/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include "SoftwareRasterizer.h" #include #include #include #include namespace GL { using IntVector2 = Gfx::Vector2; using IntVector3 = Gfx::Vector3; static constexpr int RASTERIZER_BLOCK_SIZE = 16; constexpr static int edge_function(const IntVector2& a, const IntVector2& b, const IntVector2& c) { return ((c.x() - a.x()) * (b.y() - a.y()) - (c.y() - a.y()) * (b.x() - a.x())); } template constexpr static T interpolate(const T& v0, const T& v1, const T& v2, const FloatVector3& barycentric_coords) { return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z(); } static Gfx::RGBA32 to_rgba32(const FloatVector4& v) { auto clamped = v.clamped(0, 1); u8 r = clamped.x() * 255; u8 g = clamped.y() * 255; u8 b = clamped.z() * 255; u8 a = clamped.w() * 255; return a << 24 | b << 16 | g << 8 | r; } static FloatVector4 to_vec4(Gfx::RGBA32 rgba) { return { (rgba & 0xff) / 255.0f, ((rgba >> 8) & 0xff) / 255.0f, ((rgba >> 16) & 0xff) / 255.0f, ((rgba >> 24) & 0xff) / 255.0f }; } static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color) { constant = { 0.0f, 0.0f, 0.0f, 0.0f }; src_alpha = 0; dst_alpha = 0; src_color = 0; dst_color = 0; switch (mode) { case GL_ZERO: break; case GL_ONE: constant = { 1.0f, 1.0f, 1.0f, 1.0f }; break; case GL_SRC_COLOR: src_color = 1; break; case GL_ONE_MINUS_SRC_COLOR: constant = { 1.0f, 1.0f, 1.0f, 1.0f }; src_color = -1; break; case GL_SRC_ALPHA: src_alpha = 1; break; case GL_ONE_MINUS_SRC_ALPHA: constant = { 1.0f, 1.0f, 1.0f, 1.0f }; src_alpha = -1; break; case GL_DST_ALPHA: dst_alpha = -1; break; case GL_ONE_MINUS_DST_ALPHA: constant = { 1.0f, 1.0f, 1.0f, 1.0f }; dst_alpha = -1; break; case GL_DST_COLOR: dst_color = 1; break; case GL_ONE_MINUS_DST_COLOR: constant = { 1.0f, 1.0f, 1.0f, 1.0f }; dst_color = -1; break; case GL_SRC_ALPHA_SATURATE: // FIXME: How do we implement this? break; default: VERIFY_NOT_REACHED(); } } template static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& render_target, DepthBuffer& depth_buffer, const GLTriangle& triangle, PS pixel_shader) { // Since the algorithm is based on blocks of uniform size, we need // to ensure that our render_target size is actually a multiple of the block size VERIFY((render_target.width() % RASTERIZER_BLOCK_SIZE) == 0); VERIFY((render_target.height() % RASTERIZER_BLOCK_SIZE) == 0); // Calculate area of the triangle for later tests IntVector2 v0 { (int)triangle.vertices[0].x, (int)triangle.vertices[0].y }; IntVector2 v1 { (int)triangle.vertices[1].x, (int)triangle.vertices[1].y }; IntVector2 v2 { (int)triangle.vertices[2].x, (int)triangle.vertices[2].y }; int area = edge_function(v0, v1, v2); if (area == 0) return; float one_over_area = 1.0f / area; FloatVector4 src_constant {}; float src_factor_src_alpha = 0; float src_factor_dst_alpha = 0; float src_factor_src_color = 0; float src_factor_dst_color = 0; FloatVector4 dst_constant {}; float dst_factor_src_alpha = 0; float dst_factor_dst_alpha = 0; float dst_factor_src_color = 0; float dst_factor_dst_color = 0; if (options.enable_blending) { setup_blend_factors( options.blend_source_factor, src_constant, src_factor_src_alpha, src_factor_dst_alpha, src_factor_src_color, src_factor_dst_color); setup_blend_factors( options.blend_source_factor, dst_constant, dst_factor_src_alpha, dst_factor_dst_alpha, dst_factor_src_color, dst_factor_dst_color); } // Obey top-left rule: // This sets up "zero" for later pixel coverage tests. // Depending on where on the triangle the edge is located // it is either tested against 0 or 1, effectively // turning "< 0" into "<= 0" IntVector3 zero { 1, 1, 1 }; if (v1.y() > v0.y() || (v1.y() == v0.y() && v1.x() < v0.x())) zero.set_z(0); if (v2.y() > v1.y() || (v2.y() == v1.y() && v2.x() < v1.x())) zero.set_x(0); if (v0.y() > v2.y() || (v0.y() == v2.y() && v0.x() < v2.x())) zero.set_y(0); // This function calculates the 3 edge values for the pixel relative to the triangle. auto calculate_edge_values = [v0, v1, v2](const IntVector2& p) -> IntVector3 { return { edge_function(v1, v2, p), edge_function(v2, v0, p), edge_function(v0, v1, p), }; }; // This function tests whether a point as identified by its 3 edge values lies within the triangle auto test_point = [zero](const IntVector3& edges) -> bool { return edges.x() >= zero.x() && edges.y() >= zero.y() && edges.z() >= zero.z(); }; // Calculate block-based bounds // clang-format off const int bx0 = max(0, min(min(v0.x(), v1.x()), v2.x()) ) / RASTERIZER_BLOCK_SIZE; const int bx1 = min(render_target.width(), max(max(v0.x(), v1.x()), v2.x()) + RASTERIZER_BLOCK_SIZE - 1) / RASTERIZER_BLOCK_SIZE; const int by0 = max(0, min(min(v0.y(), v1.y()), v2.y()) ) / RASTERIZER_BLOCK_SIZE; 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]; FloatVector4 pixel_buffer[RASTERIZER_BLOCK_SIZE][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++) { // Edge values of the 4 block corners // clang-format off auto b0 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE }); auto b1 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE }); auto b2 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE }); auto b3 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE }); // clang-format on // If the whole block is outside any of the triangle edges we can discard it completely // We test this by and'ing the relevant edge function values together for all block corners // and checking if the negative sign bit is set for all of them if ((b0.x() & b1.x() & b2.x() & b3.x()) & 0x80000000) continue; if ((b0.y() & b1.y() & b2.y() & b3.y()) & 0x80000000) continue; if ((b0.z() & b1.z() & b2.z() & b3.z()) & 0x80000000) continue; // edge value derivatives auto dbdx = (b1 - b0) / RASTERIZER_BLOCK_SIZE; auto dbdy = (b2 - b0) / RASTERIZER_BLOCK_SIZE; // step edge value after each horizontal span: 1 down, BLOCK_SIZE left auto step_y = dbdy - dbdx * RASTERIZER_BLOCK_SIZE; int x0 = bx * RASTERIZER_BLOCK_SIZE; int y0 = by * 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 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 = 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; } } } // AND the depth mask onto the coverage mask if (options.enable_depth_test) { int z_pass_count = 0; 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* 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; 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 = pixel_buffer[y]; for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, pixel++) { if (~pixel_mask[y] & (1 << x)) continue; // Perspective correct barycentric coordinates auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area; float interpolated_reciprocal_w = interpolate(triangle.vertices[0].w, triangle.vertices[1].w, triangle.vertices[2].w, barycentric); float interpolated_w = 1 / interpolated_reciprocal_w; barycentric = barycentric * FloatVector3(triangle.vertices[0].w, triangle.vertices[1].w, triangle.vertices[2].w) * interpolated_w; // FIXME: make this more generic. We want to interpolate more than just color and uv FloatVector4 vertex_color; if (options.shade_smooth) { vertex_color = interpolate( FloatVector4(triangle.vertices[0].r, triangle.vertices[0].g, triangle.vertices[0].b, triangle.vertices[0].a), FloatVector4(triangle.vertices[1].r, triangle.vertices[1].g, triangle.vertices[1].b, triangle.vertices[1].a), FloatVector4(triangle.vertices[2].r, triangle.vertices[2].g, triangle.vertices[2].b, triangle.vertices[2].a), barycentric); } else { vertex_color = { triangle.vertices[0].r, triangle.vertices[0].g, triangle.vertices[0].b, triangle.vertices[0].a }; } auto uv = interpolate( FloatVector2(triangle.vertices[0].u, triangle.vertices[0].v), FloatVector2(triangle.vertices[1].u, triangle.vertices[1].v), FloatVector2(triangle.vertices[2].u, triangle.vertices[2].v), barycentric); *pixel = pixel_shader(uv, vertex_color); } } if (options.enable_alpha_test && options.alpha_test_func != GL_ALWAYS) { // FIXME: I'm not sure if this is the right place to test this. // If we tested this right at the beginning of our rasterizer routine // we could skip a lot of work but the GL spec might disagree. if (options.alpha_test_func == GL_NEVER) continue; for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) { auto src = pixel_buffer[y]; for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++) { if (~pixel_mask[y] & (1 << x)) continue; bool passed = true; switch (options.alpha_test_func) { case GL_LESS: passed = src->w() < options.alpha_test_ref_value; break; case GL_EQUAL: passed = src->w() == options.alpha_test_ref_value; break; case GL_LEQUAL: passed = src->w() <= options.alpha_test_ref_value; break; case GL_GREATER: passed = src->w() > options.alpha_test_ref_value; break; case GL_NOTEQUAL: passed = src->w() != options.alpha_test_ref_value; break; case GL_GEQUAL: passed = src->w() >= options.alpha_test_ref_value; break; } if (!passed) pixel_mask[y] ^= (1 << x); } } } if (options.enable_blending) { // Blend color values from pixel_buffer into render_target for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) { auto src = pixel_buffer[y]; auto dst = &render_target.scanline(y + y0)[x0]; for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) { if (~pixel_mask[y] & (1 << x)) continue; auto float_dst = to_vec4(*dst); auto src_factor = src_constant + *src * src_factor_src_color + FloatVector4(src->w(), src->w(), src->w(), src->w()) * src_factor_src_alpha + float_dst * src_factor_dst_color + FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * src_factor_dst_alpha; auto dst_factor = dst_constant + *src * dst_factor_src_color + FloatVector4(src->w(), src->w(), src->w(), src->w()) * dst_factor_src_alpha + float_dst * dst_factor_dst_color + FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * dst_factor_dst_alpha; *dst = to_rgba32(*src * src_factor + float_dst * dst_factor); } } } else { // Copy color values from pixel_buffer into render_target for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) { auto src = pixel_buffer[y]; auto dst = &render_target.scanline(y + y0)[x0]; for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) { if (~pixel_mask[y] & (1 << x)) continue; *dst = to_rgba32(*src); } } } } } } static Gfx::IntSize closest_multiple(const Gfx::IntSize& min_size, size_t step) { int width = ((min_size.width() + step - 1) / step) * step; int height = ((min_size.height() + step - 1) / step) * step; return { width, height }; } SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size) : m_render_target { Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)) } , m_depth_buffer { adopt_own(*new DepthBuffer(closest_multiple(min_size, RASTERIZER_BLOCK_SIZE))) } { } void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle) { rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [](const FloatVector2&, const FloatVector4& color) -> FloatVector4 { return color; }); } void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array& texture_units) { rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture_units](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 { // TODO: We'd do some kind of multitexturing/blending here // Construct a vector for the texel we want to sample FloatVector4 texel = color; for (const auto& texture_unit : texture_units) { // No texture is bound to this texture unit if (!texture_unit.is_bound()) continue; // FIXME: Don't assume Texture2D, _and_ work out how we blend/do multitexturing properly..... texel = texel * static_ptr_cast(texture_unit.bound_texture())->sample_texel(uv); } return texel; }); } void SoftwareRasterizer::resize(const Gfx::IntSize& min_size) { wait_for_all_threads(); m_render_target = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)); m_depth_buffer = adopt_own(*new DepthBuffer(m_render_target->size())); } void SoftwareRasterizer::clear_color(const FloatVector4& color) { wait_for_all_threads(); uint8_t r = static_cast(clamp(color.x(), 0.0f, 1.0f) * 255); uint8_t g = static_cast(clamp(color.y(), 0.0f, 1.0f) * 255); uint8_t b = static_cast(clamp(color.z(), 0.0f, 1.0f) * 255); uint8_t a = static_cast(clamp(color.w(), 0.0f, 1.0f) * 255); m_render_target->fill(Gfx::Color(r, g, b, a)); } void SoftwareRasterizer::clear_depth(float depth) { wait_for_all_threads(); m_depth_buffer->clear(depth); } void SoftwareRasterizer::blit_to(Gfx::Bitmap& target) { wait_for_all_threads(); Gfx::Painter painter { target }; painter.blit({ 0, 0 }, *m_render_target, m_render_target->rect(), 1.0f, false); } void SoftwareRasterizer::wait_for_all_threads() const { // FIXME: Wait for all render threads to finish when multithreading is being implemented } void SoftwareRasterizer::set_options(const RasterizerOptions& options) { wait_for_all_threads(); m_options = options; // FIXME: Recreate or reinitialize render threads here when multithreading is being implemented } Gfx::RGBA32 SoftwareRasterizer::get_backbuffer_pixel(int x, int y) { // FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height()) return 0; return m_render_target->scanline(y)[x]; } float SoftwareRasterizer::get_depthbuffer_value(int x, int y) { // FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height()) return 1.0f; return m_depth_buffer->scanline(y)[x]; } }