| // 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 "VertexProcessor.hpp" | |
| #include "Shader/VertexPipeline.hpp" | |
| #include "Shader/VertexProgram.hpp" | |
| #include "Shader/VertexShader.hpp" | |
| #include "Shader/PixelShader.hpp" | |
| #include "Shader/Constants.hpp" | |
| #include "Common/Math.hpp" | |
| #include "Common/Debug.hpp" | |
| #include <cstring> | |
| namespace sw | |
| { | |
| bool precacheVertex = false; | |
| void VertexCache::clear() | |
| { | |
| for(int i = 0; i < 16; i++) | |
| { | |
| tag[i] = 0x80000000; | |
| } | |
| } | |
| uint32_t VertexProcessor::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 VertexProcessor::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; | |
| } | |
| VertexProcessor::TransformFeedbackInfo::TransformFeedbackInfo() | |
| { | |
| buffer = nullptr; | |
| offset = 0; | |
| reg = 0; | |
| row = 0; | |
| col = 0; | |
| stride = 0; | |
| } | |
| VertexProcessor::UniformBufferInfo::UniformBufferInfo() | |
| { | |
| buffer = nullptr; | |
| offset = 0; | |
| } | |
| VertexProcessor::VertexProcessor(Context *context) : context(context) | |
| { | |
| for(int i = 0; i < 12; i++) | |
| { | |
| M[i] = 1; | |
| } | |
| V = 1; | |
| B = 1; | |
| P = 0; | |
| PB = 0; | |
| PBV = 0; | |
| for(int i = 0; i < 12; i++) | |
| { | |
| PBVM[i] = 0; | |
| } | |
| setLightingEnable(true); | |
| setSpecularEnable(false); | |
| for(int i = 0; i < 8; i++) | |
| { | |
| setLightEnable(i, false); | |
| setLightPosition(i, 0); | |
| } | |
| updateMatrix = true; | |
| updateViewMatrix = true; | |
| updateBaseMatrix = true; | |
| updateProjectionMatrix = true; | |
| updateLighting = true; | |
| for(int i = 0; i < 12; i++) | |
| { | |
| updateModelMatrix[i] = true; | |
| } | |
| routineCache = nullptr; | |
| setRoutineCacheSize(1024); | |
| } | |
| VertexProcessor::~VertexProcessor() | |
| { | |
| delete routineCache; | |
| routineCache = nullptr; | |
| } | |
| void VertexProcessor::setInputStream(int index, const Stream &stream) | |
| { | |
| context->input[index] = stream; | |
| } | |
| void VertexProcessor::resetInputStreams(bool preTransformed) | |
| { | |
| for(int i = 0; i < MAX_VERTEX_INPUTS; i++) | |
| { | |
| context->input[i].defaults(); | |
| } | |
| context->preTransformed = preTransformed; | |
| } | |
| void VertexProcessor::setFloatConstant(unsigned int index, const float value[4]) | |
| { | |
| if(index < VERTEX_UNIFORM_VECTORS) | |
| { | |
| c[index][0] = value[0]; | |
| c[index][1] = value[1]; | |
| c[index][2] = value[2]; | |
| c[index][3] = value[3]; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setIntegerConstant(unsigned int index, const int integer[4]) | |
| { | |
| if(index < 16) | |
| { | |
| i[index][0] = integer[0]; | |
| i[index][1] = integer[1]; | |
| i[index][2] = integer[2]; | |
| i[index][3] = integer[3]; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setBooleanConstant(unsigned int index, int boolean) | |
| { | |
| if(index < 16) | |
| { | |
| b[index] = boolean != 0; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset) | |
| { | |
| uniformBufferInfo[index].buffer = buffer; | |
| uniformBufferInfo[index].offset = offset; | |
| } | |
| void VertexProcessor::lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]) | |
| { | |
| for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i) | |
| { | |
| u[i] = uniformBufferInfo[i].buffer ? static_cast<byte*>(uniformBufferInfo[i].buffer->lock(PUBLIC, PRIVATE)) + uniformBufferInfo[i].offset : nullptr; | |
| uniformBuffers[i] = uniformBufferInfo[i].buffer; | |
| } | |
| } | |
| void VertexProcessor::setTransformFeedbackBuffer(int index, sw::Resource* buffer, int offset, unsigned int reg, unsigned int row, unsigned int col, unsigned int stride) | |
| { | |
| transformFeedbackInfo[index].buffer = buffer; | |
| transformFeedbackInfo[index].offset = offset; | |
| transformFeedbackInfo[index].reg = reg; | |
| transformFeedbackInfo[index].row = row; | |
| transformFeedbackInfo[index].col = col; | |
| transformFeedbackInfo[index].stride = stride; | |
| } | |
| void VertexProcessor::lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]) | |
| { | |
| for(int i = 0; i < MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++i) | |
| { | |
| t[i] = transformFeedbackInfo[i].buffer ? static_cast<byte*>(transformFeedbackInfo[i].buffer->lock(PUBLIC, PRIVATE)) + transformFeedbackInfo[i].offset : nullptr; | |
| transformFeedbackBuffers[i] = transformFeedbackInfo[i].buffer; | |
| v[i] = transformFeedbackInfo[i].reg; | |
| r[i] = transformFeedbackInfo[i].row; | |
| c[i] = transformFeedbackInfo[i].col; | |
| s[i] = transformFeedbackInfo[i].stride; | |
| } | |
| } | |
| void VertexProcessor::setModelMatrix(const Matrix &M, int i) | |
| { | |
| if(i < 12) | |
| { | |
| this->M[i] = M; | |
| updateMatrix = true; | |
| updateModelMatrix[i] = true; | |
| updateLighting = true; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setViewMatrix(const Matrix &V) | |
| { | |
| this->V = V; | |
| updateMatrix = true; | |
| updateViewMatrix = true; | |
| } | |
| void VertexProcessor::setBaseMatrix(const Matrix &B) | |
| { | |
| this->B = B; | |
| updateMatrix = true; | |
| updateBaseMatrix = true; | |
| } | |
| void VertexProcessor::setProjectionMatrix(const Matrix &P) | |
| { | |
| this->P = P; | |
| context->wBasedFog = (P[3][0] != 0.0f) || (P[3][1] != 0.0f) || (P[3][2] != 0.0f) || (P[3][3] != 1.0f); | |
| updateMatrix = true; | |
| updateProjectionMatrix = true; | |
| } | |
| void VertexProcessor::setLightingEnable(bool lightingEnable) | |
| { | |
| context->setLightingEnable(lightingEnable); | |
| updateLighting = true; | |
| } | |
| void VertexProcessor::setLightEnable(unsigned int light, bool lightEnable) | |
| { | |
| if(light < 8) | |
| { | |
| context->setLightEnable(light, lightEnable); | |
| } | |
| else ASSERT(false); | |
| updateLighting = true; | |
| } | |
| void VertexProcessor::setSpecularEnable(bool specularEnable) | |
| { | |
| context->setSpecularEnable(specularEnable); | |
| updateLighting = true; | |
| } | |
| void VertexProcessor::setLightPosition(unsigned int light, const Point &lightPosition) | |
| { | |
| if(light < 8) | |
| { | |
| context->setLightPosition(light, lightPosition); | |
| } | |
| else ASSERT(false); | |
| updateLighting = true; | |
| } | |
| void VertexProcessor::setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse) | |
| { | |
| if(light < 8) | |
| { | |
| ff.lightDiffuse[light][0] = lightDiffuse.r; | |
| ff.lightDiffuse[light][1] = lightDiffuse.g; | |
| ff.lightDiffuse[light][2] = lightDiffuse.b; | |
| ff.lightDiffuse[light][3] = lightDiffuse.a; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setLightSpecular(unsigned int light, const Color<float> &lightSpecular) | |
| { | |
| if(light < 8) | |
| { | |
| ff.lightSpecular[light][0] = lightSpecular.r; | |
| ff.lightSpecular[light][1] = lightSpecular.g; | |
| ff.lightSpecular[light][2] = lightSpecular.b; | |
| ff.lightSpecular[light][3] = lightSpecular.a; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setLightAmbient(unsigned int light, const Color<float> &lightAmbient) | |
| { | |
| if(light < 8) | |
| { | |
| ff.lightAmbient[light][0] = lightAmbient.r; | |
| ff.lightAmbient[light][1] = lightAmbient.g; | |
| ff.lightAmbient[light][2] = lightAmbient.b; | |
| ff.lightAmbient[light][3] = lightAmbient.a; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setLightAttenuation(unsigned int light, float constant, float linear, float quadratic) | |
| { | |
| if(light < 8) | |
| { | |
| ff.attenuationConstant[light] = replicate(constant); | |
| ff.attenuationLinear[light] = replicate(linear); | |
| ff.attenuationQuadratic[light] = replicate(quadratic); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setLightRange(unsigned int light, float lightRange) | |
| { | |
| if(light < 8) | |
| { | |
| ff.lightRange[light] = lightRange; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setFogEnable(bool fogEnable) | |
| { | |
| context->fogEnable = fogEnable; | |
| } | |
| void VertexProcessor::setVertexFogMode(FogMode fogMode) | |
| { | |
| context->vertexFogMode = fogMode; | |
| } | |
| void VertexProcessor::setInstanceID(int instanceID) | |
| { | |
| context->instanceID = instanceID; | |
| } | |
| void VertexProcessor::setColorVertexEnable(bool colorVertexEnable) | |
| { | |
| context->setColorVertexEnable(colorVertexEnable); | |
| } | |
| void VertexProcessor::setDiffuseMaterialSource(MaterialSource diffuseMaterialSource) | |
| { | |
| context->setDiffuseMaterialSource(diffuseMaterialSource); | |
| } | |
| void VertexProcessor::setSpecularMaterialSource(MaterialSource specularMaterialSource) | |
| { | |
| context->setSpecularMaterialSource(specularMaterialSource); | |
| } | |
| void VertexProcessor::setAmbientMaterialSource(MaterialSource ambientMaterialSource) | |
| { | |
| context->setAmbientMaterialSource(ambientMaterialSource); | |
| } | |
| void VertexProcessor::setEmissiveMaterialSource(MaterialSource emissiveMaterialSource) | |
| { | |
| context->setEmissiveMaterialSource(emissiveMaterialSource); | |
| } | |
| void VertexProcessor::setGlobalAmbient(const Color<float> &globalAmbient) | |
| { | |
| ff.globalAmbient[0] = globalAmbient.r; | |
| ff.globalAmbient[1] = globalAmbient.g; | |
| ff.globalAmbient[2] = globalAmbient.b; | |
| ff.globalAmbient[3] = globalAmbient.a; | |
| } | |
| void VertexProcessor::setMaterialEmission(const Color<float> &emission) | |
| { | |
| ff.materialEmission[0] = emission.r; | |
| ff.materialEmission[1] = emission.g; | |
| ff.materialEmission[2] = emission.b; | |
| ff.materialEmission[3] = emission.a; | |
| } | |
| void VertexProcessor::setMaterialAmbient(const Color<float> &materialAmbient) | |
| { | |
| ff.materialAmbient[0] = materialAmbient.r; | |
| ff.materialAmbient[1] = materialAmbient.g; | |
| ff.materialAmbient[2] = materialAmbient.b; | |
| ff.materialAmbient[3] = materialAmbient.a; | |
| } | |
| void VertexProcessor::setMaterialDiffuse(const Color<float> &diffuseColor) | |
| { | |
| ff.materialDiffuse[0] = diffuseColor.r; | |
| ff.materialDiffuse[1] = diffuseColor.g; | |
| ff.materialDiffuse[2] = diffuseColor.b; | |
| ff.materialDiffuse[3] = diffuseColor.a; | |
| } | |
| void VertexProcessor::setMaterialSpecular(const Color<float> &specularColor) | |
| { | |
| ff.materialSpecular[0] = specularColor.r; | |
| ff.materialSpecular[1] = specularColor.g; | |
| ff.materialSpecular[2] = specularColor.b; | |
| ff.materialSpecular[3] = specularColor.a; | |
| } | |
| void VertexProcessor::setMaterialShininess(float specularPower) | |
| { | |
| ff.materialShininess = specularPower; | |
| } | |
| void VertexProcessor::setLightViewPosition(unsigned int light, const Point &P) | |
| { | |
| if(light < 8) | |
| { | |
| ff.lightPosition[light][0] = P.x; | |
| ff.lightPosition[light][1] = P.y; | |
| ff.lightPosition[light][2] = P.z; | |
| ff.lightPosition[light][3] = 1; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setRangeFogEnable(bool enable) | |
| { | |
| context->rangeFogEnable = enable; | |
| } | |
| void VertexProcessor::setIndexedVertexBlendEnable(bool indexedVertexBlendEnable) | |
| { | |
| context->indexedVertexBlendEnable = indexedVertexBlendEnable; | |
| } | |
| void VertexProcessor::setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount) | |
| { | |
| if(vertexBlendMatrixCount <= 4) | |
| { | |
| context->vertexBlendMatrixCount = vertexBlendMatrixCount; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setTextureWrap(unsigned int stage, int mask) | |
| { | |
| if(stage < TEXTURE_IMAGE_UNITS) | |
| { | |
| context->textureWrap[stage] = mask; | |
| } | |
| else ASSERT(false); | |
| context->textureWrapActive = false; | |
| for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| context->textureWrapActive |= (context->textureWrap[i] != 0x00); | |
| } | |
| } | |
| void VertexProcessor::setTexGen(unsigned int stage, TexGen texGen) | |
| { | |
| if(stage < 8) | |
| { | |
| context->texGen[stage] = texGen; | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setLocalViewer(bool localViewer) | |
| { | |
| context->localViewer = localViewer; | |
| } | |
| void VertexProcessor::setNormalizeNormals(bool normalizeNormals) | |
| { | |
| context->normalizeNormals = normalizeNormals; | |
| } | |
| void VertexProcessor::setTextureMatrix(int stage, const Matrix &T) | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| for(int j = 0; j < 4; j++) | |
| { | |
| ff.textureTransform[stage][i][j] = T[i][j]; | |
| } | |
| } | |
| } | |
| void VertexProcessor::setTextureTransform(int stage, int count, bool project) | |
| { | |
| context->textureTransformCount[stage] = count; | |
| context->textureTransformProject[stage] = project; | |
| } | |
| void VertexProcessor::setTextureFilter(unsigned int sampler, FilterType textureFilter) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setTextureFilter(textureFilter); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapFilter(mipmapFilter); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setGatherEnable(unsigned int sampler, bool enable) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setGatherEnable(enable); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setAddressingModeU(unsigned int sampler, AddressingMode addressMode) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeU(addressMode); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setAddressingModeV(unsigned int sampler, AddressingMode addressMode) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeV(addressMode); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setAddressingModeW(unsigned int sampler, AddressingMode addressMode) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setAddressingModeW(addressMode); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setReadSRGB(unsigned int sampler, bool sRGB) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setReadSRGB(sRGB); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setMipmapLOD(unsigned int sampler, float bias) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMipmapLOD(bias); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setBorderColor(unsigned int sampler, const Color<float> &borderColor) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBorderColor(borderColor); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setMaxAnisotropy(unsigned int sampler, float maxAnisotropy) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxAnisotropy(maxAnisotropy); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setHighPrecisionFiltering(unsigned int sampler, bool highPrecisionFiltering) | |
| { | |
| if(sampler < TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[sampler].setHighPrecisionFiltering(highPrecisionFiltering); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setSwizzleR(unsigned int sampler, SwizzleType swizzleR) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleR(swizzleR); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setSwizzleG(unsigned int sampler, SwizzleType swizzleG) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleG(swizzleG); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setSwizzleB(unsigned int sampler, SwizzleType swizzleB) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleB(swizzleB); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setSwizzleA(unsigned int sampler, SwizzleType swizzleA) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setSwizzleA(swizzleA); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setCompareFunc(unsigned int sampler, CompareFunc compFunc) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setCompareFunc(compFunc); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setBaseLevel(unsigned int sampler, int baseLevel) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setBaseLevel(baseLevel); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setMaxLevel(unsigned int sampler, int maxLevel) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxLevel(maxLevel); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setMinLod(unsigned int sampler, float minLod) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMinLod(minLod); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setMaxLod(unsigned int sampler, float maxLod) | |
| { | |
| if(sampler < VERTEX_TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[TEXTURE_IMAGE_UNITS + sampler].setMaxLod(maxLod); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setSyncRequired(unsigned int sampler, bool isSincRequired) | |
| { | |
| if(sampler < TEXTURE_IMAGE_UNITS) | |
| { | |
| context->sampler[sampler].setSyncRequired(isSincRequired); | |
| } | |
| else ASSERT(false); | |
| } | |
| void VertexProcessor::setPointSize(float pointSize) | |
| { | |
| point.pointSize = replicate(pointSize); | |
| } | |
| void VertexProcessor::setPointSizeMin(float pointSizeMin) | |
| { | |
| point.pointSizeMin = pointSizeMin; | |
| } | |
| void VertexProcessor::setPointSizeMax(float pointSizeMax) | |
| { | |
| point.pointSizeMax = pointSizeMax; | |
| } | |
| void VertexProcessor::setPointScaleA(float pointScaleA) | |
| { | |
| point.pointScaleA = pointScaleA; | |
| } | |
| void VertexProcessor::setPointScaleB(float pointScaleB) | |
| { | |
| point.pointScaleB = pointScaleB; | |
| } | |
| void VertexProcessor::setPointScaleC(float pointScaleC) | |
| { | |
| point.pointScaleC = pointScaleC; | |
| } | |
| void VertexProcessor::setTransformFeedbackQueryEnabled(bool enable) | |
| { | |
| context->transformFeedbackQueryEnabled = enable; | |
| } | |
| void VertexProcessor::enableTransformFeedback(uint64_t enable) | |
| { | |
| context->transformFeedbackEnabled = enable; | |
| } | |
| const Matrix &VertexProcessor::getModelTransform(int i) | |
| { | |
| updateTransform(); | |
| return PBVM[i]; | |
| } | |
| const Matrix &VertexProcessor::getViewTransform() | |
| { | |
| updateTransform(); | |
| return PBV; | |
| } | |
| bool VertexProcessor::isFixedFunction() | |
| { | |
| return !context->vertexShader; | |
| } | |
| void VertexProcessor::setTransform(const Matrix &M, int i) | |
| { | |
| ff.transformT[i][0][0] = M[0][0]; | |
| ff.transformT[i][0][1] = M[1][0]; | |
| ff.transformT[i][0][2] = M[2][0]; | |
| ff.transformT[i][0][3] = M[3][0]; | |
| ff.transformT[i][1][0] = M[0][1]; | |
| ff.transformT[i][1][1] = M[1][1]; | |
| ff.transformT[i][1][2] = M[2][1]; | |
| ff.transformT[i][1][3] = M[3][1]; | |
| ff.transformT[i][2][0] = M[0][2]; | |
| ff.transformT[i][2][1] = M[1][2]; | |
| ff.transformT[i][2][2] = M[2][2]; | |
| ff.transformT[i][2][3] = M[3][2]; | |
| ff.transformT[i][3][0] = M[0][3]; | |
| ff.transformT[i][3][1] = M[1][3]; | |
| ff.transformT[i][3][2] = M[2][3]; | |
| ff.transformT[i][3][3] = M[3][3]; | |
| } | |
| void VertexProcessor::setCameraTransform(const Matrix &M, int i) | |
| { | |
| ff.cameraTransformT[i][0][0] = M[0][0]; | |
| ff.cameraTransformT[i][0][1] = M[1][0]; | |
| ff.cameraTransformT[i][0][2] = M[2][0]; | |
| ff.cameraTransformT[i][0][3] = M[3][0]; | |
| ff.cameraTransformT[i][1][0] = M[0][1]; | |
| ff.cameraTransformT[i][1][1] = M[1][1]; | |
| ff.cameraTransformT[i][1][2] = M[2][1]; | |
| ff.cameraTransformT[i][1][3] = M[3][1]; | |
| ff.cameraTransformT[i][2][0] = M[0][2]; | |
| ff.cameraTransformT[i][2][1] = M[1][2]; | |
| ff.cameraTransformT[i][2][2] = M[2][2]; | |
| ff.cameraTransformT[i][2][3] = M[3][2]; | |
| ff.cameraTransformT[i][3][0] = M[0][3]; | |
| ff.cameraTransformT[i][3][1] = M[1][3]; | |
| ff.cameraTransformT[i][3][2] = M[2][3]; | |
| ff.cameraTransformT[i][3][3] = M[3][3]; | |
| } | |
| void VertexProcessor::setNormalTransform(const Matrix &M, int i) | |
| { | |
| ff.normalTransformT[i][0][0] = M[0][0]; | |
| ff.normalTransformT[i][0][1] = M[1][0]; | |
| ff.normalTransformT[i][0][2] = M[2][0]; | |
| ff.normalTransformT[i][0][3] = M[3][0]; | |
| ff.normalTransformT[i][1][0] = M[0][1]; | |
| ff.normalTransformT[i][1][1] = M[1][1]; | |
| ff.normalTransformT[i][1][2] = M[2][1]; | |
| ff.normalTransformT[i][1][3] = M[3][1]; | |
| ff.normalTransformT[i][2][0] = M[0][2]; | |
| ff.normalTransformT[i][2][1] = M[1][2]; | |
| ff.normalTransformT[i][2][2] = M[2][2]; | |
| ff.normalTransformT[i][2][3] = M[3][2]; | |
| ff.normalTransformT[i][3][0] = M[0][3]; | |
| ff.normalTransformT[i][3][1] = M[1][3]; | |
| ff.normalTransformT[i][3][2] = M[2][3]; | |
| ff.normalTransformT[i][3][3] = M[3][3]; | |
| } | |
| void VertexProcessor::updateTransform() | |
| { | |
| if(!updateMatrix) return; | |
| int activeMatrices = context->indexedVertexBlendEnable ? 12 : max(context->vertexBlendMatrixCount, 1); | |
| if(updateProjectionMatrix) | |
| { | |
| PB = P * B; | |
| PBV = PB * V; | |
| for(int i = 0; i < activeMatrices; i++) | |
| { | |
| PBVM[i] = PBV * M[i]; | |
| updateModelMatrix[i] = false; | |
| } | |
| updateProjectionMatrix = false; | |
| updateBaseMatrix = false; | |
| updateViewMatrix = false; | |
| } | |
| if(updateBaseMatrix) | |
| { | |
| PB = P * B; | |
| PBV = PB * V; | |
| for(int i = 0; i < activeMatrices; i++) | |
| { | |
| PBVM[i] = PBV * M[i]; | |
| updateModelMatrix[i] = false; | |
| } | |
| updateBaseMatrix = false; | |
| updateViewMatrix = false; | |
| } | |
| if(updateViewMatrix) | |
| { | |
| PBV = PB * V; | |
| for(int i = 0; i < activeMatrices; i++) | |
| { | |
| PBVM[i] = PBV * M[i]; | |
| updateModelMatrix[i] = false; | |
| } | |
| updateViewMatrix = false; | |
| } | |
| for(int i = 0; i < activeMatrices; i++) | |
| { | |
| if(updateModelMatrix[i]) | |
| { | |
| PBVM[i] = PBV * M[i]; | |
| updateModelMatrix[i] = false; | |
| } | |
| } | |
| for(int i = 0; i < activeMatrices; i++) | |
| { | |
| setTransform(PBVM[i], i); | |
| setCameraTransform(B * V * M[i], i); | |
| setNormalTransform(~!(B * V * M[i]), i); | |
| } | |
| updateMatrix = false; | |
| } | |
| void VertexProcessor::setRoutineCacheSize(int cacheSize) | |
| { | |
| delete routineCache; | |
| routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536)); | |
| } | |
| const VertexProcessor::State VertexProcessor::update(DrawType drawType) | |
| { | |
| if(isFixedFunction()) | |
| { | |
| updateTransform(); | |
| if(updateLighting) | |
| { | |
| for(int i = 0; i < 8; i++) | |
| { | |
| if(context->vertexLightActive(i)) | |
| { | |
| // Light position in camera coordinates | |
| setLightViewPosition(i, B * V * context->getLightPosition(i)); | |
| } | |
| } | |
| updateLighting = false; | |
| } | |
| } | |
| State state; | |
| if(context->vertexShader) | |
| { | |
| state.shaderID = context->vertexShader->getSerialID(); | |
| } | |
| else | |
| { | |
| state.shaderID = 0; | |
| } | |
| state.fixedFunction = !context->vertexShader && context->pixelShaderModel() < 0x0300; | |
| state.textureSampling = context->vertexShader ? context->vertexShader->containsTextureSampling() : false; | |
| state.positionRegister = context->vertexShader ? context->vertexShader->getPositionRegister() : Pos; | |
| state.pointSizeRegister = context->vertexShader ? context->vertexShader->getPointSizeRegister() : Pts; | |
| state.vertexBlendMatrixCount = context->vertexBlendMatrixCountActive(); | |
| state.indexedVertexBlendEnable = context->indexedVertexBlendActive(); | |
| state.vertexNormalActive = context->vertexNormalActive(); | |
| state.normalizeNormals = context->normalizeNormalsActive(); | |
| state.vertexLightingActive = context->vertexLightingActive(); | |
| state.diffuseActive = context->diffuseActive(); | |
| state.specularActive = context->specularActive(); | |
| state.vertexSpecularActive = context->vertexSpecularActive(); | |
| state.vertexLightActive = context->vertexLightActive(0) << 0 | | |
| context->vertexLightActive(1) << 1 | | |
| context->vertexLightActive(2) << 2 | | |
| context->vertexLightActive(3) << 3 | | |
| context->vertexLightActive(4) << 4 | | |
| context->vertexLightActive(5) << 5 | | |
| context->vertexLightActive(6) << 6 | | |
| context->vertexLightActive(7) << 7; | |
| state.vertexDiffuseMaterialSourceActive = context->vertexDiffuseMaterialSourceActive(); | |
| state.vertexSpecularMaterialSourceActive = context->vertexSpecularMaterialSourceActive(); | |
| state.vertexAmbientMaterialSourceActive = context->vertexAmbientMaterialSourceActive(); | |
| state.vertexEmissiveMaterialSourceActive = context->vertexEmissiveMaterialSourceActive(); | |
| state.fogActive = context->fogActive(); | |
| state.vertexFogMode = context->vertexFogModeActive(); | |
| state.rangeFogActive = context->rangeFogActive(); | |
| state.localViewerActive = context->localViewerActive(); | |
| state.pointSizeActive = context->pointSizeActive(); | |
| state.pointScaleActive = context->pointScaleActive(); | |
| state.preTransformed = context->preTransformed; | |
| state.superSampling = context->getSuperSampleCount() > 1; | |
| state.transformFeedbackQueryEnabled = context->transformFeedbackQueryEnabled; | |
| state.transformFeedbackEnabled = context->transformFeedbackEnabled; | |
| // Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback, | |
| // which is an OpenGL ES 3.0 feature, and OpenGL ES 3.0 doesn't support quads as a primitive type. | |
| DrawType type = static_cast<DrawType>(static_cast<unsigned int>(drawType) & 0xF); | |
| state.verticesPerPrimitive = 1 + (type >= DRAW_LINELIST) + (type >= DRAW_TRIANGLELIST); | |
| for(int i = 0; i < MAX_VERTEX_INPUTS; i++) | |
| { | |
| state.input[i].type = context->input[i].type; | |
| state.input[i].count = context->input[i].count; | |
| state.input[i].normalized = context->input[i].normalized; | |
| state.input[i].attribType = context->vertexShader ? context->vertexShader->getAttribType(i) : VertexShader::ATTRIBTYPE_FLOAT; | |
| } | |
| if(!context->vertexShader) | |
| { | |
| for(int i = 0; i < 8; i++) | |
| { | |
| // state.textureState[i].vertexTextureActive = context->vertexTextureActive(i, 0); | |
| state.textureState[i].texGenActive = context->texGenActive(i); | |
| state.textureState[i].textureTransformCountActive = context->textureTransformCountActive(i); | |
| state.textureState[i].texCoordIndexActive = context->texCoordIndexActive(i); | |
| } | |
| } | |
| else | |
| { | |
| for(unsigned int i = 0; i < VERTEX_TEXTURE_IMAGE_UNITS; i++) | |
| { | |
| if(context->vertexShader->usesSampler(i)) | |
| { | |
| state.sampler[i] = context->sampler[TEXTURE_IMAGE_UNITS + i].samplerState(); | |
| } | |
| } | |
| } | |
| if(context->vertexShader) // FIXME: Also when pre-transformed? | |
| { | |
| for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++) | |
| { | |
| state.output[i].xWrite = context->vertexShader->getOutput(i, 0).active(); | |
| state.output[i].yWrite = context->vertexShader->getOutput(i, 1).active(); | |
| state.output[i].zWrite = context->vertexShader->getOutput(i, 2).active(); | |
| state.output[i].wWrite = context->vertexShader->getOutput(i, 3).active(); | |
| } | |
| } | |
| else if(!context->preTransformed || context->pixelShaderModel() < 0x0300) | |
| { | |
| state.output[Pos].write = 0xF; | |
| if(context->diffuseActive() && (context->lightingEnable || context->input[Color0])) | |
| { | |
| state.output[C0].write = 0xF; | |
| } | |
| if(context->specularActive()) | |
| { | |
| state.output[C1].write = 0xF; | |
| } | |
| for(int stage = 0; stage < 8; stage++) | |
| { | |
| if(context->texCoordActive(stage, 0)) state.output[T0 + stage].write |= 0x01; | |
| if(context->texCoordActive(stage, 1)) state.output[T0 + stage].write |= 0x02; | |
| if(context->texCoordActive(stage, 2)) state.output[T0 + stage].write |= 0x04; | |
| if(context->texCoordActive(stage, 3)) state.output[T0 + stage].write |= 0x08; | |
| } | |
| if(context->fogActive()) | |
| { | |
| state.output[Fog].xWrite = true; | |
| } | |
| if(context->pointSizeActive()) | |
| { | |
| state.output[Pts].yWrite = true; | |
| } | |
| } | |
| else | |
| { | |
| state.output[Pos].write = 0xF; | |
| for(int i = 0; i < 2; i++) | |
| { | |
| if(context->input[Color0 + i]) | |
| { | |
| state.output[C0 + i].write = 0xF; | |
| } | |
| } | |
| for(int i = 0; i < 8; i++) | |
| { | |
| if(context->input[TexCoord0 + i]) | |
| { | |
| state.output[T0 + i].write = 0xF; | |
| } | |
| } | |
| if(context->input[PointSize]) | |
| { | |
| state.output[Pts].yWrite = true; | |
| } | |
| } | |
| if(context->vertexShaderModel() < 0x0300) | |
| { | |
| state.output[C0].clamp = 0xF; | |
| state.output[C1].clamp = 0xF; | |
| state.output[Fog].xClamp = true; | |
| } | |
| state.hash = state.computeHash(); | |
| return state; | |
| } | |
| std::shared_ptr<Routine> VertexProcessor::routine(const State &state) | |
| { | |
| auto routine = routineCache->query(state); | |
| if(!routine) // Create one | |
| { | |
| VertexRoutine *generator = nullptr; | |
| if(state.fixedFunction) | |
| { | |
| generator = new VertexPipeline(state); | |
| } | |
| else | |
| { | |
| generator = new VertexProgram(state, context->vertexShader); | |
| } | |
| generator->generate(); | |
| routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); | |
| delete generator; | |
| routineCache->add(state, routine); | |
| } | |
| return routine; | |
| } | |
| } |