void GGLAssembler::build_fog( component_t& temp, // incomming fragment / output int component, Scratch& regs) { if (mInfo[component].fog) { Scratch scratches(registerFile()); comment("fog"); integer_t fragment(temp.reg, temp.h, temp.flags); if (!(temp.flags & CORRUPTIBLE)) { temp.reg = regs.obtain(); temp.flags |= CORRUPTIBLE; } integer_t fogColor(scratches.obtain(), 8, CORRUPTIBLE); LDRB(AL, fogColor.reg, mBuilderContext.Rctx, immed12_pre(GGL_OFFSETOF(state.fog.color[component]))); integer_t factor(scratches.obtain(), 16, CORRUPTIBLE); CONTEXT_LOAD(factor.reg, generated_vars.f); // clamp fog factor (TODO: see if there is a way to guarantee // we won't overflow, when setting the iterators) BIC(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, ASR, 31)); CMP(AL, factor.reg, imm( 0x10000 )); MOV(HS, 0, factor.reg, imm( 0x10000 )); build_blendFOneMinusF(temp, factor, fragment, fogColor); } }
int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c) { int64_t duration = ggl_system_time(); mBlendFactorCached = 0; mBlending = 0; mMasking = 0; mAA = GGL_READ_NEEDS(P_AA, needs.p); mDithering = GGL_READ_NEEDS(P_DITHER, needs.p); mAlphaTest = GGL_READ_NEEDS(P_ALPHA_TEST, needs.p) + GGL_NEVER; mDepthTest = GGL_READ_NEEDS(P_DEPTH_TEST, needs.p) + GGL_NEVER; mFog = GGL_READ_NEEDS(P_FOG, needs.p) != 0; mSmooth = GGL_READ_NEEDS(SHADE, needs.n) != 0; mBuilderContext.needs = needs; mBuilderContext.c = c; mBuilderContext.Rctx = reserveReg(R0); // context always in R0 mCbFormat = c->formats[ GGL_READ_NEEDS(CB_FORMAT, needs.n) ]; // ------------------------------------------------------------------------ decodeLogicOpNeeds(needs); decodeTMUNeeds(needs, c); mBlendSrc = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRC, needs.n)); mBlendDst = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DST, needs.n)); mBlendSrcA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRCA, needs.n)); mBlendDstA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DSTA, needs.n)); if (!mCbFormat.c[GGLFormat::ALPHA].h) { if ((mBlendSrc == GGL_ONE_MINUS_DST_ALPHA) || (mBlendSrc == GGL_DST_ALPHA)) { mBlendSrc = GGL_ONE; } if ((mBlendSrcA == GGL_ONE_MINUS_DST_ALPHA) || (mBlendSrcA == GGL_DST_ALPHA)) { mBlendSrcA = GGL_ONE; } if ((mBlendDst == GGL_ONE_MINUS_DST_ALPHA) || (mBlendDst == GGL_DST_ALPHA)) { mBlendDst = GGL_ONE; } if ((mBlendDstA == GGL_ONE_MINUS_DST_ALPHA) || (mBlendDstA == GGL_DST_ALPHA)) { mBlendDstA = GGL_ONE; } } // if we need the framebuffer, read it now const int blending = blending_codes(mBlendSrc, mBlendDst) | blending_codes(mBlendSrcA, mBlendDstA); // XXX: handle special cases, destination not modified... if ((mBlendSrc==GGL_ZERO) && (mBlendSrcA==GGL_ZERO) && (mBlendDst==GGL_ONE) && (mBlendDstA==GGL_ONE)) { // Destination unmodified (beware of logic ops) } else if ((mBlendSrc==GGL_ZERO) && (mBlendSrcA==GGL_ZERO) && (mBlendDst==GGL_ZERO) && (mBlendDstA==GGL_ZERO)) { // Destination is zero (beware of logic ops) } int fbComponents = 0; const int masking = GGL_READ_NEEDS(MASK_ARGB, needs.n); for (int i=0 ; i<4 ; i++) { const int mask = 1<<i; component_info_t& info = mInfo[i]; int fs = i==GGLFormat::ALPHA ? mBlendSrcA : mBlendSrc; int fd = i==GGLFormat::ALPHA ? mBlendDstA : mBlendDst; if (fs==GGL_SRC_ALPHA_SATURATE && i==GGLFormat::ALPHA) fs = GGL_ONE; info.masked = !!(masking & mask); info.inDest = !info.masked && mCbFormat.c[i].h && ((mLogicOp & LOGIC_OP_SRC) || (!mLogicOp)); if (mCbFormat.components >= GGL_LUMINANCE && (i==GGLFormat::GREEN || i==GGLFormat::BLUE)) { info.inDest = false; } info.needed = (i==GGLFormat::ALPHA) && (isAlphaSourceNeeded() || mAlphaTest != GGL_ALWAYS); info.replaced = !!(mTextureMachine.replaced & mask); info.iterated = (!info.replaced && (info.inDest || info.needed)); info.smooth = mSmooth && info.iterated; info.fog = mFog && info.inDest && (i != GGLFormat::ALPHA); info.blend = (fs != int(GGL_ONE)) || (fd > int(GGL_ZERO)); mBlending |= (info.blend ? mask : 0); mMasking |= (mCbFormat.c[i].h && info.masked) ? mask : 0; fbComponents |= mCbFormat.c[i].h ? mask : 0; } mAllMasked = (mMasking == fbComponents); if (mAllMasked) { mDithering = 0; } fragment_parts_t parts; // ------------------------------------------------------------------------ prolog(); // ------------------------------------------------------------------------ build_scanline_prolog(parts, needs); if (registerFile().status()) return registerFile().status(); // ------------------------------------------------------------------------ label("fragment_loop"); // ------------------------------------------------------------------------ { Scratch regs(registerFile()); if (mDithering) { // update the dither index. MOV(AL, 0, parts.count.reg, reg_imm(parts.count.reg, ROR, GGL_DITHER_ORDER_SHIFT)); ADD(AL, 0, parts.count.reg, parts.count.reg, imm( 1 << (32 - GGL_DITHER_ORDER_SHIFT))); MOV(AL, 0, parts.count.reg, reg_imm(parts.count.reg, ROR, 32 - GGL_DITHER_ORDER_SHIFT)); } // XXX: could we do an early alpha-test here in some cases? // It would probaly be used only with smooth-alpha and no texture // (or no alpha component in the texture). // Early z-test if (mAlphaTest==GGL_ALWAYS) { build_depth_test(parts, Z_TEST|Z_WRITE); } else { // we cannot do the z-write here, because // it might be killed by the alpha-test later build_depth_test(parts, Z_TEST); } { // texture coordinates Scratch scratches(registerFile()); // texel generation build_textures(parts, regs); if (registerFile().status()) return registerFile().status(); } if ((blending & (FACTOR_DST|BLEND_DST)) || (mMasking && !mAllMasked) || (mLogicOp & LOGIC_OP_DST)) { // blending / logic_op / masking need the framebuffer mDstPixel.setTo(regs.obtain(), &mCbFormat); // load the framebuffer pixel comment("fetch color-buffer"); load(parts.cbPtr, mDstPixel); } if (registerFile().status()) return registerFile().status(); pixel_t pixel; int directTex = mTextureMachine.directTexture; if (directTex | parts.packed) { // note: we can't have both here // iterated color or direct texture pixel = directTex ? parts.texel[directTex-1] : parts.iterated; pixel.flags &= ~CORRUPTIBLE; } else { if (mDithering) { const int ctxtReg = mBuilderContext.Rctx; const int mask = GGL_DITHER_SIZE-1; parts.dither = reg_t(regs.obtain()); AND(AL, 0, parts.dither.reg, parts.count.reg, imm(mask)); ADDR_ADD(AL, 0, parts.dither.reg, ctxtReg, parts.dither.reg); LDRB(AL, parts.dither.reg, parts.dither.reg, immed12_pre(GGL_OFFSETOF(ditherMatrix))); } // allocate a register for the resulting pixel pixel.setTo(regs.obtain(), &mCbFormat, FIRST); build_component(pixel, parts, GGLFormat::ALPHA, regs); if (mAlphaTest!=GGL_ALWAYS) { // only handle the z-write part here. We know z-test // was successful, as well as alpha-test. build_depth_test(parts, Z_WRITE); } build_component(pixel, parts, GGLFormat::RED, regs); build_component(pixel, parts, GGLFormat::GREEN, regs); build_component(pixel, parts, GGLFormat::BLUE, regs); pixel.flags |= CORRUPTIBLE; } if (registerFile().status()) return registerFile().status(); if (pixel.reg == -1) { // be defensive here. if we're here it's probably // that this whole fragment is a no-op. pixel = mDstPixel; } if (!mAllMasked) { // logic operation build_logic_op(pixel, regs); // masking build_masking(pixel, regs); comment("store"); store(parts.cbPtr, pixel, WRITE_BACK); } } if (registerFile().status()) return registerFile().status(); // update the iterated color... if (parts.reload != 3) { build_smooth_shade(parts); } // update iterated z build_iterate_z(parts); // update iterated fog build_iterate_f(parts); SUB(AL, S, parts.count.reg, parts.count.reg, imm(1<<16)); B(PL, "fragment_loop"); label("epilog"); epilog(registerFile().touched()); if ((mAlphaTest!=GGL_ALWAYS) || (mDepthTest!=GGL_ALWAYS)) { if (mDepthTest!=GGL_ALWAYS) { label("discard_before_textures"); build_iterate_texture_coordinates(parts); } label("discard_after_textures"); build_smooth_shade(parts); build_iterate_z(parts); build_iterate_f(parts); if (!mAllMasked) { ADDR_ADD(AL, 0, parts.cbPtr.reg, parts.cbPtr.reg, imm(parts.cbPtr.size>>3)); } SUB(AL, S, parts.count.reg, parts.count.reg, imm(1<<16)); B(PL, "fragment_loop"); epilog(registerFile().touched()); }