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-rw-r--r--Userland/Libraries/LibGL/SoftwareRasterizer.cpp96
1 files changed, 61 insertions, 35 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
index 1867b33188..25cd5df6dd 100644
--- a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
+++ b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
@@ -94,6 +94,9 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
const int by1 = min(render_target.height(), max(max(v0.y(), v1.y()), v2.y()) + RASTERIZER_BLOCK_SIZE - 1) / RASTERIZER_BLOCK_SIZE;
// clang-format on
+ static_assert(RASTERIZER_BLOCK_SIZE < sizeof(int) * 8, "RASTERIZER_BLOCK_SIZE must be smaller than the pixel_mask's width in bits");
+ int pixel_mask[RASTERIZER_BLOCK_SIZE];
+
// Iterate over all blocks within the bounds of the triangle
for (int by = by0; by < by1; by++) {
for (int bx = bx0; bx < bx1; bx++) {
@@ -126,53 +129,76 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
int x0 = bx * RASTERIZER_BLOCK_SIZE;
int y0 = by * RASTERIZER_BLOCK_SIZE;
- int x1 = x0 + RASTERIZER_BLOCK_SIZE;
- int y1 = y0 + RASTERIZER_BLOCK_SIZE;
+ // Generate the coverage mask
if (test_point(b0) && test_point(b1) && test_point(b2) && test_point(b3)) {
- // The block is fully contained within the triangle
- // Fill the block without further coverage tests
+ // The block is fully contained within the triangle. Fill the mask with all 1s
+ for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
+ pixel_mask[y] = -1;
+ }
+ } else {
+ // The block overlaps at least one triangle edge.
+ // We need to test coverage of every pixel within the block.
auto coords = b0;
- for (int y = y0; y < y1; y++, coords += step_y) {
- auto* pixel = &render_target.scanline(y)[x0];
- auto* depth = &depth_buffer.scanline(y)[x0];
- for (int x = x0; x < x1; x++, coords += dbdx, pixel++, depth++) {
- auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
- if (options.enable_depth_test) {
- float z = interpolate(triangle.vertices[0].z, triangle.vertices[1].z, triangle.vertices[2].z, barycentric);
- if (z < *depth) {
- *pixel = to_rgba32(pixel_shader(barycentric, triangle));
- *depth = z;
- }
- } else {
- *pixel = to_rgba32(pixel_shader(barycentric, triangle));
- }
+ for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
+ pixel_mask[y] = 0;
+
+ for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx) {
+ if (test_point(coords))
+ pixel_mask[y] |= 1 << x;
}
}
- } else {
- // The block overlaps at least one triangle edge
- // We need to test coverage of every pixel within the block
+ }
+
+ // AND the depth mask onto the coverage mask
+ if (options.enable_depth_test) {
+ int z_pass_count = 0;
auto coords = b0;
- for (int y = y0; y < y1; y++, coords += step_y) {
- auto* pixel = &render_target.scanline(y)[x0];
- auto* depth = &depth_buffer.scanline(y)[x0];
- for (int x = x0; x < x1; x++, coords += dbdx, pixel++, depth++) {
-
- if (!test_point(coords))
+
+ for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
+ if (pixel_mask[y] == 0) {
+ coords += dbdx * RASTERIZER_BLOCK_SIZE;
+ continue;
+ }
+
+ auto* depth = &depth_buffer.scanline(y0 + y)[x0];
+ for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, depth++) {
+ if (~pixel_mask[y] & (1 << x))
continue;
auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
- if (options.enable_depth_test) {
- float z = interpolate(triangle.vertices[0].z, triangle.vertices[1].z, triangle.vertices[2].z, barycentric);
- if (z < *depth) {
- *pixel = to_rgba32(pixel_shader(barycentric, triangle));
- *depth = z;
- }
- } else {
- *pixel = to_rgba32(pixel_shader(barycentric, triangle));
+ float z = interpolate(triangle.vertices[0].z, triangle.vertices[1].z, triangle.vertices[2].z, barycentric);
+ if (z >= *depth) {
+ pixel_mask[y] ^= 1 << x;
+ continue;
}
+
+ *depth = z;
+ z_pass_count++;
}
}
+
+ // Nice, no pixels passed the depth test -> block rejected by early z
+ if (z_pass_count == 0)
+ continue;
+ }
+
+ // Draw the pixels according to the previously generated mask
+ auto coords = b0;
+ for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
+ if (pixel_mask[y] == 0) {
+ coords += dbdx * RASTERIZER_BLOCK_SIZE;
+ continue;
+ }
+
+ auto* pixel = &render_target.scanline(y0 + y)[x0];
+ for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, pixel++) {
+ if (~pixel_mask[y] & (1 << x))
+ continue;
+
+ auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
+ *pixel = to_rgba32(pixel_shader(barycentric, triangle));
+ }
}
}
}