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			1694 lines
		
	
	
	
		
			70 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1694 lines
		
	
	
	
		
			70 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
 | |
|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
 | |
|  * Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
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|  *
 | |
|  * SPDX-License-Identifier: BSD-2-Clause
 | |
|  */
 | |
| 
 | |
| #include <AK/AnyOf.h>
 | |
| #include <AK/Error.h>
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| #include <AK/Math.h>
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| #include <AK/NumericLimits.h>
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| #include <AK/SIMDExtras.h>
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| #include <AK/SIMDMath.h>
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| #include <AK/String.h>
 | |
| #include <LibCore/ElapsedTimer.h>
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| #include <LibGfx/Painter.h>
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| #include <LibGfx/Vector2.h>
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| #include <LibGfx/Vector3.h>
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| #include <LibSoftGPU/Config.h>
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| #include <LibSoftGPU/Device.h>
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| #include <LibSoftGPU/Image.h>
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| #include <LibSoftGPU/PixelConverter.h>
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| #include <LibSoftGPU/PixelQuad.h>
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| #include <LibSoftGPU/SIMD.h>
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| #include <LibSoftGPU/Shader.h>
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| #include <LibSoftGPU/ShaderCompiler.h>
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| #include <math.h>
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| 
 | |
| namespace SoftGPU {
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| 
 | |
| static i64 g_num_rasterized_triangles;
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| static i64 g_num_pixels;
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| static i64 g_num_pixels_shaded;
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| static i64 g_num_pixels_blended;
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| static i64 g_num_sampler_calls;
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| static i64 g_num_stencil_writes;
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| static i64 g_num_quads;
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| 
 | |
| using AK::abs;
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| using AK::SIMD::any;
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| using AK::SIMD::exp_approximate;
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| using AK::SIMD::expand4;
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| using AK::SIMD::f32x4;
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| using AK::SIMD::i32x4;
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| using AK::SIMD::load4_masked;
 | |
| using AK::SIMD::maskbits;
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| using AK::SIMD::maskcount;
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| using AK::SIMD::store4_masked;
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| using AK::SIMD::to_f32x4;
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| using AK::SIMD::to_u32x4;
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| using AK::SIMD::u32x4;
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| 
 | |
| static constexpr int subpixel_factor = 1 << SUBPIXEL_BITS;
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| 
 | |
| // Returns positive values for counter-clockwise rotation of vertices. Note that it returns the
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| // area of a parallelogram with sides {a, b} and {b, c}, so _double_ the area of the triangle {a, b, c}.
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| constexpr static i32 edge_function(IntVector2 const& a, IntVector2 const& b, IntVector2 const& c)
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| {
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|     return (c.y() - a.y()) * (b.x() - a.x()) - (c.x() - a.x()) * (b.y() - a.y());
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| }
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| 
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| constexpr static i32x4 edge_function4(IntVector2 const& a, IntVector2 const& b, Vector2<i32x4> const& c)
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| {
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|     return (c.y() - a.y()) * (b.x() - a.x()) - (c.x() - a.x()) * (b.y() - a.y());
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| }
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| 
 | |
| template<typename T, typename U>
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| constexpr static auto interpolate(T const& v0, T const& v1, T const& v2, Vector3<U> const& barycentric_coords)
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| {
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|     return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z();
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| }
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| 
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| static GPU::ColorType to_argb32(FloatVector4 const& color)
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| {
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|     auto clamped = color.clamped(0.0f, 1.0f);
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|     auto r = static_cast<u8>(clamped.x() * 255);
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|     auto g = static_cast<u8>(clamped.y() * 255);
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|     auto b = static_cast<u8>(clamped.z() * 255);
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|     auto a = static_cast<u8>(clamped.w() * 255);
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|     return a << 24 | r << 16 | g << 8 | b;
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| }
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| 
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| ALWAYS_INLINE static u32x4 to_argb32(Vector4<f32x4> const& color)
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| {
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|     auto clamped = color.clamped(expand4(0.0f), expand4(1.0f));
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|     auto r = to_u32x4(clamped.x() * 255);
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|     auto g = to_u32x4(clamped.y() * 255);
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|     auto b = to_u32x4(clamped.z() * 255);
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|     auto a = to_u32x4(clamped.w() * 255);
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| 
 | |
|     return a << 24 | r << 16 | g << 8 | b;
 | |
| }
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| 
 | |
| static Vector4<f32x4> to_vec4(u32x4 bgra)
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| {
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|     auto constexpr one_over_255 = expand4(1.0f / 255);
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|     return {
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|         to_f32x4((bgra >> 16) & 0xff) * one_over_255,
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|         to_f32x4((bgra >> 8) & 0xff) * one_over_255,
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|         to_f32x4(bgra & 0xff) * one_over_255,
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|         to_f32x4((bgra >> 24) & 0xff) * one_over_255,
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|     };
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| }
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| 
 | |
| ALWAYS_INLINE static void test_alpha(PixelQuad& quad, GPU::AlphaTestFunction alpha_test_function, f32x4 const& reference_value)
 | |
| {
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|     auto const alpha = quad.get_output_float(SHADER_OUTPUT_FIRST_COLOR + 3);
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| 
 | |
|     switch (alpha_test_function) {
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|     case GPU::AlphaTestFunction::Always:
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|         quad.mask &= expand4(~0);
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|         break;
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|     case GPU::AlphaTestFunction::Equal:
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|         quad.mask &= alpha == reference_value;
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|         break;
 | |
|     case GPU::AlphaTestFunction::Greater:
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|         quad.mask &= alpha > reference_value;
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|         break;
 | |
|     case GPU::AlphaTestFunction::GreaterOrEqual:
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|         quad.mask &= alpha >= reference_value;
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|         break;
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|     case GPU::AlphaTestFunction::Less:
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|         quad.mask &= alpha < reference_value;
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|         break;
 | |
|     case GPU::AlphaTestFunction::LessOrEqual:
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|         quad.mask &= alpha <= reference_value;
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|         break;
 | |
|     case GPU::AlphaTestFunction::NotEqual:
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|         quad.mask &= alpha != reference_value;
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|         break;
 | |
|     case GPU::AlphaTestFunction::Never:
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|     default:
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|         VERIFY_NOT_REACHED();
 | |
|     }
 | |
| }
 | |
| 
 | |
| ALWAYS_INLINE static bool is_blend_factor_constant(GPU::BlendFactor blend_factor)
 | |
| {
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|     return (blend_factor == GPU::BlendFactor::One || blend_factor == GPU::BlendFactor::Zero);
 | |
| }
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| 
 | |
| // OpenGL 1.5 § 4.1.8, table 4.1
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| ALWAYS_INLINE static Vector4<f32x4> get_blend_factor(GPU::BlendFactor blend_factor, Vector4<f32x4> const& source_color, Vector4<f32x4> const& destination_color)
 | |
| {
 | |
|     switch (blend_factor) {
 | |
|     case GPU::BlendFactor::DstAlpha:
 | |
|         return to_vec4(destination_color.w());
 | |
|     case GPU::BlendFactor::DstColor:
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|         return destination_color;
 | |
|     case GPU::BlendFactor::One:
 | |
|         return to_vec4(expand4(1.f));
 | |
|     case GPU::BlendFactor::OneMinusDstAlpha:
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|         return to_vec4(1.f - destination_color.w());
 | |
|     case GPU::BlendFactor::OneMinusDstColor:
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|         return to_vec4(expand4(1.f)) - destination_color;
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|     case GPU::BlendFactor::OneMinusSrcAlpha:
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|         return to_vec4(1.f - source_color.w());
 | |
|     case GPU::BlendFactor::OneMinusSrcColor:
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|         return to_vec4(expand4(1.f)) - source_color;
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|     case GPU::BlendFactor::SrcAlpha:
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|         return to_vec4(source_color.w());
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|     case GPU::BlendFactor::SrcAlphaSaturate: {
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|         auto saturated = min(source_color.w(), 1.f - destination_color.w());
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|         return { saturated, saturated, saturated, expand4(1.f) };
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|     }
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|     case GPU::BlendFactor::SrcColor:
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|         return source_color;
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|     case GPU::BlendFactor::Zero:
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|         return to_vec4(expand4(0.f));
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|     default:
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|         VERIFY_NOT_REACHED();
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|     }
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| }
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| 
 | |
| template<typename CB1, typename CB2, typename CB3>
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| ALWAYS_INLINE void Device::rasterize(Gfx::IntRect& render_bounds, CB1 set_coverage_mask, CB2 set_quad_depth, CB3 set_quad_attributes)
 | |
| {
 | |
|     // Return if alpha testing is a no-op
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|     if (m_options.enable_alpha_test && m_options.alpha_test_func == GPU::AlphaTestFunction::Never)
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|         return;
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|     auto const alpha_test_ref_value = expand4(m_options.alpha_test_ref_value);
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| 
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|     // Buffers
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|     auto color_buffer = m_frame_buffer->color_buffer();
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|     auto depth_buffer = m_frame_buffer->depth_buffer();
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|     auto stencil_buffer = m_frame_buffer->stencil_buffer();
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| 
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|     // Stencil configuration and writing
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|     auto const& stencil_configuration = m_stencil_configuration[GPU::Face::Front];
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|     auto const stencil_reference_value = stencil_configuration.reference_value & stencil_configuration.test_mask;
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| 
 | |
|     auto write_to_stencil = [](GPU::StencilType* stencil_ptrs[4], i32x4 stencil_value, GPU::StencilOperation op, GPU::StencilType reference_value, GPU::StencilType write_mask, i32x4 pixel_mask) {
 | |
|         if (write_mask == 0 || op == GPU::StencilOperation::Keep)
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|             return;
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| 
 | |
|         switch (op) {
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|         case GPU::StencilOperation::Decrement:
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|             stencil_value = (stencil_value & ~write_mask) | (max(stencil_value - 1, expand4(0)) & write_mask);
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|             break;
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|         case GPU::StencilOperation::DecrementWrap:
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|             stencil_value = (stencil_value & ~write_mask) | (((stencil_value - 1) & 0xFF) & write_mask);
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|             break;
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|         case GPU::StencilOperation::Increment:
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|             stencil_value = (stencil_value & ~write_mask) | (min(stencil_value + 1, expand4(0xFF)) & write_mask);
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|             break;
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|         case GPU::StencilOperation::IncrementWrap:
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|             stencil_value = (stencil_value & ~write_mask) | (((stencil_value + 1) & 0xFF) & write_mask);
 | |
|             break;
 | |
|         case GPU::StencilOperation::Invert:
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|             stencil_value ^= write_mask;
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|             break;
 | |
|         case GPU::StencilOperation::Replace:
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|             stencil_value = (stencil_value & ~write_mask) | (reference_value & write_mask);
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|             break;
 | |
|         case GPU::StencilOperation::Zero:
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|             stencil_value &= ~write_mask;
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|             break;
 | |
|         default:
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|             VERIFY_NOT_REACHED();
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|         }
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| 
 | |
|         INCREASE_STATISTICS_COUNTER(g_num_stencil_writes, maskcount(pixel_mask));
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|         store4_masked(stencil_value, stencil_ptrs[0], stencil_ptrs[1], stencil_ptrs[2], stencil_ptrs[3], pixel_mask);
 | |
|     };
 | |
| 
 | |
|     // Limit rendering to framebuffer and scissor rects
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|     render_bounds.intersect(m_frame_buffer->rect());
 | |
|     if (m_options.scissor_enabled)
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|         render_bounds.intersect(m_options.scissor_box);
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| 
 | |
|     // Quad bounds
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|     auto const render_bounds_left = render_bounds.left();
 | |
|     auto const render_bounds_right = render_bounds.right();
 | |
|     auto const render_bounds_top = render_bounds.top();
 | |
|     auto const render_bounds_bottom = render_bounds.bottom();
 | |
|     auto const qx0 = render_bounds_left & ~1;
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|     auto const qx1 = render_bounds_right & ~1;
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|     auto const qy0 = render_bounds_top & ~1;
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|     auto const qy1 = render_bounds_bottom & ~1;
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| 
 | |
|     // Blend factors
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|     Vector4<f32x4> src_factor;
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|     Vector4<f32x4> dst_factor;
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|     auto const src_factor_is_constant = is_blend_factor_constant(m_options.blend_source_factor);
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|     auto const dst_factor_is_constant = is_blend_factor_constant(m_options.blend_destination_factor);
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|     if (m_options.enable_blending) {
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|         if (src_factor_is_constant)
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|             src_factor = get_blend_factor(m_options.blend_source_factor, {}, {});
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|         if (dst_factor_is_constant)
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|             dst_factor = get_blend_factor(m_options.blend_destination_factor, {}, {});
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|     }
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| 
 | |
|     // Rasterize all quads
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|     // FIXME: this could be embarrassingly parallel
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|     for (int qy = qy0; qy <= qy1; qy += 2) {
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|         for (int qx = qx0; qx <= qx1; qx += 2) {
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|             PixelQuad quad;
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|             quad.screen_coordinates = {
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|                 i32x4 { qx, qx + 1, qx, qx + 1 },
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|                 i32x4 { qy, qy, qy + 1, qy + 1 },
 | |
|             };
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| 
 | |
|             // Set coverage mask and test against render bounds
 | |
|             set_coverage_mask(quad);
 | |
|             quad.mask &= quad.screen_coordinates.x() >= render_bounds_left
 | |
|                 && quad.screen_coordinates.x() <= render_bounds_right
 | |
|                 && quad.screen_coordinates.y() >= render_bounds_top
 | |
|                 && quad.screen_coordinates.y() <= render_bounds_bottom;
 | |
|             auto coverage_bits = maskbits(quad.mask);
 | |
|             if (coverage_bits == 0)
 | |
|                 continue;
 | |
| 
 | |
|             INCREASE_STATISTICS_COUNTER(g_num_quads, 1);
 | |
|             INCREASE_STATISTICS_COUNTER(g_num_pixels, maskcount(quad.mask));
 | |
| 
 | |
|             // Stencil testing
 | |
|             GPU::StencilType* stencil_ptrs[4];
 | |
|             i32x4 stencil_value;
 | |
|             if (m_options.enable_stencil_test) {
 | |
|                 stencil_ptrs[0] = coverage_bits & 1 ? &stencil_buffer->scanline(qy)[qx] : nullptr;
 | |
|                 stencil_ptrs[1] = coverage_bits & 2 ? &stencil_buffer->scanline(qy)[qx + 1] : nullptr;
 | |
|                 stencil_ptrs[2] = coverage_bits & 4 ? &stencil_buffer->scanline(qy + 1)[qx] : nullptr;
 | |
|                 stencil_ptrs[3] = coverage_bits & 8 ? &stencil_buffer->scanline(qy + 1)[qx + 1] : nullptr;
 | |
| 
 | |
|                 stencil_value = load4_masked(stencil_ptrs[0], stencil_ptrs[1], stencil_ptrs[2], stencil_ptrs[3], quad.mask);
 | |
|                 stencil_value &= stencil_configuration.test_mask;
 | |
| 
 | |
|                 i32x4 stencil_test_passed;
 | |
|                 switch (stencil_configuration.test_function) {
 | |
|                 case GPU::StencilTestFunction::Always:
 | |
|                     stencil_test_passed = expand4(~0);
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::Equal:
 | |
|                     stencil_test_passed = stencil_value == stencil_reference_value;
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::Greater:
 | |
|                     stencil_test_passed = stencil_value > stencil_reference_value;
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::GreaterOrEqual:
 | |
|                     stencil_test_passed = stencil_value >= stencil_reference_value;
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::Less:
 | |
|                     stencil_test_passed = stencil_value < stencil_reference_value;
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::LessOrEqual:
 | |
|                     stencil_test_passed = stencil_value <= stencil_reference_value;
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::Never:
 | |
|                     stencil_test_passed = expand4(0);
 | |
|                     break;
 | |
|                 case GPU::StencilTestFunction::NotEqual:
 | |
|                     stencil_test_passed = stencil_value != stencil_reference_value;
 | |
|                     break;
 | |
|                 default:
 | |
|                     VERIFY_NOT_REACHED();
 | |
|                 }
 | |
| 
 | |
|                 // Update stencil buffer for pixels that failed the stencil test
 | |
|                 write_to_stencil(
 | |
|                     stencil_ptrs,
 | |
|                     stencil_value,
 | |
|                     stencil_configuration.on_stencil_test_fail,
 | |
|                     stencil_reference_value,
 | |
|                     stencil_configuration.write_mask,
 | |
|                     quad.mask & ~stencil_test_passed);
 | |
| 
 | |
|                 // Update coverage mask + early quad rejection
 | |
|                 quad.mask &= stencil_test_passed;
 | |
|                 coverage_bits = maskbits(quad.mask);
 | |
|                 if (coverage_bits == 0)
 | |
|                     continue;
 | |
|             }
 | |
| 
 | |
|             // Depth testing
 | |
|             GPU::DepthType* depth_ptrs[4] = {
 | |
|                 coverage_bits & 1 ? &depth_buffer->scanline(qy)[qx] : nullptr,
 | |
|                 coverage_bits & 2 ? &depth_buffer->scanline(qy)[qx + 1] : nullptr,
 | |
|                 coverage_bits & 4 ? &depth_buffer->scanline(qy + 1)[qx] : nullptr,
 | |
|                 coverage_bits & 8 ? &depth_buffer->scanline(qy + 1)[qx + 1] : nullptr,
 | |
|             };
 | |
|             if (m_options.enable_depth_test) {
 | |
|                 set_quad_depth(quad);
 | |
| 
 | |
|                 auto depth = load4_masked(depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
 | |
|                 i32x4 depth_test_passed;
 | |
|                 switch (m_options.depth_func) {
 | |
|                 case GPU::DepthTestFunction::Always:
 | |
|                     depth_test_passed = expand4(~0);
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::Never:
 | |
|                     depth_test_passed = expand4(0);
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::Greater:
 | |
|                     depth_test_passed = quad.depth > depth;
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::GreaterOrEqual:
 | |
|                     depth_test_passed = quad.depth >= depth;
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::NotEqual:
 | |
|                     depth_test_passed = quad.depth != depth;
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::Equal:
 | |
|                     depth_test_passed = quad.depth == depth;
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::LessOrEqual:
 | |
|                     depth_test_passed = quad.depth <= depth;
 | |
|                     break;
 | |
|                 case GPU::DepthTestFunction::Less:
 | |
|                     depth_test_passed = quad.depth < depth;
 | |
|                     break;
 | |
|                 default:
 | |
|                     VERIFY_NOT_REACHED();
 | |
|                 }
 | |
| 
 | |
|                 // Update stencil buffer for pixels that failed the depth test
 | |
|                 if (m_options.enable_stencil_test) {
 | |
|                     write_to_stencil(
 | |
|                         stencil_ptrs,
 | |
|                         stencil_value,
 | |
|                         stencil_configuration.on_depth_test_fail,
 | |
|                         stencil_reference_value,
 | |
|                         stencil_configuration.write_mask,
 | |
|                         quad.mask & ~depth_test_passed);
 | |
|                 }
 | |
| 
 | |
|                 // Update coverage mask + early quad rejection
 | |
|                 quad.mask &= depth_test_passed;
 | |
|                 coverage_bits = maskbits(quad.mask);
 | |
|                 if (coverage_bits == 0)
 | |
|                     continue;
 | |
|             }
 | |
| 
 | |
|             // Update stencil buffer for passed pixels
 | |
|             if (m_options.enable_stencil_test) {
 | |
|                 write_to_stencil(
 | |
|                     stencil_ptrs,
 | |
|                     stencil_value,
 | |
|                     stencil_configuration.on_pass,
 | |
|                     stencil_reference_value,
 | |
|                     stencil_configuration.write_mask,
 | |
|                     quad.mask);
 | |
|             }
 | |
| 
 | |
|             INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, maskcount(quad.mask));
 | |
| 
 | |
|             set_quad_attributes(quad);
 | |
|             shade_fragments(quad);
 | |
| 
 | |
|             // Alpha testing
 | |
|             if (m_options.enable_alpha_test) {
 | |
|                 test_alpha(quad, m_options.alpha_test_func, alpha_test_ref_value);
 | |
|                 coverage_bits = maskbits(quad.mask);
 | |
|                 if (coverage_bits == 0)
 | |
|                     continue;
 | |
|             }
 | |
| 
 | |
|             // Write to depth buffer
 | |
|             if (m_options.enable_depth_test && m_options.enable_depth_write)
 | |
|                 store4_masked(quad.depth, depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
 | |
| 
 | |
|             // We will not update the color buffer at all
 | |
|             if ((m_options.color_mask == 0) || !m_options.enable_color_write)
 | |
|                 continue;
 | |
| 
 | |
|             GPU::ColorType* color_ptrs[4] = {
 | |
|                 coverage_bits & 1 ? &color_buffer->scanline(qy)[qx] : nullptr,
 | |
|                 coverage_bits & 2 ? &color_buffer->scanline(qy)[qx + 1] : nullptr,
 | |
|                 coverage_bits & 4 ? &color_buffer->scanline(qy + 1)[qx] : nullptr,
 | |
|                 coverage_bits & 8 ? &color_buffer->scanline(qy + 1)[qx + 1] : nullptr,
 | |
|             };
 | |
| 
 | |
|             u32x4 dst_u32;
 | |
|             if (m_options.enable_blending || m_options.color_mask != 0xffffffff)
 | |
|                 dst_u32 = load4_masked(color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
 | |
| 
 | |
|             auto out_color = quad.get_output_vector4(SHADER_OUTPUT_FIRST_COLOR);
 | |
| 
 | |
|             if (m_options.enable_blending) {
 | |
|                 INCREASE_STATISTICS_COUNTER(g_num_pixels_blended, maskcount(quad.mask));
 | |
| 
 | |
|                 // Blend color values from pixel_staging into color_buffer
 | |
|                 auto const& src = out_color;
 | |
|                 auto const dst = to_vec4(dst_u32);
 | |
| 
 | |
|                 if (!src_factor_is_constant)
 | |
|                     src_factor = get_blend_factor(m_options.blend_source_factor, src, dst);
 | |
|                 if (!dst_factor_is_constant)
 | |
|                     dst_factor = get_blend_factor(m_options.blend_destination_factor, src, dst);
 | |
| 
 | |
|                 out_color = src * src_factor + dst * dst_factor;
 | |
|             }
 | |
| 
 | |
|             auto const argb32_color = to_argb32(out_color);
 | |
|             if (m_options.color_mask == 0xffffffff)
 | |
|                 store4_masked(argb32_color, color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
 | |
|             else
 | |
|                 store4_masked((argb32_color & m_options.color_mask) | (dst_u32 & ~m_options.color_mask), color_ptrs[0], color_ptrs[1], color_ptrs[2], color_ptrs[3], quad.mask);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| void Device::rasterize_line_aliased(GPU::Vertex& from, GPU::Vertex& to)
 | |
| {
 | |
|     // FIXME: implement aliased lines; for now we fall back to anti-aliased logic
 | |
|     rasterize_line_antialiased(from, to);
 | |
| }
 | |
| 
 | |
| void Device::rasterize_line_antialiased(GPU::Vertex& from, GPU::Vertex& to)
 | |
| {
 | |
|     auto const from_coords = from.window_coordinates.xy();
 | |
|     auto const to_coords = to.window_coordinates.xy();
 | |
|     auto const line_width = ceilf(m_options.line_width);
 | |
|     auto const line_radius = line_width / 2;
 | |
| 
 | |
|     auto render_bounds = Gfx::IntRect {
 | |
|         min(from_coords.x(), to_coords.x()),
 | |
|         min(from_coords.y(), to_coords.y()),
 | |
|         abs(from_coords.x() - to_coords.x()) + 1,
 | |
|         abs(from_coords.y() - to_coords.y()) + 1,
 | |
|     };
 | |
|     render_bounds.inflate(line_width, line_width);
 | |
| 
 | |
|     auto const from_coords4 = expand4(from_coords);
 | |
|     auto const line_vector = to_coords - from_coords;
 | |
|     auto const line_vector4 = expand4(line_vector);
 | |
|     auto const line_dot4 = expand4(line_vector.dot(line_vector));
 | |
| 
 | |
|     auto const from_depth4 = expand4(from.window_coordinates.z());
 | |
|     auto const to_depth4 = expand4(to.window_coordinates.z());
 | |
| 
 | |
|     auto const from_color4 = expand4(from.color);
 | |
|     auto const from_fog_depth4 = expand4(abs(from.eye_coordinates.z()));
 | |
| 
 | |
|     // Rasterize using a 2D signed distance field for a line segment
 | |
|     // FIXME: performance-wise, this might be the absolute worst way to draw an anti-aliased line
 | |
|     f32x4 distance_along_line;
 | |
|     rasterize(
 | |
|         render_bounds,
 | |
|         [&from_coords4, &distance_along_line, &line_vector4, &line_dot4, &line_radius](auto& quad) {
 | |
|             auto const screen_coordinates4 = to_vec2_f32x4(quad.screen_coordinates);
 | |
|             auto const pixel_vector = screen_coordinates4 - from_coords4;
 | |
|             distance_along_line = AK::SIMD::clamp(pixel_vector.dot(line_vector4) / line_dot4, 0.f, 1.f);
 | |
|             auto distance_to_line = length(pixel_vector - line_vector4 * distance_along_line) - line_radius;
 | |
| 
 | |
|             // Add .5f to the distance so coverage transitions half a pixel before the actual border
 | |
|             quad.coverage = 1.f - AK::SIMD::clamp(distance_to_line + 0.5f, 0.f, 1.f);
 | |
|             quad.mask = quad.coverage > 0.f;
 | |
|         },
 | |
|         [&from_depth4, &to_depth4, &distance_along_line](auto& quad) {
 | |
|             quad.depth = mix(from_depth4, to_depth4, distance_along_line);
 | |
|         },
 | |
|         [&from_color4, &from, &from_fog_depth4](auto& quad) {
 | |
|             // FIXME: interpolate color, tex coords and fog depth along the distance of the line
 | |
|             //        in clip space (i.e. NOT distance_from_line)
 | |
|             quad.set_input(SHADER_INPUT_VERTEX_COLOR, from_color4);
 | |
|             for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
 | |
|                 quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, expand4(from.tex_coords[i]));
 | |
| 
 | |
|             quad.fog_depth = from_fog_depth4;
 | |
|         });
 | |
| }
 | |
| 
 | |
| void Device::rasterize_line(GPU::Vertex& from, GPU::Vertex& to)
 | |
| {
 | |
|     if (m_options.line_smooth)
 | |
|         rasterize_line_antialiased(from, to);
 | |
|     else
 | |
|         rasterize_line_aliased(from, to);
 | |
| }
 | |
| 
 | |
| void Device::rasterize_point_aliased(GPU::Vertex& point)
 | |
| {
 | |
|     // Determine aliased point width
 | |
|     constexpr size_t maximum_aliased_point_size = 64;
 | |
|     auto point_width = clamp(round_to<int>(m_options.point_size), 1, maximum_aliased_point_size);
 | |
| 
 | |
|     // Determine aliased center coordinates
 | |
|     IntVector2 point_center;
 | |
|     if (point_width % 2 == 1)
 | |
|         point_center = point.window_coordinates.xy().to_type<int>();
 | |
|     else
 | |
|         point_center = (point.window_coordinates.xy() + FloatVector2 { .5f, .5f }).to_type<int>();
 | |
| 
 | |
|     // Aliased points are rects; calculate boundaries around center
 | |
|     auto point_rect = Gfx::IntRect {
 | |
|         point_center.x() - point_width / 2,
 | |
|         point_center.y() - point_width / 2,
 | |
|         point_width,
 | |
|         point_width,
 | |
|     };
 | |
| 
 | |
|     // Rasterize the point as a rect
 | |
|     rasterize(
 | |
|         point_rect,
 | |
|         [](auto& quad) {
 | |
|             // We already passed in point_rect, so this doesn't matter
 | |
|             quad.mask = expand4(~0);
 | |
|         },
 | |
|         [&point](auto& quad) {
 | |
|             quad.depth = expand4(point.window_coordinates.z());
 | |
|         },
 | |
|         [&point](auto& quad) {
 | |
|             quad.set_input(SHADER_INPUT_VERTEX_COLOR, expand4(point.color));
 | |
|             for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
 | |
|                 quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, expand4(point.tex_coords[i]));
 | |
| 
 | |
|             quad.fog_depth = expand4(abs(point.eye_coordinates.z()));
 | |
|         });
 | |
| }
 | |
| 
 | |
| void Device::rasterize_point_antialiased(GPU::Vertex& point)
 | |
| {
 | |
|     auto const center = point.window_coordinates.xy();
 | |
|     auto const center4 = expand4(center);
 | |
|     auto const radius = m_options.point_size / 2;
 | |
| 
 | |
|     auto render_bounds = Gfx::IntRect {
 | |
|         center.x() - radius,
 | |
|         center.y() - radius,
 | |
|         radius * 2 + 1,
 | |
|         radius * 2 + 1,
 | |
|     };
 | |
| 
 | |
|     // Rasterize using a 2D signed distance field for a circle
 | |
|     rasterize(
 | |
|         render_bounds,
 | |
|         [¢er4, &radius](auto& quad) {
 | |
|             auto screen_coords = to_vec2_f32x4(quad.screen_coordinates);
 | |
|             auto distance_to_point = length(center4 - screen_coords) - radius;
 | |
| 
 | |
|             // Add .5f to the distance so coverage transitions half a pixel before the actual border
 | |
|             quad.coverage = 1.f - AK::SIMD::clamp(distance_to_point + .5f, 0.f, 1.f);
 | |
|             quad.mask = quad.coverage > 0.f;
 | |
|         },
 | |
|         [&point](auto& quad) {
 | |
|             quad.depth = expand4(point.window_coordinates.z());
 | |
|         },
 | |
|         [&point](auto& quad) {
 | |
|             quad.set_input(SHADER_INPUT_VERTEX_COLOR, expand4(point.color));
 | |
|             for (size_t i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
 | |
|                 quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, expand4(point.tex_coords[i]));
 | |
| 
 | |
|             quad.fog_depth = expand4(abs(point.eye_coordinates.z()));
 | |
|         });
 | |
| }
 | |
| 
 | |
| void Device::rasterize_point(GPU::Vertex& point)
 | |
| {
 | |
|     if (m_options.point_smooth)
 | |
|         rasterize_point_antialiased(point);
 | |
|     else
 | |
|         rasterize_point_aliased(point);
 | |
| }
 | |
| 
 | |
| void Device::rasterize_triangle(Triangle& triangle)
 | |
| {
 | |
|     INCREASE_STATISTICS_COUNTER(g_num_rasterized_triangles, 1);
 | |
| 
 | |
|     auto v0 = (triangle.vertices[0].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
 | |
|     auto v1 = (triangle.vertices[1].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
 | |
|     auto v2 = (triangle.vertices[2].window_coordinates.xy() * subpixel_factor).to_rounded<int>();
 | |
| 
 | |
|     auto triangle_area = edge_function(v0, v1, v2);
 | |
|     if (triangle_area == 0)
 | |
|         return;
 | |
| 
 | |
|     // Perform face culling
 | |
|     if (m_options.enable_culling) {
 | |
|         bool is_front = (m_options.front_face == GPU::WindingOrder::CounterClockwise ? triangle_area > 0 : triangle_area < 0);
 | |
| 
 | |
|         if (!is_front && m_options.cull_back)
 | |
|             return;
 | |
| 
 | |
|         if (is_front && m_options.cull_front)
 | |
|             return;
 | |
|     }
 | |
| 
 | |
|     // Force counter-clockwise ordering of vertices
 | |
|     if (triangle_area < 0) {
 | |
|         swap(triangle.vertices[0], triangle.vertices[1]);
 | |
|         swap(v0, v1);
 | |
|         triangle_area *= -1;
 | |
|     }
 | |
| 
 | |
|     auto const& vertex0 = triangle.vertices[0];
 | |
|     auto const& vertex1 = triangle.vertices[1];
 | |
|     auto const& vertex2 = triangle.vertices[2];
 | |
| 
 | |
|     auto const one_over_area = 1.0f / triangle_area;
 | |
| 
 | |
|     // This function calculates the 3 edge values for the pixel relative to the triangle.
 | |
|     auto calculate_edge_values4 = [v0, v1, v2](Vector2<i32x4> const& p) -> Vector3<i32x4> {
 | |
|         return {
 | |
|             edge_function4(v1, v2, p),
 | |
|             edge_function4(v2, v0, p),
 | |
|             edge_function4(v0, v1, p),
 | |
|         };
 | |
|     };
 | |
| 
 | |
|     // Zero is used in testing against edge values below, applying the "top-left rule". If a pixel
 | |
|     // lies exactly on an edge shared by two triangles, we only render that pixel if the edge in
 | |
|     // question is a "top" or "left" edge. By setting either a 1 or 0, we effectively change the
 | |
|     // comparisons against the edge values below from "> 0" into ">= 0".
 | |
|     IntVector3 const zero {
 | |
|         (v2.y() < v1.y() || (v2.y() == v1.y() && v2.x() < v1.x())) ? 0 : 1,
 | |
|         (v0.y() < v2.y() || (v0.y() == v2.y() && v0.x() < v2.x())) ? 0 : 1,
 | |
|         (v1.y() < v0.y() || (v1.y() == v0.y() && v1.x() < v0.x())) ? 0 : 1,
 | |
|     };
 | |
| 
 | |
|     // This function tests whether a point as identified by its 3 edge values lies within the triangle
 | |
|     auto test_point4 = [zero](Vector3<i32x4> const& edges) -> i32x4 {
 | |
|         return edges.x() >= zero.x()
 | |
|             && edges.y() >= zero.y()
 | |
|             && edges.z() >= zero.z();
 | |
|     };
 | |
| 
 | |
|     // Calculate render bounds based on the triangle's vertices
 | |
|     Gfx::IntRect render_bounds;
 | |
|     render_bounds.set_left(min(min(v0.x(), v1.x()), v2.x()) / subpixel_factor);
 | |
|     render_bounds.set_right(max(max(v0.x(), v1.x()), v2.x()) / subpixel_factor);
 | |
|     render_bounds.set_top(min(min(v0.y(), v1.y()), v2.y()) / subpixel_factor);
 | |
|     render_bounds.set_bottom(max(max(v0.y(), v1.y()), v2.y()) / subpixel_factor);
 | |
| 
 | |
|     // Calculate depth of fragment for fog;
 | |
|     // OpenGL 1.5 chapter 3.10: "An implementation may choose to approximate the
 | |
|     // eye-coordinate distance from the eye to each fragment center by |Ze|."
 | |
|     Vector3<f32x4> fog_depth;
 | |
|     if (m_options.fog_enabled) {
 | |
|         fog_depth = {
 | |
|             expand4(abs(vertex0.eye_coordinates.z())),
 | |
|             expand4(abs(vertex1.eye_coordinates.z())),
 | |
|             expand4(abs(vertex2.eye_coordinates.z())),
 | |
|         };
 | |
|     }
 | |
| 
 | |
|     auto const half_pixel_offset = Vector2<i32x4> { expand4(subpixel_factor / 2), expand4(subpixel_factor / 2) };
 | |
| 
 | |
|     auto const window_w_coordinates = Vector3<f32x4> {
 | |
|         expand4(vertex0.window_coordinates.w()),
 | |
|         expand4(vertex1.window_coordinates.w()),
 | |
|         expand4(vertex2.window_coordinates.w()),
 | |
|     };
 | |
| 
 | |
|     // Calculate depth offset to apply
 | |
|     float depth_offset = 0.f;
 | |
|     if (m_options.depth_offset_enabled) {
 | |
|         // OpenGL 2.0 § 3.5.5 allows us to approximate the maximum slope
 | |
|         auto delta_z = max(
 | |
|             max(
 | |
|                 abs(vertex0.window_coordinates.z() - vertex1.window_coordinates.z()),
 | |
|                 abs(vertex1.window_coordinates.z() - vertex2.window_coordinates.z())),
 | |
|             abs(vertex2.window_coordinates.z() - vertex0.window_coordinates.z()));
 | |
|         auto depth_max_slope = max(delta_z / render_bounds.width(), delta_z / render_bounds.height());
 | |
| 
 | |
|         // Calculate total depth offset
 | |
|         depth_offset = depth_max_slope * m_options.depth_offset_factor + NumericLimits<float>::epsilon() * m_options.depth_offset_constant;
 | |
|     }
 | |
| 
 | |
|     auto const window_z_coordinates = Vector3<f32x4> {
 | |
|         expand4(vertex0.window_coordinates.z() + depth_offset),
 | |
|         expand4(vertex1.window_coordinates.z() + depth_offset),
 | |
|         expand4(vertex2.window_coordinates.z() + depth_offset),
 | |
|     };
 | |
| 
 | |
|     rasterize(
 | |
|         render_bounds,
 | |
|         [&](auto& quad) {
 | |
|             auto edge_values = calculate_edge_values4(quad.screen_coordinates * subpixel_factor + half_pixel_offset);
 | |
|             quad.mask = test_point4(edge_values);
 | |
| 
 | |
|             quad.barycentrics = {
 | |
|                 to_f32x4(edge_values.x()),
 | |
|                 to_f32x4(edge_values.y()),
 | |
|                 to_f32x4(edge_values.z()),
 | |
|             };
 | |
|         },
 | |
|         [&](auto& quad) {
 | |
|             // Determine each edge's ratio to the total area
 | |
|             quad.barycentrics = quad.barycentrics * one_over_area;
 | |
| 
 | |
|             // Because the Z coordinates were divided by W, we can interpolate between them
 | |
|             quad.depth = AK::SIMD::clamp(window_z_coordinates.dot(quad.barycentrics), 0.f, 1.f);
 | |
|         },
 | |
|         [&](auto& quad) {
 | |
|             auto const interpolated_reciprocal_w = window_w_coordinates.dot(quad.barycentrics);
 | |
|             quad.barycentrics = quad.barycentrics * window_w_coordinates / interpolated_reciprocal_w;
 | |
| 
 | |
|             // FIXME: make this more generic. We want to interpolate more than just color and uv
 | |
|             if (m_options.shade_smooth)
 | |
|                 quad.set_input(SHADER_INPUT_VERTEX_COLOR, interpolate(expand4(vertex0.color), expand4(vertex1.color), expand4(vertex2.color), quad.barycentrics));
 | |
|             else
 | |
|                 quad.set_input(SHADER_INPUT_VERTEX_COLOR, expand4(vertex0.color));
 | |
| 
 | |
|             for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i)
 | |
|                 quad.set_input(SHADER_INPUT_FIRST_TEXCOORD + i * 4, interpolate(expand4(vertex0.tex_coords[i]), expand4(vertex1.tex_coords[i]), expand4(vertex2.tex_coords[i]), quad.barycentrics));
 | |
| 
 | |
|             if (m_options.fog_enabled)
 | |
|                 quad.fog_depth = fog_depth.dot(quad.barycentrics);
 | |
|         });
 | |
| }
 | |
| 
 | |
| Device::Device(Gfx::IntSize size)
 | |
|     : m_frame_buffer(FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size).release_value_but_fixme_should_propagate_errors())
 | |
|     , m_shader_processor(m_samplers)
 | |
| {
 | |
|     m_options.scissor_box = m_frame_buffer->rect();
 | |
|     m_options.viewport = m_frame_buffer->rect();
 | |
| }
 | |
| 
 | |
| GPU::DeviceInfo Device::info() const
 | |
| {
 | |
|     return {
 | |
|         .vendor_name = "SerenityOS",
 | |
|         .device_name = "SoftGPU",
 | |
|         .num_texture_units = GPU::NUM_TEXTURE_UNITS,
 | |
|         .num_lights = NUM_LIGHTS,
 | |
|         .max_clip_planes = MAX_CLIP_PLANES,
 | |
|         .max_texture_size = MAX_TEXTURE_SIZE,
 | |
|         .max_texture_lod_bias = MAX_TEXTURE_LOD_BIAS,
 | |
|         .stencil_bits = sizeof(GPU::StencilType) * 8,
 | |
|         .supports_npot_textures = true,
 | |
|         .supports_texture_clamp_to_edge = true,
 | |
|         .supports_texture_env_add = true,
 | |
|     };
 | |
| }
 | |
| 
 | |
| static void generate_texture_coordinates(GPU::Vertex const& vertex, FloatVector4& tex_coord, GPU::TextureUnitConfiguration const& texture_unit_configuration)
 | |
| {
 | |
|     auto generate_coordinate = [&](size_t config_index) -> float {
 | |
|         auto const& tex_coord_generation = texture_unit_configuration.tex_coord_generation[config_index];
 | |
|         switch (tex_coord_generation.mode) {
 | |
|         case GPU::TexCoordGenerationMode::ObjectLinear: {
 | |
|             auto coefficients = tex_coord_generation.coefficients;
 | |
|             return coefficients.dot(vertex.position);
 | |
|         }
 | |
|         case GPU::TexCoordGenerationMode::EyeLinear: {
 | |
|             auto coefficients = tex_coord_generation.coefficients;
 | |
|             return coefficients.dot(vertex.eye_coordinates);
 | |
|         }
 | |
|         case GPU::TexCoordGenerationMode::SphereMap: {
 | |
|             auto const eye_unit = vertex.eye_coordinates.normalized();
 | |
|             FloatVector3 const eye_unit_xyz = eye_unit.xyz();
 | |
|             auto const normal = vertex.normal;
 | |
|             auto reflection = eye_unit_xyz - normal * 2 * normal.dot(eye_unit_xyz);
 | |
|             reflection.set_z(reflection.z() + 1);
 | |
|             auto const reflection_value = reflection[config_index];
 | |
|             return reflection_value / (2 * reflection.length()) + 0.5f;
 | |
|         }
 | |
|         case GPU::TexCoordGenerationMode::ReflectionMap: {
 | |
|             auto const eye_unit = vertex.eye_coordinates.normalized();
 | |
|             FloatVector3 const eye_unit_xyz = eye_unit.xyz();
 | |
|             auto const normal = vertex.normal;
 | |
|             auto reflection = eye_unit_xyz - normal * 2 * normal.dot(eye_unit_xyz);
 | |
|             return reflection[config_index];
 | |
|         }
 | |
|         case GPU::TexCoordGenerationMode::NormalMap: {
 | |
|             return vertex.normal[config_index];
 | |
|         }
 | |
|         }
 | |
|         VERIFY_NOT_REACHED();
 | |
|     };
 | |
| 
 | |
|     auto const enabled_coords = texture_unit_configuration.tex_coord_generation_enabled;
 | |
|     if (enabled_coords == GPU::TexCoordGenerationCoordinate::None)
 | |
|         return;
 | |
| 
 | |
|     tex_coord = {
 | |
|         ((enabled_coords & GPU::TexCoordGenerationCoordinate::S) > 0) ? generate_coordinate(0) : tex_coord.x(),
 | |
|         ((enabled_coords & GPU::TexCoordGenerationCoordinate::T) > 0) ? generate_coordinate(1) : tex_coord.y(),
 | |
|         ((enabled_coords & GPU::TexCoordGenerationCoordinate::R) > 0) ? generate_coordinate(2) : tex_coord.z(),
 | |
|         ((enabled_coords & GPU::TexCoordGenerationCoordinate::Q) > 0) ? generate_coordinate(3) : tex_coord.w(),
 | |
|     };
 | |
| }
 | |
| 
 | |
| void Device::calculate_vertex_lighting(GPU::Vertex& vertex) const
 | |
| {
 | |
|     if (!m_options.lighting_enabled)
 | |
|         return;
 | |
| 
 | |
|     auto const& material = m_materials.at(0);
 | |
|     auto ambient = material.ambient;
 | |
|     auto diffuse = material.diffuse;
 | |
|     auto emissive = material.emissive;
 | |
|     auto specular = material.specular;
 | |
| 
 | |
|     if (m_options.color_material_enabled
 | |
|         && (m_options.color_material_face == GPU::ColorMaterialFace::Front || m_options.color_material_face == GPU::ColorMaterialFace::FrontAndBack)) {
 | |
|         switch (m_options.color_material_mode) {
 | |
|         case GPU::ColorMaterialMode::Ambient:
 | |
|             ambient = vertex.color;
 | |
|             break;
 | |
|         case GPU::ColorMaterialMode::AmbientAndDiffuse:
 | |
|             ambient = vertex.color;
 | |
|             diffuse = vertex.color;
 | |
|             break;
 | |
|         case GPU::ColorMaterialMode::Diffuse:
 | |
|             diffuse = vertex.color;
 | |
|             break;
 | |
|         case GPU::ColorMaterialMode::Emissive:
 | |
|             emissive = vertex.color;
 | |
|             break;
 | |
|         case GPU::ColorMaterialMode::Specular:
 | |
|             specular = vertex.color;
 | |
|             break;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     FloatVector4 result_color = emissive + ambient * m_lighting_model.scene_ambient_color;
 | |
| 
 | |
|     for (auto const& light : m_lights) {
 | |
|         if (!light.is_enabled)
 | |
|             continue;
 | |
| 
 | |
|         // We need to save the length here because the attenuation factor requires a non-normalized vector!
 | |
|         auto sgi_arrow_operator = [](FloatVector4 const& p1, FloatVector4 const& p2, float& output_length) {
 | |
|             FloatVector3 light_vector;
 | |
|             if ((p1.w() != 0.f) && (p2.w() == 0.f))
 | |
|                 light_vector = p2.xyz();
 | |
|             else if ((p1.w() == 0.f) && (p2.w() != 0.f))
 | |
|                 light_vector = -p1.xyz();
 | |
|             else
 | |
|                 light_vector = p2.xyz() - p1.xyz();
 | |
| 
 | |
|             output_length = light_vector.length();
 | |
|             if (output_length == 0.f)
 | |
|                 return light_vector;
 | |
|             return light_vector / output_length;
 | |
|         };
 | |
| 
 | |
|         auto sgi_dot_operator = [](FloatVector3 const& d1, FloatVector3 const& d2) {
 | |
|             return AK::max(d1.dot(d2), 0.0f);
 | |
|         };
 | |
| 
 | |
|         float vertex_to_light_length = 0.f;
 | |
|         FloatVector3 vertex_to_light = sgi_arrow_operator(vertex.eye_coordinates, light.position, vertex_to_light_length);
 | |
| 
 | |
|         // Light attenuation value.
 | |
|         float light_attenuation_factor = 1.0f;
 | |
|         if (light.position.w() != 0.0f)
 | |
|             light_attenuation_factor = 1.0f / (light.constant_attenuation + (light.linear_attenuation * vertex_to_light_length) + (light.quadratic_attenuation * vertex_to_light_length * vertex_to_light_length));
 | |
| 
 | |
|         // Spotlight factor
 | |
|         float spotlight_factor = 1.0f;
 | |
|         if (light.spotlight_cutoff_angle != 180.0f) {
 | |
|             auto const vertex_to_light_dot_spotlight_direction = sgi_dot_operator(vertex_to_light, light.spotlight_direction.normalized());
 | |
|             auto const cos_spotlight_cutoff = AK::cos<float>(light.spotlight_cutoff_angle * AK::Pi<float> / 180.f);
 | |
| 
 | |
|             if (vertex_to_light_dot_spotlight_direction >= cos_spotlight_cutoff)
 | |
|                 spotlight_factor = AK::pow<float>(vertex_to_light_dot_spotlight_direction, light.spotlight_exponent);
 | |
|             else
 | |
|                 spotlight_factor = 0.0f;
 | |
|         }
 | |
| 
 | |
|         // FIXME: The spec allows for splitting the colors calculated here into multiple different colors (primary/secondary color). Investigate what this means.
 | |
|         (void)m_lighting_model.color_control;
 | |
| 
 | |
|         // FIXME: Two sided lighting should be implemented eventually (I believe this is where the normals are -ve and then lighting is calculated with the BACK material)
 | |
|         (void)m_lighting_model.two_sided_lighting;
 | |
| 
 | |
|         // Ambient
 | |
|         auto const ambient_component = ambient * light.ambient_intensity;
 | |
| 
 | |
|         // Diffuse
 | |
|         auto const normal_dot_vertex_to_light = sgi_dot_operator(vertex.normal, vertex_to_light);
 | |
|         auto const diffuse_component = diffuse * light.diffuse_intensity * normal_dot_vertex_to_light;
 | |
| 
 | |
|         // Specular
 | |
|         FloatVector4 specular_component = { 0.0f, 0.0f, 0.0f, 0.0f };
 | |
|         if (normal_dot_vertex_to_light > 0.0f) {
 | |
|             FloatVector3 half_vector_normalized;
 | |
|             if (!m_lighting_model.viewer_at_infinity) {
 | |
|                 half_vector_normalized = vertex_to_light + FloatVector3(0.0f, 0.0f, 1.0f);
 | |
|             } else {
 | |
|                 auto const vertex_to_eye_point = sgi_arrow_operator(vertex.eye_coordinates, { 0.f, 0.f, 0.f, 1.f }, vertex_to_light_length);
 | |
|                 half_vector_normalized = vertex_to_light + vertex_to_eye_point;
 | |
|             }
 | |
|             half_vector_normalized.normalize();
 | |
| 
 | |
|             auto const normal_dot_half_vector = sgi_dot_operator(vertex.normal, half_vector_normalized);
 | |
|             auto const specular_coefficient = AK::pow(normal_dot_half_vector, material.shininess);
 | |
|             specular_component = specular * light.specular_intensity * specular_coefficient;
 | |
|         }
 | |
| 
 | |
|         auto color = ambient_component + diffuse_component + specular_component;
 | |
|         color = color * light_attenuation_factor * spotlight_factor;
 | |
|         result_color += color;
 | |
|     }
 | |
| 
 | |
|     vertex.color = result_color;
 | |
|     vertex.color.set_w(diffuse.w()); // OpenGL 1.5 spec, page 59: "The A produced by lighting is the alpha value associated with diffuse color material"
 | |
|     vertex.color.clamp(0.0f, 1.0f);
 | |
| }
 | |
| 
 | |
| void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices)
 | |
| {
 | |
|     // At this point, the user has effectively specified that they are done with defining the geometry
 | |
|     // of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
 | |
|     //
 | |
|     // 1.   Transform all of the vertices in the current vertex list into eye space by multiplying the model-view matrix
 | |
|     // 2.   Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
 | |
|     // 3.   If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
 | |
|     // 4.   Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
 | |
|     // 5.   The triangle's vertices are sorted in a counter-clockwise orientation
 | |
|     // 6.   The triangles are then sent off to the rasterizer and drawn to the screen
 | |
| 
 | |
|     if (vertices.is_empty())
 | |
|         return;
 | |
| 
 | |
|     // Set up normals transform by taking the upper left 3x3 elements from the model view matrix
 | |
|     // See section 2.11.3 of the OpenGL 1.5 spec
 | |
|     auto const normal_transform = model_view_transform.submatrix_from_topleft<3>().transpose().inverse();
 | |
| 
 | |
|     // First, transform all vertices
 | |
|     for (auto& vertex : vertices) {
 | |
|         vertex.eye_coordinates = model_view_transform * vertex.position;
 | |
| 
 | |
|         vertex.normal = normal_transform * vertex.normal;
 | |
|         if (m_options.normalization_enabled)
 | |
|             vertex.normal.normalize();
 | |
| 
 | |
|         calculate_vertex_lighting(vertex);
 | |
| 
 | |
|         vertex.clip_coordinates = projection_transform * vertex.eye_coordinates;
 | |
| 
 | |
|         for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i) {
 | |
|             auto const& texture_unit_configuration = m_texture_unit_configuration[i];
 | |
|             if (!texture_unit_configuration.enabled)
 | |
|                 continue;
 | |
|             generate_texture_coordinates(vertex, vertex.tex_coords[i], texture_unit_configuration);
 | |
|             vertex.tex_coords[i] = texture_unit_configuration.transformation_matrix * vertex.tex_coords[i];
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Window coordinate calculation
 | |
|     auto const viewport = m_options.viewport;
 | |
|     auto const viewport_half_width = viewport.width() / 2.f;
 | |
|     auto const viewport_half_height = viewport.height() / 2.f;
 | |
|     auto const viewport_center_x = viewport.x() + viewport_half_width;
 | |
|     auto const viewport_center_y = viewport.y() + viewport_half_height;
 | |
|     auto const depth_half_range = (m_options.depth_max - m_options.depth_min) / 2;
 | |
|     auto const depth_halfway = (m_options.depth_min + m_options.depth_max) / 2;
 | |
| 
 | |
|     auto calculate_vertex_window_coordinates = [&](GPU::Vertex& vertex) {
 | |
|         auto const one_over_w = 1 / vertex.clip_coordinates.w();
 | |
|         auto const ndc_coordinates = vertex.clip_coordinates.xyz() * one_over_w;
 | |
| 
 | |
|         vertex.window_coordinates = {
 | |
|             viewport_center_x + ndc_coordinates.x() * viewport_half_width,
 | |
|             viewport_center_y + ndc_coordinates.y() * viewport_half_height,
 | |
|             depth_halfway + ndc_coordinates.z() * depth_half_range,
 | |
|             one_over_w,
 | |
|         };
 | |
|     };
 | |
| 
 | |
|     // Process points
 | |
|     if (primitive_type == GPU::PrimitiveType::Points) {
 | |
|         m_clipper.clip_points_against_frustum(vertices);
 | |
|         for (auto& vertex : vertices) {
 | |
|             calculate_vertex_window_coordinates(vertex);
 | |
|             rasterize_point(vertex);
 | |
|         }
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     // Process lines, line loop and line strips
 | |
|     auto rasterize_line_segment = [&](GPU::Vertex& from, GPU::Vertex& to) {
 | |
|         if (!m_clipper.clip_line_against_frustum(from, to))
 | |
|             return;
 | |
| 
 | |
|         calculate_vertex_window_coordinates(from);
 | |
|         calculate_vertex_window_coordinates(to);
 | |
| 
 | |
|         rasterize_line(from, to);
 | |
|     };
 | |
|     if (primitive_type == GPU::PrimitiveType::Lines) {
 | |
|         if (vertices.size() < 2)
 | |
|             return;
 | |
|         for (size_t i = 0; i < vertices.size() - 1; i += 2)
 | |
|             rasterize_line_segment(vertices[i], vertices[i + 1]);
 | |
|         return;
 | |
|     } else if (primitive_type == GPU::PrimitiveType::LineLoop) {
 | |
|         if (vertices.size() < 2)
 | |
|             return;
 | |
|         for (size_t i = 0; i < vertices.size(); ++i)
 | |
|             rasterize_line_segment(vertices[i], vertices[(i + 1) % vertices.size()]);
 | |
|         return;
 | |
|     } else if (primitive_type == GPU::PrimitiveType::LineStrip) {
 | |
|         if (vertices.size() < 2)
 | |
|             return;
 | |
|         for (size_t i = 0; i < vertices.size() - 1; ++i)
 | |
|             rasterize_line_segment(vertices[i], vertices[i + 1]);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     // Let's construct some triangles
 | |
|     m_triangle_list.clear_with_capacity();
 | |
|     m_processed_triangles.clear_with_capacity();
 | |
|     if (primitive_type == GPU::PrimitiveType::Triangles) {
 | |
|         Triangle triangle;
 | |
|         if (vertices.size() < 3)
 | |
|             return;
 | |
|         for (size_t i = 0; i < vertices.size() - 2; i += 3) {
 | |
|             triangle.vertices[0] = vertices.at(i);
 | |
|             triangle.vertices[1] = vertices.at(i + 1);
 | |
|             triangle.vertices[2] = vertices.at(i + 2);
 | |
| 
 | |
|             m_triangle_list.append(triangle);
 | |
|         }
 | |
|     } else if (primitive_type == GPU::PrimitiveType::Quads) {
 | |
|         // We need to construct two triangles to form the quad
 | |
|         Triangle triangle;
 | |
|         if (vertices.size() < 4)
 | |
|             return;
 | |
|         for (size_t i = 0; i < vertices.size() - 3; i += 4) {
 | |
|             // Triangle 1
 | |
|             triangle.vertices[0] = vertices.at(i);
 | |
|             triangle.vertices[1] = vertices.at(i + 1);
 | |
|             triangle.vertices[2] = vertices.at(i + 2);
 | |
|             m_triangle_list.append(triangle);
 | |
| 
 | |
|             // Triangle 2
 | |
|             triangle.vertices[0] = vertices.at(i + 2);
 | |
|             triangle.vertices[1] = vertices.at(i + 3);
 | |
|             triangle.vertices[2] = vertices.at(i);
 | |
|             m_triangle_list.append(triangle);
 | |
|         }
 | |
|     } else if (primitive_type == GPU::PrimitiveType::TriangleFan) {
 | |
|         Triangle triangle;
 | |
|         triangle.vertices[0] = vertices.at(0); // Root vertex is always the vertex defined first
 | |
| 
 | |
|         // This is technically `n-2` triangles. We start at index 1
 | |
|         for (size_t i = 1; i < vertices.size() - 1; i++) {
 | |
|             triangle.vertices[1] = vertices.at(i);
 | |
|             triangle.vertices[2] = vertices.at(i + 1);
 | |
|             m_triangle_list.append(triangle);
 | |
|         }
 | |
|     } else if (primitive_type == GPU::PrimitiveType::TriangleStrip) {
 | |
|         Triangle triangle;
 | |
|         if (vertices.size() < 3)
 | |
|             return;
 | |
|         for (size_t i = 0; i < vertices.size() - 2; i++) {
 | |
|             if (i % 2 == 0) {
 | |
|                 triangle.vertices[0] = vertices.at(i);
 | |
|                 triangle.vertices[1] = vertices.at(i + 1);
 | |
|                 triangle.vertices[2] = vertices.at(i + 2);
 | |
|             } else {
 | |
|                 triangle.vertices[0] = vertices.at(i + 1);
 | |
|                 triangle.vertices[1] = vertices.at(i);
 | |
|                 triangle.vertices[2] = vertices.at(i + 2);
 | |
|             }
 | |
|             m_triangle_list.append(triangle);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Clip triangles
 | |
|     for (auto& triangle : m_triangle_list) {
 | |
|         m_clipped_vertices.clear_with_capacity();
 | |
|         m_clipped_vertices.append(triangle.vertices[0]);
 | |
|         m_clipped_vertices.append(triangle.vertices[1]);
 | |
|         m_clipped_vertices.append(triangle.vertices[2]);
 | |
|         m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
 | |
| 
 | |
|         if (m_clip_planes.size() > 0)
 | |
|             m_clipper.clip_triangle_against_user_defined(m_clipped_vertices, m_clip_planes);
 | |
| 
 | |
|         if (m_clipped_vertices.size() < 3)
 | |
|             continue;
 | |
| 
 | |
|         for (auto& vertex : m_clipped_vertices)
 | |
|             calculate_vertex_window_coordinates(vertex);
 | |
| 
 | |
|         Triangle tri;
 | |
|         tri.vertices[0] = m_clipped_vertices[0];
 | |
|         for (size_t i = 1; i < m_clipped_vertices.size() - 1; i++) {
 | |
|             tri.vertices[1] = m_clipped_vertices[i];
 | |
|             tri.vertices[2] = m_clipped_vertices[i + 1];
 | |
|             m_processed_triangles.append(tri);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     for (auto& triangle : m_processed_triangles)
 | |
|         rasterize_triangle(triangle);
 | |
| }
 | |
| 
 | |
| ALWAYS_INLINE void Device::shade_fragments(PixelQuad& quad)
 | |
| {
 | |
|     if (m_current_fragment_shader) {
 | |
|         m_shader_processor.execute(quad, *m_current_fragment_shader);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     Array<Vector4<f32x4>, GPU::NUM_TEXTURE_UNITS> texture_stage_texel;
 | |
| 
 | |
|     auto current_color = quad.get_input_vector4(SHADER_INPUT_VERTEX_COLOR);
 | |
| 
 | |
|     for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i) {
 | |
|         if (!m_texture_unit_configuration[i].enabled)
 | |
|             continue;
 | |
|         auto const& sampler = m_samplers[i];
 | |
| 
 | |
|         // OpenGL 2.0 ¶ 3.5.1 states (in a roundabout way) that texture coordinates must be divided by Q
 | |
|         auto homogeneous_texture_coordinate = quad.get_input_vector4(SHADER_INPUT_FIRST_TEXCOORD + i * 4);
 | |
|         auto texel = sampler.sample_2d(homogeneous_texture_coordinate.xy() / homogeneous_texture_coordinate.w());
 | |
|         INCREASE_STATISTICS_COUNTER(g_num_sampler_calls, 1);
 | |
|         if (m_samplers_need_texture_staging)
 | |
|             texture_stage_texel[i] = texel;
 | |
| 
 | |
|         // FIXME: implement support for GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_INTENSITY and GL_RGB internal formats
 | |
|         auto& fixed_function_env = sampler.config().fixed_function_texture_environment;
 | |
|         switch (fixed_function_env.env_mode) {
 | |
|         case GPU::TextureEnvMode::Add:
 | |
|             current_color.set_x(current_color.x() + texel.x());
 | |
|             current_color.set_y(current_color.y() + texel.y());
 | |
|             current_color.set_z(current_color.z() + texel.z());
 | |
|             current_color.set_w(current_color.w() * texel.w());
 | |
|             break;
 | |
|         case GPU::TextureEnvMode::Blend: {
 | |
|             auto blend_color = expand4(fixed_function_env.color);
 | |
|             current_color.set_x(mix(current_color.x(), blend_color.x(), texel.x()));
 | |
|             current_color.set_y(mix(current_color.y(), blend_color.y(), texel.y()));
 | |
|             current_color.set_z(mix(current_color.z(), blend_color.z(), texel.z()));
 | |
|             current_color.set_w(current_color.w() * texel.w());
 | |
|             break;
 | |
|         }
 | |
|         case GPU::TextureEnvMode::Combine: {
 | |
|             auto get_source_color = [&](GPU::TextureSource source, u8 texture_stage) {
 | |
|                 switch (source) {
 | |
|                 case GPU::TextureSource::Constant:
 | |
|                     return expand4(fixed_function_env.color);
 | |
|                 case GPU::TextureSource::Previous:
 | |
|                     return current_color;
 | |
|                 case GPU::TextureSource::PrimaryColor:
 | |
|                     return quad.get_input_vector4(SHADER_INPUT_VERTEX_COLOR);
 | |
|                 case GPU::TextureSource::Texture:
 | |
|                     return texel;
 | |
|                 case GPU::TextureSource::TextureStage:
 | |
|                     return texture_stage_texel[texture_stage];
 | |
|                 }
 | |
|                 VERIFY_NOT_REACHED();
 | |
|             };
 | |
|             auto get_argument_value = [](GPU::TextureOperand operand, auto value) {
 | |
|                 switch (operand) {
 | |
|                 case GPU::TextureOperand::OneMinusSourceAlpha:
 | |
|                 case GPU::TextureOperand::OneMinusSourceColor:
 | |
|                     return expand4(FloatVector4 { 1.f, 1.f, 1.f, 1.f }) - value;
 | |
|                 case GPU::TextureOperand::SourceAlpha:
 | |
|                 case GPU::TextureOperand::SourceColor:
 | |
|                     return value;
 | |
|                 }
 | |
|                 VERIFY_NOT_REACHED();
 | |
|             };
 | |
|             auto calculate_combinator = [](GPU::TextureCombinator combinator, auto arg0, auto arg1, auto arg2) {
 | |
|                 switch (combinator) {
 | |
|                 case GPU::TextureCombinator::Add:
 | |
|                     return arg0 + arg1;
 | |
|                 case GPU::TextureCombinator::AddSigned:
 | |
|                     return arg0 + arg1 - expand4(FloatVector4 { .5f, .5f, .5f, .5f });
 | |
|                 case GPU::TextureCombinator::Dot3RGB:
 | |
|                 case GPU::TextureCombinator::Dot3RGBA: {
 | |
|                     auto scalar = 4.f * ((arg0.x() - .5f) * (arg1.x() - .5f) + (arg0.y() - 0.5f) * (arg1.y() - 0.5f) + (arg0.z() - 0.5f) * (arg1.z() - 0.5f));
 | |
|                     return Vector4<f32x4> { scalar, scalar, scalar, scalar };
 | |
|                 }
 | |
|                 case GPU::TextureCombinator::Interpolate:
 | |
|                     return mix(arg0, arg1, arg2);
 | |
|                 case GPU::TextureCombinator::Modulate:
 | |
|                     return arg0 * arg1;
 | |
|                 case GPU::TextureCombinator::Replace:
 | |
|                     return arg0;
 | |
|                 case GPU::TextureCombinator::Subtract:
 | |
|                     return arg0 - arg1;
 | |
|                 }
 | |
|                 VERIFY_NOT_REACHED();
 | |
|             };
 | |
|             auto calculate_color = [&](GPU::TextureCombinator combinator, auto& operands, auto& sources, u8 texture_stage) {
 | |
|                 auto arg0 = get_argument_value(operands[0], get_source_color(sources[0], texture_stage));
 | |
|                 auto arg1 = get_argument_value(operands[1], get_source_color(sources[1], texture_stage));
 | |
|                 auto arg2 = get_argument_value(operands[2], get_source_color(sources[2], texture_stage));
 | |
|                 return calculate_combinator(combinator, arg0, arg1, arg2);
 | |
|             };
 | |
| 
 | |
|             auto rgb_color = calculate_color(
 | |
|                 fixed_function_env.rgb_combinator,
 | |
|                 fixed_function_env.rgb_operand,
 | |
|                 fixed_function_env.rgb_source,
 | |
|                 fixed_function_env.rgb_source_texture_stage);
 | |
|             auto alpha_color = calculate_color(
 | |
|                 fixed_function_env.alpha_combinator,
 | |
|                 fixed_function_env.alpha_operand,
 | |
|                 fixed_function_env.alpha_source,
 | |
|                 fixed_function_env.alpha_source_texture_stage);
 | |
| 
 | |
|             current_color.set_x(rgb_color.x() * fixed_function_env.rgb_scale);
 | |
|             current_color.set_y(rgb_color.y() * fixed_function_env.rgb_scale);
 | |
|             current_color.set_z(rgb_color.z() * fixed_function_env.rgb_scale);
 | |
|             current_color.set_w(alpha_color.w() * fixed_function_env.alpha_scale);
 | |
| 
 | |
|             current_color.clamp(expand4(0.f), expand4(1.f));
 | |
|             break;
 | |
|         }
 | |
|         case GPU::TextureEnvMode::Decal: {
 | |
|             auto dst_alpha = texel.w();
 | |
|             current_color.set_x(mix(current_color.x(), texel.x(), dst_alpha));
 | |
|             current_color.set_y(mix(current_color.y(), texel.y(), dst_alpha));
 | |
|             current_color.set_z(mix(current_color.z(), texel.z(), dst_alpha));
 | |
|             break;
 | |
|         }
 | |
|         case GPU::TextureEnvMode::Modulate:
 | |
|             current_color = current_color * texel;
 | |
|             break;
 | |
|         case GPU::TextureEnvMode::Replace:
 | |
|             current_color = texel;
 | |
|             break;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Calculate fog
 | |
|     // Math from here: https://opengl-notes.readthedocs.io/en/latest/topics/texturing/aliasing.html
 | |
| 
 | |
|     if (m_options.fog_enabled) {
 | |
|         f32x4 factor;
 | |
|         switch (m_options.fog_mode) {
 | |
|         case GPU::FogMode::Linear:
 | |
|             factor = (m_options.fog_end - quad.fog_depth) * m_one_over_fog_depth;
 | |
|             break;
 | |
|         case GPU::FogMode::Exp: {
 | |
|             auto argument = -m_options.fog_density * quad.fog_depth;
 | |
|             factor = exp_approximate(argument);
 | |
|         } break;
 | |
|         case GPU::FogMode::Exp2: {
 | |
|             auto argument = m_options.fog_density * quad.fog_depth;
 | |
|             argument *= -argument;
 | |
|             factor = exp_approximate(argument);
 | |
|         } break;
 | |
|         default:
 | |
|             VERIFY_NOT_REACHED();
 | |
|         }
 | |
| 
 | |
|         // Mix texel's RGB with fog's RBG - leave alpha alone
 | |
|         auto fog_color = expand4(m_options.fog_color);
 | |
|         current_color.set_x(mix(fog_color.x(), current_color.x(), factor));
 | |
|         current_color.set_y(mix(fog_color.y(), current_color.y(), factor));
 | |
|         current_color.set_z(mix(fog_color.z(), current_color.z(), factor));
 | |
|     }
 | |
| 
 | |
|     quad.set_output(SHADER_OUTPUT_FIRST_COLOR, current_color.x());
 | |
|     quad.set_output(SHADER_OUTPUT_FIRST_COLOR + 1, current_color.y());
 | |
|     quad.set_output(SHADER_OUTPUT_FIRST_COLOR + 2, current_color.z());
 | |
|     // Multiply coverage with the fragment's alpha to obtain the final alpha value
 | |
|     quad.set_output(SHADER_OUTPUT_FIRST_COLOR + 3, current_color.w() * quad.coverage);
 | |
| }
 | |
| 
 | |
| void Device::resize(Gfx::IntSize size)
 | |
| {
 | |
|     auto frame_buffer_or_error = FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size);
 | |
|     m_frame_buffer = MUST(frame_buffer_or_error);
 | |
| }
 | |
| 
 | |
| void Device::clear_color(FloatVector4 const& color)
 | |
| {
 | |
|     auto const fill_color = to_argb32(color);
 | |
| 
 | |
|     auto clear_rect = m_frame_buffer->rect();
 | |
|     if (m_options.scissor_enabled)
 | |
|         clear_rect.intersect(m_options.scissor_box);
 | |
| 
 | |
|     m_frame_buffer->color_buffer()->fill(fill_color, clear_rect);
 | |
| }
 | |
| 
 | |
| void Device::clear_depth(GPU::DepthType depth)
 | |
| {
 | |
|     auto clear_rect = m_frame_buffer->rect();
 | |
|     if (m_options.scissor_enabled)
 | |
|         clear_rect.intersect(m_options.scissor_box);
 | |
| 
 | |
|     m_frame_buffer->depth_buffer()->fill(depth, clear_rect);
 | |
| }
 | |
| 
 | |
| void Device::clear_stencil(GPU::StencilType value)
 | |
| {
 | |
|     auto clear_rect = m_frame_buffer->rect();
 | |
|     if (m_options.scissor_enabled)
 | |
|         clear_rect.intersect(m_options.scissor_box);
 | |
| 
 | |
|     m_frame_buffer->stencil_buffer()->fill(value, clear_rect);
 | |
| }
 | |
| 
 | |
| GPU::ImageDataLayout Device::color_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset)
 | |
| {
 | |
|     return {
 | |
|         .pixel_type = {
 | |
|             .format = GPU::PixelFormat::BGRA,
 | |
|             .bits = GPU::PixelComponentBits::B8_8_8_8,
 | |
|             .data_type = GPU::PixelDataType::UnsignedInt,
 | |
|             .components_order = GPU::ComponentsOrder::Reversed,
 | |
|         },
 | |
|         .dimensions = {
 | |
|             .width = static_cast<u32>(m_frame_buffer->rect().width()),
 | |
|             .height = static_cast<u32>(m_frame_buffer->rect().height()),
 | |
|             .depth = 1,
 | |
|         },
 | |
|         .selection = {
 | |
|             .offset_x = offset.x(),
 | |
|             .offset_y = offset.y(),
 | |
|             .offset_z = 0,
 | |
|             .width = size.x(),
 | |
|             .height = size.y(),
 | |
|             .depth = 1,
 | |
|         },
 | |
|     };
 | |
| }
 | |
| 
 | |
| GPU::ImageDataLayout Device::depth_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset)
 | |
| {
 | |
|     return {
 | |
|         .pixel_type = {
 | |
|             .format = GPU::PixelFormat::DepthComponent,
 | |
|             .bits = GPU::PixelComponentBits::AllBits,
 | |
|             .data_type = GPU::PixelDataType::Float,
 | |
|         },
 | |
|         .dimensions = {
 | |
|             .width = static_cast<u32>(m_frame_buffer->rect().width()),
 | |
|             .height = static_cast<u32>(m_frame_buffer->rect().height()),
 | |
|             .depth = 1,
 | |
|         },
 | |
|         .selection = {
 | |
|             .offset_x = offset.x(),
 | |
|             .offset_y = offset.y(),
 | |
|             .offset_z = 0,
 | |
|             .width = size.x(),
 | |
|             .height = size.y(),
 | |
|             .depth = 1,
 | |
|         },
 | |
|     };
 | |
| }
 | |
| 
 | |
| void Device::blit_from_color_buffer(Gfx::Bitmap& target)
 | |
| {
 | |
|     m_frame_buffer->color_buffer()->blit_flipped_to_bitmap(target, m_frame_buffer->rect());
 | |
| 
 | |
|     if constexpr (ENABLE_STATISTICS_OVERLAY)
 | |
|         draw_statistics_overlay(target);
 | |
| }
 | |
| 
 | |
| void Device::blit_from_color_buffer(NonnullRefPtr<GPU::Image> image, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset)
 | |
| {
 | |
|     auto input_layout = color_buffer_data_layout(input_size, input_offset);
 | |
|     auto const* input_data = m_frame_buffer->color_buffer()->scanline(0);
 | |
| 
 | |
|     auto const& softgpu_image = reinterpret_cast<Image*>(image.ptr());
 | |
|     auto output_layout = softgpu_image->image_data_layout(level, output_offset);
 | |
|     auto* output_data = softgpu_image->texel_pointer(level, 0, 0, 0);
 | |
| 
 | |
|     PixelConverter converter { input_layout, output_layout };
 | |
|     auto conversion_result = converter.convert(input_data, output_data, {});
 | |
|     if (conversion_result.is_error())
 | |
|         dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
 | |
| }
 | |
| 
 | |
| void Device::blit_from_color_buffer(void* output_data, Vector2<i32> input_offset, GPU::ImageDataLayout const& output_layout)
 | |
| {
 | |
|     auto const& output_selection = output_layout.selection;
 | |
|     auto input_layout = color_buffer_data_layout({ output_selection.width, output_selection.height }, input_offset);
 | |
| 
 | |
|     PixelConverter converter { input_layout, output_layout };
 | |
|     auto const* input_data = m_frame_buffer->color_buffer()->scanline(0);
 | |
|     auto conversion_result = converter.convert(input_data, output_data, {});
 | |
|     if (conversion_result.is_error())
 | |
|         dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
 | |
| }
 | |
| 
 | |
| void Device::blit_from_depth_buffer(void* output_data, Vector2<i32> input_offset, GPU::ImageDataLayout const& output_layout)
 | |
| {
 | |
|     auto const& output_selection = output_layout.selection;
 | |
|     auto input_layout = depth_buffer_data_layout({ output_selection.width, output_selection.height }, input_offset);
 | |
| 
 | |
|     PixelConverter converter { input_layout, output_layout };
 | |
|     auto const* input_data = m_frame_buffer->depth_buffer()->scanline(0);
 | |
|     auto conversion_result = converter.convert(input_data, output_data, {});
 | |
|     if (conversion_result.is_error())
 | |
|         dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
 | |
| }
 | |
| 
 | |
| void Device::blit_from_depth_buffer(NonnullRefPtr<GPU::Image> image, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset)
 | |
| {
 | |
|     auto input_layout = depth_buffer_data_layout(input_size, input_offset);
 | |
|     auto const* input_data = m_frame_buffer->depth_buffer()->scanline(0);
 | |
| 
 | |
|     auto const& softgpu_image = reinterpret_cast<Image*>(image.ptr());
 | |
|     auto output_layout = softgpu_image->image_data_layout(level, output_offset);
 | |
|     auto* output_data = softgpu_image->texel_pointer(level, 0, 0, 0);
 | |
| 
 | |
|     PixelConverter converter { input_layout, output_layout };
 | |
|     auto conversion_result = converter.convert(input_data, output_data, {});
 | |
|     if (conversion_result.is_error())
 | |
|         dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
 | |
| }
 | |
| 
 | |
| void Device::blit_to_color_buffer_at_raster_position(void const* input_data, GPU::ImageDataLayout const& input_layout)
 | |
| {
 | |
|     if (!m_raster_position.valid)
 | |
|         return;
 | |
| 
 | |
|     auto input_selection = input_layout.selection;
 | |
|     INCREASE_STATISTICS_COUNTER(g_num_pixels, input_selection.width * input_selection.height);
 | |
|     INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, input_selection.width * input_selection.height);
 | |
| 
 | |
|     auto const rasterization_rect = get_rasterization_rect_of_size({ input_selection.width, input_selection.height });
 | |
|     auto output_layout = color_buffer_data_layout(
 | |
|         { static_cast<u32>(rasterization_rect.width()), static_cast<u32>(rasterization_rect.height()) },
 | |
|         { rasterization_rect.x(), rasterization_rect.y() });
 | |
| 
 | |
|     PixelConverter converter { input_layout, output_layout };
 | |
|     auto* output_data = m_frame_buffer->color_buffer()->scanline(0);
 | |
|     auto conversion_result = converter.convert(input_data, output_data, {});
 | |
|     if (conversion_result.is_error())
 | |
|         dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
 | |
| }
 | |
| 
 | |
| void Device::blit_to_depth_buffer_at_raster_position(void const* input_data, GPU::ImageDataLayout const& input_layout)
 | |
| {
 | |
|     if (!m_raster_position.valid)
 | |
|         return;
 | |
| 
 | |
|     auto input_selection = input_layout.selection;
 | |
|     auto const rasterization_rect = get_rasterization_rect_of_size({ input_selection.width, input_selection.height });
 | |
|     auto output_layout = depth_buffer_data_layout(
 | |
|         { static_cast<u32>(rasterization_rect.width()), static_cast<u32>(rasterization_rect.height()) },
 | |
|         { rasterization_rect.x(), rasterization_rect.y() });
 | |
| 
 | |
|     PixelConverter converter { input_layout, output_layout };
 | |
|     auto* output_data = m_frame_buffer->depth_buffer()->scanline(0);
 | |
|     auto conversion_result = converter.convert(input_data, output_data, {});
 | |
|     if (conversion_result.is_error())
 | |
|         dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
 | |
| }
 | |
| 
 | |
| void Device::draw_statistics_overlay(Gfx::Bitmap& target)
 | |
| {
 | |
|     static Core::ElapsedTimer timer;
 | |
|     static String debug_string;
 | |
|     static int frame_counter;
 | |
| 
 | |
|     frame_counter++;
 | |
|     i64 milliseconds = 0;
 | |
|     if (timer.is_valid())
 | |
|         milliseconds = timer.elapsed();
 | |
|     else
 | |
|         timer.start();
 | |
| 
 | |
|     Gfx::Painter painter { target };
 | |
| 
 | |
|     if (milliseconds > MILLISECONDS_PER_STATISTICS_PERIOD) {
 | |
| 
 | |
|         int num_rendertarget_pixels = m_frame_buffer->rect().size().area();
 | |
| 
 | |
|         StringBuilder builder;
 | |
|         builder.appendff("Timings      : {:.1}ms {:.1}FPS\n",
 | |
|             static_cast<double>(milliseconds) / frame_counter,
 | |
|             (milliseconds > 0) ? 1000.0 * frame_counter / milliseconds : 9999.0);
 | |
|         builder.appendff("Triangles    : {}\n", g_num_rasterized_triangles);
 | |
|         builder.appendff("SIMD usage   : {}%\n", g_num_quads > 0 ? g_num_pixels_shaded * 25 / g_num_quads : 0);
 | |
|         builder.appendff("Pixels       : {}, Stencil: {}%, Shaded: {}%, Blended: {}%, Overdraw: {}%\n",
 | |
|             g_num_pixels,
 | |
|             g_num_pixels > 0 ? g_num_stencil_writes * 100 / g_num_pixels : 0,
 | |
|             g_num_pixels > 0 ? g_num_pixels_shaded * 100 / g_num_pixels : 0,
 | |
|             g_num_pixels_shaded > 0 ? g_num_pixels_blended * 100 / g_num_pixels_shaded : 0,
 | |
|             num_rendertarget_pixels > 0 ? g_num_pixels_shaded * 100 / num_rendertarget_pixels - 100 : 0);
 | |
|         builder.appendff("Sampler calls: {}\n", g_num_sampler_calls);
 | |
| 
 | |
|         debug_string = builder.to_string().release_value_but_fixme_should_propagate_errors();
 | |
| 
 | |
|         frame_counter = 0;
 | |
|         timer.start();
 | |
|     }
 | |
| 
 | |
|     g_num_rasterized_triangles = 0;
 | |
|     g_num_pixels = 0;
 | |
|     g_num_pixels_shaded = 0;
 | |
|     g_num_pixels_blended = 0;
 | |
|     g_num_sampler_calls = 0;
 | |
|     g_num_stencil_writes = 0;
 | |
|     g_num_quads = 0;
 | |
| 
 | |
|     auto& font = Gfx::FontDatabase::default_fixed_width_font();
 | |
| 
 | |
|     for (int y = -1; y < 2; y++)
 | |
|         for (int x = -1; x < 2; x++)
 | |
|             if (x != 0 && y != 0)
 | |
|                 painter.draw_text(target.rect().translated(x + 2, y + 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::Black);
 | |
| 
 | |
|     painter.draw_text(target.rect().translated(2, 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::White);
 | |
| }
 | |
| 
 | |
| void Device::set_options(GPU::RasterizerOptions const& options)
 | |
| {
 | |
|     m_options = options;
 | |
|     if (m_options.fog_enabled)
 | |
|         m_one_over_fog_depth = 1.f / (m_options.fog_end - m_options.fog_start);
 | |
| }
 | |
| 
 | |
| void Device::set_light_model_params(GPU::LightModelParameters const& lighting_model)
 | |
| {
 | |
|     m_lighting_model = lighting_model;
 | |
| }
 | |
| 
 | |
| NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 max_levels)
 | |
| {
 | |
|     VERIFY(width > 0);
 | |
|     VERIFY(height > 0);
 | |
|     VERIFY(depth > 0);
 | |
|     VERIFY(max_levels > 0);
 | |
| 
 | |
|     return adopt_ref(*new Image(this, pixel_format, width, height, depth, max_levels));
 | |
| }
 | |
| 
 | |
| ErrorOr<NonnullRefPtr<GPU::Shader>> Device::create_shader(GPU::IR::Shader const& intermediate_representation)
 | |
| {
 | |
|     ShaderCompiler compiler;
 | |
|     auto shader = TRY(compiler.compile(this, intermediate_representation));
 | |
|     return shader;
 | |
| }
 | |
| 
 | |
| void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& config)
 | |
| {
 | |
|     VERIFY(config.bound_image.is_null() || config.bound_image->ownership_token() == this);
 | |
| 
 | |
|     m_samplers[sampler].set_config(config);
 | |
| 
 | |
|     m_samplers_need_texture_staging = any_of(m_samplers, [](auto const& sampler) {
 | |
|         auto const& fixed_function_env = sampler.config().fixed_function_texture_environment;
 | |
|         if (fixed_function_env.env_mode != GPU::TextureEnvMode::Combine)
 | |
|             return false;
 | |
|         return any_of(fixed_function_env.alpha_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; })
 | |
|             || any_of(fixed_function_env.rgb_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; });
 | |
|     });
 | |
| }
 | |
| 
 | |
| void Device::set_light_state(unsigned int light_id, GPU::Light const& light)
 | |
| {
 | |
|     m_lights.at(light_id) = light;
 | |
| }
 | |
| 
 | |
| void Device::set_material_state(GPU::Face face, GPU::Material const& material)
 | |
| {
 | |
|     m_materials[face] = material;
 | |
| }
 | |
| 
 | |
| void Device::set_stencil_configuration(GPU::Face face, GPU::StencilConfiguration const& stencil_configuration)
 | |
| {
 | |
|     m_stencil_configuration[face] = stencil_configuration;
 | |
| }
 | |
| 
 | |
| void Device::set_texture_unit_configuration(GPU::TextureUnitIndex index, GPU::TextureUnitConfiguration const& configuration)
 | |
| {
 | |
|     m_texture_unit_configuration[index] = configuration;
 | |
| }
 | |
| 
 | |
| void Device::set_raster_position(GPU::RasterPosition const& raster_position)
 | |
| {
 | |
|     m_raster_position = raster_position;
 | |
| }
 | |
| 
 | |
| void Device::set_clip_planes(Vector<FloatVector4> const& clip_planes)
 | |
| {
 | |
|     m_clip_planes = clip_planes;
 | |
| }
 | |
| 
 | |
| void Device::set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform)
 | |
| {
 | |
|     auto const eye_coordinates = model_view_transform * position;
 | |
|     auto const clip_coordinates = projection_transform * eye_coordinates;
 | |
| 
 | |
|     // FIXME: implement clipping
 | |
|     m_raster_position.valid = true;
 | |
| 
 | |
|     auto ndc_coordinates = clip_coordinates / clip_coordinates.w();
 | |
|     ndc_coordinates.set_w(clip_coordinates.w());
 | |
| 
 | |
|     auto const viewport = m_options.viewport;
 | |
|     auto const viewport_half_width = viewport.width() / 2.0f;
 | |
|     auto const viewport_half_height = viewport.height() / 2.0f;
 | |
|     auto const viewport_center_x = viewport.x() + viewport_half_width;
 | |
|     auto const viewport_center_y = viewport.y() + viewport_half_height;
 | |
|     auto const depth_half_range = (m_options.depth_max - m_options.depth_min) / 2;
 | |
|     auto const depth_halfway = (m_options.depth_min + m_options.depth_max) / 2;
 | |
| 
 | |
|     // FIXME: implement other raster position properties such as color and texcoords
 | |
| 
 | |
|     m_raster_position.window_coordinates = {
 | |
|         viewport_center_x + ndc_coordinates.x() * viewport_half_width,
 | |
|         viewport_center_y + ndc_coordinates.y() * viewport_half_height,
 | |
|         depth_halfway + ndc_coordinates.z() * depth_half_range,
 | |
|         ndc_coordinates.w(),
 | |
|     };
 | |
| 
 | |
|     m_raster_position.eye_coordinate_distance = eye_coordinates.length();
 | |
| }
 | |
| 
 | |
| void Device::bind_fragment_shader(RefPtr<GPU::Shader> shader)
 | |
| {
 | |
|     VERIFY(shader.is_null() || shader->ownership_token() == this);
 | |
| 
 | |
|     if (shader.is_null()) {
 | |
|         m_current_fragment_shader = nullptr;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     auto softgpu_shader = static_ptr_cast<Shader>(shader);
 | |
|     m_current_fragment_shader = softgpu_shader;
 | |
| }
 | |
| 
 | |
| Gfx::IntRect Device::get_rasterization_rect_of_size(Gfx::IntSize size) const
 | |
| {
 | |
|     // Round the X and Y floating point coordinates to the nearest integer; OpenGL 1.5 spec:
 | |
|     // "Any fragments whose centers lie inside of this rectangle (or on its bottom or left
 | |
|     // boundaries) are produced in correspondence with this particular group of elements."
 | |
|     return {
 | |
|         round_to<int>(m_raster_position.window_coordinates.x()),
 | |
|         round_to<int>(m_raster_position.window_coordinates.y()),
 | |
|         size.width(),
 | |
|         size.height(),
 | |
|     };
 | |
| }
 | |
| 
 | |
| }
 | |
| 
 | |
| extern "C" {
 | |
| 
 | |
| GPU::Device* serenity_gpu_create_device(Gfx::IntSize size)
 | |
| {
 | |
|     return make<SoftGPU::Device>(size).leak_ptr();
 | |
| }
 | |
| }
 | 
