| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include "SetupProcessor.hpp" | |
| #include "Primitive.hpp" | |
| #include "Polygon.hpp" | |
| #include "Context.hpp" | |
| #include "Renderer.hpp" | |
| #include "Shader/SetupRoutine.hpp" | |
| #include "Shader/Constants.hpp" | |
| #include "Common/Debug.hpp" | |
| #include <cstring> | |
| namespace sw | |
| { | |
| extern bool complementaryDepthBuffer; | |
| extern bool fullPixelPositionRegister; | |
| bool precacheSetup = false; | |
| uint32_t SetupProcessor::States::computeHash() | |
| { | |
| uint32_t *state = reinterpret_cast<uint32_t*>(this); | |
| uint32_t hash = 0; | |
| for(unsigned int i = 0; i < sizeof(States) / sizeof(uint32_t); i++) | |
| { | |
| hash ^= state[i]; | |
| } | |
| return hash; | |
| } | |
| bool SetupProcessor::State::operator==(const State &state) const | |
| { | |
| if(hash != state.hash) | |
| { | |
| return false; | |
| } | |
| static_assert(is_memcmparable<State>::value, "Cannot memcmp States"); | |
| return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0; | |
| } | |
| SetupProcessor::SetupProcessor(Context *context) : context(context) | |
| { | |
| routineCache = nullptr; | |
| setRoutineCacheSize(1024); | |
| } | |
| SetupProcessor::~SetupProcessor() | |
| { | |
| delete routineCache; | |
| routineCache = nullptr; | |
| } | |
| SetupProcessor::State SetupProcessor::update() const | |
| { | |
| State state; | |
| bool vPosZW = (context->pixelShader && context->pixelShader->isVPosDeclared() && fullPixelPositionRegister); | |
| state.isDrawPoint = context->isDrawPoint(true); | |
| state.isDrawLine = context->isDrawLine(true); | |
| state.isDrawTriangle = context->isDrawTriangle(false); | |
| state.isDrawSolidTriangle = context->isDrawTriangle(true); | |
| state.interpolateZ = context->depthBufferActive() || context->pixelFogActive() != FOG_NONE || vPosZW; | |
| state.interpolateW = context->perspectiveActive() || vPosZW; | |
| state.perspective = context->perspectiveActive(); | |
| state.pointSprite = context->pointSpriteActive(); | |
| state.cullMode = context->cullMode; | |
| state.twoSidedStencil = context->stencilActive() && context->twoSidedStencil; | |
| state.slopeDepthBias = context->slopeDepthBias != 0.0f; | |
| state.vFace = context->pixelShader && context->pixelShader->isVFaceDeclared(); | |
| state.positionRegister = Pos; | |
| state.pointSizeRegister = Unused; | |
| state.multiSample = context->getMultiSampleCount(); | |
| state.rasterizerDiscard = context->rasterizerDiscard; | |
| if(context->vertexShader) | |
| { | |
| state.positionRegister = context->vertexShader->getPositionRegister(); | |
| state.pointSizeRegister = context->vertexShader->getPointSizeRegister(); | |
| } | |
| else if(context->pointSizeActive()) | |
| { | |
| state.pointSizeRegister = Pts; | |
| } | |
| for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| state.gradient[interpolant][component].attribute = Unused; | |
| state.gradient[interpolant][component].flat = false; | |
| state.gradient[interpolant][component].wrap = false; | |
| } | |
| } | |
| state.fog.attribute = Unused; | |
| state.fog.flat = false; | |
| state.fog.wrap = false; | |
| const bool point = context->isDrawPoint(true); | |
| const bool sprite = context->pointSpriteActive(); | |
| const bool flatShading = (context->shadingMode == SHADING_FLAT) || point; | |
| if(context->vertexShader && context->pixelShader) | |
| { | |
| for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| int project = context->isProjectionComponent(interpolant - 2, component) ? 1 : 0; | |
| const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component - project); | |
| if(semantic.active()) | |
| { | |
| int input = interpolant; | |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | |
| { | |
| if(semantic == context->vertexShader->getOutput(i, component - project)) | |
| { | |
| input = i; | |
| break; | |
| } | |
| } | |
| bool flat = point; | |
| switch(semantic.usage) | |
| { | |
| case Shader::USAGE_TEXCOORD: flat = point && !sprite; break; | |
| case Shader::USAGE_COLOR: flat = semantic.flat || flatShading; break; | |
| } | |
| state.gradient[interpolant][component].attribute = input; | |
| state.gradient[interpolant][component].flat = flat; | |
| } | |
| } | |
| } | |
| } | |
| else if(context->preTransformed && context->pixelShader) | |
| { | |
| for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component); | |
| switch(semantic.usage) | |
| { | |
| case 0xFF: | |
| break; | |
| case Shader::USAGE_TEXCOORD: | |
| state.gradient[interpolant][component].attribute = T0 + semantic.index; | |
| state.gradient[interpolant][component].flat = semantic.flat || (point && !sprite); | |
| break; | |
| case Shader::USAGE_COLOR: | |
| state.gradient[interpolant][component].attribute = C0 + semantic.index; | |
| state.gradient[interpolant][component].flat = semantic.flat || flatShading; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| } | |
| else if(context->pixelShaderModel() < 0x0300) | |
| { | |
| for(int coordinate = 0; coordinate < 8; coordinate++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| if(context->textureActive(coordinate, component)) | |
| { | |
| state.texture[coordinate][component].attribute = T0 + coordinate; | |
| state.texture[coordinate][component].flat = point && !sprite; | |
| state.texture[coordinate][component].wrap = (context->textureWrap[coordinate] & (1 << component)) != 0; | |
| } | |
| } | |
| } | |
| for(int color = 0; color < 2; color++) | |
| { | |
| for(int component = 0; component < 4; component++) | |
| { | |
| if(context->colorActive(color, component)) | |
| { | |
| state.color[color][component].attribute = C0 + color; | |
| state.color[color][component].flat = flatShading; | |
| } | |
| } | |
| } | |
| } | |
| else ASSERT(false); | |
| if(context->fogActive()) | |
| { | |
| state.fog.attribute = Fog; | |
| state.fog.flat = point; | |
| } | |
| state.hash = state.computeHash(); | |
| return state; | |
| } | |
| std::shared_ptr<Routine> SetupProcessor::routine(const State &state) | |
| { | |
| auto routine = routineCache->query(state); | |
| if(!routine) | |
| { | |
| SetupRoutine *generator = new SetupRoutine(state); | |
| generator->generate(); | |
| routine = generator->getRoutine(); | |
| delete generator; | |
| routineCache->add(state, routine); | |
| } | |
| return routine; | |
| } | |
| void SetupProcessor::setRoutineCacheSize(int cacheSize) | |
| { | |
| delete routineCache; | |
| routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536)); | |
| } | |
| } |