| // 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/VertexProgram.hpp" | |
| #include "Pipeline/Constants.hpp" | |
| #include "System/Math.hpp" | |
| #include "Vulkan/VkDebug.hpp" | |
| #include <string.h> | |
| namespace sw | |
| { | |
| bool precacheVertex = false; | |
| void VertexCache::clear() | |
| { | |
| for(int i = 0; i < 16; i++) | |
| { | |
| tag[i] = 0x80000000; | |
| } | |
| } | |
| unsigned int VertexProcessor::States::computeHash() | |
| { | |
| unsigned int *state = (unsigned int*)this; | |
| unsigned int hash = 0; | |
| for(unsigned int i = 0; i < sizeof(States) / 4; i++) | |
| { | |
| hash ^= state[i]; | |
| } | |
| return hash; | |
| } | |
| VertexProcessor::State::State() | |
| { | |
| memset(this, 0, sizeof(State)); | |
| } | |
| bool VertexProcessor::State::operator==(const State &state) const | |
| { | |
| if(hash != state.hash) | |
| { | |
| return false; | |
| } | |
| return memcmp(static_cast<const States*>(this), static_cast<const States*>(&state), sizeof(States)) == 0; | |
| } | |
| VertexProcessor::VertexProcessor(Context *context) : context(context) | |
| { | |
| 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() | |
| { | |
| for(int i = 0; i < MAX_VERTEX_INPUTS; i++) | |
| { | |
| context->input[i].defaults(); | |
| } | |
| } | |
| void VertexProcessor::setInstanceID(int instanceID) | |
| { | |
| context->instanceID = instanceID; | |
| } | |
| void VertexProcessor::setRoutineCacheSize(int cacheSize) | |
| { | |
| delete routineCache; | |
| routineCache = new RoutineCache<State>(clamp(cacheSize, 1, 65536)); | |
| } | |
| const VertexProcessor::State VertexProcessor::update(VkPrimitiveTopology topology) | |
| { | |
| State state; | |
| state.shaderID = context->vertexShader->getSerialID(); | |
| switch(topology) | |
| { | |
| case VK_PRIMITIVE_TOPOLOGY_POINT_LIST: | |
| state.verticesPerPrimitive = 1; | |
| break; | |
| case VK_PRIMITIVE_TOPOLOGY_LINE_LIST: | |
| case VK_PRIMITIVE_TOPOLOGY_LINE_STRIP: | |
| state.verticesPerPrimitive = 2; | |
| break; | |
| case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST: | |
| case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP: | |
| case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN: | |
| state.verticesPerPrimitive = 3; | |
| break; | |
| default: | |
| UNIMPLEMENTED("topology %d", int(topology)); | |
| } | |
| 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; | |
| // 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 = context->vertexShader->inputs[i*4].Type; | |
| } | |
| state.hash = state.computeHash(); | |
| return state; | |
| } | |
| Routine *VertexProcessor::routine(const State &state) | |
| { | |
| Routine *routine = routineCache->query(state); | |
| if(!routine) // Create one | |
| { | |
| VertexRoutine *generator = new VertexProgram(state, context->pipelineLayout, context->vertexShader, context->descriptorSets); | |
| generator->generate(); | |
| routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); | |
| delete generator; | |
| routineCache->add(state, routine); | |
| } | |
| return routine; | |
| } | |
| } |