1 pixel so that rounded coords fall on + // separate pixels. + if (int(p[0].x + 0.5f) == int(p[1].x + 0.5f)) { + p[1].x += 1.0f; + p[2].x += 1.0f; + } + } else { + // If the line already spans at least 1 row, then assume line is vertical + // or diagonal and just needs to be dilated horizontally. + p[2].x += 1.0f; + p[3].x += 1.0f; + } + // Pretend that it's a quad now... + nump = 4; + } + + // Finally draw 2D spans for the quad. Currently only supports drawing to + // RGBA8 and R8 color buffers. + if (colortex.internal_format == GL_RGBA8) { + draw_quad_spans<uint32_t>(nump, p, z, interp_outs, colortex, depthtex, + clipRect); + } else if (colortex.internal_format == GL_R8) { + draw_quad_spans<uint8_t>(nump, p, z, interp_outs, colortex, depthtex, + clipRect); + } else { + assert(false); + } +} + +template <typename INDEX> +static inline void draw_elements(GLsizei count, GLsizei instancecount, + size_t offset, VertexArray& v, + Texture& colortex, Texture& depthtex) { + Buffer& indices_buf = ctx->buffers[v.element_array_buffer_binding]; + if (!indices_buf.buf || offset >= indices_buf.size) { + return; + } + assert((offset & (sizeof(INDEX) - 1)) == 0); + INDEX* indices = (INDEX*)(indices_buf.buf + offset); + count = min(count, (GLsizei)((indices_buf.size - offset) / sizeof(INDEX))); + // Triangles must be indexed at offsets 0, 1, 2. + // Quads must be successive triangles indexed at offsets 0, 1, 2, 2, 1, 3. + if (count == 6 && indices[1] == indices[0] + 1 && + indices[2] == indices[0] + 2 && indices[5] == indices[0] + 3) { + assert(indices[3] == indices[0] + 2 && indices[4] == indices[0] + 1); + // Fast path - since there is only a single quad, we only load per-vertex + // attribs once for all instances, as they won't change across instances + // or within an instance. + vertex_shader->load_attribs(v.attribs, indices[0], 0, 4); + draw_quad(4, colortex, depthtex); + for (GLsizei instance = 1; instance < instancecount; instance++) { + vertex_shader->load_attribs(v.attribs, indices[0], instance, 0); + draw_quad(4, colortex, depthtex); + } + } else { + for (GLsizei instance = 0; instance < instancecount; instance++) { + for (GLsizei i = 0; i + 3 <= count; i += 3) { + if (indices[i + 1] != indices[i] + 1 || + indices[i + 2] != indices[i] + 2) { + continue; + } + if (i + 6 <= count && indices[i + 5] == indices[i] + 3) { + assert(indices[i + 3] == indices[i] + 2 && + indices[i + 4] == indices[i] + 1); + vertex_shader->load_attribs(v.attribs, indices[i], instance, 4); + draw_quad(4, colortex, depthtex); + i += 3; + } else { + vertex_shader->load_attribs(v.attribs, indices[i], instance, 3); + draw_quad(3, colortex, depthtex); + } + } + } + } +} |