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-rw-r--r--third_party/webrender/swgl/src/swgl_ext.h1826
1 files changed, 0 insertions, 1826 deletions
diff --git a/third_party/webrender/swgl/src/swgl_ext.h b/third_party/webrender/swgl/src/swgl_ext.h
deleted file mode 100644
index 52d240e0818..00000000000
--- a/third_party/webrender/swgl/src/swgl_ext.h
+++ /dev/null
@@ -1,1826 +0,0 @@
-/* This Source Code Form is subject to the terms of the Mozilla Public
- * License, v. 2.0. If a copy of the MPL was not distributed with this
- * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
-
-// When using a solid color with clip masking, the cost of loading the clip mask
-// in the blend stage exceeds the cost of processing the color. Here we handle
-// the entire span of clip mask texture before the blend stage to more
-// efficiently process it and modulate it with color without incurring blend
-// stage overheads.
-template <typename P, typename C>
-static void commit_masked_solid_span(P* buf, C color, int len) {
- override_clip_mask();
- uint8_t* mask = get_clip_mask(buf);
- for (P* end = &buf[len]; buf < end; buf += 4, mask += 4) {
- commit_span(
- buf,
- blend_span(
- buf,
- applyColor(expand_mask(buf, unpack(unaligned_load<PackedR8>(mask))),
- color)));
- }
- restore_clip_mask();
-}
-
-// When using a solid color with anti-aliasing, most of the solid span will not
-// benefit from anti-aliasing in the opaque region. We only want to apply the AA
-// blend stage in the non-opaque start and end of the span where AA is needed.
-template <typename P, typename R>
-static ALWAYS_INLINE void commit_aa_solid_span(P* buf, R r, int len) {
- if (int start = min((get_aa_opaque_start(buf) + 3) & ~3, len)) {
- commit_solid_span<true>(buf, r, start);
- buf += start;
- len -= start;
- }
- if (int opaque = min((get_aa_opaque_size(buf) + 3) & ~3, len)) {
- override_aa();
- commit_solid_span<true>(buf, r, opaque);
- restore_aa();
- buf += opaque;
- len -= opaque;
- }
- if (len > 0) {
- commit_solid_span<true>(buf, r, len);
- }
-}
-
-// Forces a value with vector run-class to have scalar run-class.
-template <typename T>
-static ALWAYS_INLINE auto swgl_forceScalar(T v) -> decltype(force_scalar(v)) {
- return force_scalar(v);
-}
-
-// Advance all varying inperpolants by a single chunk
-#define swgl_stepInterp() step_interp_inputs()
-
-// Pseudo-intrinsic that accesses the interpolation step for a given varying
-#define swgl_interpStep(v) (interp_step.v)
-
-// Commit an entire span of a solid color. This dispatches to clip-masked and
-// anti-aliased fast-paths as appropriate.
-#define swgl_commitSolid(format, v, n) \
- do { \
- int len = (n); \
- if (blend_key) { \
- if (swgl_ClipFlags & SWGL_CLIP_FLAG_MASK) { \
- commit_masked_solid_span(swgl_Out##format, \
- packColor(swgl_Out##format, (v)), len); \
- } else if (swgl_ClipFlags & SWGL_CLIP_FLAG_AA) { \
- commit_aa_solid_span(swgl_Out##format, \
- pack_span(swgl_Out##format, (v)), len); \
- } else { \
- commit_solid_span<true>(swgl_Out##format, \
- pack_span(swgl_Out##format, (v)), len); \
- } \
- } else { \
- commit_solid_span<false>(swgl_Out##format, \
- pack_span(swgl_Out##format, (v)), len); \
- } \
- swgl_Out##format += len; \
- swgl_SpanLength -= len; \
- } while (0)
-#define swgl_commitSolidRGBA8(v) swgl_commitSolid(RGBA8, v, swgl_SpanLength)
-#define swgl_commitSolidR8(v) swgl_commitSolid(R8, v, swgl_SpanLength)
-#define swgl_commitPartialSolidRGBA8(len, v) \
- swgl_commitSolid(RGBA8, v, min(int(len), swgl_SpanLength))
-#define swgl_commitPartialSolidR8(len, v) \
- swgl_commitSolid(R8, v, min(int(len), swgl_SpanLength))
-
-#define swgl_commitChunk(format, chunk) \
- do { \
- auto r = chunk; \
- if (blend_key) r = blend_span(swgl_Out##format, r); \
- commit_span(swgl_Out##format, r); \
- swgl_Out##format += swgl_StepSize; \
- swgl_SpanLength -= swgl_StepSize; \
- } while (0)
-
-// Commit a single chunk of a color
-#define swgl_commitColor(format, color) \
- swgl_commitChunk(format, pack_pixels_##format(color))
-#define swgl_commitColorRGBA8(color) swgl_commitColor(RGBA8, color)
-#define swgl_commitColorR8(color) swgl_commitColor(R8, color)
-
-template <typename S>
-static ALWAYS_INLINE bool swgl_isTextureLinear(S s) {
- return s->filter == TextureFilter::LINEAR;
-}
-
-template <typename S>
-static ALWAYS_INLINE bool swgl_isTextureRGBA8(S s) {
- return s->format == TextureFormat::RGBA8;
-}
-
-template <typename S>
-static ALWAYS_INLINE bool swgl_isTextureR8(S s) {
- return s->format == TextureFormat::R8;
-}
-
-// Use the default linear quantization scale of 128. This gives 7 bits of
-// fractional precision, which when multiplied with a signed 9 bit value
-// still fits in a 16 bit integer.
-const int swgl_LinearQuantizeScale = 128;
-
-// Quantizes UVs for access into a linear texture.
-template <typename S, typename T>
-static ALWAYS_INLINE T swgl_linearQuantize(S s, T p) {
- return linearQuantize(p, swgl_LinearQuantizeScale, s);
-}
-
-// Quantizes an interpolation step for UVs for access into a linear texture.
-template <typename S, typename T>
-static ALWAYS_INLINE T swgl_linearQuantizeStep(S s, T p) {
- return samplerScale(s, p) * swgl_LinearQuantizeScale;
-}
-
-template <typename S>
-static ALWAYS_INLINE WideRGBA8 textureLinearUnpacked(UNUSED uint32_t* buf,
- S sampler, ivec2 i) {
- return textureLinearUnpackedRGBA8(sampler, i);
-}
-
-template <typename S>
-static ALWAYS_INLINE WideR8 textureLinearUnpacked(UNUSED uint8_t* buf,
- S sampler, ivec2 i) {
- return textureLinearUnpackedR8(sampler, i);
-}
-
-template <typename S>
-static ALWAYS_INLINE bool matchTextureFormat(S s, UNUSED uint32_t* buf) {
- return swgl_isTextureRGBA8(s);
-}
-
-template <typename S>
-static ALWAYS_INLINE bool matchTextureFormat(S s, UNUSED uint8_t* buf) {
- return swgl_isTextureR8(s);
-}
-
-// Quantizes the UVs to the 2^7 scale needed for calculating fractional offsets
-// for linear sampling.
-#define LINEAR_QUANTIZE_UV(sampler, uv, uv_step, uv_rect, min_uv, max_uv) \
- uv = swgl_linearQuantize(sampler, uv); \
- vec2_scalar uv_step = \
- float(swgl_StepSize) * vec2_scalar{uv.x.y - uv.x.x, uv.y.y - uv.y.x}; \
- vec2_scalar min_uv = max( \
- swgl_linearQuantize(sampler, vec2_scalar{uv_rect.x, uv_rect.y}), 0.0f); \
- vec2_scalar max_uv = \
- max(swgl_linearQuantize(sampler, vec2_scalar{uv_rect.z, uv_rect.w}), \
- min_uv);
-
-// Implements the fallback linear filter that can deal with clamping and
-// arbitrary scales.
-template <bool BLEND, typename S, typename C, typename P>
-static P* blendTextureLinearFallback(S sampler, vec2 uv, int span,
- vec2_scalar uv_step, vec2_scalar min_uv,
- vec2_scalar max_uv, C color, P* buf) {
- for (P* end = buf + span; buf < end; buf += swgl_StepSize, uv += uv_step) {
- commit_blend_span<BLEND>(
- buf, applyColor(textureLinearUnpacked(buf, sampler,
- ivec2(clamp(uv, min_uv, max_uv))),
- color));
- }
- return buf;
-}
-
-static ALWAYS_INLINE U64 castForShuffle(V16<int16_t> r) {
- return bit_cast<U64>(r);
-}
-static ALWAYS_INLINE U16 castForShuffle(V4<int16_t> r) {
- return bit_cast<U16>(r);
-}
-
-static ALWAYS_INLINE V16<int16_t> applyFracX(V16<int16_t> r, I16 fracx) {
- return r * fracx.xxxxyyyyzzzzwwww;
-}
-static ALWAYS_INLINE V4<int16_t> applyFracX(V4<int16_t> r, I16 fracx) {
- return r * fracx;
-}
-
-// Implements a faster linear filter that works with axis-aligned constant Y but
-// scales less than 1, i.e. upscaling. In this case we can optimize for the
-// constant Y fraction as well as load all chunks from memory in a single tap
-// for each row.
-template <bool BLEND, typename S, typename C, typename P>
-static void blendTextureLinearUpscale(S sampler, vec2 uv, int span,
- vec2_scalar uv_step, vec2_scalar min_uv,
- vec2_scalar max_uv, C color, P* buf) {
- typedef VectorType<uint8_t, 4 * sizeof(P)> packed_type;
- typedef VectorType<uint16_t, 4 * sizeof(P)> unpacked_type;
- typedef VectorType<int16_t, 4 * sizeof(P)> signed_unpacked_type;
-
- ivec2 i(clamp(uv, min_uv, max_uv));
- ivec2 frac = i;
- i >>= 7;
- P* row0 = (P*)sampler->buf + computeRow(sampler, ivec2_scalar(0, i.y.x));
- P* row1 = row0 + computeNextRowOffset(sampler, ivec2_scalar(0, i.y.x));
- I16 fracx = computeFracX(sampler, i, frac);
- int16_t fracy = computeFracY(frac).x;
- auto src0 =
- CONVERT(unaligned_load<packed_type>(&row0[i.x.x]), signed_unpacked_type);
- auto src1 =
- CONVERT(unaligned_load<packed_type>(&row1[i.x.x]), signed_unpacked_type);
- auto src = castForShuffle(src0 + (((src1 - src0) * fracy) >> 7));
-
- // We attempt to sample ahead by one chunk and interpolate it with the current
- // one. However, due to the complication of upscaling, we may not necessarily
- // shift in all the next set of samples.
- for (P* end = buf + span; buf < end; buf += 4) {
- uv.x += uv_step.x;
- I32 ixn = cast(uv.x);
- I16 fracn = computeFracNoClamp(ixn);
- ixn >>= 7;
- auto src0n = CONVERT(unaligned_load<packed_type>(&row0[ixn.x]),
- signed_unpacked_type);
- auto src1n = CONVERT(unaligned_load<packed_type>(&row1[ixn.x]),
- signed_unpacked_type);
- auto srcn = castForShuffle(src0n + (((src1n - src0n) * fracy) >> 7));
-
- // Since we're upscaling, we know that a source pixel has a larger footprint
- // than the destination pixel, and thus all the source pixels needed for
- // this chunk will fall within a single chunk of texture data. However,
- // since the source pixels don't map 1:1 with destination pixels, we need to
- // shift the source pixels over based on their offset from the start of the
- // chunk. This could conceivably be optimized better with usage of PSHUFB or
- // VTBL instructions However, since PSHUFB requires SSSE3, instead we resort
- // to masking in the correct pixels to avoid having to index into memory.
- // For the last sample to interpolate with, we need to potentially shift in
- // a sample from the next chunk over in the case the samples fill out an
- // entire chunk.
- auto shuf = src;
- auto shufn = SHUFFLE(src, ixn.x == i.x.w ? srcn.yyyy : srcn, 1, 2, 3, 4);
- if (i.x.y == i.x.x) {
- shuf = shuf.xxyz;
- shufn = shufn.xxyz;
- }
- if (i.x.z == i.x.y) {
- shuf = shuf.xyyz;
- shufn = shufn.xyyz;
- }
- if (i.x.w == i.x.z) {
- shuf = shuf.xyzz;
- shufn = shufn.xyzz;
- }
-
- // Convert back to a signed unpacked type so that we can interpolate the
- // final result.
- auto interp = bit_cast<signed_unpacked_type>(shuf);
- auto interpn = bit_cast<signed_unpacked_type>(shufn);
- interp += applyFracX(interpn - interp, fracx) >> 7;
-
- commit_blend_span<BLEND>(
- buf, applyColor(bit_cast<unpacked_type>(interp), color));
-
- i.x = ixn;
- fracx = fracn;
- src = srcn;
- }
-}
-
-// This is the fastest variant of the linear filter that still provides
-// filtering. In cases where there is no scaling required, but we have a
-// subpixel offset that forces us to blend in neighboring pixels, we can
-// optimize away most of the memory loads and shuffling that is required by the
-// fallback filter.
-template <bool BLEND, typename S, typename C, typename P>
-static void blendTextureLinearFast(S sampler, vec2 uv, int span,
- vec2_scalar min_uv, vec2_scalar max_uv,
- C color, P* buf) {
- typedef VectorType<uint8_t, 4 * sizeof(P)> packed_type;
- typedef VectorType<uint16_t, 4 * sizeof(P)> unpacked_type;
- typedef VectorType<int16_t, 4 * sizeof(P)> signed_unpacked_type;
-
- ivec2 i(clamp(uv, min_uv, max_uv));
- ivec2 frac = i;
- i >>= 7;
- P* row0 = (P*)sampler->buf + computeRow(sampler, force_scalar(i));
- P* row1 = row0 + computeNextRowOffset(sampler, force_scalar(i));
- int16_t fracx = computeFracX(sampler, i, frac).x;
- int16_t fracy = computeFracY(frac).x;
- auto src0 = CONVERT(unaligned_load<packed_type>(row0), signed_unpacked_type);
- auto src1 = CONVERT(unaligned_load<packed_type>(row1), signed_unpacked_type);
- auto src = castForShuffle(src0 + (((src1 - src0) * fracy) >> 7));
-
- // Since there is no scaling, we sample ahead by one chunk and interpolate it
- // with the current one. We can then reuse this value on the next iteration.
- for (P* end = buf + span; buf < end; buf += 4) {
- row0 += 4;
- row1 += 4;
- auto src0n =
- CONVERT(unaligned_load<packed_type>(row0), signed_unpacked_type);
- auto src1n =
- CONVERT(unaligned_load<packed_type>(row1), signed_unpacked_type);
- auto srcn = castForShuffle(src0n + (((src1n - src0n) * fracy) >> 7));
-
- // For the last sample to interpolate with, we need to potentially shift in
- // a sample from the next chunk over since the samples fill out an entire
- // chunk.
- auto interp = bit_cast<signed_unpacked_type>(src);
- auto interpn =
- bit_cast<signed_unpacked_type>(SHUFFLE(src, srcn, 1, 2, 3, 4));
- interp += ((interpn - interp) * fracx) >> 7;
-
- commit_blend_span<BLEND>(
- buf, applyColor(bit_cast<unpacked_type>(interp), color));
-
- src = srcn;
- }
-}
-
-// Implements a faster linear filter that works with axis-aligned constant Y but
-// downscaling the texture by half. In this case we can optimize for the
-// constant X/Y fractions and reduction factor while minimizing shuffling.
-template <bool BLEND, typename S, typename C, typename P>
-static NO_INLINE void blendTextureLinearDownscale(S sampler, vec2 uv, int span,
- vec2_scalar min_uv,
- vec2_scalar max_uv, C color,
- P* buf) {
- typedef VectorType<uint8_t, 4 * sizeof(P)> packed_type;
- typedef VectorType<uint16_t, 4 * sizeof(P)> unpacked_type;
- typedef VectorType<int16_t, 4 * sizeof(P)> signed_unpacked_type;
-
- ivec2 i(clamp(uv, min_uv, max_uv));
- ivec2 frac = i;
- i >>= 7;
- P* row0 = (P*)sampler->buf + computeRow(sampler, force_scalar(i));
- P* row1 = row0 + computeNextRowOffset(sampler, force_scalar(i));
- int16_t fracx = computeFracX(sampler, i, frac).x;
- int16_t fracy = computeFracY(frac).x;
-
- for (P* end = buf + span; buf < end; buf += 4) {
- auto src0 =
- CONVERT(unaligned_load<packed_type>(row0), signed_unpacked_type);
- auto src1 =
- CONVERT(unaligned_load<packed_type>(row1), signed_unpacked_type);
- auto src = castForShuffle(src0 + (((src1 - src0) * fracy) >> 7));
- row0 += 4;
- row1 += 4;
- auto src0n =
- CONVERT(unaligned_load<packed_type>(row0), signed_unpacked_type);
- auto src1n =
- CONVERT(unaligned_load<packed_type>(row1), signed_unpacked_type);
- auto srcn = castForShuffle(src0n + (((src1n - src0n) * fracy) >> 7));
- row0 += 4;
- row1 += 4;
-
- auto interp =
- bit_cast<signed_unpacked_type>(SHUFFLE(src, srcn, 0, 2, 4, 6));
- auto interpn =
- bit_cast<signed_unpacked_type>(SHUFFLE(src, srcn, 1, 3, 5, 7));
- interp += ((interpn - interp) * fracx) >> 7;
-
- commit_blend_span<BLEND>(
- buf, applyColor(bit_cast<unpacked_type>(interp), color));
- }
-}
-
-enum LinearFilter {
- // No linear filter is needed.
- LINEAR_FILTER_NEAREST = 0,
- // The most general linear filter that handles clamping and varying scales.
- LINEAR_FILTER_FALLBACK,
- // A linear filter optimized for axis-aligned upscaling.
- LINEAR_FILTER_UPSCALE,
- // A linear filter with no scaling but with subpixel offset.
- LINEAR_FILTER_FAST,
- // A linear filter optimized for 2x axis-aligned downscaling.
- LINEAR_FILTER_DOWNSCALE
-};
-
-// Dispatches to an appropriate linear filter depending on the selected filter.
-template <bool BLEND, typename S, typename C, typename P>
-static P* blendTextureLinearDispatch(S sampler, vec2 uv, int span,
- vec2_scalar uv_step, vec2_scalar min_uv,
- vec2_scalar max_uv, C color, P* buf,
- LinearFilter filter) {
- P* end = buf + span;
- if (filter != LINEAR_FILTER_FALLBACK) {
- // If we're not using the fallback, then Y is constant across the entire
- // row. We just need to ensure that we handle any samples that might pull
- // data from before the start of the row and require clamping.
- float beforeDist = max(0.0f, min_uv.x) - uv.x.x;
- if (beforeDist > 0) {
- int before = clamp(int(ceil(beforeDist / uv_step.x)) * swgl_StepSize, 0,
- int(end - buf));
- buf = blendTextureLinearFallback<BLEND>(sampler, uv, before, uv_step,
- min_uv, max_uv, color, buf);
- uv.x += (before / swgl_StepSize) * uv_step.x;
- }
- // We need to check how many samples we can take from inside the row without
- // requiring clamping. In case the filter oversamples the row by a step, we
- // subtract off a step from the width to leave some room.
- float insideDist =
- min(max_uv.x, float((int(sampler->width) - swgl_StepSize) *
- swgl_LinearQuantizeScale)) -
- uv.x.x;
- if (uv_step.x > 0.0f && insideDist >= uv_step.x) {
- int inside = int(end - buf);
- if (filter == LINEAR_FILTER_DOWNSCALE) {
- inside = clamp(int(insideDist * (0.5f / swgl_LinearQuantizeScale)) &
- ~(swgl_StepSize - 1),
- 0, inside);
- blendTextureLinearDownscale<BLEND>(sampler, uv, inside, min_uv, max_uv,
- color, buf);
- } else if (filter == LINEAR_FILTER_UPSCALE) {
- inside = clamp(int(insideDist / uv_step.x) * swgl_StepSize, 0, inside);
- blendTextureLinearUpscale<BLEND>(sampler, uv, inside, uv_step, min_uv,
- max_uv, color, buf);
- } else {
- inside = clamp(int(insideDist * (1.0f / swgl_LinearQuantizeScale)) &
- ~(swgl_StepSize - 1),
- 0, inside);
- blendTextureLinearFast<BLEND>(sampler, uv, inside, min_uv, max_uv,
- color, buf);
- }
- buf += inside;
- uv.x += (inside / swgl_StepSize) * uv_step.x;
- }
- }
- // If the fallback filter was requested, or if there are any samples left that
- // may be outside the row and require clamping, then handle that with here.
- if (buf < end) {
- buf = blendTextureLinearFallback<BLEND>(
- sampler, uv, int(end - buf), uv_step, min_uv, max_uv, color, buf);
- }
- return buf;
-}
-
-// Helper function to quantize UVs for linear filtering before dispatch
-template <bool BLEND, typename S, typename C, typename P>
-static inline int blendTextureLinear(S sampler, vec2 uv, int span,
- const vec4_scalar& uv_rect, C color,
- P* buf, LinearFilter filter) {
- if (!matchTextureFormat(sampler, buf)) {
- return 0;
- }
- LINEAR_QUANTIZE_UV(sampler, uv, uv_step, uv_rect, min_uv, max_uv);
- blendTextureLinearDispatch<BLEND>(sampler, uv, span, uv_step, min_uv, max_uv,
- color, buf, filter);
- return span;
-}
-
-// Samples an axis-aligned span of on a single row of a texture using 1:1
-// nearest filtering. Sampling is constrained to only fall within the given UV
-// bounds. This requires a pointer to the destination buffer. An optional color
-// modulus can be supplied.
-template <bool BLEND, typename S, typename C, typename P>
-static int blendTextureNearestFast(S sampler, vec2 uv, int span,
- const vec4_scalar& uv_rect, C color,
- P* buf) {
- if (!matchTextureFormat(sampler, buf)) {
- return 0;
- }
-
- typedef VectorType<uint8_t, 4 * sizeof(P)> packed_type;
-
- ivec2_scalar i = make_ivec2(samplerScale(sampler, force_scalar(uv)));
- ivec2_scalar minUV =
- make_ivec2(samplerScale(sampler, vec2_scalar{uv_rect.x, uv_rect.y}));
- ivec2_scalar maxUV =
- make_ivec2(samplerScale(sampler, vec2_scalar{uv_rect.z, uv_rect.w}));
-
- // Calculate the row pointer within the buffer, clamping to within valid row
- // bounds.
- P* row =
- &((P*)sampler
- ->buf)[clamp(clampCoord(i.y, sampler->height), minUV.y, maxUV.y) *
- sampler->stride];
- // Find clamped X bounds within the row.
- int minX = clamp(minUV.x, 0, sampler->width - 1);
- int maxX = clamp(maxUV.x, minX, sampler->width - 1);
- int curX = i.x;
- int endX = i.x + span;
- // If we need to start sampling below the valid sample bounds, then we need to
- // fill this section with a constant clamped sample.
- if (curX < minX) {
- int n = min(minX, endX) - curX;
- auto src =
- applyColor(unpack(bit_cast<packed_type>(V4<P>(row[minX]))), color);
- commit_solid_span<BLEND>(buf, src, n);
- buf += n;
- curX += n;
- }
- // Here we only deal with valid samples within the sample bounds. No clamping
- // should occur here within these inner loops.
- int n = max(min(maxX + 1, endX) - curX, 0);
- // Try to process as many chunks as possible with full loads and stores.
- for (int end = curX + (n & ~3); curX < end; curX += 4, buf += 4) {
- auto src = applyColor(unaligned_load<packed_type>(&row[curX]), color);
- commit_blend_span<BLEND>(buf, src);
- }
- n &= 3;
- // If we have any leftover samples after processing chunks, use partial loads
- // and stores.
- if (n > 0) {
- auto src = applyColor(partial_load_span<packed_type>(&row[curX], n), color);
- commit_blend_span<BLEND>(buf, src, n);
- buf += n;
- curX += n;
- }
- // If we still have samples left above the valid sample bounds, then we again
- // need to fill this section with a constant clamped sample.
- if (curX < endX) {
- auto src =
- applyColor(unpack(bit_cast<packed_type>(V4<P>(row[maxX]))), color);
- commit_solid_span<BLEND>(buf, src, endX - curX);
- }
- return span;
-}
-
-// We need to verify that the pixel step reasonably approximates stepping by a
-// single texel for every pixel we need to reproduce. Try to ensure that the
-// margin of error is no more than approximately 2^-7. Also, we check here if
-// the scaling can be quantized for acceleration.
-template <typename T>
-static ALWAYS_INLINE int spanNeedsScale(int span, T P) {
- span &= ~(128 - 1);
- span += 128;
- int scaled = round((P.x.y - P.x.x) * span);
- return scaled != span ? (scaled == span * 2 ? 2 : 1) : 0;
-}
-
-// Helper function to decide whether we can safely apply 1:1 nearest filtering
-// without diverging too much from the linear filter.
-template <typename S, typename T>
-static inline LinearFilter needsTextureLinear(S sampler, T P, int span) {
- // First verify if the row Y doesn't change across samples
- if (P.y.x != P.y.y) {
- return LINEAR_FILTER_FALLBACK;
- }
- P = samplerScale(sampler, P);
- if (int scale = spanNeedsScale(span, P)) {
- // If the source region is not flipped and smaller than the destination,
- // then we can use the upscaling filter since row Y is constant.
- return P.x.x < P.x.y && P.x.y - P.x.x <= 1
- ? LINEAR_FILTER_UPSCALE
- : (scale == 2 ? LINEAR_FILTER_DOWNSCALE
- : LINEAR_FILTER_FALLBACK);
- }
- // Also verify that we're reasonably close to the center of a texel
- // so that it doesn't look that much different than if a linear filter
- // was used.
- if ((int(P.x.x * 4.0f + 0.5f) & 3) != 2 ||
- (int(P.y.x * 4.0f + 0.5f) & 3) != 2) {
- // The source and destination regions are the same, but there is a
- // significant subpixel offset. We can use a faster linear filter to deal
- // with the offset in this case.
- return LINEAR_FILTER_FAST;
- }
- // Otherwise, we have a constant 1:1 step and we're stepping reasonably close
- // to the center of each pixel, so it's safe to disable the linear filter and
- // use nearest.
- return LINEAR_FILTER_NEAREST;
-}
-
-// Commit an entire span with linear filtering
-#define swgl_commitTextureLinear(format, s, p, uv_rect, color, n) \
- do { \
- auto packed_color = packColor(swgl_Out##format, color); \
- int len = (n); \
- int drawn = 0; \
- if (LinearFilter filter = needsTextureLinear(s, p, len)) { \
- if (blend_key) { \
- drawn = blendTextureLinear<true>(s, p, len, uv_rect, packed_color, \
- swgl_Out##format, filter); \
- } else { \
- drawn = blendTextureLinear<false>(s, p, len, uv_rect, packed_color, \
- swgl_Out##format, filter); \
- } \
- } else if (blend_key) { \
- drawn = blendTextureNearestFast<true>(s, p, len, uv_rect, packed_color, \
- swgl_Out##format); \
- } else { \
- drawn = blendTextureNearestFast<false>(s, p, len, uv_rect, packed_color, \
- swgl_Out##format); \
- } \
- swgl_Out##format += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-#define swgl_commitTextureLinearRGBA8(s, p, uv_rect) \
- swgl_commitTextureLinear(RGBA8, s, p, uv_rect, NoColor(), swgl_SpanLength)
-#define swgl_commitTextureLinearR8(s, p, uv_rect) \
- swgl_commitTextureLinear(R8, s, p, uv_rect, NoColor(), swgl_SpanLength)
-
-// Commit a partial span with linear filtering, optionally inverting the color
-#define swgl_commitPartialTextureLinearR8(len, s, p, uv_rect) \
- swgl_commitTextureLinear(R8, s, p, uv_rect, NoColor(), \
- min(int(len), swgl_SpanLength))
-#define swgl_commitPartialTextureLinearInvertR8(len, s, p, uv_rect) \
- swgl_commitTextureLinear(R8, s, p, uv_rect, InvertColor(), \
- min(int(len), swgl_SpanLength))
-
-// Commit an entire span with linear filtering that is scaled by a color
-#define swgl_commitTextureLinearColorRGBA8(s, p, uv_rect, color) \
- swgl_commitTextureLinear(RGBA8, s, p, uv_rect, color, swgl_SpanLength)
-#define swgl_commitTextureLinearColorR8(s, p, uv_rect, color) \
- swgl_commitTextureLinear(R8, s, p, uv_rect, color, swgl_SpanLength)
-
-// Helper function that samples from an R8 texture while expanding it to support
-// a differing framebuffer format.
-template <bool BLEND, typename S, typename C, typename P>
-static inline int blendTextureLinearR8(S sampler, vec2 uv, int span,
- const vec4_scalar& uv_rect, C color,
- P* buf) {
- if (!swgl_isTextureR8(sampler)) {
- return 0;
- }
- LINEAR_QUANTIZE_UV(sampler, uv, uv_step, uv_rect, min_uv, max_uv);
- for (P* end = buf + span; buf < end; buf += swgl_StepSize, uv += uv_step) {
- commit_blend_span<BLEND>(
- buf, applyColor(expand_mask(buf, textureLinearUnpackedR8(
- sampler,
- ivec2(clamp(uv, min_uv, max_uv)))),
- color));
- }
- return span;
-}
-
-// Commit an entire span with linear filtering while expanding from R8 to RGBA8
-#define swgl_commitTextureLinearColorR8ToRGBA8(s, p, uv_rect, color) \
- do { \
- auto packed_color = packColor(swgl_OutRGBA8, color); \
- int drawn = 0; \
- if (blend_key) { \
- drawn = blendTextureLinearR8<true>(s, p, swgl_SpanLength, uv_rect, \
- packed_color, swgl_OutRGBA8); \
- } else { \
- drawn = blendTextureLinearR8<false>(s, p, swgl_SpanLength, uv_rect, \
- packed_color, swgl_OutRGBA8); \
- } \
- swgl_OutRGBA8 += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-#define swgl_commitTextureLinearR8ToRGBA8(s, p, uv_rect) \
- swgl_commitTextureLinearColorR8ToRGBA8(s, p, uv_rect, NoColor())
-
-// Compute repeating UVs, possibly constrained by tile repeat limits
-static inline vec2 tileRepeatUV(vec2 uv, const vec2_scalar& tile_repeat) {
- if (tile_repeat.x > 0.0f) {
- // Clamp to a number slightly less than the tile repeat limit so that
- // it results in a number close to but not equal to 1 after fract().
- // This avoids fract() yielding 0 if the limit was left as whole integer.
- uv = clamp(uv, vec2_scalar(0.0f), tile_repeat - 1.0e-6f);
- }
- return fract(uv);
-}
-
-// Compute the number of non-repeating steps before we need to potentially
-// repeat the UVs.
-static inline int computeNoRepeatSteps(Float uv, float uv_step,
- float tile_repeat, int steps) {
- if (uv.w < uv.x) {
- // Ensure the UV taps are ordered low to high.
- uv = uv.wzyx;
- }
- // Check if the samples cross the boundary of the next whole integer or the
- // tile repeat limit, whichever is lower.
- float limit = floor(uv.x) + 1.0f;
- if (tile_repeat > 0.0f) {
- limit = min(limit, tile_repeat);
- }
- return uv.x >= 0.0f && uv.w < limit
- ? (uv_step != 0.0f
- ? int(min(float(steps), (limit - uv.x) / uv_step))
- : steps)
- : 0;
-}
-
-// Blends an entire span of texture with linear filtering and repeating UVs.
-template <bool BLEND, typename S, typename C, typename P>
-static int blendTextureLinearRepeat(S sampler, vec2 uv, int span,
- const vec2_scalar& tile_repeat,
- const vec4_scalar& uv_repeat,
- const vec4_scalar& uv_rect, C color,
- P* buf) {
- if (!matchTextureFormat(sampler, buf)) {
- return 0;
- }
- vec2_scalar uv_scale = {uv_repeat.z - uv_repeat.x, uv_repeat.w - uv_repeat.y};
- vec2_scalar uv_offset = {uv_repeat.x, uv_repeat.y};
- // Choose a linear filter to use for no-repeat sub-spans
- LinearFilter filter =
- needsTextureLinear(sampler, uv * uv_scale + uv_offset, span);
- // We need to step UVs unscaled and unquantized so that we can modulo them
- // with fract. We use uv_scale and uv_offset to map them into the correct
- // range.
- vec2_scalar uv_step =
- float(swgl_StepSize) * vec2_scalar{uv.x.y - uv.x.x, uv.y.y - uv.y.x};
- uv_scale = swgl_linearQuantizeStep(sampler, uv_scale);
- uv_offset = swgl_linearQuantize(sampler, uv_offset);
- vec2_scalar min_uv = max(
- swgl_linearQuantize(sampler, vec2_scalar{uv_rect.x, uv_rect.y}), 0.0f);
- vec2_scalar max_uv = max(
- swgl_linearQuantize(sampler, vec2_scalar{uv_rect.z, uv_rect.w}), min_uv);
- for (P* end = buf + span; buf < end; buf += swgl_StepSize, uv += uv_step) {
- int steps = int(end - buf) / swgl_StepSize;
- // Find the sub-span before UVs repeat to avoid expensive repeat math
- steps = computeNoRepeatSteps(uv.x, uv_step.x, tile_repeat.x, steps);
- if (steps > 0) {
- steps = computeNoRepeatSteps(uv.y, uv_step.y, tile_repeat.y, steps);
- if (steps > 0) {
- buf = blendTextureLinearDispatch<BLEND>(
- sampler, fract(uv) * uv_scale + uv_offset, steps * swgl_StepSize,
- uv_step * uv_scale, min_uv, max_uv, color, buf, filter);
- if (buf >= end) {
- break;
- }
- uv += steps * uv_step;
- }
- }
- // UVs might repeat within this step, so explicitly compute repeated UVs
- vec2 repeated_uv = clamp(
- tileRepeatUV(uv, tile_repeat) * uv_scale + uv_offset, min_uv, max_uv);
- commit_blend_span<BLEND>(
- buf, applyColor(textureLinearUnpacked(buf, sampler, ivec2(repeated_uv)),
- color));
- }
- return span;
-}
-
-// Commit an entire span with linear filtering and repeating UVs
-#define swgl_commitTextureLinearRepeat(format, s, p, tile_repeat, uv_repeat, \
- uv_rect, color) \
- do { \
- auto packed_color = packColor(swgl_Out##format, color); \
- int drawn = 0; \
- if (blend_key) { \
- drawn = blendTextureLinearRepeat<true>(s, p, swgl_SpanLength, \
- tile_repeat, uv_repeat, uv_rect, \
- packed_color, swgl_Out##format); \
- } else { \
- drawn = blendTextureLinearRepeat<false>(s, p, swgl_SpanLength, \
- tile_repeat, uv_repeat, uv_rect, \
- packed_color, swgl_Out##format); \
- } \
- swgl_Out##format += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-#define swgl_commitTextureLinearRepeatRGBA8(s, p, tile_repeat, uv_repeat, \
- uv_rect) \
- swgl_commitTextureLinearRepeat(RGBA8, s, p, tile_repeat, uv_repeat, uv_rect, \
- NoColor())
-#define swgl_commitTextureLinearRepeatColorRGBA8(s, p, tile_repeat, uv_repeat, \
- uv_rect, color) \
- swgl_commitTextureLinearRepeat(RGBA8, s, p, tile_repeat, uv_repeat, uv_rect, \
- color)
-
-template <typename S>
-static ALWAYS_INLINE PackedRGBA8 textureNearestPacked(UNUSED uint32_t* buf,
- S sampler, ivec2 i) {
- return textureNearestPackedRGBA8(sampler, i);
-}
-
-// Blends an entire span of texture with nearest filtering and either
-// repeated or clamped UVs.
-template <bool BLEND, bool REPEAT, typename S, typename C, typename P>
-static int blendTextureNearestRepeat(S sampler, vec2 uv, int span,
- const vec2_scalar& tile_repeat,
- const vec4_scalar& uv_rect, C color,
- P* buf) {
- if (!matchTextureFormat(sampler, buf)) {
- return 0;
- }
- if (!REPEAT) {
- // If clamping, then we step pre-scaled to the sampler. For repeat modes,
- // this will be accomplished via uv_scale instead.
- uv = samplerScale(sampler, uv);
- }
- vec2_scalar uv_step =
- float(swgl_StepSize) * vec2_scalar{uv.x.y - uv.x.x, uv.y.y - uv.y.x};
- vec2_scalar min_uv = samplerScale(sampler, vec2_scalar{uv_rect.x, uv_rect.y});
- vec2_scalar max_uv = samplerScale(sampler, vec2_scalar{uv_rect.z, uv_rect.w});
- vec2_scalar uv_scale = max_uv - min_uv;
- // If the effective sampling area of this texture is only a single pixel, then
- // treat it as a solid span. For repeat modes, the bounds are specified on
- // pixel boundaries, whereas for clamp modes, bounds are on pixel centers, so
- // the test varies depending on which. If the sample range on an axis is
- // greater than one pixel, we can still check if we don't move far enough from
- // the pixel center on that axis to hit the next pixel.
- if ((int(min_uv.x) + (REPEAT ? 1 : 0) >= int(max_uv.x) ||
- (uv_step.x * span * (REPEAT ? uv_scale.x : 1.0f) < 0.5f)) &&
- (int(min_uv.y) + (REPEAT ? 1 : 0) >= int(max_uv.y) ||
- (uv_step.y * span * (REPEAT ? uv_scale.y : 1.0f) < 0.5f))) {
- vec2 repeated_uv = REPEAT
- ? tileRepeatUV(uv, tile_repeat) * uv_scale + min_uv
- : clamp(uv, min_uv, max_uv);
- commit_solid_span<BLEND>(buf,
- applyColor(unpack(textureNearestPacked(
- buf, sampler, ivec2(repeated_uv))),
- color),
- span);
- } else {
- for (P* end = buf + span; buf < end; buf += swgl_StepSize, uv += uv_step) {
- if (REPEAT) {
- int steps = int(end - buf) / swgl_StepSize;
- // Find the sub-span before UVs repeat to avoid expensive repeat math
- steps = computeNoRepeatSteps(uv.x, uv_step.x, tile_repeat.x, steps);
- if (steps > 0) {
- steps = computeNoRepeatSteps(uv.y, uv_step.y, tile_repeat.y, steps);
- if (steps > 0) {
- vec2 inside_uv = fract(uv) * uv_scale + min_uv;
- vec2 inside_step = uv_step * uv_scale;
- for (P* outside = &buf[steps * swgl_StepSize]; buf < outside;
- buf += swgl_StepSize, inside_uv += inside_step) {
- commit_blend_span<BLEND>(
- buf, applyColor(
- textureNearestPacked(buf, sampler, ivec2(inside_uv)),
- color));
- }
- if (buf >= end) {
- break;
- }
- uv += steps * uv_step;
- }
- }
- }
-
- // UVs might repeat within this step, so explicitly compute repeated UVs
- vec2 repeated_uv = REPEAT
- ? tileRepeatUV(uv, tile_repeat) * uv_scale + min_uv
- : clamp(uv, min_uv, max_uv);
- commit_blend_span<BLEND>(
- buf,
- applyColor(textureNearestPacked(buf, sampler, ivec2(repeated_uv)),
- color));
- }
- }
- return span;
-}
-
-// Determine if we can use the fast nearest filter for the given nearest mode.
-// If the Y coordinate varies more than half a pixel over
-// the span (which might cause the texel to alias to the next one), or the span
-// needs X scaling, then we have to use the fallback.
-template <typename S, typename T>
-static ALWAYS_INLINE bool needsNearestFallback(S sampler, T P, int span) {
- P = samplerScale(sampler, P);
- return (P.y.y - P.y.x) * span >= 0.5f || spanNeedsScale(span, P);
-}
-
-// Commit an entire span with nearest filtering and either clamped or repeating
-// UVs
-#define swgl_commitTextureNearest(format, s, p, uv_rect, color) \
- do { \
- auto packed_color = packColor(swgl_Out##format, color); \
- int drawn = 0; \
- if (needsNearestFallback(s, p, swgl_SpanLength)) { \
- if (blend_key) { \
- drawn = blendTextureNearestRepeat<true, false>( \
- s, p, swgl_SpanLength, 0.0f, uv_rect, packed_color, \
- swgl_Out##format); \
- } else { \
- drawn = blendTextureNearestRepeat<false, false>( \
- s, p, swgl_SpanLength, 0.0f, uv_rect, packed_color, \
- swgl_Out##format); \
- } \
- } else if (blend_key) { \
- drawn = blendTextureNearestFast<true>(s, p, swgl_SpanLength, uv_rect, \
- packed_color, swgl_Out##format); \
- } else { \
- drawn = blendTextureNearestFast<false>(s, p, swgl_SpanLength, uv_rect, \
- packed_color, swgl_Out##format); \
- } \
- swgl_Out##format += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-#define swgl_commitTextureNearestRGBA8(s, p, uv_rect) \
- swgl_commitTextureNearest(RGBA8, s, p, uv_rect, NoColor())
-#define swgl_commitTextureNearestColorRGBA8(s, p, uv_rect, color) \
- swgl_commitTextureNearest(RGBA8, s, p, uv_rect, color)
-
-#define swgl_commitTextureNearestRepeat(format, s, p, tile_repeat, uv_rect, \
- color) \
- do { \
- auto packed_color = packColor(swgl_Out##format, color); \
- int drawn = 0; \
- if (blend_key) { \
- drawn = blendTextureNearestRepeat<true, true>( \
- s, p, swgl_SpanLength, tile_repeat, uv_rect, packed_color, \
- swgl_Out##format); \
- } else { \
- drawn = blendTextureNearestRepeat<false, true>( \
- s, p, swgl_SpanLength, tile_repeat, uv_rect, packed_color, \
- swgl_Out##format); \
- } \
- swgl_Out##format += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-#define swgl_commitTextureNearestRepeatRGBA8(s, p, tile_repeat, uv_repeat, \
- uv_rect) \
- swgl_commitTextureNearestRepeat(RGBA8, s, p, tile_repeat, uv_repeat, \
- NoColor())
-#define swgl_commitTextureNearestRepeatColorRGBA8(s, p, tile_repeat, \
- uv_repeat, uv_rect, color) \
- swgl_commitTextureNearestRepeat(RGBA8, s, p, tile_repeat, uv_repeat, color)
-
-// Commit an entire span of texture with filtering determined by sampler state.
-#define swgl_commitTexture(format, s, ...) \
- do { \
- if (s->filter == TextureFilter::LINEAR) { \
- swgl_commitTextureLinear##format(s, __VA_ARGS__); \
- } else { \
- swgl_commitTextureNearest##format(s, __VA_ARGS__); \
- } \
- } while (0)
-#define swgl_commitTextureRGBA8(...) swgl_commitTexture(RGBA8, __VA_ARGS__)
-#define swgl_commitTextureColorRGBA8(...) \
- swgl_commitTexture(ColorRGBA8, __VA_ARGS__)
-#define swgl_commitTextureRepeatRGBA8(...) \
- swgl_commitTexture(RepeatRGBA8, __VA_ARGS__)
-#define swgl_commitTextureRepeatColorRGBA8(...) \
- swgl_commitTexture(RepeatColorRGBA8, __VA_ARGS__)
-
-// Commit an entire span of a separable pass of a Gaussian blur that falls
-// within the given radius scaled by supplied coefficients, clamped to uv_rect
-// bounds.
-template <bool BLEND, typename S, typename P>
-static int blendGaussianBlur(S sampler, vec2 uv, const vec4_scalar& uv_rect,
- P* buf, int span, bool hori, int radius,
- vec2_scalar coeffs) {
- if (!matchTextureFormat(sampler, buf)) {
- return 0;
- }
- vec2_scalar size = {float(sampler->width), float(sampler->height)};
- ivec2_scalar curUV = make_ivec2(force_scalar(uv) * size);
- ivec4_scalar bounds = make_ivec4(uv_rect * make_vec4(size, size));
- int startX = curUV.x;
- int endX = min(bounds.z, curUV.x + span);
- if (hori) {
- for (; curUV.x + swgl_StepSize <= endX;
- buf += swgl_StepSize, curUV.x += swgl_StepSize) {
- commit_blend_span<BLEND>(
- buf, gaussianBlurHorizontal<P>(sampler, curUV, bounds.x, bounds.z,
- radius, coeffs.x, coeffs.y));
- }
- } else {
- for (; curUV.x + swgl_StepSize <= endX;
- buf += swgl_StepSize, curUV.x += swgl_StepSize) {
- commit_blend_span<BLEND>(
- buf, gaussianBlurVertical<P>(sampler, curUV, bounds.y, bounds.w,
- radius, coeffs.x, coeffs.y));
- }
- }
- return curUV.x - startX;
-}
-
-#define swgl_commitGaussianBlur(format, s, p, uv_rect, hori, radius, coeffs) \
- do { \
- int drawn = 0; \
- if (blend_key) { \
- drawn = blendGaussianBlur<true>(s, p, uv_rect, swgl_Out##format, \
- swgl_SpanLength, hori, radius, coeffs); \
- } else { \
- drawn = blendGaussianBlur<false>(s, p, uv_rect, swgl_Out##format, \
- swgl_SpanLength, hori, radius, coeffs); \
- } \
- swgl_Out##format += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-#define swgl_commitGaussianBlurRGBA8(s, p, uv_rect, hori, radius, coeffs) \
- swgl_commitGaussianBlur(RGBA8, s, p, uv_rect, hori, radius, coeffs)
-#define swgl_commitGaussianBlurR8(s, p, uv_rect, hori, radius, coeffs) \
- swgl_commitGaussianBlur(R8, s, p, uv_rect, hori, radius, coeffs)
-
-// Convert and pack planar YUV samples to RGB output using a color space
-static ALWAYS_INLINE PackedRGBA8 convertYUV(int colorSpace, U16 y, U16 u,
- U16 v) {
- auto yy = V8<int16_t>(zip(y, y));
- auto uv = V8<int16_t>(zip(u, v));
- return yuvMatrix[colorSpace].convert(yy, uv);
-}
-
-// Helper functions to sample from planar YUV textures before converting to RGB
-template <typename S0>
-static ALWAYS_INLINE PackedRGBA8 sampleYUV(S0 sampler0, ivec2 uv0,
- int colorSpace,
- UNUSED int rescaleFactor) {
- switch (sampler0->format) {
- case TextureFormat::RGBA8: {
- auto planar = textureLinearPlanarRGBA8(sampler0, uv0);
- return convertYUV(colorSpace, highHalf(planar.rg), lowHalf(planar.rg),
- lowHalf(planar.ba));
- }
- case TextureFormat::YUV422: {
- auto planar = textureLinearPlanarYUV422(sampler0, uv0);
- return convertYUV(colorSpace, planar.y, planar.u, planar.v);
- }
- default:
- assert(false);
- return PackedRGBA8(0);
- }
-}
-
-template <bool BLEND, typename S0, typename P, typename C = NoColor>
-static int blendYUV(P* buf, int span, S0 sampler0, vec2 uv0,
- const vec4_scalar& uv_rect0, int colorSpace,
- int rescaleFactor, C color = C()) {
- if (!swgl_isTextureLinear(sampler0)) {
- return 0;
- }
- LINEAR_QUANTIZE_UV(sampler0, uv0, uv_step0, uv_rect0, min_uv0, max_uv0);
- auto c = packColor(buf, color);
- auto* end = buf + span;
- for (; buf < end; buf += swgl_StepSize, uv0 += uv_step0) {
- commit_blend_span<BLEND>(
- buf, applyColor(sampleYUV(sampler0, ivec2(clamp(uv0, min_uv0, max_uv0)),
- colorSpace, rescaleFactor),
- c));
- }
- return span;
-}
-
-template <typename S0, typename S1>
-static ALWAYS_INLINE PackedRGBA8 sampleYUV(S0 sampler0, ivec2 uv0, S1 sampler1,
- ivec2 uv1, int colorSpace,
- UNUSED int rescaleFactor) {
- switch (sampler1->format) {
- case TextureFormat::RG8: {
- assert(sampler0->format == TextureFormat::R8);
- auto y = textureLinearUnpackedR8(sampler0, uv0);
- auto planar = textureLinearPlanarRG8(sampler1, uv1);
- return convertYUV(colorSpace, y, lowHalf(planar.rg), highHalf(planar.rg));
- }
- case TextureFormat::RGBA8: {
- assert(sampler0->format == TextureFormat::R8);
- auto y = textureLinearUnpackedR8(sampler0, uv0);
- auto planar = textureLinearPlanarRGBA8(sampler1, uv1);
- return convertYUV(colorSpace, y, lowHalf(planar.ba), highHalf(planar.rg));
- }
- default:
- assert(false);
- return PackedRGBA8(0);
- }
-}
-
-template <bool BLEND, typename S0, typename S1, typename P,
- typename C = NoColor>
-static int blendYUV(P* buf, int span, S0 sampler0, vec2 uv0,
- const vec4_scalar& uv_rect0, S1 sampler1, vec2 uv1,
- const vec4_scalar& uv_rect1, int colorSpace,
- int rescaleFactor, C color = C()) {
- if (!swgl_isTextureLinear(sampler0) || !swgl_isTextureLinear(sampler1)) {
- return 0;
- }
- LINEAR_QUANTIZE_UV(sampler0, uv0, uv_step0, uv_rect0, min_uv0, max_uv0);
- LINEAR_QUANTIZE_UV(sampler1, uv1, uv_step1, uv_rect1, min_uv1, max_uv1);
- auto c = packColor(buf, color);
- auto* end = buf + span;
- for (; buf < end; buf += swgl_StepSize, uv0 += uv_step0, uv1 += uv_step1) {
- commit_blend_span<BLEND>(
- buf, applyColor(sampleYUV(sampler0, ivec2(clamp(uv0, min_uv0, max_uv0)),
- sampler1, ivec2(clamp(uv1, min_uv1, max_uv1)),
- colorSpace, rescaleFactor),
- c));
- }
- return span;
-}
-
-template <typename S0, typename S1, typename S2>
-static ALWAYS_INLINE PackedRGBA8 sampleYUV(S0 sampler0, ivec2 uv0, S1 sampler1,
- ivec2 uv1, S2 sampler2, ivec2 uv2,
- int colorSpace, int rescaleFactor) {
- assert(sampler0->format == sampler1->format &&
- sampler0->format == sampler2->format);
- switch (sampler0->format) {
- case TextureFormat::R8: {
- auto y = textureLinearUnpackedR8(sampler0, uv0);
- auto u = textureLinearUnpackedR8(sampler1, uv1);
- auto v = textureLinearUnpackedR8(sampler2, uv2);
- return convertYUV(colorSpace, y, u, v);
- }
- case TextureFormat::R16: {
- // The rescaling factor represents how many bits to add to renormalize the
- // texture to 16 bits, and so the color depth is actually 16 minus the
- // rescaling factor.
- // Need to right shift the sample by the amount of bits over 8 it
- // occupies. On output from textureLinearUnpackedR16, we have lost 1 bit
- // of precision at the low end already, hence 1 is subtracted from the
- // color depth.
- int colorDepth = 16 - rescaleFactor;
- int rescaleBits = (colorDepth - 1) - 8;
- auto y = textureLinearUnpackedR16(sampler0, uv0) >> rescaleBits;
- auto u = textureLinearUnpackedR16(sampler1, uv1) >> rescaleBits;
- auto v = textureLinearUnpackedR16(sampler2, uv2) >> rescaleBits;
- return convertYUV(colorSpace, U16(y), U16(u), U16(v));
- }
- default:
- assert(false);
- return PackedRGBA8(0);
- }
-}
-
-// Fallback helper for when we can't specifically accelerate YUV with
-// composition.
-template <bool BLEND, typename S0, typename S1, typename S2, typename P,
- typename C>
-static void blendYUVFallback(P* buf, int span, S0 sampler0, vec2 uv0,
- vec2_scalar uv_step0, vec2_scalar min_uv0,
- vec2_scalar max_uv0, S1 sampler1, vec2 uv1,
- vec2_scalar uv_step1, vec2_scalar min_uv1,
- vec2_scalar max_uv1, S2 sampler2, vec2 uv2,
- vec2_scalar uv_step2, vec2_scalar min_uv2,
- vec2_scalar max_uv2, int colorSpace,
- int rescaleFactor, C color) {
- for (auto* end = buf + span; buf < end; buf += swgl_StepSize, uv0 += uv_step0,
- uv1 += uv_step1, uv2 += uv_step2) {
- commit_blend_span<BLEND>(
- buf, applyColor(sampleYUV(sampler0, ivec2(clamp(uv0, min_uv0, max_uv0)),
- sampler1, ivec2(clamp(uv1, min_uv1, max_uv1)),
- sampler2, ivec2(clamp(uv2, min_uv2, max_uv2)),
- colorSpace, rescaleFactor),
- color));
- }
-}
-
-template <bool BLEND, typename S0, typename S1, typename S2, typename P,
- typename C = NoColor>
-static int blendYUV(P* buf, int span, S0 sampler0, vec2 uv0,
- const vec4_scalar& uv_rect0, S1 sampler1, vec2 uv1,
- const vec4_scalar& uv_rect1, S2 sampler2, vec2 uv2,
- const vec4_scalar& uv_rect2, int colorSpace,
- int rescaleFactor, C color = C()) {
- if (!swgl_isTextureLinear(sampler0) || !swgl_isTextureLinear(sampler1) ||
- !swgl_isTextureLinear(sampler2)) {
- return 0;
- }
- LINEAR_QUANTIZE_UV(sampler0, uv0, uv_step0, uv_rect0, min_uv0, max_uv0);
- LINEAR_QUANTIZE_UV(sampler1, uv1, uv_step1, uv_rect1, min_uv1, max_uv1);
- LINEAR_QUANTIZE_UV(sampler2, uv2, uv_step2, uv_rect2, min_uv2, max_uv2);
- auto c = packColor(buf, color);
- blendYUVFallback<BLEND>(buf, span, sampler0, uv0, uv_step0, min_uv0, max_uv0,
- sampler1, uv1, uv_step1, min_uv1, max_uv1, sampler2,
- uv2, uv_step2, min_uv2, max_uv2, colorSpace,
- rescaleFactor, c);
- return span;
-}
-
-// A variant of the blendYUV that attempts to reuse the inner loops from the
-// CompositeYUV infrastructure. CompositeYUV imposes stricter requirements on
-// the source data, which in turn allows it to be much faster than blendYUV.
-// At a minimum, we need to ensure that we are outputting to a BGRA8 framebuffer
-// and that no color scaling is applied, which we can accomplish via template
-// specialization. We need to further validate inside that texture formats
-// and dimensions are sane for video and that the video is axis-aligned before
-// acceleration can proceed.
-template <bool BLEND>
-static int blendYUV(uint32_t* buf, int span, sampler2DRect sampler0, vec2 uv0,
- const vec4_scalar& uv_rect0, sampler2DRect sampler1,
- vec2 uv1, const vec4_scalar& uv_rect1,
- sampler2DRect sampler2, vec2 uv2,
- const vec4_scalar& uv_rect2, int colorSpace,
- int rescaleFactor, NoColor noColor = NoColor()) {
- if (!swgl_isTextureLinear(sampler0) || !swgl_isTextureLinear(sampler1) ||
- !swgl_isTextureLinear(sampler2)) {
- return 0;
- }
- LINEAR_QUANTIZE_UV(sampler0, uv0, uv_step0, uv_rect0, min_uv0, max_uv0);
- LINEAR_QUANTIZE_UV(sampler1, uv1, uv_step1, uv_rect1, min_uv1, max_uv1);
- LINEAR_QUANTIZE_UV(sampler2, uv2, uv_step2, uv_rect2, min_uv2, max_uv2);
- auto* end = buf + span;
- // CompositeYUV imposes further restrictions on the source textures, such that
- // the the Y/U/V samplers must all have a matching format, the U/V samplers
- // must have matching sizes and sample coordinates, and there must be no
- // change in row across the entire span.
- if (sampler0->format == sampler1->format &&
- sampler1->format == sampler2->format &&
- sampler1->width == sampler2->width &&
- sampler1->height == sampler2->height && uv_step0.y == 0 &&
- uv_step0.x > 0 && uv_step1.y == 0 && uv_step1.x > 0 &&
- uv_step1 == uv_step2 && uv1.x.x == uv2.x.x && uv1.y.x == uv2.y.x) {
- // CompositeYUV does not support a clamp rect, so we must take care to
- // advance till we're inside the bounds of the clamp rect.
- int outside = min(int(ceil(max((min_uv0.x - uv0.x.x) / uv_step0.x,
- (min_uv1.x - uv1.x.x) / uv_step1.x))),
- (end - buf) / swgl_StepSize);
- if (outside > 0) {
- blendYUVFallback<BLEND>(
- buf, outside * swgl_StepSize, sampler0, uv0, uv_step0, min_uv0,
- max_uv0, sampler1, uv1, uv_step1, min_uv1, max_uv1, sampler2, uv2,
- uv_step2, min_uv2, max_uv2, colorSpace, rescaleFactor, noColor);
- buf += outside * swgl_StepSize;
- uv0.x += outside * uv_step0.x;
- uv1.x += outside * uv_step1.x;
- uv2.x += outside * uv_step2.x;
- }
- // Find the amount of chunks inside the clamp rect before we hit the
- // maximum. If there are any chunks inside, we can finally dispatch to
- // CompositeYUV.
- int inside = min(int(min((max_uv0.x - uv0.x.x) / uv_step0.x,
- (max_uv1.x - uv1.x.x) / uv_step1.x)),
- (end - buf) / swgl_StepSize);
- if (inside > 0) {
- // We need the color depth, which is relative to the texture format and
- // rescale factor.
- int colorDepth =
- (sampler0->format == TextureFormat::R16 ? 16 : 8) - rescaleFactor;
- // Finally, call the inner loop of CompositeYUV.
- linear_row_yuv<BLEND>(
- buf, inside * swgl_StepSize, sampler0, force_scalar(uv0),
- uv_step0.x / swgl_StepSize, sampler1, sampler2, force_scalar(uv1),
- uv_step1.x / swgl_StepSize, colorDepth, yuvMatrix[colorSpace]);
- // Now that we're done, advance past the processed inside portion.
- buf += inside * swgl_StepSize;
- uv0.x += inside * uv_step0.x;
- uv1.x += inside * uv_step1.x;
- uv2.x += inside * uv_step2.x;
- }
- }
- // We either got here because we have some samples outside the clamp rect, or
- // because some of the preconditions were not satisfied. Process whatever is
- // left of the span.
- blendYUVFallback<BLEND>(buf, end - buf, sampler0, uv0, uv_step0, min_uv0,
- max_uv0, sampler1, uv1, uv_step1, min_uv1, max_uv1,
- sampler2, uv2, uv_step2, min_uv2, max_uv2, colorSpace,
- rescaleFactor, noColor);
- return span;
-}
-
-// Commit a single chunk of a YUV surface represented by multiple planar
-// textures. This requires a color space specifier selecting how to convert
-// from YUV to RGB output. In the case of HDR formats, a rescaling factor
-// selects how many bits of precision must be utilized on conversion. See the
-// sampleYUV dispatcher functions for the various supported plane
-// configurations this intrinsic accepts.
-#define swgl_commitTextureLinearYUV(...) \
- do { \
- int drawn = 0; \
- if (blend_key) { \
- drawn = blendYUV<true>(swgl_OutRGBA8, swgl_SpanLength, __VA_ARGS__); \
- } else { \
- drawn = blendYUV<false>(swgl_OutRGBA8, swgl_SpanLength, __VA_ARGS__); \
- } \
- swgl_OutRGBA8 += drawn; \
- swgl_SpanLength -= drawn; \
- } while (0)
-
-// Commit a single chunk of a YUV surface scaled by a color.
-#define swgl_commitTextureLinearColorYUV(...) \
- swgl_commitTextureLinearYUV(__VA_ARGS__)
-
-// Each gradient stops entry is a pair of RGBA32F start color and end step.
-struct GradientStops {
- Float startColor;
- union {
- Float stepColor;
- vec4_scalar stepData;
- };
-
- // Whether this gradient entry can be merged with an adjacent entry. The
- // step will be equal with the adjacent step if and only if they can be
- // merged, or rather, that the stops are actually part of a single larger
- // gradient.
- bool can_merge(const GradientStops& next) const {
- return stepData == next.stepData;
- }
-
- // Get the interpolated color within the entry based on the offset from its
- // start.
- Float interpolate(float offset) const {
- return startColor + stepColor * offset;
- }
-
- // Get the end color of the entry where interpolation stops.
- Float end_color() const { return startColor + stepColor; }
-};
-
-// Checks if a gradient table of the specified size exists at the UV coords of
-// the address within an RGBA32F texture. If so, a linear address within the
-// texture is returned that may be used to sample the gradient table later. If
-// the address doesn't describe a valid gradient, then a negative value is
-// returned.
-static inline int swgl_validateGradient(sampler2D sampler, ivec2_scalar address,
- int entries) {
- return sampler->format == TextureFormat::RGBA32F && address.y >= 0 &&
- address.y < int(sampler->height) && address.x >= 0 &&
- address.x < int(sampler->width) && entries > 0 &&
- address.x +
- int(sizeof(GradientStops) / sizeof(Float)) * entries <=
- int(sampler->width)
- ? address.y * sampler->stride + address.x * 4
- : -1;
-}
-
-static inline WideRGBA8 sampleGradient(sampler2D sampler, int address,
- Float entry) {
- assert(sampler->format == TextureFormat::RGBA32F);
- assert(address >= 0 && address < int(sampler->height * sampler->stride));
- // Get the integer portion of the entry index to find the entry colors.
- I32 index = cast(entry);
- // Use the fractional portion of the entry index to control blending between
- // entry colors.
- Float offset = entry - cast(index);
- // Every entry is a pair of colors blended by the fractional offset.
- assert(test_all(index >= 0 &&
- index * int(sizeof(GradientStops) / sizeof(Float)) <
- int(sampler->width)));
- GradientStops* stops = (GradientStops*)&sampler->buf[address];
- // Blend between the colors for each SIMD lane, then pack them to RGBA8
- // result. Since the layout of the RGBA8 framebuffer is actually BGRA while
- // the gradient table has RGBA colors, swizzling is required.
- return combine(
- packRGBA8(round_pixel(stops[index.x].interpolate(offset.x).zyxw),
- round_pixel(stops[index.y].interpolate(offset.y).zyxw)),
- packRGBA8(round_pixel(stops[index.z].interpolate(offset.z).zyxw),
- round_pixel(stops[index.w].interpolate(offset.w).zyxw)));
-}
-
-// Samples a gradient entry from the gradient at the provided linearized
-// address. The integer portion of the entry index is used to find the entry
-// within the table whereas the fractional portion is used to blend between
-// adjacent table entries.
-#define swgl_commitGradientRGBA8(sampler, address, entry) \
- swgl_commitChunk(RGBA8, sampleGradient(sampler, address, entry))
-
-// Variant that allows specifying a color multiplier of the gradient result.
-#define swgl_commitGradientColorRGBA8(sampler, address, entry, color) \
- swgl_commitChunk(RGBA8, applyColor(sampleGradient(sampler, address, entry), \
- packColor(swgl_OutRGBA, color)))
-
-// Samples an entire span of a linear gradient by crawling the gradient table
-// and looking for consecutive stops that can be merged into a single larger
-// gradient, then interpolating between those larger gradients within the span.
-template <bool BLEND>
-static bool commitLinearGradient(sampler2D sampler, int address, float size,
- bool repeat, Float offset, uint32_t* buf,
- int span) {
- assert(sampler->format == TextureFormat::RGBA32F);
- assert(address >= 0 && address < int(sampler->height * sampler->stride));
- GradientStops* stops = (GradientStops*)&sampler->buf[address];
- // Get the chunk delta from the difference in offset steps. This represents
- // how far within the gradient table we advance for every step in output,
- // normalized to gradient table size.
- float delta = (offset.y - offset.x) * 4.0f;
- if (!isfinite(delta)) {
- return false;
- }
- for (; span > 0;) {
- // If repeat is desired, we need to limit the offset to a fractional value.
- if (repeat) {
- offset = fract(offset);
- }
- // Try to process as many chunks as are within the span if possible.
- float chunks = 0.25f * span;
- // To properly handle both clamping and repeating of the table offset, we
- // need to ensure we don't run past the 0 and 1 points. Here we compute the
- // intercept points depending on whether advancing forwards or backwards in
- // the gradient table to ensure the chunk count is limited by the amount
- // before intersection. If there is no delta, then we compute no intercept.
- float startEntry;
- int minIndex, maxIndex;
- if (offset.x < 0) {
- // If we're below the gradient table, use the first color stop. We can
- // only intercept the table if walking forward.
- startEntry = 0;
- minIndex = int(startEntry);
- maxIndex = minIndex;
- if (delta > 0) {
- chunks = min(chunks, -offset.x / delta);
- }
- } else if (offset.x < 1) {
- // Otherwise, we're inside the gradient table. Depending on the direction
- // we're walking the the table, we may intersect either the 0 or 1 offset.
- // Compute the start entry based on our initial offset, and compute the
- // end entry based on the available chunks limited by intercepts. Clamp
- // them into the valid range of the table.
- startEntry = 1.0f + offset.x * size;
- if (delta < 0) {
- chunks = min(chunks, -offset.x / delta);
- } else if (delta > 0) {
- chunks = min(chunks, (1 - offset.x) / delta);
- }
- float endEntry = clamp(1.0f + (offset.x + delta * int(chunks)) * size,
- 0.0f, 1.0f + size);
- // Now that we know the range of entries we need to sample, we want to
- // find the largest possible merged gradient within that range. Depending
- // on which direction we are advancing in the table, we either walk up or
- // down the table trying to merge the current entry with the adjacent
- // entry. We finally limit the chunks to only sample from this merged
- // gradient.
- minIndex = int(startEntry);
- maxIndex = minIndex;
- if (delta > 0) {
- while (maxIndex + 1 < endEntry &&
- stops[maxIndex].can_merge(stops[maxIndex + 1])) {
- maxIndex++;
- }
- chunks = min(chunks, (maxIndex + 1 - startEntry) / (delta * size));
- } else if (delta < 0) {
- while (minIndex - 1 > endEntry &&
- stops[minIndex - 1].can_merge(stops[minIndex])) {
- minIndex--;
- }
- chunks = min(chunks, (minIndex - startEntry) / (delta * size));
- }
- } else {
- // If we're above the gradient table, use the last color stop. We can
- // only intercept the table if walking backward.
- startEntry = 1.0f + size;
- minIndex = int(startEntry);
- maxIndex = minIndex;
- if (delta < 0) {
- chunks = min(chunks, (1 - offset.x) / delta);
- }
- }
- // If there are any amount of whole chunks of a merged gradient found,
- // then we want to process that as a single gradient span with the start
- // and end colors from the min and max entries.
- if (chunks >= 1.0f) {
- int inside = int(chunks);
- // Sample the start color from the min entry and the end color from the
- // max entry of the merged gradient. These are scaled to a range of
- // 0..0xFF00, as that is the largest shifted value that can fit in a U16.
- // Since we are only doing addition with the step value, we can still
- // represent negative step values without having to use an explicit sign
- // bit, as the result will still come out the same, allowing us to gain an
- // extra bit of precision. We will later shift these into 8 bit output
- // range while committing the span, but stepping with higher precision to
- // avoid banding. We convert from RGBA to BGRA here to avoid doing this in
- // the inner loop.
- auto minColorF = stops[minIndex].startColor.zyxw * float(0xFF00);
- auto maxColorF = stops[maxIndex].end_color().zyxw * float(0xFF00);
- // Get the color range of the merged gradient, normalized to its size.
- auto colorRangeF =
- (maxColorF - minColorF) * (1.0f / (maxIndex + 1 - minIndex));
- // Compute the actual starting color of the current start offset within
- // the merged gradient. The value 0.5 is added to the low bits (0x80) so
- // that the color will effective round to the nearest increment below.
- auto colorF =
- minColorF + colorRangeF * (startEntry - minIndex) + float(0x80);
- // Compute the portion of the color range that we advance on each chunk.
- Float deltaColorF = colorRangeF * (delta * size);
- // Quantize the color delta and current color. These have already been
- // scaled to the 0..0xFF00 range, so we just need to round them to U16.
- auto deltaColor = repeat4(CONVERT(round_pixel(deltaColorF, 1), U16));
- auto color =
- combine(CONVERT(round_pixel(colorF, 1), U16),
- CONVERT(round_pixel(colorF + deltaColorF * 0.25f, 1), U16),
- CONVERT(round_pixel(colorF + deltaColorF * 0.5f, 1), U16),
- CONVERT(round_pixel(colorF + deltaColorF * 0.75f, 1), U16));
- // Finally, step the current color through the output chunks, shifting
- // it into 8 bit range and outputting as we go.
- for (auto* end = buf + inside * 4; buf < end; buf += 4) {
- commit_blend_span<BLEND>(buf, bit_cast<WideRGBA8>(color >> 8));
- color += deltaColor;
- }
- // Deduct the number of chunks inside the gradient from the remaining
- // overall span. If we exhausted the span, bail out.
- span -= inside * 4;
- if (span <= 0) {
- break;
- }
- // Otherwise, assume we're in a transitional section of the gradient that
- // will probably require per-sample table lookups, so fall through below.
- offset += inside * delta;
- if (repeat) {
- offset = fract(offset);
- }
- }
- // If we get here, there were no whole chunks of a merged gradient found
- // that we could process, but we still have a non-zero amount of span left.
- // That means we have segments of gradient that begin or end at the current
- // entry we're on. For this case, we just fall back to sampleGradient which
- // will calculate a table entry for each sample, assuming the samples may
- // have different table entries.
- Float entry = clamp(offset * size + 1.0f, 0.0f, 1.0f + size);
- commit_blend_span<BLEND>(buf, sampleGradient(sampler, address, entry));
- span -= 4;
- buf += 4;
- offset += delta;
- }
- return true;
-}
-
-// Commits an entire span of a linear gradient, given the address of a table
-// previously resolved with swgl_validateGradient. The size of the inner portion
-// of the table is given, assuming the table start and ends with a single entry
-// each to deal with clamping. Repeating will be handled if necessary. The
-// initial offset within the table is used to designate where to start the span
-// and how to step through the gradient table.
-#define swgl_commitLinearGradientRGBA8(sampler, address, size, repeat, offset) \
- do { \
- bool drawn = false; \
- if (blend_key) { \
- drawn = \
- commitLinearGradient<true>(sampler, address, size, repeat, offset, \
- swgl_OutRGBA8, swgl_SpanLength); \
- } else { \
- drawn = \
- commitLinearGradient<false>(sampler, address, size, repeat, offset, \
- swgl_OutRGBA8, swgl_SpanLength); \
- } \
- if (drawn) { \
- swgl_OutRGBA8 += swgl_SpanLength; \
- swgl_SpanLength = 0; \
- } \
- } while (0)
-
-template <bool CLAMP, typename V>
-static ALWAYS_INLINE V fastSqrt(V v) {
-#if USE_SSE2 || USE_NEON
- // Clamp to avoid zero in inversesqrt.
- return v * inversesqrt(CLAMP ? max(v, V(1.0e-10f)) : v);
-#else
- return sqrt(v);
-#endif
-}
-
-template <bool CLAMP, typename V>
-static ALWAYS_INLINE auto fastLength(V v) {
- return fastSqrt<CLAMP>(dot(v, v));
-}
-
-// Samples an entire span of a radial gradient by crawling the gradient table
-// and looking for consecutive stops that can be merged into a single larger
-// gradient, then interpolating between those larger gradients within the span
-// based on the computed position relative to a radius.
-template <bool BLEND>
-static bool commitRadialGradient(sampler2D sampler, int address, float size,
- bool repeat, vec2 pos, float radius,
- uint32_t* buf, int span) {
- assert(sampler->format == TextureFormat::RGBA32F);
- assert(address >= 0 && address < int(sampler->height * sampler->stride));
- GradientStops* stops = (GradientStops*)&sampler->buf[address];
- // clang-format off
- // Given position p, delta d, and radius r, we need to repeatedly solve the
- // following quadratic for the pixel offset t:
- // length(p + t*d) = r
- // (px + t*dx)^2 + (py + t*dy)^2 = r^2
- // Rearranged into quadratic equation form (t^2*a + t*b + c = 0) this is:
- // t^2*(dx^2+dy^2) + t*2*(dx*px+dy*py) + (px^2+py^2-r^2) = 0
- // t^2*d.d + t*2*d.p + (p.p-r^2) = 0
- // The solution of the quadratic formula t=(-b+-sqrt(b^2-4ac))/2a reduces to:
- // t = -d.p/d.d +- sqrt((d.p/d.d)^2 - (p.p-r^2)/d.d)
- // Note that d.p, d.d, p.p, and r^2 are constant across the gradient, and so
- // we cache them below for faster computation.
- //
- // The quadratic has two solutions, representing the span intersecting the
- // given radius of gradient, which can occur at two offsets. If there is only
- // one solution (where b^2-4ac = 0), this represents the point at which the
- // span runs tangent to the radius. This middle point is significant in that
- // before it, we walk down the gradient ramp, and after it, we walk up the
- // ramp.
- // clang-format on
- vec2_scalar pos0 = {pos.x.x, pos.y.x};
- vec2_scalar delta = {pos.x.y - pos.x.x, pos.y.y - pos.y.x};
- float deltaDelta = dot(delta, delta);
- if (!isfinite(deltaDelta) || !isfinite(radius)) {
- return false;
- }
- float invDelta, middleT, middleB;
- if (deltaDelta > 0) {
- invDelta = 1.0f / deltaDelta;
- middleT = -dot(delta, pos0) * invDelta;
- middleB = middleT * middleT - dot(pos0, pos0) * invDelta;
- } else {
- // If position is invariant, just set the coefficients so the quadratic
- // always reduces to the end of the span.
- invDelta = 0.0f;
- middleT = float(span);
- middleB = 0.0f;
- }
- // We only want search for merged gradients up to the minimum of either the
- // mid-point or the span length. Cache those offsets here as they don't vary
- // in the inner loop.
- Float middleEndRadius = fastLength<true>(
- pos0 + delta * (Float){middleT, float(span), 0.0f, 0.0f});
- float middleRadius = span < middleT ? middleEndRadius.y : middleEndRadius.x;
- float endRadius = middleEndRadius.y;
- // Convert delta to change in position per chunk.
- delta *= 4;
- deltaDelta *= 4 * 4;
- // clang-format off
- // Given current position p and delta d, we reduce:
- // length(p) = sqrt(dot(p,p)) = dot(p,p) * invsqrt(dot(p,p))
- // where dot(p+d,p+d) can be accumulated as:
- // (x+dx)^2+(y+dy)^2 = (x^2+y^2) + 2(x*dx+y*dy) + (dx^2+dy^2)
- // = p.p + 2p.d + d.d
- // Since p increases by d every loop iteration, p.d increases by d.d, and thus
- // we can accumulate d.d to calculate 2p.d, then allowing us to get the next
- // dot-product by adding it to dot-product p.p of the prior iteration. This
- // saves us some multiplications and an expensive sqrt inside the inner loop.
- // clang-format on
- Float dotPos = dot(pos, pos);
- Float dotPosDelta = 2.0f * dot(pos, delta) + deltaDelta;
- float deltaDelta2 = 2.0f * deltaDelta;
- for (int t = 0; t < span;) {
- // Compute the gradient table offset from the current position.
- Float offset = fastSqrt<true>(dotPos) - radius;
- float startRadius = radius;
- // If repeat is desired, we need to limit the offset to a fractional value.
- if (repeat) {
- // The non-repeating radius at which the gradient table actually starts,
- // radius + floor(offset) = radius + (offset - fract(offset)).
- startRadius += offset.x;
- offset = fract(offset);
- startRadius -= offset.x;
- }
- // We need to find the min/max index in the table of the gradient we want to
- // use as well as the intercept point where we leave this gradient.
- float intercept = -1;
- int minIndex = 0;
- int maxIndex = int(1.0f + size);
- if (offset.x < 0) {
- // If inside the inner radius of the gradient table, then use the first
- // stop. Set the intercept to advance forward to the start of the gradient
- // table.
- maxIndex = minIndex;
- if (t >= middleT) {
- intercept = radius;
- }
- } else if (offset.x < 1) {
- // Otherwise, we're inside the valid part of the gradient table.
- minIndex = int(1.0f + offset.x * size);
- maxIndex = minIndex;
- // Find the offset in the gradient that corresponds to the search limit.
- // We only search up to the minimum of either the mid-point or the span
- // length. Get the table index that corresponds to this offset, clamped so
- // that we avoid hitting the beginning (0) or end (1 + size) of the table.
- float searchOffset =
- (t >= middleT ? endRadius : middleRadius) - startRadius;
- int searchIndex = int(clamp(1.0f + size * searchOffset, 1.0f, size));
- // If we are past the mid-point, walk up the gradient table trying to
- // merge stops. If we're below the mid-point, we need to walk down the
- // table. We note the table index at which we need to look for an
- // intercept to determine a valid span.
- if (t >= middleT) {
- while (maxIndex + 1 <= searchIndex &&
- stops[maxIndex].can_merge(stops[maxIndex + 1])) {
- maxIndex++;
- }
- intercept = maxIndex + 1;
- } else {
- while (minIndex - 1 >= searchIndex &&
- stops[minIndex - 1].can_merge(stops[minIndex])) {
- minIndex--;
- }
- intercept = minIndex;
- }
- // Convert from a table index into units of radius from the center of the
- // gradient.
- intercept = clamp((intercept - 1.0f) / size, 0.0f, 1.0f) + startRadius;
- } else {
- // If outside the outer radius of the gradient table, then use the last
- // stop. Set the intercept to advance toward the valid part of the
- // gradient table if going in, or just run to the end of the span if going
- // away from the gradient.
- minIndex = maxIndex;
- if (t < middleT) {
- intercept = radius + 1;
- }
- }
- // Solve the quadratic for t to find where the merged gradient ends. If no
- // intercept is found, just go to the middle or end of the span.
- float endT = t >= middleT ? span : min(span, int(middleT));
- if (intercept >= 0) {
- float b = middleB + intercept * intercept * invDelta;
- if (b > 0) {
- b = fastSqrt<false>(b);
- endT = min(endT, t >= middleT ? middleT + b : middleT - b);
- }
- }
- // Figure out how many chunks are actually inside the merged gradient.
- if (t + 4.0f <= endT) {
- int inside = int(endT - t) & ~3;
- // Convert start and end colors to BGRA and scale to 0..255 range later.
- auto minColorF = stops[minIndex].startColor.zyxw * 255.0f;
- auto maxColorF = stops[maxIndex].end_color().zyxw * 255.0f;
- // Compute the change in color per change in gradient offset.
- auto deltaColorF =
- (maxColorF - minColorF) * (size / (maxIndex + 1 - minIndex));
- // Subtract off the color difference of the beginning of the current span
- // from the beginning of the gradient.
- Float colorF =
- minColorF - deltaColorF * (startRadius + (minIndex - 1) / size);
- // Finally, walk over the span accumulating the position dot product and
- // getting its sqrt as an offset into the color ramp. Since we're already
- // in BGRA format and scaled to 255, we just need to round to an integer
- // and pack down to pixel format.
- for (auto* end = buf + inside; buf < end; buf += 4) {
- Float offsetG = fastSqrt<false>(dotPos);
- commit_blend_span<BLEND>(
- buf,
- combine(
- packRGBA8(round_pixel(colorF + deltaColorF * offsetG.x, 1),
- round_pixel(colorF + deltaColorF * offsetG.y, 1)),
- packRGBA8(round_pixel(colorF + deltaColorF * offsetG.z, 1),
- round_pixel(colorF + deltaColorF * offsetG.w, 1))));
- dotPos += dotPosDelta;
- dotPosDelta += deltaDelta2;
- }
- // Advance past the portion of gradient we just processed.
- t += inside;
- // If we hit the end of the span, exit out now.
- if (t >= span) {
- break;
- }
- // Otherwise, we are most likely in a transitional section of the gradient
- // between stops that will likely require doing per-sample table lookups.
- // Rather than having to redo all the searching above to figure that out,
- // just assume that to be the case and fall through below to doing the
- // table lookups to hopefully avoid an iteration.
- offset = fastSqrt<true>(dotPos) - radius;
- if (repeat) {
- offset = fract(offset);
- }
- }
- // If we got here, that means we still have span left to process but did not
- // have any whole chunks that fell within a merged gradient. Just fall back
- // to doing a table lookup for each sample.
- Float entry = clamp(offset * size + 1.0f, 0.0f, 1.0f + size);
- commit_blend_span<BLEND>(buf, sampleGradient(sampler, address, entry));
- buf += 4;
- t += 4;
- dotPos += dotPosDelta;
- dotPosDelta += deltaDelta2;
- }
- return true;
-}
-
-// Commits an entire span of a radial gradient similar to
-// swglcommitLinearGradient, but given a varying 2D position scaled to
-// gradient-space and a radius at which the distance from the origin maps to the
-// start of the gradient table.
-#define swgl_commitRadialGradientRGBA8(sampler, address, size, repeat, pos, \
- radius) \
- do { \
- bool drawn = false; \
- if (blend_key) { \
- drawn = \
- commitRadialGradient<true>(sampler, address, size, repeat, pos, \
- radius, swgl_OutRGBA8, swgl_SpanLength); \
- } else { \
- drawn = \
- commitRadialGradient<false>(sampler, address, size, repeat, pos, \
- radius, swgl_OutRGBA8, swgl_SpanLength); \
- } \
- if (drawn) { \
- swgl_OutRGBA8 += swgl_SpanLength; \
- swgl_SpanLength = 0; \
- } \
- } while (0)
-
-// Extension to set a clip mask image to be sampled during blending. The offset
-// specifies the positioning of the clip mask image relative to the viewport
-// origin. The bounding box specifies the rectangle relative to the clip mask's
-// origin that constrains sampling within the clip mask. Blending must be
-// enabled for this to work.
-static sampler2D swgl_ClipMask = nullptr;
-static IntPoint swgl_ClipMaskOffset = {0, 0};
-static IntRect swgl_ClipMaskBounds = {0, 0, 0, 0};
-#define swgl_clipMask(mask, offset, bb_origin, bb_size) \
- do { \
- if (bb_size != vec2_scalar(0.0f, 0.0f)) { \
- swgl_ClipFlags |= SWGL_CLIP_FLAG_MASK; \
- swgl_ClipMask = mask; \
- swgl_ClipMaskOffset = make_ivec2(offset); \
- swgl_ClipMaskBounds = \
- IntRect(make_ivec2(bb_origin), make_ivec2(bb_size)); \
- } \
- } while (0)
-
-// Extension to enable anti-aliasing for the given edges of a quad.
-// Blending must be enable for this to work.
-static int swgl_AAEdgeMask = 0;
-
-static ALWAYS_INLINE int calcAAEdgeMask(bool on) { return on ? 0xF : 0; }
-static ALWAYS_INLINE int calcAAEdgeMask(int mask) { return mask; }
-static ALWAYS_INLINE int calcAAEdgeMask(bvec4_scalar mask) {
- return (mask.x ? 1 : 0) | (mask.y ? 2 : 0) | (mask.z ? 4 : 0) |
- (mask.w ? 8 : 0);
-}
-
-#define swgl_antiAlias(edges) \
- do { \
- swgl_AAEdgeMask = calcAAEdgeMask(edges); \
- if (swgl_AAEdgeMask) { \
- swgl_ClipFlags |= SWGL_CLIP_FLAG_AA; \
- } \
- } while (0)
-
-#define swgl_blendDropShadow(color) \
- do { \
- swgl_ClipFlags |= SWGL_CLIP_FLAG_BLEND_OVERRIDE; \
- swgl_BlendOverride = BLEND_KEY(SWGL_BLEND_DROP_SHADOW); \
- swgl_BlendColorRGBA8 = packColor<uint32_t>(color); \
- } while (0)
-
-#define swgl_blendSubpixelText(color) \
- do { \
- swgl_ClipFlags |= SWGL_CLIP_FLAG_BLEND_OVERRIDE; \
- swgl_BlendOverride = BLEND_KEY(SWGL_BLEND_SUBPIXEL_TEXT); \
- swgl_BlendColorRGBA8 = packColor<uint32_t>(color); \
- swgl_BlendAlphaRGBA8 = alphas(swgl_BlendColorRGBA8); \
- } while (0)
-
-// Dispatch helper used by the GLSL translator to swgl_drawSpan functions.
-// The number of pixels committed is tracked by checking for the difference in
-// swgl_SpanLength. Any varying interpolants used will be advanced past the
-// committed part of the span in case the fragment shader must be executed for
-// any remaining pixels that were not committed by the span shader.
-#define DISPATCH_DRAW_SPAN(self, format) \
- do { \
- int total = self->swgl_SpanLength; \
- self->swgl_drawSpan##format(); \
- int drawn = total - self->swgl_SpanLength; \
- if (drawn) self->step_interp_inputs(drawn); \
- return drawn; \
- } while (0)