| // 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 "SetupProcessor.hpp" |
| |
| #include "Context.hpp" |
| #include "Polygon.hpp" |
| #include "Primitive.hpp" |
| #include "Renderer.hpp" |
| #include "Pipeline/Constants.hpp" |
| #include "Pipeline/SetupRoutine.hpp" |
| #include "Pipeline/SpirvShader.hpp" |
| #include "System/Debug.hpp" |
| #include "Vulkan/VkImageView.hpp" |
| |
| #include <cstring> |
| |
| namespace sw { |
| |
| uint32_t SetupProcessor::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 SetupProcessor::State::operator==(const State &state) const |
| { |
| if(hash != state.hash) |
| { |
| return false; |
| } |
| |
| return *static_cast<const States *>(this) == static_cast<const States &>(state); |
| } |
| |
| SetupProcessor::SetupProcessor() |
| { |
| setRoutineCacheSize(1024); |
| } |
| |
| SetupProcessor::State SetupProcessor::update(const sw::Context *context) const |
| { |
| State state; |
| |
| bool vPosZW = (context->pixelShader && context->pixelShader->hasBuiltinInput(spv::BuiltInFragCoord)); |
| |
| state.isDrawPoint = context->isDrawPoint(true); |
| state.isDrawLine = context->isDrawLine(true); |
| state.isDrawTriangle = context->isDrawTriangle(true); |
| state.fixedPointDepthBuffer = context->depthBuffer && !context->depthBuffer->getFormat(VK_IMAGE_ASPECT_DEPTH_BIT).isFloatFormat(); |
| state.applyConstantDepthBias = context->isDrawTriangle(false) && (context->constantDepthBias != 0.0f); |
| state.applySlopeDepthBias = context->isDrawTriangle(false) && (context->slopeDepthBias != 0.0f); |
| state.applyDepthBiasClamp = context->isDrawTriangle(false) && (context->depthBiasClamp != 0.0f); |
| state.interpolateZ = context->depthBufferActive() || vPosZW; |
| state.interpolateW = context->pixelShader != nullptr; |
| state.frontFace = context->frontFace; |
| state.cullMode = context->cullMode; |
| |
| state.multiSampleCount = context->sampleCount; |
| state.enableMultiSampling = (state.multiSampleCount > 1) && |
| !(context->isDrawLine(true) && (context->lineRasterizationMode == VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT)); |
| state.rasterizerDiscard = context->rasterizerDiscard; |
| |
| state.numClipDistances = context->vertexShader->getNumOutputClipDistances(); |
| state.numCullDistances = context->vertexShader->getNumOutputCullDistances(); |
| |
| if(context->pixelShader) |
| { |
| for(int interpolant = 0; interpolant < MAX_INTERFACE_COMPONENTS; interpolant++) |
| { |
| state.gradient[interpolant] = context->pixelShader->inputs[interpolant]; |
| } |
| } |
| |
| state.hash = state.computeHash(); |
| |
| return state; |
| } |
| |
| SetupProcessor::RoutineType SetupProcessor::routine(const State &state) |
| { |
| auto routine = routineCache->lookup(state); |
| |
| if(!routine) |
| { |
| SetupRoutine *generator = new SetupRoutine(state); |
| generator->generate(); |
| routine = generator->getRoutine(); |
| delete generator; |
| |
| routineCache->add(state, routine); |
| } |
| |
| return routine; |
| } |
| |
| void SetupProcessor::setRoutineCacheSize(int cacheSize) |
| { |
| routineCache = std::make_unique<RoutineCacheType>(clamp(cacheSize, 1, 65536)); |
| } |
| |
| } // namespace sw |