| // 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 <Device/Vertex.hpp> |
| #include "VertexRoutine.hpp" |
| |
| #include "Constants.hpp" |
| #include "Device/Vertex.hpp" |
| #include "Device/Renderer.hpp" |
| #include "System/Half.hpp" |
| #include "Vulkan/VkDebug.hpp" |
| #include "SpirvShader.hpp" |
| |
| namespace sw |
| { |
| VertexRoutine::VertexRoutine( |
| const VertexProcessor::State &state, |
| vk::PipelineLayout const *pipelineLayout, |
| SpirvShader const *spirvShader) |
| : routine(pipelineLayout), |
| state(state), |
| spirvShader(spirvShader) |
| { |
| spirvShader->emitProlog(&routine); |
| } |
| |
| VertexRoutine::~VertexRoutine() |
| { |
| } |
| |
| void VertexRoutine::generate() |
| { |
| const bool textureSampling = state.textureSampling; |
| |
| Pointer<Byte> cache = task + OFFSET(VertexTask,vertexCache); |
| Pointer<Byte> vertexCache = cache + OFFSET(VertexCache,vertex); |
| Pointer<Byte> tagCache = cache + OFFSET(VertexCache,tag); |
| |
| UInt vertexCount = *Pointer<UInt>(task + OFFSET(VertexTask,vertexCount)); |
| |
| constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants)); |
| |
| Do |
| { |
| UInt index = *Pointer<UInt>(batch); |
| UInt tagIndex = index & 0x0000003C; |
| UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance. |
| |
| If(*Pointer<UInt>(tagCache + tagIndex) != indexQ) |
| { |
| *Pointer<UInt>(tagCache + tagIndex) = indexQ; |
| |
| readInput(indexQ); |
| program(indexQ); |
| computeClipFlags(); |
| |
| Pointer<Byte> cacheLine0 = vertexCache + tagIndex * UInt((int)sizeof(Vertex)); |
| writeCache(cacheLine0); |
| } |
| |
| UInt cacheIndex = index & 0x0000003F; |
| Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex)); |
| writeVertex(vertex, cacheLine); |
| |
| vertex += sizeof(Vertex); |
| batch += sizeof(unsigned int); |
| vertexCount--; |
| } |
| Until(vertexCount == 0) |
| |
| Return(); |
| } |
| |
| void VertexRoutine::readInput(UInt &index) |
| { |
| for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i += 4) |
| { |
| if (spirvShader->inputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED || |
| spirvShader->inputs[i + 1].Type != SpirvShader::ATTRIBTYPE_UNUSED || |
| spirvShader->inputs[i + 2].Type != SpirvShader::ATTRIBTYPE_UNUSED || |
| spirvShader->inputs[i + 3].Type != SpirvShader::ATTRIBTYPE_UNUSED) |
| { |
| |
| Pointer<Byte> input = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, input) + sizeof(void *) * (i/4)); |
| UInt stride = *Pointer<UInt>(data + OFFSET(DrawData, stride) + sizeof(unsigned int) * (i/4)); |
| |
| auto value = readStream(input, stride, state.input[i/4], index); |
| routine.inputs[i] = value.x; |
| routine.inputs[i+1] = value.y; |
| routine.inputs[i+2] = value.z; |
| routine.inputs[i+3] = value.w; |
| } |
| } |
| } |
| |
| void VertexRoutine::computeClipFlags() |
| { |
| auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition); |
| assert(it != spirvShader->outputBuiltins.end()); |
| assert(it->second.SizeInComponents == 4); |
| auto &pos = routine.getVariable(it->second.Id); |
| auto posX = pos[it->second.FirstComponent]; |
| auto posY = pos[it->second.FirstComponent + 1]; |
| auto posZ = pos[it->second.FirstComponent + 2]; |
| auto posW = pos[it->second.FirstComponent + 3]; |
| |
| Int4 maxX = CmpLT(posW, posX); |
| Int4 maxY = CmpLT(posW, posY); |
| Int4 maxZ = CmpLT(posW, posZ); |
| Int4 minX = CmpNLE(-posW, posX); |
| Int4 minY = CmpNLE(-posW, posY); |
| Int4 minZ = CmpNLE(Float4(0.0f), posZ); |
| |
| clipFlags = *Pointer<Int>(constants + OFFSET(Constants,maxX) + SignMask(maxX) * 4); // FIXME: Array indexing |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxY) + SignMask(maxY) * 4); |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,maxZ) + SignMask(maxZ) * 4); |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minX) + SignMask(minX) * 4); |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minY) + SignMask(minY) * 4); |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,minZ) + SignMask(minZ) * 4); |
| |
| Int4 finiteX = CmpLE(Abs(posX), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); |
| Int4 finiteY = CmpLE(Abs(posY), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); |
| Int4 finiteZ = CmpLE(Abs(posZ), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); |
| |
| Int4 finiteXYZ = finiteX & finiteY & finiteZ; |
| clipFlags |= *Pointer<Int>(constants + OFFSET(Constants,fini) + SignMask(finiteXYZ) * 4); |
| } |
| |
| Vector4f VertexRoutine::readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index) |
| { |
| const bool textureSampling = state.textureSampling; |
| |
| Vector4f v; |
| |
| Pointer<Byte> source0 = buffer + index * stride; |
| Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0); |
| Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0); |
| Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0); |
| |
| bool isNativeFloatAttrib = (stream.attribType == SpirvShader::ATTRIBTYPE_FLOAT) || stream.normalized; |
| |
| switch(stream.type) |
| { |
| case STREAMTYPE_FLOAT: |
| { |
| if(stream.count == 0) |
| { |
| // Null stream, all default components |
| } |
| else |
| { |
| if(stream.count == 1) |
| { |
| v.x.x = *Pointer<Float>(source0); |
| v.x.y = *Pointer<Float>(source1); |
| v.x.z = *Pointer<Float>(source2); |
| v.x.w = *Pointer<Float>(source3); |
| } |
| else |
| { |
| v.x = *Pointer<Float4>(source0); |
| v.y = *Pointer<Float4>(source1); |
| v.z = *Pointer<Float4>(source2); |
| v.w = *Pointer<Float4>(source3); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| |
| switch(stream.attribType) |
| { |
| case SpirvShader::ATTRIBTYPE_INT: |
| if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); |
| if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); |
| if(stream.count >= 3) v.x = As<Float4>(Int4(v.z)); |
| if(stream.count >= 4) v.x = As<Float4>(Int4(v.w)); |
| break; |
| case SpirvShader::ATTRIBTYPE_UINT: |
| if(stream.count >= 1) v.x = As<Float4>(UInt4(v.x)); |
| if(stream.count >= 2) v.x = As<Float4>(UInt4(v.y)); |
| if(stream.count >= 3) v.x = As<Float4>(UInt4(v.z)); |
| if(stream.count >= 4) v.x = As<Float4>(UInt4(v.w)); |
| break; |
| default: |
| break; |
| } |
| } |
| } |
| break; |
| case STREAMTYPE_BYTE: |
| if(isNativeFloatAttrib) // Stream: UByte, Shader attrib: Float |
| { |
| v.x = Float4(*Pointer<Byte4>(source0)); |
| v.y = Float4(*Pointer<Byte4>(source1)); |
| v.z = Float4(*Pointer<Byte4>(source2)); |
| v.w = Float4(*Pointer<Byte4>(source3)); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| |
| if(stream.normalized) |
| { |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| } |
| } |
| else // Stream: UByte, Shader attrib: Int / UInt |
| { |
| v.x = As<Float4>(Int4(*Pointer<Byte4>(source0))); |
| v.y = As<Float4>(Int4(*Pointer<Byte4>(source1))); |
| v.z = As<Float4>(Int4(*Pointer<Byte4>(source2))); |
| v.w = As<Float4>(Int4(*Pointer<Byte4>(source3))); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| break; |
| case STREAMTYPE_SBYTE: |
| if(isNativeFloatAttrib) // Stream: SByte, Shader attrib: Float |
| { |
| v.x = Float4(*Pointer<SByte4>(source0)); |
| v.y = Float4(*Pointer<SByte4>(source1)); |
| v.z = Float4(*Pointer<SByte4>(source2)); |
| v.w = Float4(*Pointer<SByte4>(source3)); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| |
| if(stream.normalized) |
| { |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleSByte)); |
| } |
| } |
| else // Stream: SByte, Shader attrib: Int / UInt |
| { |
| v.x = As<Float4>(Int4(*Pointer<SByte4>(source0))); |
| v.y = As<Float4>(Int4(*Pointer<SByte4>(source1))); |
| v.z = As<Float4>(Int4(*Pointer<SByte4>(source2))); |
| v.w = As<Float4>(Int4(*Pointer<SByte4>(source3))); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| break; |
| case STREAMTYPE_COLOR: |
| { |
| v.x = Float4(*Pointer<Byte4>(source0)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| v.y = Float4(*Pointer<Byte4>(source1)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| v.z = Float4(*Pointer<Byte4>(source2)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| v.w = Float4(*Pointer<Byte4>(source3)) * *Pointer<Float4>(constants + OFFSET(Constants,unscaleByte)); |
| |
| transpose4x4(v.x, v.y, v.z, v.w); |
| |
| // Swap red and blue |
| Float4 t = v.x; |
| v.x = v.z; |
| v.z = t; |
| } |
| break; |
| case STREAMTYPE_SHORT: |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float |
| { |
| v.x = Float4(*Pointer<Short4>(source0)); |
| v.y = Float4(*Pointer<Short4>(source1)); |
| v.z = Float4(*Pointer<Short4>(source2)); |
| v.w = Float4(*Pointer<Short4>(source3)); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| |
| if(stream.normalized) |
| { |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleShort)); |
| } |
| } |
| else // Stream: Short, Shader attrib: Int/UInt, no type conversion |
| { |
| v.x = As<Float4>(Int4(*Pointer<Short4>(source0))); |
| v.y = As<Float4>(Int4(*Pointer<Short4>(source1))); |
| v.z = As<Float4>(Int4(*Pointer<Short4>(source2))); |
| v.w = As<Float4>(Int4(*Pointer<Short4>(source3))); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| break; |
| case STREAMTYPE_USHORT: |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float |
| { |
| v.x = Float4(*Pointer<UShort4>(source0)); |
| v.y = Float4(*Pointer<UShort4>(source1)); |
| v.z = Float4(*Pointer<UShort4>(source2)); |
| v.w = Float4(*Pointer<UShort4>(source3)); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| |
| if(stream.normalized) |
| { |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants,unscaleUShort)); |
| } |
| } |
| else // Stream: UShort, Shader attrib: Int/UInt, no type conversion |
| { |
| v.x = As<Float4>(Int4(*Pointer<UShort4>(source0))); |
| v.y = As<Float4>(Int4(*Pointer<UShort4>(source1))); |
| v.z = As<Float4>(Int4(*Pointer<UShort4>(source2))); |
| v.w = As<Float4>(Int4(*Pointer<UShort4>(source3))); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| break; |
| case STREAMTYPE_INT: |
| if(isNativeFloatAttrib) // Stream: Int, Shader attrib: Float |
| { |
| v.x = Float4(*Pointer<Int4>(source0)); |
| v.y = Float4(*Pointer<Int4>(source1)); |
| v.z = Float4(*Pointer<Int4>(source2)); |
| v.w = Float4(*Pointer<Int4>(source3)); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| |
| if(stream.normalized) |
| { |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleInt)); |
| } |
| } |
| else // Stream: Int, Shader attrib: Int/UInt, no type conversion |
| { |
| v.x = *Pointer<Float4>(source0); |
| v.y = *Pointer<Float4>(source1); |
| v.z = *Pointer<Float4>(source2); |
| v.w = *Pointer<Float4>(source3); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| break; |
| case STREAMTYPE_UINT: |
| if(isNativeFloatAttrib) // Stream: UInt, Shader attrib: Float |
| { |
| v.x = Float4(*Pointer<UInt4>(source0)); |
| v.y = Float4(*Pointer<UInt4>(source1)); |
| v.z = Float4(*Pointer<UInt4>(source2)); |
| v.w = Float4(*Pointer<UInt4>(source3)); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| |
| if(stream.normalized) |
| { |
| if(stream.count >= 1) v.x *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| if(stream.count >= 2) v.y *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| if(stream.count >= 3) v.z *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| if(stream.count >= 4) v.w *= *Pointer<Float4>(constants + OFFSET(Constants, unscaleUInt)); |
| } |
| } |
| else // Stream: UInt, Shader attrib: Int/UInt, no type conversion |
| { |
| v.x = *Pointer<Float4>(source0); |
| v.y = *Pointer<Float4>(source1); |
| v.z = *Pointer<Float4>(source2); |
| v.w = *Pointer<Float4>(source3); |
| |
| transpose4xN(v.x, v.y, v.z, v.w, stream.count); |
| } |
| break; |
| case STREAMTYPE_HALF: |
| { |
| if(stream.count >= 1) |
| { |
| UShort x0 = *Pointer<UShort>(source0 + 0); |
| UShort x1 = *Pointer<UShort>(source1 + 0); |
| UShort x2 = *Pointer<UShort>(source2 + 0); |
| UShort x3 = *Pointer<UShort>(source3 + 0); |
| |
| v.x.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x0) * 4); |
| v.x.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x1) * 4); |
| v.x.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x2) * 4); |
| v.x.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(x3) * 4); |
| } |
| |
| if(stream.count >= 2) |
| { |
| UShort y0 = *Pointer<UShort>(source0 + 2); |
| UShort y1 = *Pointer<UShort>(source1 + 2); |
| UShort y2 = *Pointer<UShort>(source2 + 2); |
| UShort y3 = *Pointer<UShort>(source3 + 2); |
| |
| v.y.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y0) * 4); |
| v.y.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y1) * 4); |
| v.y.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y2) * 4); |
| v.y.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(y3) * 4); |
| } |
| |
| if(stream.count >= 3) |
| { |
| UShort z0 = *Pointer<UShort>(source0 + 4); |
| UShort z1 = *Pointer<UShort>(source1 + 4); |
| UShort z2 = *Pointer<UShort>(source2 + 4); |
| UShort z3 = *Pointer<UShort>(source3 + 4); |
| |
| v.z.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z0) * 4); |
| v.z.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z1) * 4); |
| v.z.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z2) * 4); |
| v.z.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(z3) * 4); |
| } |
| |
| if(stream.count >= 4) |
| { |
| UShort w0 = *Pointer<UShort>(source0 + 6); |
| UShort w1 = *Pointer<UShort>(source1 + 6); |
| UShort w2 = *Pointer<UShort>(source2 + 6); |
| UShort w3 = *Pointer<UShort>(source3 + 6); |
| |
| v.w.x = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w0) * 4); |
| v.w.y = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w1) * 4); |
| v.w.z = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w2) * 4); |
| v.w.w = *Pointer<Float>(constants + OFFSET(Constants,half2float) + Int(w3) * 4); |
| } |
| } |
| break; |
| case STREAMTYPE_2_10_10_10_INT: |
| { |
| Int4 src; |
| src = Insert(src, *Pointer<Int>(source0), 0); |
| src = Insert(src, *Pointer<Int>(source1), 1); |
| src = Insert(src, *Pointer<Int>(source2), 2); |
| src = Insert(src, *Pointer<Int>(source3), 3); |
| |
| v.x = Float4((src << 22) >> 22); |
| v.y = Float4((src << 12) >> 22); |
| v.z = Float4((src << 02) >> 22); |
| v.w = Float4(src >> 30); |
| |
| if(stream.normalized) |
| { |
| v.x = Max(v.x * Float4(1.0f / 0x1FF), Float4(-1.0f)); |
| v.y = Max(v.y * Float4(1.0f / 0x1FF), Float4(-1.0f)); |
| v.z = Max(v.z * Float4(1.0f / 0x1FF), Float4(-1.0f)); |
| v.w = Max(v.w, Float4(-1.0f)); |
| } |
| } |
| break; |
| case STREAMTYPE_2_10_10_10_UINT: |
| { |
| Int4 src; |
| src = Insert(src, *Pointer<Int>(source0), 0); |
| src = Insert(src, *Pointer<Int>(source1), 1); |
| src = Insert(src, *Pointer<Int>(source2), 2); |
| src = Insert(src, *Pointer<Int>(source3), 3); |
| |
| v.x = Float4(src & Int4(0x3FF)); |
| v.y = Float4((src >> 10) & Int4(0x3FF)); |
| v.z = Float4((src >> 20) & Int4(0x3FF)); |
| v.w = Float4((src >> 30) & Int4(0x3)); |
| |
| if(stream.normalized) |
| { |
| v.x *= Float4(1.0f / 0x3FF); |
| v.y *= Float4(1.0f / 0x3FF); |
| v.z *= Float4(1.0f / 0x3FF); |
| v.w *= Float4(1.0f / 0x3); |
| } |
| } |
| break; |
| default: |
| ASSERT(false); |
| } |
| |
| if(stream.count < 1) v.x = Float4(0.0f); |
| if(stream.count < 2) v.y = Float4(0.0f); |
| if(stream.count < 3) v.z = Float4(0.0f); |
| if(stream.count < 4) v.w = isNativeFloatAttrib ? As<Float4>(Float4(1.0f)) : As<Float4>(Int4(0)); |
| |
| return v; |
| } |
| |
| void VertexRoutine::writeCache(Pointer<Byte> &cacheLine) |
| { |
| Vector4f v; |
| |
| for (int i = 0; i < MAX_INTERFACE_COMPONENTS; i += 4) |
| { |
| if (spirvShader->outputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED || |
| spirvShader->outputs[i+1].Type != SpirvShader::ATTRIBTYPE_UNUSED || |
| spirvShader->outputs[i+2].Type != SpirvShader::ATTRIBTYPE_UNUSED || |
| spirvShader->outputs[i+3].Type != SpirvShader::ATTRIBTYPE_UNUSED) |
| { |
| v.x = routine.outputs[i]; |
| v.y = routine.outputs[i+1]; |
| v.z = routine.outputs[i+2]; |
| v.w = routine.outputs[i+3]; |
| |
| transpose4x4(v.x, v.y, v.z, v.w); |
| |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 0, 16) = v.x; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 1, 16) = v.y; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 2, 16) = v.z; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,v[i]) + sizeof(Vertex) * 3, 16) = v.w; |
| } |
| } |
| |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 0) = (clipFlags >> 0) & 0x0000000FF; |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 1) = (clipFlags >> 8) & 0x0000000FF; |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 2) = (clipFlags >> 16) & 0x0000000FF; |
| *Pointer<Int>(cacheLine + OFFSET(Vertex,clipFlags) + sizeof(Vertex) * 3) = (clipFlags >> 24) & 0x0000000FF; |
| |
| // Viewport transform |
| auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition); |
| assert(it != spirvShader->outputBuiltins.end()); |
| assert(it->second.SizeInComponents == 4); |
| auto &pos = routine.getVariable(it->second.Id); |
| auto posX = pos[it->second.FirstComponent]; |
| auto posY = pos[it->second.FirstComponent + 1]; |
| auto posZ = pos[it->second.FirstComponent + 2]; |
| auto posW = pos[it->second.FirstComponent + 3]; |
| |
| v.x = posX; |
| v.y = posY; |
| v.z = posZ; |
| v.w = posW; |
| |
| // Write the builtin pos into the vertex; it's not going to be consumed by the FS, but may need to reproject if we have to clip. |
| Vector4f v2 = v; |
| transpose4x4(v2.x, v2.y, v2.z, v2.w); |
| |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 0, 16) = v2.x; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 1, 16) = v2.y; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 2, 16) = v2.z; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,builtins.position) + sizeof(Vertex) * 3, 16) = v2.w; |
| |
| Float4 w = As<Float4>(As<Int4>(v.w) | (As<Int4>(CmpEQ(v.w, Float4(0.0f))) & As<Int4>(Float4(1.0f)))); |
| Float4 rhw = Float4(1.0f) / w; |
| |
| v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16)))); |
| v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16)))); |
| v.z = v.z * rhw; |
| v.w = rhw; |
| |
| transpose4x4(v.x, v.y, v.z, v.w); |
| |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 0, 16) = v.x; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 1, 16) = v.y; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 2, 16) = v.z; |
| *Pointer<Float4>(cacheLine + OFFSET(Vertex,projected) + sizeof(Vertex) * 3, 16) = v.w; |
| |
| it = spirvShader->outputBuiltins.find(spv::BuiltInPointSize); |
| if (it != spirvShader->outputBuiltins.end()) |
| { |
| assert(it->second.SizeInComponents == 1); |
| auto psize = routine.getVariable(it->second.Id)[it->second.FirstComponent]; |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 0) = Extract(psize, 0); |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 1) = Extract(psize, 1); |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 2) = Extract(psize, 2); |
| *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 3) = Extract(psize, 3); |
| } |
| } |
| |
| void VertexRoutine::writeVertex(const Pointer<Byte> &vertex, Pointer<Byte> &cache) |
| { |
| for(int i = 0; i < MAX_INTERFACE_COMPONENTS; i++) |
| { |
| if(spirvShader->outputs[i].Type != SpirvShader::ATTRIBTYPE_UNUSED) |
| { |
| *Pointer<Int>(vertex + OFFSET(Vertex, v[i]), 4) = *Pointer<Int>(cache + OFFSET(Vertex, v[i]), 4); |
| } |
| } |
| |
| *Pointer<Int4>(vertex + OFFSET(Vertex,projected)) = *Pointer<Int4>(cache + OFFSET(Vertex,projected)); |
| *Pointer<Int>(vertex + OFFSET(Vertex,clipFlags)) = *Pointer<Int>(cache + OFFSET(Vertex,clipFlags)); |
| *Pointer<Int4>(vertex + OFFSET(Vertex,builtins.position)) = *Pointer<Int4>(cache + OFFSET(Vertex,builtins.position)); |
| *Pointer<Int>(vertex + OFFSET(Vertex,builtins.pointSize)) = *Pointer<Int>(cache + OFFSET(Vertex,builtins.pointSize)); |
| |
| } |
| } |