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// 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.
#ifndef sw_VertexRoutine_hpp
#define sw_VertexRoutine_hpp
#include "ShaderCore.hpp"
#include "SpirvShader.hpp"
#include "Device/Color.hpp"
#include "Device/VertexProcessor.hpp"
namespace vk
{
class PipelineLayout;
} // namespace vk
namespace sw
{
class VertexRoutinePrototype : public Function<Void(Pointer<Byte>, Pointer<UInt>, Pointer<Byte>, Pointer<Byte>)>
{
public:
VertexRoutinePrototype() : vertex(Arg<0>()), batch(Arg<1>()), task(Arg<2>()), data(Arg<3>()) {}
virtual ~VertexRoutinePrototype() {}
protected:
Pointer<Byte> vertex;
Pointer<UInt> batch;
Pointer<Byte> task;
Pointer<Byte> data;
};
class VertexRoutine : public VertexRoutinePrototype
{
public:
VertexRoutine(
const VertexProcessor::State &state,
vk::PipelineLayout const *pipelineLayout,
SpirvShader const *spirvShader);
virtual ~VertexRoutine();
void generate();
protected:
Pointer<Byte> constants;
Int clipFlags;
SpirvRoutine routine;
const VertexProcessor::State &state;
SpirvShader const * const spirvShader;
private:
virtual void program(Pointer<UInt> &batch, UInt& vertexCount) = 0;
typedef VertexProcessor::State::Input Stream;
Vector4f readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, Pointer<UInt> &batch,
bool robustBufferAccess, UInt& robustnessSize);
void readInput(Pointer<UInt> &batch);
void computeClipFlags();
void writeCache(Pointer<Byte> &vertexCache, Pointer<UInt> &tagCache, Pointer<UInt> &batch);
void writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cacheEntry);
};
}
#endif // sw_VertexRoutine_hpp