#include "CanvasPixelShader.h" #include "Color.h" #include "SoftwareCanvasRenderer.h" #include "CanvasPortion.h" #include "CanvasPixel.h" #include "CanvasFragment.h" #include "Rasterizer.h" CanvasPixelShader::CanvasPixelShader(const SoftwareCanvasRenderer &renderer, CanvasPortion *portion, int chunk_size, int sub_chunk_size, int chunks_x, int chunks_y): renderer(renderer), portion(portion), chunk_size(chunk_size), sub_chunk_size(sub_chunk_size), chunks_x(chunks_x), chunks_y(chunks_y) { } int CanvasPixelShader::processParallelUnit(int unit) { // Locate the chunk we work on int prev_sub_chunk_size = chunk_size * 2; int chunk_x = unit / chunks_y; int chunk_y = unit % chunks_y; int base_x = chunk_x * chunk_size; int base_y = chunk_y * chunk_size; int limit_x = portion->getWidth() - base_x; int limit_y = portion->getHeight() - base_y; limit_x = (limit_x > chunk_size) ? chunk_size : limit_x; limit_y = (limit_y > chunk_size) ? chunk_size : limit_y; // Iterate on sub-chunks for (int x = 0; x < limit_x; x += sub_chunk_size) { for (int y = 0; y < limit_y; y += sub_chunk_size) { if (interrupted) { return 0; } if (sub_chunk_size == chunk_size or x % prev_sub_chunk_size != 0 or y % prev_sub_chunk_size != 0) { // Resolve the pixel color const CanvasPixel &pixel = portion->at(base_x + x, base_y + y); int n = pixel.getFragmentCount(); Color composite = COLOR_BLACK; for (int i = 0; i < n; i++) { const CanvasFragment &fragment = pixel.getFragment(i); const Rasterizer &rasterizer = renderer.getRasterizer(fragment.getClient()); composite.mask(rasterizer.shadeFragment(fragment)); } // Fill the square area for (int fx = 0; fx + x < limit_x and fx < sub_chunk_size; fx++) { for (int fy = 0; fy + y < limit_y and fy < sub_chunk_size; fy++) { portion->setColor(base_x + x + fx, base_y + y + fy, composite); } } } } } return 0; }