summaryrefslogtreecommitdiff
path: root/Userland/Libraries/LibSoftGPU/Device.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Userland/Libraries/LibSoftGPU/Device.cpp')
-rw-r--r--Userland/Libraries/LibSoftGPU/Device.cpp38
1 files changed, 22 insertions, 16 deletions
diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp
index 4975ec268b..8661c34b1a 100644
--- a/Userland/Libraries/LibSoftGPU/Device.cpp
+++ b/Userland/Libraries/LibSoftGPU/Device.cpp
@@ -31,6 +31,7 @@ static u64 g_num_sampler_calls;
static u64 g_num_stencil_writes;
static u64 g_num_quads;
+using AK::abs;
using AK::SIMD::any;
using AK::SIMD::exp;
using AK::SIMD::expand4;
@@ -242,13 +243,13 @@ void Device::rasterize_triangle(Triangle const& triangle)
// Calculate depth of fragment for fog;
// OpenGL 1.5 spec chapter 3.10: "An implementation may choose to approximate the
// eye-coordinate distance from the eye to each fragment center by |Ze|."
- f32x4 vertex0_fog_depth;
- f32x4 vertex1_fog_depth;
- f32x4 vertex2_fog_depth;
+ Vector3<f32x4> fog_depth;
if (m_options.fog_enabled) {
- vertex0_fog_depth = expand4(AK::abs(vertex0.eye_coordinates.z()));
- vertex1_fog_depth = expand4(AK::abs(vertex1.eye_coordinates.z()));
- vertex2_fog_depth = expand4(AK::abs(vertex2.eye_coordinates.z()));
+ fog_depth = {
+ expand4(abs(vertex0.eye_coordinates.z())),
+ expand4(abs(vertex1.eye_coordinates.z())),
+ expand4(abs(vertex2.eye_coordinates.z())),
+ };
}
float const render_bounds_left = render_bounds.left();
@@ -262,6 +263,17 @@ void Device::rasterize_triangle(Triangle const& triangle)
auto depth_buffer = m_frame_buffer->depth_buffer();
auto stencil_buffer = m_frame_buffer->stencil_buffer();
+ auto const window_z_coordinates = Vector3<f32x4> {
+ expand4(vertex0.window_coordinates.z()),
+ expand4(vertex1.window_coordinates.z()),
+ expand4(vertex2.window_coordinates.z()),
+ };
+ auto const window_w_coordinates = Vector3<f32x4> {
+ expand4(vertex0.window_coordinates.w()),
+ expand4(vertex1.window_coordinates.w()),
+ expand4(vertex2.window_coordinates.w()),
+ };
+
// Stencil configuration and writing
auto const& stencil_configuration = m_stencil_configuration[GPU::Face::Front];
auto const stencil_reference_value = stencil_configuration.reference_value & stencil_configuration.test_mask;
@@ -401,7 +413,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
if (m_options.enable_depth_test) {
auto depth = load4_masked(depth_ptrs[0], depth_ptrs[1], depth_ptrs[2], depth_ptrs[3], quad.mask);
- quad.depth = interpolate(vertex0.window_coordinates.z(), vertex1.window_coordinates.z(), vertex2.window_coordinates.z(), quad.barycentrics);
+ quad.depth = window_z_coordinates.dot(quad.barycentrics);
// FIXME: Also apply depth_offset_factor which depends on the depth gradient
if (m_options.depth_offset_enabled)
quad.depth += m_options.depth_offset_constant * NumericLimits<float>::epsilon();
@@ -496,14 +508,8 @@ void Device::rasterize_triangle(Triangle const& triangle)
INCREASE_STATISTICS_COUNTER(g_num_pixels_shaded, maskcount(quad.mask));
// Draw the pixels according to the previously generated mask
- auto const w_coordinates = Vector3<f32x4> {
- expand4(vertex0.window_coordinates.w()),
- expand4(vertex1.window_coordinates.w()),
- expand4(vertex2.window_coordinates.w()),
- };
-
- auto const interpolated_reciprocal_w = interpolate(w_coordinates.x(), w_coordinates.y(), w_coordinates.z(), quad.barycentrics);
- quad.barycentrics = quad.barycentrics * w_coordinates / interpolated_reciprocal_w;
+ 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)
@@ -515,7 +521,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
quad.texture_coordinates[i] = 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 = interpolate(vertex0_fog_depth, vertex1_fog_depth, vertex2_fog_depth, quad.barycentrics);
+ quad.fog_depth = fog_depth.dot(quad.barycentrics);
shade_fragments(quad);