| // 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 "VertexRoutine.hpp" | |
| #include "Constants.hpp" | |
| #include "SpirvShader.hpp" | |
| #include "Device/Vertex.hpp" | |
| #include "Device/Renderer.hpp" | |
| #include "Vulkan/VkDebug.hpp" | |
| #include "System/Half.hpp" | |
| namespace sw | |
| { | |
| VertexRoutine::VertexRoutine( | |
| const VertexProcessor::State &state, | |
| vk::PipelineLayout const *pipelineLayout, | |
| SpirvShader const *spirvShader) | |
| : routine(pipelineLayout), | |
| state(state), | |
| spirvShader(spirvShader) | |
| { | |
| spirvShader->emitProlog(&routine); | |
| } | |
| VertexRoutine::~VertexRoutine() | |
| { | |
| } | |
| void VertexRoutine::generate() | |
| { | |
| Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache); | |
| Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex); | |
| Pointer<UInt> tagCache = Pointer<UInt>(cache + OFFSET(VertexCache,tag)); | |
| UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount)); | |
| constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants)); | |
| // Check the cache one vertex index at a time. If a hit occurs, copy from the cache to the 'vertex' output buffer. | |
| // On a cache miss, process a SIMD width of consecutive indices from the input batch. They're written to the cache | |
| // in reverse order to guarantee that the first one doesn't get evicted and can be written out. | |
| Do | |
| { | |
| UInt index = *batch; | |
| UInt cacheIndex = index & VertexCache::TAG_MASK; | |
| If(tagCache[cacheIndex] != index) | |
| { | |
| readInput(batch); | |
| program(batch, vertexCount); | |
| computeClipFlags(); | |
| writeCache(vertexCache, tagCache, batch); | |
| } | |
| Pointer<Byte> cacheEntry = vertexCache + cacheIndex * UInt((int)sizeof(Vertex)); | |
| // For points, vertexCount is 1 per primitive, so duplicate vertex for all 3 vertices of the primitive | |
| for(int i = 0; i < (state.isPoint ? 3 : 1); i++) | |
| { | |
| writeVertex(vertex, cacheEntry); | |
| vertex += sizeof(Vertex); | |
| } | |
| batch = Pointer<UInt>(Pointer<Byte>(batch) + sizeof(uint32_t)); | |
| vertexCount--; | |
| } | |
| Until(vertexCount == 0) | |
| Return(); | |
| } | |
| void VertexRoutine::readInput(Pointer<UInt> &batch) | |
| { | |
| for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i += 4) | |
| { | |
| if(spirvShader->inputs[i + 0].Type != SpirvShader::ATTRIBTYPE_UNUSED || | |
| spirvShader->inputs[i + 1].Type != SpirvShader::ATTRIBTYPE_UNUSED || | |
| spirvShader->inputs[i + 2].Type != SpirvShader::ATTRIBTYPE_UNUSED || | |
| spirvShader->inputs[i + 3].Type != SpirvShader::ATTRIBTYPE_UNUSED) | |
| { | |
| Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, input) + sizeof(void*) * (i / 4)); | |
| UInt stride = *Pointer<UInt>(data + OFFSET(DrawData, stride) + sizeof(uint32_t) * (i / 4)); | |
| UInt robustnessSize(0); | |
| if(state.robustBufferAccess) | |
| { | |
| robustnessSize = *Pointer<UInt>(data + OFFSET(DrawData, robustnessSize) + sizeof(uint32_t) * (i / 4)); | |
| } | |
| auto value = readStream(input, stride, state.input[i / 4], batch, state.robustBufferAccess, robustnessSize); | |
| routine.inputs[i + 0] = value.x; | |
| routine.inputs[i + 1] = value.y; | |
| routine.inputs[i + 2] = value.z; | |
| routine.inputs[i + 3] = value.w; | |
| } | |
| } | |
| } | |
| void VertexRoutine::computeClipFlags() | |
| { | |
| auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition); | |
| assert(it != spirvShader->outputBuiltins.end()); | |
| assert(it->second.SizeInComponents == 4); | |
| auto &pos = routine.getVariable(it->second.Id); | |
| auto posX = pos[it->second.FirstComponent + 0]; | |
| auto posY = pos[it->second.FirstComponent + 1]; | |
| auto posZ = pos[it->second.FirstComponent + 2]; | |
| auto posW = pos[it->second.FirstComponent + 3]; | |
| Int4 maxX = CmpLT(posW, posX); | |
| Int4 maxY = CmpLT(posW, posY); | |
| Int4 maxZ = CmpLT(posW, posZ); | |
| Int4 minX = CmpNLE(-posW, posX); | |
| Int4 minY = CmpNLE(-posW, posY); | |
| Int4 minZ = CmpNLE(Float4(0.0f), posZ); | |
| clipFlags = Pointer<Int>(constants + OFFSET(Constants,maxX))[SignMask(maxX)]; | |
| clipFlags |= Pointer<Int>(constants + OFFSET(Constants,maxY))[SignMask(maxY)]; | |
| clipFlags |= Pointer<Int>(constants + OFFSET(Constants,maxZ))[SignMask(maxZ)]; | |
| clipFlags |= Pointer<Int>(constants + OFFSET(Constants,minX))[SignMask(minX)]; | |
| clipFlags |= Pointer<Int>(constants + OFFSET(Constants,minY))[SignMask(minY)]; | |
| clipFlags |= Pointer<Int>(constants + OFFSET(Constants,minZ))[SignMask(minZ)]; | |
| Int4 finiteX = CmpLE(Abs(posX), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteY = CmpLE(Abs(posY), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteZ = CmpLE(Abs(posZ), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); | |
| Int4 finiteXYZ = finiteX & finiteY & finiteZ; | |
| clipFlags |= Pointer<Int>(constants + OFFSET(Constants,fini))[SignMask(finiteXYZ)]; | |
| } | |
| Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, Pointer<UInt> &batch, | |
| bool robustBufferAccess, UInt & robustnessSize) | |
| { | |
| Vector4f v; | |
| UInt4 offsets = *Pointer<UInt4>(As<Pointer<UInt4>>(batch)) * UInt4(stride); | |
| Pointer<Byte> source0 = buffer + offsets.x; | |
| Pointer<Byte> source1 = buffer + offsets.y; | |
| Pointer<Byte> source2 = buffer + offsets.z; | |
| Pointer<Byte> source3 = buffer + offsets.w; | |
| UInt4 zero(0); | |
| if (robustBufferAccess) | |
| { | |
| // TODO(b/141124876): Optimize for wide-vector gather operations. | |
| UInt4 limits = offsets + UInt4(stream.bytesPerAttrib()); | |
| Pointer<Byte> zeroSource = As<Pointer<Byte>>(&zero); | |
| source0 = IfThenElse(limits.x <= robustnessSize, source0, zeroSource); | |
| source1 = IfThenElse(limits.y <= robustnessSize, source1, zeroSource); | |
| source2 = IfThenElse(limits.z <= robustnessSize, source2, zeroSource); | |
| source3 = IfThenElse(limits.w <= robustnessSize, source3, zeroSource); | |
| } | |
| bool isNativeFloatAttrib = (stream.attribType == SpirvShader::ATTRIBTYPE_FLOAT) || stream.normalized; | |
| switch(stream.type) | |
| { | |
| case STREAMTYPE_FLOAT: | |
| { | |
| if(stream.count == 0) | |
| { | |
| // Null stream, all default components | |
| } | |
| else | |
| { | |
| if(stream.count == 1) | |
| { | |
| v.x.x = *Pointer<Float>(source0); | |
| v.x.y = *Pointer<Float>(source1); | |
| v.x.z = *Pointer<Float>(source2); | |
| v.x.w = *Pointer<Float>(source3); | |
| } | |
| else | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| switch(stream.attribType) | |
| { | |
| case SpirvShader::ATTRIBTYPE_INT: | |
| if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); | |
| if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); | |
| if(stream.count >= 3) v.x = As<Float4>(Int4(v.z)); | |
| if(stream.count >= 4) v.x = As<Float4>(Int4(v.w)); | |
| break; | |
| case SpirvShader::ATTRIBTYPE_UINT: | |
| if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x)); | |
| if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y)); | |
| if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z)); | |
| if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w)); | |
| break; | |
| default: | |
| break; | |
| } | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_BYTE: | |
| if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<Byte4>(source0)); | |
| v.y = Float4(*Pointer<Byte4>(source1)); | |
| v.z = Float4(*Pointer<Byte4>(source2)); | |
| v.w = Float4(*Pointer<Byte4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| } | |
| } | |
| else // Stream: UByte, Shader attrib: Int / UInt | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<Byte4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<Byte4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<Byte4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<Byte4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_SBYTE: | |
| if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<SByte4>(source0)); | |
| v.y = Float4(*Pointer<SByte4>(source1)); | |
| v.z = Float4(*Pointer<SByte4>(source2)); | |
| v.w = Float4(*Pointer<SByte4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); | |
| } | |
| } | |
| else // Stream: SByte, Shader attrib: Int / UInt | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<SByte4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<SByte4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<SByte4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<SByte4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_COLOR: | |
| { | |
| v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| // Swap red and blue | |
| Float4 t = v.x; | |
| v.x = v.z; | |
| v.z = t; | |
| } | |
| break; | |
| case STREAMTYPE_SHORT: | |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<Short4>(source0)); | |
| v.y = Float4(*Pointer<Short4>(source1)); | |
| v.z = Float4(*Pointer<Short4>(source2)); | |
| v.w = Float4(*Pointer<Short4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); | |
| } | |
| } | |
| else // Stream: Short, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<Short4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<Short4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<Short4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<Short4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_USHORT: | |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<UShort4>(source0)); | |
| v.y = Float4(*Pointer<UShort4>(source1)); | |
| v.z = Float4(*Pointer<UShort4>(source2)); | |
| v.w = Float4(*Pointer<UShort4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); | |
| } | |
| } | |
| else // Stream: UShort, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = As<Float4>(Int4(*Pointer<UShort4>(source0))); | |
| v.y = As<Float4>(Int4(*Pointer<UShort4>(source1))); | |
| v.z = As<Float4>(Int4(*Pointer<UShort4>(source2))); | |
| v.w = As<Float4>(Int4(*Pointer<UShort4>(source3))); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_INT: | |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<Int4>(source0)); | |
| v.y = Float4(*Pointer<Int4>(source1)); | |
| v.z = Float4(*Pointer<Int4>(source2)); | |
| v.w = Float4(*Pointer<Int4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); | |
| } | |
| } | |
| else // Stream: Int, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_UINT: | |
| if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float | |
| { | |
| v.x = Float4(*Pointer<UInt4>(source0)); | |
| v.y = Float4(*Pointer<UInt4>(source1)); | |
| v.z = Float4(*Pointer<UInt4>(source2)); | |
| v.w = Float4(*Pointer<UInt4>(source3)); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| if(stream.normalized) | |
| { | |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); | |
| } | |
| } | |
| else // Stream: UInt, Shader attrib: Int/UInt, no type conversion | |
| { | |
| v.x = *Pointer<Float4>(source0); | |
| v.y = *Pointer<Float4>(source1); | |
| v.z = *Pointer<Float4>(source2); | |
| v.w = *Pointer<Float4>(source3); | |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); | |
| } | |
| break; | |
| case STREAMTYPE_HALF: | |
| { | |
| if(stream.count >= 1) | |
| { | |
| UShort x0 = *Pointer<UShort>(source0 + 0); | |
| UShort x1 = *Pointer<UShort>(source1 + 0); | |
| UShort x2 = *Pointer<UShort>(source2 + 0); | |
| UShort x3 = *Pointer<UShort>(source3 + 0); | |
| v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4); | |
| v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4); | |
| v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4); | |
| v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4); | |
| } | |
| if(stream.count >= 2) | |
| { | |
| UShort y0 = *Pointer<UShort>(source0 + 2); | |
| UShort y1 = *Pointer<UShort>(source1 + 2); | |
| UShort y2 = *Pointer<UShort>(source2 + 2); | |
| UShort y3 = *Pointer<UShort>(source3 + 2); | |
| v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4); | |
| v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4); | |
| v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4); | |
| v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4); | |
| } | |
| if(stream.count >= 3) | |
| { | |
| UShort z0 = *Pointer<UShort>(source0 + 4); | |
| UShort z1 = *Pointer<UShort>(source1 + 4); | |
| UShort z2 = *Pointer<UShort>(source2 + 4); | |
| UShort z3 = *Pointer<UShort>(source3 + 4); | |
| v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4); | |
| v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4); | |
| v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4); | |
| v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4); | |
| } | |
| if(stream.count >= 4) | |
| { | |
| UShort w0 = *Pointer<UShort>(source0 + 6); | |
| UShort w1 = *Pointer<UShort>(source1 + 6); | |
| UShort w2 = *Pointer<UShort>(source2 + 6); | |
| UShort w3 = *Pointer<UShort>(source3 + 6); | |
| v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4); | |
| v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4); | |
| v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4); | |
| v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_2_10_10_10_INT: | |
| { | |
| Int4 src; | |
| src = Insert(src, *Pointer<Int>(source0), 0); | |
| src = Insert(src, *Pointer<Int>(source1), 1); | |
| src = Insert(src, *Pointer<Int>(source2), 2); | |
| src = Insert(src, *Pointer<Int>(source3), 3); | |
| v.x = Float4((src << 22) >> 22); | |
| v.y = Float4((src << 12) >> 22); | |
| v.z = Float4((src << 02) >> 22); | |
| v.w = Float4(src >> 30); | |
| if(stream.normalized) | |
| { | |
| v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f)); | |
| v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f)); | |
| v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f)); | |
| v.w = Max(v.w, Float4(-1.0f)); | |
| } | |
| } | |
| break; | |
| case STREAMTYPE_2_10_10_10_UINT: | |
| { | |
| Int4 src; | |
| src = Insert(src, *Pointer<Int>(source0), 0); | |
| src = Insert(src, *Pointer<Int>(source1), 1); | |
| src = Insert(src, *Pointer<Int>(source2), 2); | |
| src = Insert(src, *Pointer<Int>(source3), 3); | |
| v.x = Float4(src & Int4(0x3FF)); | |
| v.y = Float4((src >> 10) & Int4(0x3FF)); | |
| v.z = Float4((src >> 20) & Int4(0x3FF)); | |
| v.w = Float4((src >> 30) & Int4(0x3)); | |
| if(stream.normalized) | |
| { | |
| v.x *= Float4(1.0f / 0x3FF); | |
| v.y *= Float4(1.0f / 0x3FF); | |
| v.z *= Float4(1.0f / 0x3FF); | |
| v.w *= Float4(1.0f / 0x3); | |
| } | |
| } | |
| break; | |
| default: | |
| UNSUPPORTED("stream.type %d", int(stream.type)); | |
| } | |
| if(stream.count < 1) v.x = Float4(0.0f); | |
| if(stream.count < 2) v.y = Float4(0.0f); | |
| if(stream.count < 3) v.z = Float4(0.0f); | |
| if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(1)); | |
| return v; | |
| } | |
| void VertexRoutine::writeCache(Pointer<Byte> &vertexCache, Pointer<UInt> &tagCache, Pointer<UInt> &batch) | |
| { | |
| UInt index0 = batch[0]; | |
| UInt index1 = batch[1]; | |
| UInt index2 = batch[2]; | |
| UInt index3 = batch[3]; | |
| UInt cacheIndex0 = index0 & VertexCache::TAG_MASK; | |
| UInt cacheIndex1 = index1 & VertexCache::TAG_MASK; | |
| UInt cacheIndex2 = index2 & VertexCache::TAG_MASK; | |
| UInt cacheIndex3 = index3 & VertexCache::TAG_MASK; | |
| // We processed a SIMD group of vertices, with the first one being the one that missed the cache tag check. | |
| // Write them out in reverse order here and below to ensure the first one is now guaranteed to be in the cache. | |
| tagCache[cacheIndex3] = index3; | |
| tagCache[cacheIndex2] = index2; | |
| tagCache[cacheIndex1] = index1; | |
| tagCache[cacheIndex0] = index0; | |
| auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition); | |
| assert(it != spirvShader->outputBuiltins.end()); | |
| assert(it->second.SizeInComponents == 4); | |
| auto &position = routine.getVariable(it->second.Id); | |
| Vector4f pos; | |
| pos.x = position[it->second.FirstComponent + 0]; | |
| pos.y = position[it->second.FirstComponent + 1]; | |
| pos.z = position[it->second.FirstComponent + 2]; | |
| pos.w = position[it->second.FirstComponent + 3]; | |
| // Projection and viewport transform. | |
| Float4 w = As<Float4>(As<Int4>(pos.w) | (As<Int4>(CmpEQ(pos.w, Float4(0.0f))) & As<Int4>(Float4(1.0f)))); | |
| Float4 rhw = Float4(1.0f) / w; | |
| Vector4f proj; | |
| proj.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + pos.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16)))); | |
| proj.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + pos.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16)))); | |
| proj.z = pos.z * rhw; | |
| proj.w = rhw; | |
| transpose4x4(pos.x, pos.y, pos.z, pos.w); | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex3 + OFFSET(Vertex,position), 16) = pos.w; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex2 + OFFSET(Vertex,position), 16) = pos.z; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex1 + OFFSET(Vertex,position), 16) = pos.y; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex0 + OFFSET(Vertex,position), 16) = pos.x; | |
| it = spirvShader->outputBuiltins.find(spv::BuiltInPointSize); | |
| if(it != spirvShader->outputBuiltins.end()) | |
| { | |
| assert(it->second.SizeInComponents == 1); | |
| auto psize = routine.getVariable(it->second.Id)[it->second.FirstComponent]; | |
| *Pointer<Float>(vertexCache + sizeof(Vertex) * cacheIndex3 + OFFSET(Vertex,pointSize)) = Extract(psize, 3); | |
| *Pointer<Float>(vertexCache + sizeof(Vertex) * cacheIndex2 + OFFSET(Vertex,pointSize)) = Extract(psize, 2); | |
| *Pointer<Float>(vertexCache + sizeof(Vertex) * cacheIndex1 + OFFSET(Vertex,pointSize)) = Extract(psize, 1); | |
| *Pointer<Float>(vertexCache + sizeof(Vertex) * cacheIndex0 + OFFSET(Vertex,pointSize)) = Extract(psize, 0); | |
| } | |
| *Pointer<Int>(vertexCache + sizeof(Vertex) * cacheIndex3 + OFFSET(Vertex,clipFlags)) = (clipFlags >> 24) & 0x0000000FF; | |
| *Pointer<Int>(vertexCache + sizeof(Vertex) * cacheIndex2 + OFFSET(Vertex,clipFlags)) = (clipFlags >> 16) & 0x0000000FF; | |
| *Pointer<Int>(vertexCache + sizeof(Vertex) * cacheIndex1 + OFFSET(Vertex,clipFlags)) = (clipFlags >> 8) & 0x0000000FF; | |
| *Pointer<Int>(vertexCache + sizeof(Vertex) * cacheIndex0 + OFFSET(Vertex,clipFlags)) = (clipFlags >> 0) & 0x0000000FF; | |
| transpose4x4(proj.x, proj.y, proj.z, proj.w); | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex3 + OFFSET(Vertex,projected), 16) = proj.w; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex2 + OFFSET(Vertex,projected), 16) = proj.z; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex1 + OFFSET(Vertex,projected), 16) = proj.y; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex0 + OFFSET(Vertex,projected), 16) = proj.x; | |
| for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i += 4) | |
| { | |
| if(spirvShader->outputs[i + 0].Type != SpirvShader::ATTRIBTYPE_UNUSED || | |
| spirvShader->outputs[i + 1].Type != SpirvShader::ATTRIBTYPE_UNUSED || | |
| spirvShader->outputs[i + 2].Type != SpirvShader::ATTRIBTYPE_UNUSED || | |
| spirvShader->outputs[i + 3].Type != SpirvShader::ATTRIBTYPE_UNUSED) | |
| { | |
| Vector4f v; | |
| v.x = routine.outputs[i + 0]; | |
| v.y = routine.outputs[i + 1]; | |
| v.z = routine.outputs[i + 2]; | |
| v.w = routine.outputs[i + 3]; | |
| transpose4x4(v.x, v.y, v.z, v.w); | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex3 + OFFSET(Vertex,v[i]), 16) = v.w; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex2 + OFFSET(Vertex,v[i]), 16) = v.z; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex1 + OFFSET(Vertex,v[i]), 16) = v.y; | |
| *Pointer<Float4>(vertexCache + sizeof(Vertex) * cacheIndex0 + OFFSET(Vertex,v[i]), 16) = v.x; | |
| } | |
| } | |
| } | |
| void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cacheEntry) | |
| { | |
| *Pointer<Int4>(vertex + OFFSET(Vertex,position)) = *Pointer<Int4>(cacheEntry + OFFSET(Vertex,position)); | |
| *Pointer<Int>(vertex + OFFSET(Vertex,pointSize)) = *Pointer<Int>(cacheEntry + OFFSET(Vertex,pointSize)); | |
| *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cacheEntry + OFFSET(Vertex,clipFlags)); | |
| *Pointer<Int4>(vertex + OFFSET(Vertex,projected)) = *Pointer<Int4>(cacheEntry + OFFSET(Vertex,projected)); | |
| for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i++) | |
| { | |
| if(spirvShader->outputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED) | |
| { | |
| *Pointer<Int>(vertex + OFFSET(Vertex, v[i]), 4) = *Pointer<Int>(cacheEntry + OFFSET(Vertex, v[i]), 4); | |
| } | |
| } | |
| } | |
| } |