| // 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 "Pipeline/Constants.hpp" | |
| #include "Pipeline/VertexProgram.hpp" | |
| #include "System/Debug.hpp" | |
| #include "System/Math.hpp" | |
| #include "Vulkan/VkPipelineLayout.hpp" | |
| #include <cstring> | |
| namespace sw { | |
| void VertexCache::clear() | |
| { | |
| for(uint32_t i = 0; i < SIZE; i++) | |
| { | |
| tag[i] = 0xFFFFFFFF; | |
| } | |
| } | |
| 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; | |
| } | |
| return *static_cast<const States *>(this) == static_cast<const States &>(state); | |
| } | |
| VertexProcessor::VertexProcessor() | |
| { | |
| setRoutineCacheSize(1024); | |
| } | |
| void VertexProcessor::setRoutineCacheSize(int cacheSize) | |
| { | |
| routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536)); | |
| } | |
| const VertexProcessor::State VertexProcessor::update(const vk::GraphicsState &pipelineState, const sw::SpirvShader *vertexShader, const vk::Inputs &inputs) | |
| { | |
| const vk::VertexInputInterfaceState &vertexInputInterfaceState = pipelineState.getVertexInputInterfaceState(); | |
| const vk::PreRasterizationState &preRasterizationState = pipelineState.getPreRasterizationState(); | |
| State state; | |
| state.shaderID = vertexShader->getIdentifier(); | |
| state.pipelineLayoutIdentifier = preRasterizationState.getPipelineLayout()->identifier; | |
| state.robustBufferAccess = vertexShader->getRobustBufferAccess(); | |
| state.isPoint = vertexInputInterfaceState.getTopology() == VK_PRIMITIVE_TOPOLOGY_POINT_LIST; | |
| state.depthClipEnable = preRasterizationState.getDepthClipEnable(); | |
| state.depthClipNegativeOneToOne = preRasterizationState.getDepthClipNegativeOneToOne(); | |
| for(size_t i = 0; i < MAX_INTERFACE_COMPONENTS / 4; i++) | |
| { | |
| state.input[i].format = inputs.getStream(i).format; | |
| // TODO: get rid of attribType -- just keep the VK format all the way through, this fully determines | |
| // how to handle the attribute. | |
| state.input[i].attribType = vertexShader->inputs[i * 4].Type; | |
| } | |
| state.hash = state.computeHash(); | |
| return state; | |
| } | |
| VertexProcessor::RoutineType VertexProcessor::routine(const State &state, | |
| const vk::PipelineLayout *pipelineLayout, | |
| const SpirvShader *vertexShader, | |
| const vk::DescriptorSet::Bindings &descriptorSets) | |
| { | |
| auto routine = routineCache->lookup(state); | |
| if(!routine) // Create one | |
| { | |
| VertexRoutine *generator = new VertexProgram(state, pipelineLayout, vertexShader, descriptorSets); | |
| generator->generate(); | |
| routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); | |
| delete generator; | |
| routineCache->add(state, routine); | |
| } | |
| return routine; | |
| } | |
| } // namespace sw |