diff options
Diffstat (limited to 'gfx/wr/swgl/src/blend.h')
-rw-r--r-- | gfx/wr/swgl/src/blend.h | 864 |
1 files changed, 864 insertions, 0 deletions
diff --git a/gfx/wr/swgl/src/blend.h b/gfx/wr/swgl/src/blend.h new file mode 100644 index 0000000000..8bc1c93994 --- /dev/null +++ b/gfx/wr/swgl/src/blend.h @@ -0,0 +1,864 @@ +/* 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/. */ + +static ALWAYS_INLINE HalfRGBA8 packRGBA8(I32 a, I32 b) { +#if USE_SSE2 + return _mm_packs_epi32(a, b); +#elif USE_NEON + return vcombine_u16(vqmovun_s32(a), vqmovun_s32(b)); +#else + return CONVERT(combine(a, b), HalfRGBA8); +#endif +} + +static ALWAYS_INLINE WideRGBA8 pack_pixels_RGBA8(const vec4& v, + float scale = 255.0f) { + ivec4 i = round_pixel(v, scale); + HalfRGBA8 xz = packRGBA8(i.z, i.x); + HalfRGBA8 yw = packRGBA8(i.y, i.w); + HalfRGBA8 xyzwl = zipLow(xz, yw); + HalfRGBA8 xyzwh = zipHigh(xz, yw); + HalfRGBA8 lo = zip2Low(xyzwl, xyzwh); + HalfRGBA8 hi = zip2High(xyzwl, xyzwh); + return combine(lo, hi); +} + +static ALWAYS_INLINE WideRGBA8 pack_pixels_RGBA8(Float alpha, + float scale = 255.0f) { + I32 i = round_pixel(alpha, scale); + HalfRGBA8 c = packRGBA8(i, i); + c = zipLow(c, c); + return zip(c, c); +} + +static ALWAYS_INLINE WideRGBA8 pack_pixels_RGBA8(float alpha, + float scale = 255.0f) { + I32 i = round_pixel(alpha, scale); + return repeat2(packRGBA8(i, i)); +} + +UNUSED static ALWAYS_INLINE WideRGBA8 pack_pixels_RGBA8(const vec4_scalar& v, + float scale = 255.0f) { + I32 i = round_pixel((Float){v.z, v.y, v.x, v.w}, scale); + return repeat2(packRGBA8(i, i)); +} + +static ALWAYS_INLINE WideRGBA8 pack_pixels_RGBA8() { + return pack_pixels_RGBA8(fragment_shader->gl_FragColor); +} + +static ALWAYS_INLINE WideRGBA8 pack_pixels_RGBA8(WideRGBA32F v, + float scale = 255.0f) { + ivec4 i = round_pixel(bit_cast<vec4>(v), scale); + return combine(packRGBA8(i.x, i.y), packRGBA8(i.z, i.w)); +} + +static ALWAYS_INLINE WideR8 packR8(I32 a) { +#if USE_SSE2 + return lowHalf(bit_cast<V8<uint16_t>>(_mm_packs_epi32(a, a))); +#elif USE_NEON + return vqmovun_s32(a); +#else + return CONVERT(a, WideR8); +#endif +} + +static ALWAYS_INLINE WideR8 pack_pixels_R8(Float c, float scale = 255.0f) { + return packR8(round_pixel(c, scale)); +} + +static ALWAYS_INLINE WideR8 pack_pixels_R8() { + return pack_pixels_R8(fragment_shader->gl_FragColor.x); +} + +// Load a partial span > 0 and < 4 pixels. +template <typename V, typename P> +static ALWAYS_INLINE V partial_load_span(const P* src, int span) { + return bit_cast<V>( + (span >= 2 + ? combine(unaligned_load<V2<P>>(src), + V2<P>{span > 2 ? unaligned_load<P>(src + 2) : P(0), 0}) + : V4<P>{unaligned_load<P>(src), 0, 0, 0})); +} + +// Store a partial span > 0 and < 4 pixels. +template <typename V, typename P> +static ALWAYS_INLINE void partial_store_span(P* dst, V src, int span) { + auto pixels = bit_cast<V4<P>>(src); + if (span >= 2) { + unaligned_store(dst, lowHalf(pixels)); + if (span > 2) { + unaligned_store(dst + 2, pixels.z); + } + } else { + unaligned_store(dst, pixels.x); + } +} + +// Dispatcher that chooses when to load a full or partial span +template <typename V, typename P> +static ALWAYS_INLINE V load_span(const P* src, int span) { + if (span >= 4) { + return unaligned_load<V, P>(src); + } else { + return partial_load_span<V, P>(src, span); + } +} + +// Dispatcher that chooses when to store a full or partial span +template <typename V, typename P> +static ALWAYS_INLINE void store_span(P* dst, V src, int span) { + if (span >= 4) { + unaligned_store<V, P>(dst, src); + } else { + partial_store_span<V, P>(dst, src, span); + } +} + +template <typename T> +static ALWAYS_INLINE T muldiv256(T x, T y) { + return (x * y) >> 8; +} + +// (x*y + x) >> 8, cheap approximation of (x*y) / 255 +template <typename T> +static ALWAYS_INLINE T muldiv255(T x, T y) { + return (x * y + x) >> 8; +} + +template <typename V> +static ALWAYS_INLINE WideRGBA8 pack_span(uint32_t*, const V& v, + float scale = 255.0f) { + return pack_pixels_RGBA8(v, scale); +} + +template <typename C> +static ALWAYS_INLINE WideR8 pack_span(uint8_t*, C c, float scale = 255.0f) { + return pack_pixels_R8(c, scale); +} + +// Helper functions to apply a color modulus when available. +struct NoColor {}; + +template <typename P> +static ALWAYS_INLINE P applyColor(P src, NoColor) { + return src; +} + +struct InvertColor {}; + +template <typename P> +static ALWAYS_INLINE P applyColor(P src, InvertColor) { + return 255 - src; +} + +template <typename P> +static ALWAYS_INLINE P applyColor(P src, P color) { + return muldiv255(color, src); +} + +static ALWAYS_INLINE WideRGBA8 applyColor(PackedRGBA8 src, WideRGBA8 color) { + return applyColor(unpack(src), color); +} + +template <typename P, typename C> +static ALWAYS_INLINE auto packColor(P* buf, C color) { + return pack_span(buf, color, 255.0f); +} + +template <typename P> +static ALWAYS_INLINE NoColor packColor(UNUSED P* buf, NoColor noColor) { + return noColor; +} + +template <typename P> +static ALWAYS_INLINE InvertColor packColor(UNUSED P* buf, + InvertColor invertColor) { + return invertColor; +} + +// Single argument variation that takes an explicit destination buffer type. +template <typename P, typename C> +static ALWAYS_INLINE auto packColor(C color) { + // Just pass in a typed null pointer, as the pack routines never use the + // pointer's value, just its type. + return packColor((P*)0, color); +} + +// Byte-wise addition for when x or y is a signed 8-bit value stored in the +// low byte of a larger type T only with zeroed-out high bits, where T is +// greater than 8 bits, i.e. uint16_t. This can result when muldiv255 is used +// upon signed operands, using up all the precision in a 16 bit integer, and +// potentially losing the sign bit in the last >> 8 shift. Due to the +// properties of two's complement arithmetic, even though we've discarded the +// sign bit, we can still represent a negative number under addition (without +// requiring any extra sign bits), just that any negative number will behave +// like a large unsigned number under addition, generating a single carry bit +// on overflow that we need to discard. Thus, just doing a byte-wise add will +// overflow without the troublesome carry, giving us only the remaining 8 low +// bits we actually need while keeping the high bits at zero. +template <typename T> +static ALWAYS_INLINE T addlow(T x, T y) { + typedef VectorType<uint8_t, sizeof(T)> bytes; + return bit_cast<T>(bit_cast<bytes>(x) + bit_cast<bytes>(y)); +} + +// Replace color components of each pixel with the pixel's alpha values. +template <typename T> +static ALWAYS_INLINE T alphas(T c) { + return SHUFFLE(c, c, 3, 3, 3, 3, 7, 7, 7, 7, 11, 11, 11, 11, 15, 15, 15, 15); +} + +// Replace the alpha values of the first vector with alpha values from the +// second, while leaving the color components unmodified. +template <typename T> +static ALWAYS_INLINE T set_alphas(T c, T a) { + return SHUFFLE(c, a, 0, 1, 2, 19, 4, 5, 6, 23, 8, 9, 10, 27, 12, 13, 14, 31); +} + +// Miscellaneous helper functions for working with packed RGBA8 data. +static ALWAYS_INLINE HalfRGBA8 if_then_else(V8<int16_t> c, HalfRGBA8 t, + HalfRGBA8 e) { + return bit_cast<HalfRGBA8>((c & t) | (~c & e)); +} + +template <typename T, typename C, int N> +static ALWAYS_INLINE VectorType<T, N> if_then_else(VectorType<C, N> c, + VectorType<T, N> t, + VectorType<T, N> e) { + return combine(if_then_else(lowHalf(c), lowHalf(t), lowHalf(e)), + if_then_else(highHalf(c), highHalf(t), highHalf(e))); +} + +static ALWAYS_INLINE HalfRGBA8 min(HalfRGBA8 x, HalfRGBA8 y) { +#if USE_SSE2 + return bit_cast<HalfRGBA8>( + _mm_min_epi16(bit_cast<V8<int16_t>>(x), bit_cast<V8<int16_t>>(y))); +#elif USE_NEON + return vminq_u16(x, y); +#else + return if_then_else(x < y, x, y); +#endif +} + +template <typename T, int N> +static ALWAYS_INLINE VectorType<T, N> min(VectorType<T, N> x, + VectorType<T, N> y) { + return combine(min(lowHalf(x), lowHalf(y)), min(highHalf(x), highHalf(y))); +} + +static ALWAYS_INLINE HalfRGBA8 max(HalfRGBA8 x, HalfRGBA8 y) { +#if USE_SSE2 + return bit_cast<HalfRGBA8>( + _mm_max_epi16(bit_cast<V8<int16_t>>(x), bit_cast<V8<int16_t>>(y))); +#elif USE_NEON + return vmaxq_u16(x, y); +#else + return if_then_else(x > y, x, y); +#endif +} + +template <typename T, int N> +static ALWAYS_INLINE VectorType<T, N> max(VectorType<T, N> x, + VectorType<T, N> y) { + return combine(max(lowHalf(x), lowHalf(y)), max(highHalf(x), highHalf(y))); +} + +template <typename T, int N> +static ALWAYS_INLINE VectorType<T, N> recip(VectorType<T, N> v) { + return combine(recip(lowHalf(v)), recip(highHalf(v))); +} + +// Helper to get the reciprocal if the value is non-zero, or otherwise default +// to the supplied fallback value. +template <typename V> +static ALWAYS_INLINE V recip_or(V v, float f) { + return if_then_else(v != V(0.0f), recip(v), V(f)); +} + +template <typename T, int N> +static ALWAYS_INLINE VectorType<T, N> inversesqrt(VectorType<T, N> v) { + return combine(inversesqrt(lowHalf(v)), inversesqrt(highHalf(v))); +} + +// Extract the alpha components so that we can cheaply calculate the reciprocal +// on a single SIMD register. Then multiply the duplicated alpha reciprocal with +// the pixel data. 0 alpha is treated as transparent black. +static ALWAYS_INLINE WideRGBA32F unpremultiply(WideRGBA32F v) { + Float a = recip_or((Float){v[3], v[7], v[11], v[15]}, 0.0f); + return v * a.xxxxyyyyzzzzwwww; +} + +// Packed RGBA32F data is AoS in BGRA order. Transpose it to SoA and swizzle to +// RGBA to unpack. +static ALWAYS_INLINE vec4 unpack(PackedRGBA32F c) { + return bit_cast<vec4>( + SHUFFLE(c, c, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12, 3, 7, 11, 15)); +} + +// The following lum/sat functions mostly follow the KHR_blend_equation_advanced +// specification but are rearranged to work on premultiplied data. +static ALWAYS_INLINE Float lumv3(vec3 v) { + return v.x * 0.30f + v.y * 0.59f + v.z * 0.11f; +} + +static ALWAYS_INLINE Float minv3(vec3 v) { return min(min(v.x, v.y), v.z); } + +static ALWAYS_INLINE Float maxv3(vec3 v) { return max(max(v.x, v.y), v.z); } + +static inline vec3 clip_color(vec3 v, Float lum, Float alpha) { + Float mincol = max(-minv3(v), lum); + Float maxcol = max(maxv3(v), alpha - lum); + return lum + v * (lum * (alpha - lum) * recip_or(mincol * maxcol, 0.0f)); +} + +static inline vec3 set_lum(vec3 base, vec3 ref, Float alpha) { + return clip_color(base - lumv3(base), lumv3(ref), alpha); +} + +static inline vec3 set_lum_sat(vec3 base, vec3 sref, vec3 lref, Float alpha) { + vec3 diff = base - minv3(base); + Float sbase = maxv3(diff); + Float ssat = maxv3(sref) - minv3(sref); + // The sbase range is rescaled to ssat. If sbase has 0 extent, then rescale + // to black, as per specification. + return set_lum(diff * ssat * recip_or(sbase, 0.0f), lref, alpha); +} + +// Flags the reflect the current blend-stage clipping to be applied. +enum SWGLClipFlag { + SWGL_CLIP_FLAG_MASK = 1 << 0, + SWGL_CLIP_FLAG_AA = 1 << 1, + SWGL_CLIP_FLAG_BLEND_OVERRIDE = 1 << 2, +}; +static int swgl_ClipFlags = 0; +static BlendKey swgl_BlendOverride = BLEND_KEY_NONE; +static WideRGBA8 swgl_BlendColorRGBA8 = {0}; +static WideRGBA8 swgl_BlendAlphaRGBA8 = {0}; + +// A pointer into the color buffer for the start of the span. +static void* swgl_SpanBuf = nullptr; +// A pointer into the clip mask for the start of the span. +static uint8_t* swgl_ClipMaskBuf = nullptr; + +static ALWAYS_INLINE WideR8 expand_mask(UNUSED uint8_t* buf, WideR8 mask) { + return mask; +} +static ALWAYS_INLINE WideRGBA8 expand_mask(UNUSED uint32_t* buf, WideR8 mask) { + WideRG8 maskRG = zip(mask, mask); + return zip(maskRG, maskRG); +} + +// Loads a chunk of clip masks. The current pointer into the color buffer is +// used to reconstruct the relative position within the span. From there, the +// pointer into the clip mask can be generated from the start of the clip mask +// span. +template <typename P> +static ALWAYS_INLINE uint8_t* get_clip_mask(P* buf) { + return &swgl_ClipMaskBuf[buf - (P*)swgl_SpanBuf]; +} + +template <typename P> +static ALWAYS_INLINE auto load_clip_mask(P* buf, int span) + -> decltype(expand_mask(buf, 0)) { + return expand_mask(buf, + unpack(load_span<PackedR8>(get_clip_mask(buf), span))); +} + +// Temporarily removes masking from the blend stage, assuming the caller will +// handle it. +static ALWAYS_INLINE void override_clip_mask() { + blend_key = BlendKey(blend_key - MASK_BLEND_KEY_NONE); +} + +// Restores masking to the blend stage, assuming it was previously overridden. +static ALWAYS_INLINE void restore_clip_mask() { + blend_key = BlendKey(MASK_BLEND_KEY_NONE + blend_key); +} + +// A pointer to the start of the opaque destination region of the span for AA. +static const uint8_t* swgl_OpaqueStart = nullptr; +// The size, in bytes, of the opaque region. +static uint32_t swgl_OpaqueSize = 0; +// AA coverage distance offsets for the left and right edges. +static Float swgl_LeftAADist = 0.0f; +static Float swgl_RightAADist = 0.0f; +// AA coverage slope values used for accumulating coverage for each step. +static Float swgl_AASlope = 0.0f; + +// Get the amount of pixels we need to process before the start of the opaque +// region. +template <typename P> +static ALWAYS_INLINE int get_aa_opaque_start(P* buf) { + return max(int((P*)swgl_OpaqueStart - buf), 0); +} + +// Assuming we are already in the opaque part of the span, return the remaining +// size of the opaque part. +template <typename P> +static ALWAYS_INLINE int get_aa_opaque_size(P* buf) { + return max(int((P*)&swgl_OpaqueStart[swgl_OpaqueSize] - buf), 0); +} + +// Temporarily removes anti-aliasing from the blend stage, assuming the caller +// will handle it. +static ALWAYS_INLINE void override_aa() { + blend_key = BlendKey(blend_key - AA_BLEND_KEY_NONE); +} + +// Restores anti-aliasing to the blend stage, assuming it was previously +// overridden. +static ALWAYS_INLINE void restore_aa() { + blend_key = BlendKey(AA_BLEND_KEY_NONE + blend_key); +} + +static PREFER_INLINE WideRGBA8 blend_pixels(uint32_t* buf, PackedRGBA8 pdst, + WideRGBA8 src, int span = 4) { + WideRGBA8 dst = unpack(pdst); + const WideRGBA8 RGB_MASK = {0xFFFF, 0xFFFF, 0xFFFF, 0, 0xFFFF, 0xFFFF, + 0xFFFF, 0, 0xFFFF, 0xFFFF, 0xFFFF, 0, + 0xFFFF, 0xFFFF, 0xFFFF, 0}; + const WideRGBA8 ALPHA_MASK = {0, 0, 0, 0xFFFF, 0, 0, 0, 0xFFFF, + 0, 0, 0, 0xFFFF, 0, 0, 0, 0xFFFF}; + const WideRGBA8 ALPHA_OPAQUE = {0, 0, 0, 255, 0, 0, 0, 255, + 0, 0, 0, 255, 0, 0, 0, 255}; + +// clang-format off + // Computes AA for the given pixel based on the offset of the pixel within + // destination row. Given the initial coverage offsets for the left and right + // edges, the offset is scaled by the slope and accumulated to find the + // minimum coverage value for the pixel. A final weight is generated that + // can be used to scale the source pixel. +#define DO_AA(format, body) \ + do { \ + int offset = int((const uint8_t*)buf - swgl_OpaqueStart); \ + if (uint32_t(offset) >= swgl_OpaqueSize) { \ + Float delta = swgl_AASlope * float(offset); \ + Float dist = clamp(min(swgl_LeftAADist + delta.x, \ + swgl_RightAADist + delta.y), \ + 0.0f, 256.0f); \ + auto aa = pack_pixels_##format(dist, 1.0f); \ + body; \ + } \ + } while (0) + + // Each blend case is preceded by the MASK_ variant. The MASK_ case first + // loads the mask values and multiplies the source value by them. After, it + // falls through to the normal blending case using the masked source. The + // AA_ variations may further precede the blend cases, in which case the + // source value is further modified before use. +#define BLEND_CASE_KEY(key) \ + case AA_##key: \ + DO_AA(RGBA8, src = muldiv256(src, aa)); \ + goto key; \ + case AA_MASK_##key: \ + DO_AA(RGBA8, src = muldiv256(src, aa)); \ + FALLTHROUGH; \ + case MASK_##key: \ + src = muldiv255(src, load_clip_mask(buf, span)); \ + FALLTHROUGH; \ + case key: key + +#define BLEND_CASE(...) BLEND_CASE_KEY(BLEND_KEY(__VA_ARGS__)) + + switch (blend_key) { + BLEND_CASE(GL_ONE, GL_ZERO): + return src; + BLEND_CASE(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, + GL_ONE_MINUS_SRC_ALPHA): + // dst + src.a*(src.rgb1 - dst) + // use addlow for signed overflow + return addlow(dst, muldiv255(alphas(src), (src | ALPHA_OPAQUE) - dst)); + BLEND_CASE(GL_ONE, GL_ONE_MINUS_SRC_ALPHA): + return src + dst - muldiv255(dst, alphas(src)); + BLEND_CASE(GL_ZERO, GL_ONE_MINUS_SRC_COLOR): + return dst - muldiv255(dst, src); + BLEND_CASE(GL_ZERO, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE): + return dst - (muldiv255(dst, src) & RGB_MASK); + BLEND_CASE(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA): + return dst - muldiv255(dst, alphas(src)); + BLEND_CASE(GL_ZERO, GL_SRC_COLOR): + return muldiv255(src, dst); + BLEND_CASE(GL_ONE, GL_ONE): + return src + dst; + BLEND_CASE(GL_ONE, GL_ONE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA): + return src + dst - (muldiv255(dst, src) & ALPHA_MASK); + BLEND_CASE(GL_ONE_MINUS_DST_ALPHA, GL_ONE, GL_ZERO, GL_ONE): + // src*(1-dst.a) + dst*1 = src - src*dst.a + dst + return dst + ((src - muldiv255(src, alphas(dst))) & RGB_MASK); + BLEND_CASE(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR): + // src*k + (1-src)*dst = src*k + dst - + // src*dst = dst + src*(k - dst) use addlow + // for signed overflow + return addlow( + dst, muldiv255(src, repeat2(ctx->blendcolor) - dst)); + + // We must explicitly handle the masked/anti-aliased secondary blend case. + // The secondary color as well as the source must be multiplied by the + // weights. + case BLEND_KEY(GL_ONE, GL_ONE_MINUS_SRC1_COLOR): { + WideRGBA8 secondary = + applyColor(dst, + packColor<uint32_t>(fragment_shader->gl_SecondaryFragColor)); + return src + dst - secondary; + } + case MASK_BLEND_KEY(GL_ONE, GL_ONE_MINUS_SRC1_COLOR): { + WideRGBA8 secondary = + applyColor(dst, + packColor<uint32_t>(fragment_shader->gl_SecondaryFragColor)); + WideRGBA8 mask = load_clip_mask(buf, span); + return muldiv255(src, mask) + dst - muldiv255(secondary, mask); + } + case AA_BLEND_KEY(GL_ONE, GL_ONE_MINUS_SRC1_COLOR): { + WideRGBA8 secondary = + applyColor(dst, + packColor<uint32_t>(fragment_shader->gl_SecondaryFragColor)); + DO_AA(RGBA8, { + src = muldiv256(src, aa); + secondary = muldiv256(secondary, aa); + }); + return src + dst - secondary; + } + case AA_MASK_BLEND_KEY(GL_ONE, GL_ONE_MINUS_SRC1_COLOR): { + WideRGBA8 secondary = + applyColor(dst, + packColor<uint32_t>(fragment_shader->gl_SecondaryFragColor)); + WideRGBA8 mask = load_clip_mask(buf, span); + DO_AA(RGBA8, mask = muldiv256(mask, aa)); + return muldiv255(src, mask) + dst - muldiv255(secondary, mask); + } + + BLEND_CASE(GL_MIN): + return min(src, dst); + BLEND_CASE(GL_MAX): + return max(src, dst); + + // The KHR_blend_equation_advanced spec describes the blend equations such + // that the unpremultiplied values Cs, Cd, As, Ad and function f combine to + // the result: + // Cr = f(Cs,Cd)*As*Ad + Cs*As*(1-Ad) + Cd*AD*(1-As) + // Ar = As*Ad + As*(1-Ad) + Ad*(1-As) + // However, working with unpremultiplied values requires expensive math to + // unpremultiply and premultiply again during blending. We can use the fact + // that premultiplied value P = C*A and simplify the equations such that no + // unpremultiplied colors are necessary, allowing us to stay with integer + // math that avoids floating-point conversions in the common case. Some of + // the blend modes require division or sqrt, in which case we do convert + // to (possibly transposed/unpacked) floating-point to implement the mode. + // However, most common modes can still use cheaper premultiplied integer + // math. As an example, the multiply mode f(Cs,Cd) = Cs*Cd is simplified + // to: + // Cr = Cs*Cd*As*Ad + Cs*As*(1-Ad) + Cd*Ad*(1-As) + // .. Pr = Ps*Pd + Ps - Ps*Ad + Pd - Pd*As + // Ar = As*Ad + As - As*Ad + Ad - Ad*As + // .. Ar = As + Ad - As*Ad + // Note that the alpha equation is the same for all blend equations, such + // that so long as the implementation results in As + Ad - As*Ad, we can + // avoid using separate instructions to compute the alpha result, which is + // dependent on the math used to implement each blend mode. The exact + // reductions used to get the final math for every blend mode are too + // involved to show here in comments, but mostly follows from replacing + // Cs*As and Cd*Ad with Ps and Ps while factoring out as many common terms + // as possible. + + BLEND_CASE(GL_MULTIPLY_KHR): { + WideRGBA8 diff = muldiv255(alphas(src) - (src & RGB_MASK), + alphas(dst) - (dst & RGB_MASK)); + return src + dst + (diff & RGB_MASK) - alphas(diff); + } + BLEND_CASE(GL_SCREEN_KHR): + return src + dst - muldiv255(src, dst); + BLEND_CASE(GL_OVERLAY_KHR): { + WideRGBA8 srcA = alphas(src); + WideRGBA8 dstA = alphas(dst); + WideRGBA8 diff = muldiv255(src, dst) + muldiv255(srcA - src, dstA - dst); + return src + dst + + if_then_else(dst * 2 <= dstA, (diff & RGB_MASK) - alphas(diff), + -diff); + } + BLEND_CASE(GL_DARKEN_KHR): + return src + dst - + max(muldiv255(src, alphas(dst)), muldiv255(dst, alphas(src))); + BLEND_CASE(GL_LIGHTEN_KHR): + return src + dst - + min(muldiv255(src, alphas(dst)), muldiv255(dst, alphas(src))); + + BLEND_CASE(GL_COLORDODGE_KHR): { + // Color-dodge and color-burn require division, so we convert to FP math + // here, but avoid transposing to a vec4. + WideRGBA32F srcF = CONVERT(src, WideRGBA32F); + WideRGBA32F srcA = alphas(srcF); + WideRGBA32F dstF = CONVERT(dst, WideRGBA32F); + WideRGBA32F dstA = alphas(dstF); + return pack_pixels_RGBA8( + srcA * set_alphas( + min(dstA, dstF * srcA * recip_or(srcA - srcF, 255.0f)), + dstF) + + srcF * (255.0f - dstA) + dstF * (255.0f - srcA), + 1.0f / 255.0f); + } + BLEND_CASE(GL_COLORBURN_KHR): { + WideRGBA32F srcF = CONVERT(src, WideRGBA32F); + WideRGBA32F srcA = alphas(srcF); + WideRGBA32F dstF = CONVERT(dst, WideRGBA32F); + WideRGBA32F dstA = alphas(dstF); + return pack_pixels_RGBA8( + srcA * set_alphas((dstA - min(dstA, (dstA - dstF) * srcA * + recip_or(srcF, 255.0f))), + dstF) + + srcF * (255.0f - dstA) + dstF * (255.0f - srcA), + 1.0f / 255.0f); + } + BLEND_CASE(GL_HARDLIGHT_KHR): { + WideRGBA8 srcA = alphas(src); + WideRGBA8 dstA = alphas(dst); + WideRGBA8 diff = muldiv255(src, dst) + muldiv255(srcA - src, dstA - dst); + return src + dst + + if_then_else(src * 2 <= srcA, (diff & RGB_MASK) - alphas(diff), + -diff); + } + + BLEND_CASE(GL_SOFTLIGHT_KHR): { + // Soft-light requires an unpremultiply that can't be factored out as + // well as a sqrt, so we convert to FP math here, but avoid transposing + // to a vec4. + WideRGBA32F srcF = CONVERT(src, WideRGBA32F); + WideRGBA32F srcA = alphas(srcF); + WideRGBA32F dstF = CONVERT(dst, WideRGBA32F); + WideRGBA32F dstA = alphas(dstF); + WideRGBA32F dstU = unpremultiply(dstF); + WideRGBA32F scale = srcF + srcF - srcA; + return pack_pixels_RGBA8( + dstF * (255.0f + + set_alphas( + scale * + if_then_else(scale < 0.0f, 1.0f - dstU, + min((16.0f * dstU - 12.0f) * dstU + 3.0f, + inversesqrt(dstU) - 1.0f)), + WideRGBA32F(0.0f))) + + srcF * (255.0f - dstA), + 1.0f / 255.0f); + } + BLEND_CASE(GL_DIFFERENCE_KHR): { + WideRGBA8 diff = + min(muldiv255(dst, alphas(src)), muldiv255(src, alphas(dst))); + return src + dst - diff - (diff & RGB_MASK); + } + BLEND_CASE(GL_EXCLUSION_KHR): { + WideRGBA8 diff = muldiv255(src, dst); + return src + dst - diff - (diff & RGB_MASK); + } + + // The HSL blend modes are non-separable and require complicated use of + // division. It is advantageous to convert to FP and transpose to vec4 + // math to more easily manipulate the individual color components. +#define DO_HSL(rgb) \ + do { \ + vec4 srcV = unpack(CONVERT(src, PackedRGBA32F)); \ + vec4 dstV = unpack(CONVERT(dst, PackedRGBA32F)); \ + Float srcA = srcV.w * (1.0f / 255.0f); \ + Float dstA = dstV.w * (1.0f / 255.0f); \ + Float srcDstA = srcV.w * dstA; \ + vec3 srcC = vec3(srcV) * dstA; \ + vec3 dstC = vec3(dstV) * srcA; \ + return pack_pixels_RGBA8(vec4(rgb + vec3(srcV) - srcC + vec3(dstV) - dstC, \ + srcV.w + dstV.w - srcDstA), \ + 1.0f); \ + } while (0) + + BLEND_CASE(GL_HSL_HUE_KHR): + DO_HSL(set_lum_sat(srcC, dstC, dstC, srcDstA)); + BLEND_CASE(GL_HSL_SATURATION_KHR): + DO_HSL(set_lum_sat(dstC, srcC, dstC, srcDstA)); + BLEND_CASE(GL_HSL_COLOR_KHR): + DO_HSL(set_lum(srcC, dstC, srcDstA)); + BLEND_CASE(GL_HSL_LUMINOSITY_KHR): + DO_HSL(set_lum(dstC, srcC, srcDstA)); + + // SWGL-specific extended blend modes. + BLEND_CASE(SWGL_BLEND_DROP_SHADOW): { + // Premultiplied alpha over blend, but with source color set to source alpha + // modulated with a constant color. + WideRGBA8 color = applyColor(alphas(src), swgl_BlendColorRGBA8); + return color + dst - muldiv255(dst, alphas(color)); + } + + BLEND_CASE(SWGL_BLEND_SUBPIXEL_TEXT): + // Premultiplied alpha over blend, but treats the source as a subpixel mask + // modulated with a constant color. + return applyColor(src, swgl_BlendColorRGBA8) + dst - + muldiv255(dst, applyColor(src, swgl_BlendAlphaRGBA8)); + + default: + UNREACHABLE; + // return src; + } + +#undef BLEND_CASE +#undef BLEND_CASE_KEY + // clang-format on +} + +static PREFER_INLINE WideR8 blend_pixels(uint8_t* buf, WideR8 dst, WideR8 src, + int span = 4) { +// clang-format off +#define BLEND_CASE_KEY(key) \ + case AA_##key: \ + DO_AA(R8, src = muldiv256(src, aa)); \ + goto key; \ + case AA_MASK_##key: \ + DO_AA(R8, src = muldiv256(src, aa)); \ + FALLTHROUGH; \ + case MASK_##key: \ + src = muldiv255(src, load_clip_mask(buf, span)); \ + FALLTHROUGH; \ + case key: key + +#define BLEND_CASE(...) BLEND_CASE_KEY(BLEND_KEY(__VA_ARGS__)) + + switch (blend_key) { + BLEND_CASE(GL_ONE, GL_ZERO): + return src; + BLEND_CASE(GL_ZERO, GL_SRC_COLOR): + return muldiv255(src, dst); + BLEND_CASE(GL_ONE, GL_ONE): + return src + dst; + default: + UNREACHABLE; + // return src; + } + +#undef BLEND_CASE +#undef BLEND_CASE_KEY + // clang-format on +} + +static ALWAYS_INLINE void commit_span(uint32_t* buf, WideRGBA8 r) { + unaligned_store(buf, pack(r)); +} + +static ALWAYS_INLINE void commit_span(uint32_t* buf, WideRGBA8 r, int len) { + partial_store_span(buf, pack(r), len); +} + +static ALWAYS_INLINE WideRGBA8 blend_span(uint32_t* buf, WideRGBA8 r) { + return blend_pixels(buf, unaligned_load<PackedRGBA8>(buf), r); +} + +static ALWAYS_INLINE WideRGBA8 blend_span(uint32_t* buf, WideRGBA8 r, int len) { + return blend_pixels(buf, partial_load_span<PackedRGBA8>(buf, len), r, len); +} + +static ALWAYS_INLINE void commit_span(uint32_t* buf, PackedRGBA8 r) { + unaligned_store(buf, r); +} + +static ALWAYS_INLINE void commit_span(uint32_t* buf, PackedRGBA8 r, int len) { + partial_store_span(buf, r, len); +} + +static ALWAYS_INLINE PackedRGBA8 blend_span(uint32_t* buf, PackedRGBA8 r) { + return pack(blend_span(buf, unpack(r))); +} + +static ALWAYS_INLINE PackedRGBA8 blend_span(uint32_t* buf, PackedRGBA8 r, + int len) { + return pack(blend_span(buf, unpack(r), len)); +} + +static ALWAYS_INLINE void commit_span(uint8_t* buf, WideR8 r) { + unaligned_store(buf, pack(r)); +} + +static ALWAYS_INLINE void commit_span(uint8_t* buf, WideR8 r, int len) { + partial_store_span(buf, pack(r), len); +} + +static ALWAYS_INLINE WideR8 blend_span(uint8_t* buf, WideR8 r) { + return blend_pixels(buf, unpack(unaligned_load<PackedR8>(buf)), r); +} + +static ALWAYS_INLINE WideR8 blend_span(uint8_t* buf, WideR8 r, int len) { + return blend_pixels(buf, unpack(partial_load_span<PackedR8>(buf, len)), r, + len); +} + +static ALWAYS_INLINE void commit_span(uint8_t* buf, PackedR8 r) { + unaligned_store(buf, r); +} + +static ALWAYS_INLINE void commit_span(uint8_t* buf, PackedR8 r, int len) { + partial_store_span(buf, r, len); +} + +static ALWAYS_INLINE PackedR8 blend_span(uint8_t* buf, PackedR8 r) { + return pack(blend_span(buf, unpack(r))); +} + +static ALWAYS_INLINE PackedR8 blend_span(uint8_t* buf, PackedR8 r, int len) { + return pack(blend_span(buf, unpack(r), len)); +} + +template <bool BLEND, typename P, typename R> +static ALWAYS_INLINE void commit_blend_span(P* buf, R r) { + if (BLEND) { + commit_span(buf, blend_span(buf, r)); + } else { + commit_span(buf, r); + } +} + +template <bool BLEND, typename P, typename R> +static ALWAYS_INLINE void commit_blend_span(P* buf, R r, int len) { + if (BLEND) { + commit_span(buf, blend_span(buf, r, len), len); + } else { + commit_span(buf, r, len); + } +} + +template <typename P, typename R> +static ALWAYS_INLINE void commit_blend_solid_span(P* buf, R r, int len) { + for (P* end = &buf[len & ~3]; buf < end; buf += 4) { + commit_span(buf, blend_span(buf, r)); + } + len &= 3; + if (len > 0) { + partial_store_span(buf, pack(blend_span(buf, r, len)), len); + } +} + +template <bool BLEND> +static void commit_solid_span(uint32_t* buf, WideRGBA8 r, int len) { + commit_blend_solid_span(buf, r, len); +} + +template <> +ALWAYS_INLINE void commit_solid_span<false>(uint32_t* buf, WideRGBA8 r, + int len) { + fill_n(buf, len, bit_cast<U32>(pack(r)).x); +} + +template <bool BLEND> +static void commit_solid_span(uint8_t* buf, WideR8 r, int len) { + commit_blend_solid_span(buf, r, len); +} + +template <> +ALWAYS_INLINE void commit_solid_span<false>(uint8_t* buf, WideR8 r, int len) { + PackedR8 p = pack(r); + if (uintptr_t(buf) & 3) { + int align = 4 - (uintptr_t(buf) & 3); + align = min(align, len); + partial_store_span(buf, p, align); + buf += align; + len -= align; + } + fill_n((uint32_t*)buf, len / 4, bit_cast<uint32_t>(p)); + buf += len & ~3; + len &= 3; + if (len > 0) { + partial_store_span(buf, p, len); + } +} |