| // 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 "PixelProcessor.hpp" | |
| #include "Primitive.hpp" | |
| #include "Pipeline/Constants.hpp" | |
| #include "Pipeline/PixelProgram.hpp" | |
| #include "System/Debug.hpp" | |
| #include "Vulkan/VkImageView.hpp" | |
| #include "Vulkan/VkPipelineLayout.hpp" | |
| #include <cstring> | |
| namespace sw { | |
| uint32_t PixelProcessor::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 PixelProcessor::State::operator==(const State &state) const | |
| { | |
| if(hash != state.hash) | |
| { | |
| return false; | |
| } | |
| return *static_cast<const States *>(this) == static_cast<const States &>(state); | |
| } | |
| PixelProcessor::PixelProcessor() | |
| { | |
| setRoutineCacheSize(1024); | |
| } | |
| void PixelProcessor::setBlendConstant(const float4 &blendConstant) | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| factor.blendConstantF[i] = blendConstant[i]; | |
| factor.invBlendConstantF[i] = 1.0f - blendConstant[i]; | |
| factor.blendConstantU[i] = clamp(blendConstant[i], 0.0f, 1.0f); | |
| factor.invBlendConstantU[i] = 1.0f - clamp(blendConstant[i], 0.0f, 1.0f); | |
| factor.blendConstantS[i] = clamp(blendConstant[i], -1.0f, 1.0f); | |
| factor.invBlendConstantS[i] = 1.0f - clamp(blendConstant[i], -1.0f, 1.0f); | |
| } | |
| } | |
| void PixelProcessor::setRoutineCacheSize(int cacheSize) | |
| { | |
| routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536)); | |
| } | |
| const PixelProcessor::State PixelProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *fragmentShader, const sw::SpirvShader *vertexShader, const vk::Attachments &attachments, bool occlusionEnabled) const | |
| { | |
| const vk::VertexInputInterfaceState &vertexInputInterfaceState = pipelineState.getVertexInputInterfaceState(); | |
| const vk::PreRasterizationState &preRasterizationState = pipelineState.getPreRasterizationState(); | |
| const vk::FragmentState &fragmentState = pipelineState.getFragmentState(); | |
| const vk::FragmentOutputInterfaceState &fragmentOutputInterfaceState = pipelineState.getFragmentOutputInterfaceState(); | |
| State state; | |
| state.numClipDistances = vertexShader->getNumOutputClipDistances(); | |
| state.numCullDistances = vertexShader->getNumOutputCullDistances(); | |
| if(fragmentShader) | |
| { | |
| state.shaderID = fragmentShader->getIdentifier(); | |
| state.pipelineLayoutIdentifier = fragmentState.getPipelineLayout()->identifier; | |
| state.robustBufferAccess = fragmentShader->getRobustBufferAccess(); | |
| } | |
| else | |
| { | |
| state.shaderID = 0; | |
| state.pipelineLayoutIdentifier = 0; | |
| state.robustBufferAccess = false; | |
| } | |
| state.alphaToCoverage = fragmentOutputInterfaceState.hasAlphaToCoverage(); | |
| state.depthWriteEnable = fragmentState.depthWriteActive(attachments); | |
| if(fragmentState.stencilActive(attachments)) | |
| { | |
| state.stencilActive = true; | |
| state.frontStencil = fragmentState.getFrontStencil(); | |
| state.backStencil = fragmentState.getBackStencil(); | |
| } | |
| state.depthFormat = attachments.depthFormat(); | |
| state.depthBoundsTestActive = fragmentState.depthBoundsTestActive(attachments); | |
| state.minDepthBounds = fragmentState.getMinDepthBounds(); | |
| state.maxDepthBounds = fragmentState.getMaxDepthBounds(); | |
| if(fragmentState.depthTestActive(attachments)) | |
| { | |
| state.depthTestActive = true; | |
| state.depthCompareMode = fragmentState.getDepthCompareMode(); | |
| state.depthBias = preRasterizationState.getConstantDepthBias() != 0.0f || preRasterizationState.getSlopeDepthBias() != 0.0f; | |
| bool pipelineDepthClamp = preRasterizationState.getDepthClampEnable(); | |
| // "For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by clamping after depth bias addition is performed. | |
| // Unless the VK_EXT_depth_range_unrestricted extension is enabled, fragment depth values are clamped even when the depth buffer uses a floating-point representation." | |
| state.depthClamp = pipelineDepthClamp || !state.depthFormat.isFloatFormat() || !preRasterizationState.hasDepthRangeUnrestricted(); | |
| if(pipelineDepthClamp) | |
| { | |
| const VkViewport viewport = preRasterizationState.getViewport(); | |
| state.minDepthClamp = min(viewport.minDepth, viewport.maxDepth); | |
| state.maxDepthClamp = max(viewport.minDepth, viewport.maxDepth); | |
| } | |
| else if(state.depthClamp) | |
| { | |
| state.minDepthClamp = 0.0f; | |
| state.maxDepthClamp = 1.0f; | |
| } | |
| } | |
| state.occlusionEnabled = occlusionEnabled; | |
| bool fragmentContainsDiscard = (fragmentShader && fragmentShader->getAnalysis().ContainsDiscard); | |
| for(uint32_t location = 0; location < MAX_COLOR_BUFFERS; location++) | |
| { | |
| state.colorFormat[location] = attachments.colorFormat(location); | |
| state.colorWriteMask |= fragmentOutputInterfaceState.colorWriteActive(location, attachments) << (4 * location); | |
| state.blendState[location] = fragmentOutputInterfaceState.getBlendState(location, attachments, fragmentContainsDiscard); | |
| } | |
| const bool isBresenhamLine = vertexInputInterfaceState.isDrawLine(true, preRasterizationState.getPolygonMode()) && | |
| preRasterizationState.getLineRasterizationMode() == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT; | |
| state.multiSampleCount = static_cast<unsigned int>(fragmentOutputInterfaceState.getSampleCount()); | |
| state.multiSampleMask = fragmentOutputInterfaceState.getMultiSampleMask(); | |
| state.enableMultiSampling = state.multiSampleCount > 1 && !isBresenhamLine; | |
| // SampleId and SamplePosition require per-sample fragment shader invocations, so the Vulkan spec | |
| // requires turning on sample shading if either of them is present in the shader: | |
| // "If a fragment shader entry point's interface includes an input variable decorated with SampleId, | |
| // Sample Shading is considered enabled with a minSampleShading value of 1.0." | |
| // "If a fragment shader entry point's interface includes an input variable decorated with SamplePosition, | |
| // Sample Shading is considered enabled with a minSampleShading value of 1.0." | |
| bool shaderContainsSampleDecoration = fragmentShader && (fragmentShader->hasBuiltinInput(spv::BuiltInSampleId) || | |
| fragmentShader->hasBuiltinInput(spv::BuiltInSamplePosition)); | |
| if(shaderContainsSampleDecoration) | |
| { | |
| state.sampleShadingEnabled = true; | |
| state.minSampleShading = 1.0f; | |
| } | |
| else | |
| { | |
| state.sampleShadingEnabled = fragmentOutputInterfaceState.hasSampleShadingEnabled(); | |
| state.minSampleShading = fragmentOutputInterfaceState.getMinSampleShading(); | |
| } | |
| if(state.enableMultiSampling && fragmentShader) | |
| { | |
| state.centroid = fragmentShader->getAnalysis().NeedsCentroid; | |
| } | |
| state.frontFace = preRasterizationState.getFrontFace(); | |
| state.hash = state.computeHash(); | |
| return state; | |
| } | |
| PixelProcessor::RoutineType PixelProcessor::routine(const State &state, | |
| const vk::PipelineLayout *pipelineLayout, | |
| const SpirvShader *pixelShader, | |
| const vk::Attachments &attachments, | |
| const vk::DescriptorSet::Bindings &descriptorSets) | |
| { | |
| auto routine = routineCache->lookup(state); | |
| if(!routine) | |
| { | |
| QuadRasterizer *generator = new PixelProgram(state, pipelineLayout, pixelShader, attachments, descriptorSets); | |
| generator->generate(); | |
| routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); | |
| delete generator; | |
| routineCache->add(state, routine); | |
| } | |
| return routine; | |
| } | |
| } // namespace sw |