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LibSoftGPU: Move alpha blend factor setup out of triangle rasterization

Since the alpha blend configuration should not change between most calls
of draw_primitives it makes no sense to reinitialize the blend factors
for every rasterized triangle.
The alpha blend factors are now set up whenever the device config
changes. The blend factors are stored in struct AlphaBlendFactors.
This commit is contained in:
Stephan Unverwerth 2022-01-06 18:47:35 +01:00 committed by Ali Mohammad Pur
parent b4a18eaaf0
commit 68a1727547
3 changed files with 107 additions and 61 deletions

View file

@ -0,0 +1,27 @@
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGfx/Vector4.h>
namespace SoftGPU {
struct AlphaBlendFactors final {
FloatVector4 src_constant {};
float src_factor_src_alpha = 0;
float src_factor_dst_alpha = 0;
float src_factor_src_color = 0;
float src_factor_dst_color = 0;
FloatVector4 dst_constant {};
float dst_factor_src_alpha = 0;
float dst_factor_dst_alpha = 0;
float dst_factor_src_color = 0;
float dst_factor_dst_color = 0;
};
}

View file

@ -85,51 +85,94 @@ static Gfx::IntRect scissor_box_to_window_coordinates(Gfx::IntRect const& scisso
return scissor_box.translated(0, window_rect.height() - 2 * scissor_box.y() - scissor_box.height());
}
static constexpr void setup_blend_factors(BlendFactor mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
void Device::setup_blend_factors()
{
constant = { 0.0f, 0.0f, 0.0f, 0.0f };
src_alpha = 0;
dst_alpha = 0;
src_color = 0;
dst_color = 0;
m_alpha_blend_factors.src_constant = { 0.0f, 0.0f, 0.0f, 0.0f };
m_alpha_blend_factors.src_factor_src_alpha = 0;
m_alpha_blend_factors.src_factor_dst_alpha = 0;
m_alpha_blend_factors.src_factor_src_color = 0;
m_alpha_blend_factors.src_factor_dst_color = 0;
switch (mode) {
switch (m_options.blend_source_factor) {
case BlendFactor::Zero:
break;
case BlendFactor::One:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
break;
case BlendFactor::SrcColor:
src_color = 1;
m_alpha_blend_factors.src_factor_src_color = 1;
break;
case BlendFactor::OneMinusSrcColor:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
src_color = -1;
m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.src_factor_src_color = -1;
break;
case BlendFactor::SrcAlpha:
src_alpha = 1;
m_alpha_blend_factors.src_factor_src_alpha = 1;
break;
case BlendFactor::OneMinusSrcAlpha:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
src_alpha = -1;
m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.src_factor_src_alpha = -1;
break;
case BlendFactor::DstAlpha:
dst_alpha = 1;
m_alpha_blend_factors.src_factor_dst_alpha = 1;
break;
case BlendFactor::OneMinusDstAlpha:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
dst_alpha = -1;
m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.src_factor_dst_alpha = -1;
break;
case BlendFactor::DstColor:
dst_color = 1;
m_alpha_blend_factors.src_factor_dst_color = 1;
break;
case BlendFactor::OneMinusDstColor:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
dst_color = -1;
m_alpha_blend_factors.src_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.src_factor_dst_color = -1;
break;
case BlendFactor::SrcAlphaSaturate:
// FIXME: How do we implement this?
default:
VERIFY_NOT_REACHED();
}
m_alpha_blend_factors.dst_constant = { 0.0f, 0.0f, 0.0f, 0.0f };
m_alpha_blend_factors.dst_factor_src_alpha = 0;
m_alpha_blend_factors.dst_factor_dst_alpha = 0;
m_alpha_blend_factors.dst_factor_src_color = 0;
m_alpha_blend_factors.dst_factor_dst_color = 0;
switch (m_options.blend_destination_factor) {
case BlendFactor::Zero:
break;
case BlendFactor::One:
m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
break;
case BlendFactor::SrcColor:
m_alpha_blend_factors.dst_factor_src_color = 1;
break;
case BlendFactor::OneMinusSrcColor:
m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.dst_factor_src_color = -1;
break;
case BlendFactor::SrcAlpha:
m_alpha_blend_factors.dst_factor_src_alpha = 1;
break;
case BlendFactor::OneMinusSrcAlpha:
m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.dst_factor_src_alpha = -1;
break;
case BlendFactor::DstAlpha:
m_alpha_blend_factors.dst_factor_dst_alpha = 1;
break;
case BlendFactor::OneMinusDstAlpha:
m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.dst_factor_dst_alpha = -1;
break;
case BlendFactor::DstColor:
m_alpha_blend_factors.dst_factor_dst_color = 1;
break;
case BlendFactor::OneMinusDstColor:
m_alpha_blend_factors.dst_constant = { 1.0f, 1.0f, 1.0f, 1.0f };
m_alpha_blend_factors.dst_factor_dst_color = -1;
break;
case BlendFactor::SrcAlphaSaturate:
default:
VERIFY_NOT_REACHED();
}
@ -166,36 +209,6 @@ void Device::rasterize_triangle(const Triangle& triangle)
auto const one_over_area = 1.0f / area;
FloatVector4 src_constant {};
float src_factor_src_alpha = 0;
float src_factor_dst_alpha = 0;
float src_factor_src_color = 0;
float src_factor_dst_color = 0;
FloatVector4 dst_constant {};
float dst_factor_src_alpha = 0;
float dst_factor_dst_alpha = 0;
float dst_factor_src_color = 0;
float dst_factor_dst_color = 0;
if (m_options.enable_blending) {
setup_blend_factors(
m_options.blend_source_factor,
src_constant,
src_factor_src_alpha,
src_factor_dst_alpha,
src_factor_src_color,
src_factor_dst_color);
setup_blend_factors(
m_options.blend_destination_factor,
dst_constant,
dst_factor_src_alpha,
dst_factor_dst_alpha,
dst_factor_src_color,
dst_factor_dst_color);
}
auto render_bounds = m_render_target->rect();
auto window_scissor_rect = scissor_box_to_window_coordinates(m_options.scissor_box, m_render_target->rect());
if (m_options.scissor_enabled)
@ -441,17 +454,17 @@ void Device::rasterize_triangle(const Triangle& triangle)
Vector4<f32x4> const& src = quad.out_color;
auto dst = to_vec4(dst_u32);
auto src_factor = expand4(src_constant)
+ src * src_factor_src_color
+ Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * src_factor_src_alpha
+ dst * src_factor_dst_color
+ Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * src_factor_dst_alpha;
auto src_factor = expand4(m_alpha_blend_factors.src_constant)
+ src * m_alpha_blend_factors.src_factor_src_color
+ Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * m_alpha_blend_factors.src_factor_src_alpha
+ dst * m_alpha_blend_factors.src_factor_dst_color
+ Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * m_alpha_blend_factors.src_factor_dst_alpha;
auto dst_factor = expand4(dst_constant)
+ src * dst_factor_src_color
+ Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * dst_factor_src_alpha
+ dst * dst_factor_dst_color
+ Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * dst_factor_dst_alpha;
auto dst_factor = expand4(m_alpha_blend_factors.dst_constant)
+ src * m_alpha_blend_factors.dst_factor_src_color
+ Vector4<f32x4> { src.w(), src.w(), src.w(), src.w() } * m_alpha_blend_factors.dst_factor_src_alpha
+ dst * m_alpha_blend_factors.dst_factor_dst_color
+ Vector4<f32x4> { dst.w(), dst.w(), dst.w(), dst.w() } * m_alpha_blend_factors.dst_factor_dst_alpha;
quad.out_color = src * src_factor + dst * dst_factor;
}
@ -936,6 +949,9 @@ void Device::set_options(const RasterizerOptions& options)
m_options = options;
if (m_options.enable_blending)
setup_blend_factors();
// FIXME: Recreate or reinitialize render threads here when multithreading is being implemented
}

View file

@ -14,6 +14,7 @@
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/AlphaBlendFactors.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/Config.h>
#include <LibSoftGPU/DepthBuffer.h>
@ -95,6 +96,7 @@ private:
void draw_statistics_overlay(Gfx::Bitmap&);
void rasterize_triangle(const Triangle& triangle);
void setup_blend_factors();
void shade_fragments(PixelQuad&);
private:
@ -107,6 +109,7 @@ private:
Vector<Vertex> m_clipped_vertices;
Array<Sampler, NUM_SAMPLERS> m_samplers;
Vector<size_t> m_enabled_texture_units;
AlphaBlendFactors m_alpha_blend_factors;
};
}